Subnautica 2 - After 30+ Hours of Submerged Bliss Here's 5 things we want in 1.0

You can freely offer feedback to Unknown Worlds through the game or via Discord and its many /subs the devs frequent, but we’ve compiled a slightly broader feature to highlight what we think is missing that could truly deliver on the Lost World fantasy...

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

Genre: Open-World Survival
Developer: Unknown Worlds
Publisher: Unknown Worlds
Release Date: 2026 (Early Access)
Classification: TBC
Date: May 21, 2026

Hardcore Survival Mode - Fatigue, Sleep, Poop…

Being able to lie down in the bed you made in your youbeaut base is nice, but there’s no value in it beyond an aesthetic animation. Not even a reset of your health, which would make the most sens in the game as it currently stands. So, with that in mind we would love a Hardcore Survival Mode that took into account things like fatigue, circadian rhythms and even the need to poop (after all, the Coral Crabs crabs do). We get that this isn’t an RPG, but it kind of follows similar rules and the extent to which you ‘survive’ on Proteus is pretty deep. All puns intended. 

"We just genuinely think it makes actual sense in the overall and we also think it would have a very, very dedicated player-base..."

Our thought process for this one will also bleed deliberately into most other entries here, but it would just feel right to ensure we’re not, you know, treading water waiting for the sun to come up, or building contextual items in a world that forces you to live on (and in) it. Tied to the above could also be managing illness based on bad food or the lack of dunny time, tiring more quickly without proper sleep and even making mistakes while out in the field. We can hear the PDA scoldings already.

Naturally gameplay around this isn’t just punishment with a handful of workarounds built from harvesting the world and being smart, we just genuinely think it makes actual sense in the overall and we also think it would have a very, very dedicated player-base.

Would you like to know more?
Quick recap of legal bullshit this studio has had to endure: Krafton buys them outright, offers an incentive to reward certain high dollar bonuses should KPIs and milestones be met unexpectedly fires the upper echelon of peeps which prompts outrage and change. Krafton then extends the Early Access release date which was cautiously tied to said milestones. Krafton gets takne to court by fired folk over an effectve unfair dismissal claim. Judge agrees, orders Krafton to reinstate them and strips the owner/publisher of all creative and publishing rights. It then comes to light a Krafton big boss leading their deismissal and change asked ChatGPT to figure out a way to NOT pay that initial bonus, against all legal advice from within. Now, litigation remains ongoing but at the very least, here we are with a game in-hand...

Fish Farming - Let us Harvest…

This is semi-likely in some capacity, but we’d love to see something more robust which would also include dry requirements related to the Hardcore Survival Mode mentioned above. These come in the form of pantry and refrigeration storage, food spoilage (such as in the two previous games) and ensuring you pen your fish and other harvests right. 

"If the concept is good enough for a diver named Dave then it’s good enough for us..."

Plus they’d just look cool as part of your base, and if the concept is good enough for a diver named Dave then it’s good enough for us.

Additional gameplay around predator behaviours and attempted infiltrations as well as free-range cooking versus farmed can be taken into account. Yes, this is intricately micro and maybe overly complex but would feed the survival macro so much and just make your efforts, overall, feel far more rewarding. It could also promote more remote base building as transport of your wares would risk spoilage, so you’d need to consider food at each. Although we have another idea around this below…

Would you like to know more?
We experienced no weather in Subnautica and none in Below Zero. Sure, the biomes create a differentiation from tediousness, but we forget these worlds would likely have dynamic weather events and we think Subnautica 2's world is ripe for it. With cloud cover already there and the looming "tree" in the background ominously suggesting this world is much more than the sum of its initial parts, it just makes sense for some weather to come into play. One, it would look cool to see rain droplets on the surface penetrating, but then lighting and high gusts... the mind quickens with potential for open-world drama. Have a think, dev team!

Contextual Fast-Travel - Hear us out…

Fast-travel already kind of exists in Subnautica 2 by way of “reprinting” but you can only choose the one Bio Bed to be reprinted at, which means travel is still usually pretty significant and once we get more biomes and the world opens up even more, that’s going to become quite the trek system. We think NoA could facilitate a means for you to be ‘reprinted’ on-demand at various BioBed sites spread around the world -- all added by you. Risk-reward would need to be applied and the game’s story already paints a nefarious HAL-like picture for the self-described “monomaniac”, so more could be done with that. 

