Subnautica

I ve crashlanded in an alien ocean, the sole survivor of a terraforming mission. My life pod floats, luckily, and comes equipped with a high-tech 3D printer and a storage locker. For me to survive, I ve got to pillage the bounties of the ocean floor while trying not to starve to death or get eaten myself.

Subnautica is… well. I could dance around a bit, but it s underwater Minecraft. Reductivity is frequently not a virtue, and describing one game in terms of a recent mega-success always feels a little icky. Like when every startup company describes themselves as Uber for [other thing]. Even so, Subnautica, developed by Natural Selection 2 devs Unknown Worlds, features crafting, digging, monsters, hunger and thirst, exploration, procedurally generated vistas, and dangerous creatures that come out at night. It s Minecraft, except underwater.

That s not a bad thing, though. Minecraft s oceans were always a little sparse, populated by doofy octopi and sand. As massive and uncharted as real oceans are, they deserve the attentions of an entire game. Subnautica is on its way to being a lovely sandbox of underwater exploration.

Sea food

In its current state, Subnautica features two modes: survival and freedom. They are basically the same, but the freedom mode removes the game s hunger and thirst mechanics, and doesn t empty your inventory when you die. I found that, as in Minecraft, once I no longer struggled to survive, I quickly lost interest in the game. Subnautica is a game that begs to be explored, so I appreciate the option to simply turn off the survival mechanics.

In survival mode, a lot is riding on a successful first day. From the moment I wake up in Subnautica, I have a few minutes before I starve to death, and few more before I die of thirst. The immediate business of the day is outfitting myself with salt, freshly caught alien fish, and some gear.

All of the crafting in Subnautica takes place on a 3D printer inside my floating lifepod base, and the progression of raw materials to finished gear is immediately familiar: Organic matter gets printed into raw carbon. Carbon and zinc get printed into a basic battery. A battery and some glass become a flashlight, and now I can see what s going on at night.

It s predictable, sure, but it s still incredibly satisfying. Building a self-propelled, armored, deep-sea capable submarine feels so good because I put it together, piece by piece, while swimming in a sea of predators.

Sunburn

Though it is fun already, Subnautica does suffer from some technical problems. Terrain has a habit of popping in, especially when I got my souped-up submarine to full speed. On one occasion, I drove straight off the edge of the world because the next cluster failed to load. This locked up the game and, because saving and loading isn t implemented yet, I had to start a new game without that badass sub.

In addition to subs, Subnautica has a few interesting toys to play with. Flashlights and seascooters and location beacons are all available to help navigate the alien waters. My favorite gadget is the gravsphere, a plantable trap that captures fish. Deploy it, go hunting for scrap metal and minerals, then come back to a fresh fish dinner. It s that kind of high-tech creativity that draws me away from Minecraft comparisons and makes me hopeful that Subnautica will bring new ideas to the survival sandbox genre.

Surviving can be a struggle in the early days, but a little luck meant I had extra supplies after a half hour. Once a surplus was safe, that was my cue to start pushing myself, diving deeper, swimming farther from the safety of my lifepod. Discrete biomes like mushroom forests, coral reefs, and cave complexes feature local resources and creatures, and they re all amazing to look at.

The designs and art of the alien sea creatures also deserve some praise. I found exploration to be a simple joy, but pulling a double-take when I spot a new animal is more rewarding than locating a new type of terrain. There are fish shaped like boomerangs, trout with one giant eye, razor-toothed predators, and blowfish that explode. My favorite part is that I never know which animals are dangerous. I ll spot a giant, slow-moving whale and watch it, circling, trying to suss out if it s the type to swallow me whole or ignore me completely. The feeling of being an alien interloper, that I am swimming on a world that is not my own, is complete and unlike anything else in the genre.

End game

Eventually, though, my well-stocked inventory started sapping the tension from the situation. Without a clock ticking down to a starvation death, I began having much less fun. My hope is that an end-game goal—be rescued, find land, build an underwater city and proclaim myself king, etc.—will add direction to the parts of the game that follow immediately after don t starve to death.

Another limitation of the current build is that you re effectively tethered to the life pod. You can take your sub miles and miles in any direction, but if you want to cook food ever again, you re going to have to turn around and drive back to the fabricator. I m hopeful that the devs plans for larger submarines will include one with an on-board fabricator to really set you free. Unknown Worlds also has plans for more animals, more crafting recipes, deeper biomes (accessible only with deep-diving subs), and more raw materials. The team is taking the idea of open development seriously, managing its to-do list on a public task board. Players can scroll through and see that the missing inventory icon for the Hoopfish is already fixed, and will be updated in the new build scheduled for January 15.

With an experienced developer at the helm and a limitless variety of the oceans to play with, it s going to take a lot for Subnautica to go badly wrong. As the toolbox gets deeper and the shape of the end-game gets set, Subnautica will be a unique example of the ways survival can be tense, rewarding, and fun.

