Subnautica 2 - After 30+ Hours of Submerged Bliss Here's 5 things we want in 1.0
Subnautica 2 has made waves the likes of which the first one-and-a-halfish releases never did. Not because either of those games were bad or unknown -- in fact, they were so good that Subnautica 2 became one of the most Wishlisted Games on Steam after it was announced. But the studio’s shift from Indie darling to being wholly owned and published by Krafton gave it a new kind of standing; a near-infamous one in die-hard circles, and in others a sense of big corp dread. Then things went even weirder (which we’ll only touch on lightly in our first “Would you like to know more?” box out), and the world watched.
Fast forward nine-odd months and the Early Access version of the game is (finally) out in the wild and being enjoyed by millions already. You’ve likely heard all of the hubbub around its first 12 hour sales numbers, its concurrent player figures and its lively (and at times oppositional) fan base, as well as all the heavily-requested features across all of that chatter, but we’re here within this first piece (of many more to come) with a broader mind to ideation for the greater experience. We’ve tried to ignore any of the obvious things that Unknown Worlds will very clearly add, tweak or update over the next 18 months to two years into something more akin to a “wishlist” of features or lite expansions, if you will.
Make no mistake, these aren’t flash-in-the-pan ideas and have potentially been raised in many other conversations, but after our own obsessive first 72 hours with the game where we poured in an admittedly ridiculous 30-plus hours and, you know, ignored real life for most of it, we think we’re qualified to offer these up. We left it at five, because that felt about right and each of these, we reckon, could infinitely improve the experience, though not all ideas are for some.
You might also see a bit of a theme.
Subnautica 2
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