"You might also not be able to travel with food as it could be reconstituted into your bio matter upon reprinting. Food for thought..."

Concepts such as voluntary reprinting leaves decay at the spot you left from, which would require cleaning and could affect the space in negative ways, or you might need an "equivalent exchange” menu ala Full Metal Alchemist in order to be made whole elsewhere -- there’s plenty there to play with, and this game loves making you collect ingredients.

Of course, while we tied this one to farming above, you might also not be able to travel with food as it could be reconstituted into your bio matter upon reprinting. Food for thought, Unknown Worlds.

Reusable Habitats - A Current Waste of Oxygen…

They’re not, but in the long game they will be. We mean, it’s genuinely exciting finding bases or small habitats and enclosures literally embedded into the world, but once you get your voice memo and upgrade or scans, they simply become a place of respite from oxygen deprivation. If we consider the Hardcore Survival Mode we kicked off with, the simplest solution to them being more than just static rooms post-discovery would be for us to use them. Whether for sleep, food storage, the toilet or as one of the aforementioned fast-travel points, they could just become more meaningful and less like environmental storytelling.

Also, while we're here, they could be used for cover from dynamic weather events. These happen in a more rudimentary sense in other games, but we're on an alien planet and sever weather could do crazy alien things, you know?! *(Read our second "Would you like to know more?" box out for... MORE!)

"Who wouldn’t love to just carve out a ‘parking moonpool garage’ into the side of a sheer drop off so we too can feel like Batman or Iron Man on an alien planet?"

Additionally, if you are listening, Unknown Worlds, we’d love to be able to build into the world like the previous colonists which could offer us a chance at world deformation and destruction through drilling, demolition and even mining, which might also net us other resource spoils. We mean, who wouldn’t love to just carve out a ‘parking moonpool garage’ into the side of a sheer drop off so we too can feel like Batman or Iron Man on an alien planet?

Leviathan Trophies no More - Remote Self-Destruct, Please…

This is the only one less tied to those above in a collective manner, but it would be nice to be able to destroy a Tadpole or any future vehicles coming to the game, from afar. The reasoning is based on locational ‘ping’ data, but we think, more importantly, in not leaving thighs out in the wild. The destruction need not aggravate the environment that sundered the vehicle, nor does it need full resolution; if the player wants to collect their vehicle from the Leviathan impound lot, let them. But, equally, some players are fickle about the ‘mess’ they leave in the world and currently Tadpoles within a certain Cthradius get attacked regardless of the amount of time you’ve been away from the vehicle.

Our guy wound up having a collection of them before we just went literally above his head.

"We don’t suggest for a minute players use this as bait or to set traps, rather, it would be more about decluttering and staying on top of your inventory..."

Things to do around this for the player would be additional crafting and being able to scavenge wreckages for resources and gear without the aggro effect of the vehicle being there itself. It adds more dynamism and player-agency to the world and even another layer of adventure. We don’t suggest for a minute players use this as bait or to set traps, rather, it would be more about decluttering and staying on top of your inventory which, for some, can become a point of anxiety or even annoyance. We also mean, it would be awesome to have the last say against a perceived Outer God on an alien world from afar. Just sayin’.

Addressues

As of posting, Unknown Worlds has released a response to a few articles related to comments from devs toward the community that come across less as open to criticism and more “we’re in charge here”, which we think from a community perspective is great to hear, but hopefully the community -- or portions of it -- weren’t also prodding for. But we’d like to point out that we love the game as it sits and to have released something as polished as this amidst so much turmoil is, frankly, amazing. 

"Still, it's your right as players to leave Feedback, which the studio promotes, so please do so..."

It’s a stunning game so far with so much to offer and its renewed vigour around storytelling while not forgetting the two games that got them here is to be applauded, Still, it's your right as players to leave Feedback, which the studio promotes, so please do so that in no time at all we can finally see what that incredibly intimidating POI of a tree has to offer us all.

Probs fruit, right?

About the author

Written By Stephen Farrelly
Stephen Farrelly is a veteran journalist and editor with more than two decades experience in the worlds of gaming, entertainment, lifestyle and sport. He is a proud pug dad, loves art in all forms (particularly street and tattoo culture), and is the director of Swear Jar Editorial and Media Pty Ltd, this site's owner and publisher. When not dispensing words, he's also dispensing boutique beers as a taproom fixture at Bracket Brewing in Marrickville, NSW...

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