Subnautica - contact@rockpapershotgun.com (Marsh Davies)

Snorkel is not only fun to say, but it   s a relatively new word, too, appearing in its Anglicised form as recently as 1949. It comes from    schnorchel   , the German navy slang for a U-boat   s airshaft, though    schnorchel    actually means nose or snout. It   s thought that a lot of our similar-sounding words related to this protuberance, like snort or snore, all share the same onomatopoeic origin, intended to capture the sound of a sharp inhalation. Snork!

Each week Marsh Davies dips a toe into the unknown waters of Early Access and returns with any stories he can find and/or decompression sickness. This week he slaps on a snorkel and dives into alien aquatic survival game Subnautica. Snorkel is a great word. Snork snork!>

2014 was the year of the indie survival game. 2015 looks very much like it might be the year of the indie survival game as well. 2016 is the year that the secret cabal of indie survival game developers finally steps from the shadows to unleash its terrible global coup. Within minutes of the first shot, indie game genres fall, devoured by the unstoppable tide of survival mechanics. Early Access devs planning coherent end-games are forced to fight each other to the death in a bleak, under-resourced wilderness with guns improvised from baked-bean tins. In sick mimicry of the cabal s evil creed, games can now only conclude with the player s own expiration from starvation or hypothermia. To play is to die! To play is to die! the regime s fanatical adherents shriek from loudhailers as the speedrunners, twin-stick shootists and visual-novelists are forced into the re-education pens. No one misses the Dota players. It s only the devastating invasion of the Sokobeasts, a hyperintelligent alien race fixated on abstruse block-pushing puzzles, that forces the regime to see its terrible error. Only then does it regret marooning Jon Blow and Stephen Lavelle on a spit of sand in the Pacific with only a snooker cue and a single sausage-roll between them. How the regime had laughed at that. Well, they re not laughing now. Because they re dead.

… [visit site to read more]

Dec 31, 2014
Subnautica - UWE.Strayan (NS2HD)


Predicting the future is very difficult: We leave that job to the Future Perfect development team. It is possible, however, to make a decent call about when then next Subnautica development update is going to surface.

We’ve set a rough date of January 15th. We may deliver Update 8 earlier or later than this, but the update will come around that time. The biggest feature we expect to add around that date is save/load. If you’ve been playing in Experimental branch (See this guide to find out how to get it) you will have already been able to play around with Jonas’ prototype.

Normally, we want to release a substantial update every two weeks or so. Update 7 appeared on December 23rd, which means we’re coming due for another one soon. But it’s the holiday season, and much of the team is taking a break at the moment. That means we are running a little slowly.

Other things that you might see pop up in Update 8 are more creatures, several prototype tools, a tweaked main menu, and an overhauled head-up-display / user-interface. Keep an eye on the Subnautica Trello Board to see how we’re progressing!
Dec 31, 2014
Subnautica - Hugh


Predicting the future is very difficult: We leave that job to the Future Perfect development team. It is possible, however, to make a decent call about when then next Subnautica development update is going to surface.

We’ve set a rough date of January 15th. We may deliver Update 8 earlier or later than this, but the update will come around that time. The biggest feature we expect to add around that date is save/load. If you’ve been playing in Experimental branch (See this guide to find out how to get it) you will have already been able to play around with Jonas’ prototype.

Normally, we want to release a substantial update every two weeks or so. Update 7 appeared on December 23rd, which means we’re coming due for another one soon. But it’s the holiday season, and much of the team is taking a break at the moment. That means we are running a little slowly.

Other things that you might see pop up in Update 8 are more creatures, several prototype tools, a tweaked main menu, and an overhauled head-up-display / user-interface. Keep an eye on the Subnautica Trello Board to see how we’re progressing!
Dec 23, 2014
Subnautica - UWE.Strayan (NS2HD)


Last week, Subnautica was released on Steam Early Access. Since then, over 11,000 games of Subnautica have been played. That's crazy! Subnautica's development was already pretty open before December 16th, but now the flood gates have opened.

We're absolutely swimming in ideas and feedback. Treading water is boring, so naturally we've been diving into all sorts of stuff in the days since release, and a new development build is available on Steam. If you have Subnautica in your Steam library (get it here), you will receive the update automatically.

Here's a quick summary of some of the changes and additions that have been made. We can never fit everything in these updates, so please check out the Subnautica Trello Board and Checkin & Changes list for all the goods.

https://www.youtube.com/watch?v=p9D5SoXd5SI

Charlie had a bit of fun, and created a new craftable item called the 'Gravsphere.' When deployed, it sucks small objects and creatures towards it. It effectively allows some serious loot-hoovering!



It's now possible to store loot in the life pod, using the storage locker found behind the ladder. Left click to open the storage, and then drag items between your personal inventory and the locker.



Got an Oculus DK2? We’ve got a present for you. VR-integration has proceeded pretty well, and while the game does have significant issues in VR, it is a great experience. We’ve written up a comprehensive Steam Guide to get you started.



Back to storage: It gets better for loot-hoarders. You can now use ‘storage cubes’ to store even more stuff, anywhere in the world! Storage cubes can be made at the fabricator (costing 3 metal each), and then place anywhere by dropping them from your inventory.



Gasopods are now more flatulent, and it’s harder to just swim around them without copping a nasty serve to the face.



Those with Nvidia SLI setups had a slightly sub-optimal introduction to Subnautica – The oxygen bar was not showing up! This now fixed, and those with intense GPU set ups can now receive some warnings before they suffocate!



The Beacon will no longer stream out when you swim very far from it. This is good, because a homing beacon that stops working when you need it most is not a very good homing beacon!



Oxygen now replenishes at twice the previous rate when you visit the surface. This means you can get back to exploring more quickly!



Large creatures will now spend a lot less time shoving their faces into rock walls and the sea floor. You be judge as to whether this is a good thing. Some of them have been known to eat players, and if they’re not running into walls, they’re probably swimming near you…



That’s it for this update, but remember: We don’t include everything in these summaries! To see everything that was changed, added, improved in this update check out the Changes & Checkins list and Subnautica Trello Board. Sign up to the Subnautica dev mailing list to get notified when new updates go live. And stay away from the Stalkers…

http://store.steampowered.com/app/264710
Dec 23, 2014
Subnautica - Hugh


Last week, Subnautica was released on Steam Early Access. Since then, over 11,000 games of Subnautica have been played. That's crazy! Subnautica's development was already pretty open before December 16th, but now the flood gates have opened.

We're absolutely swimming in ideas and feedback. Treading water is boring, so naturally we've been diving into all sorts of stuff in the days since release, and a new development build is available on Steam. If you have Subnautica in your Steam library (get it here), you will receive the update automatically.

Here's a quick summary of some of the changes and additions that have been made. We can never fit everything in these updates, so please check out the Subnautica Trello Board and Checkin & Changes list for all the goods.

https://www.youtube.com/watch?v=p9D5SoXd5SI

Charlie had a bit of fun, and created a new craftable item called the 'Gravsphere.' When deployed, it sucks small objects and creatures towards it. It effectively allows some serious loot-hoovering!



It's now possible to store loot in the life pod, using the storage locker found behind the ladder. Left click to open the storage, and then drag items between your personal inventory and the locker.



Got an Oculus DK2? We’ve got a present for you. VR-integration has proceeded pretty well, and while the game does have significant issues in VR, it is a great experience. We’ve written up a comprehensive Steam Guide to get you started.



Back to storage: It gets better for loot-hoarders. You can now use ‘storage cubes’ to store even more stuff, anywhere in the world! Storage cubes can be made at the fabricator (costing 3 metal each), and then place anywhere by dropping them from your inventory.



Gasopods are now more flatulent, and it’s harder to just swim around them without copping a nasty serve to the face.



Those with Nvidia SLI setups had a slightly sub-optimal introduction to Subnautica – The oxygen bar was not showing up! This now fixed, and those with intense GPU set ups can now receive some warnings before they suffocate!



The Beacon will no longer stream out when you swim very far from it. This is good, because a homing beacon that stops working when you need it most is not a very good homing beacon!



Oxygen now replenishes at twice the previous rate when you visit the surface. This means you can get back to exploring more quickly!



Large creatures will now spend a lot less time shoving their faces into rock walls and the sea floor. You be judge as to whether this is a good thing. Some of them have been known to eat players, and if they’re not running into walls, they’re probably swimming near you…



That’s it for this update, but remember: We don’t include everything in these summaries! To see everything that was changed, added, improved in this update check out the Changes & Checkins list and Subnautica Trello Board. Sign up to the Subnautica dev mailing list to get notified when new updates go live. And stay away from the Stalkers…

http://store.steampowered.com/app/264710
Dec 20, 2014
Subnautica - UWE.Strayan (NS2HD)


The next update to Subnautica Early Access is coming on Tuesday. The development team is on a slightly abnormal release schedule because of the upcoming holidays, and the release of Early Access this week! Go to the Subnautica blog to find out more!

Dec 20, 2014
Subnautica - Hugh


The next update to Subnautica Early Access is coming on Tuesday. The development team is on a slightly abnormal release schedule because of the upcoming holidays, and the release of Early Access this week! Go to the Subnautica blog to find out more!

Dec 16, 2014
Subnautica - UWE.Strayan (NS2HD)


Subnautica is now available on Steam Early Access. Phew. What a rush! People everywhere can now poke, prod, break, and hopefully enjoy a unique underwater adventure game. Please help us share the word about the release!

http://store.steampowered.com/app/264710

Watch the trailer:

https://www.youtube.com/watch?v=_7BzngvURrk

Sign up to the dev mailing list, the SN Twitter feed, and Steam Announcements for development updates!
Dec 16, 2014
Subnautica - Hugh


Subnautica is now available on Steam Early Access. Phew. What a rush! People everywhere can now poke, prod, break, and hopefully enjoy a unique underwater adventure game. Please help us share the word about the release!

http://store.steampowered.com/app/264710

Watch the trailer:

https://www.youtube.com/watch?v=_7BzngvURrk

Sign up to the dev mailing list, the SN Twitter feed, and Steam Announcements for development updates!
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