Subnautica 2

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A place dedicated to everything related to Subnautica 2 and its predecessors.

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A quick timeline here:

Krafton forced the removal of 3 top executives of Unknown Worlds and replaced them with one of their own. https://unknownworlds.com/en/news/subnautica-community-letter

One of the executives speaks out implying that their removal had something to do with a disagreement in when the game would be released: https://xcancel.com/Flayra/status/1941316326833914148

Unknown Worlds announced that the early access release of Subnautica 2 was being delayed until 2026.
https://unknownworlds.com/en/news/subnautica-2-coming-2026

Bloomberg released an article this morning about a $250M bonus that Krafton would have paid out to the Unknown Worlds development team if their sales had met a certain threshold sometime this year.
https://www.bloomberg.com/news/articles/2025-07-09/krafton-delays-subnautica-2-game-ahead-of-250-million-payout

A change.org petition has been started in lieu of the recent news: https://www.change.org/p/save-subnautica/

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The whole thing is worth a read, but what stood out to me was this section here:

So you can see why for Max, Ted, myself, the Unknown Worlds team, and for our community, the events of this week have been quite a shock. We know that the game is ready for early access release and we know you’re ready to play it. And while we thought this was going to be our decision to make, at least for now, that decision is in Krafton’s hands. And after all these years, to find that I’m no longer able to work at the company I started stings.

Which makes it sound like there could have been some dispute about when the game could open up to early access, and Krafton put their foot down hard.

The way he talks about Max in this tweet sounds like Ted and Charlie were both backing him up on whatever other issues were going on between them and Krafton. But I could just be reading into this a bit too much:

There’s no way that could’ve happened without Max McGuire and his belief that the game was something special.

Tap for full context

Charlie Cleveland - @Flayra

What is a Wave but a Thousand Drops?

I started my journey into video game development more than 25 years ago, back before there were any books or courses, back before there were engines to license, back before it even felt like a viable career.

My high school friends and I spent our summers in Burlington, Vermont not working for others, but working to try to create a video game. Every summer we tried and every summer we failed. Failed to have anything even remotely playable before the leaves developed their autumn colors and threatened to fall. But we kept trying, until the final summer after my college graduation in 1996, when just two of us worked through the fall and got our first game playable: an underwater (!) Star Control II clone called Aquarium Fighter. When I played it against my friend for the first time, and I evaluated the fun, controls and balance, I instantly became hooked. Hooked on making games. Hooked on making not-fun-things (but with potential), fun. That game helped me land my first professional game programming job which I used to pay off my credit cards, and I started iterating through the now-familiar cycle of making money to make games.

Now we’re halfway to 2026 and the world is a very different place. Anyone can learn how to make a game on YouTube using free engines. But making money off of making a game has become truly brutal. Like the world’s wealth distribution, it’s feast or famine. Game development is a career now, and it can be a very profitable one. And the artistic heights that games have reached is jaw-dropping: Starcraft. Braid. Limbo. Minecraft. League of Legends. Hades. Inscryption. I dreamed, but never thought, that the design, technology, art and business models of these games would one day be possible. Nor would I ever have believed that games could overtake Hollywood, even if they “weren’t art”.

Without realizing it, I started Unknown Worlds in 2001 by making the Half-Life mod Natural Selection. I worked with a distributed team back before a health crisis mandated it and we released not half-baked games, but documents describing level design and textures for making those levels, with the hope that the community would make maps. Lo and behold, they did. And we eventually hired some of those people, giving them careers at Unknown Worlds, however shaky the long-term prospects might be. I asked the community to send me $20 bills in the mail so I could keep working on the game, and you did. $18k was a tough salary to live off of, but I made it work and loved every moment of it. Like a design hook, but I was hooked on design. So hooked that I spent 10 years making the sequel.

There’s no way that could’ve happened without Max McGuire and his belief that the game was something special. With that, we made just enough money to get Subnautica into a stripped-down early access, which allowed us to find the fun. It didn’t have submarines, base-building, story or survival. But through the early access process, the community helped guide us forward until we found something we all loved. Something we loved to make and something that millions loved to play. There's no way it would've been as successful if we had waited until v1.0 before releasing it to the public.

I tell you all this because I want to tell you that game development is in my blood. So is iteration and early access. Our games have thrived because of it, and one of our games failed because we thought we knew better. I was most passionate about that game, and it fell flat. We worked on it 5 years before our early access, thinking that this time we were experts and we knew better. But fewer people played that game than even that humble Half-Life mod. Even though our studio had financial success in that period, and even though many fans fell in love with the game, it really wounded me and I needed time to heal. Sometimes it feels like I’ll never get over that one.

So with all this as background, I hope you can see why we were so excited to release Subnautica 2 into early access. Many of the folks that started the journey with us nearly 20 years ago have worked hard on Subnautica 2, and they're joined by some incredible new talent who were drawn to the studio by their love of the games and their passion for the way we've made them. We know (and love) that the expectations for this sequel are high. But the team has poured their hearts into the game and their dedication really shows. We helped pioneer early access and our community seems to love it just as much as we do. It’s the best way to develop a game like this.

So you can see why for Max, Ted, myself, the Unknown Worlds team, and for our community, the events of this week have been quite a shock. We know that the game is ready for early access release and we know you’re ready to play it. And while we thought this was going to be our decision to make, at least for now, that decision is in Krafton’s hands. And after all these years, to find that I’m no longer able to work at the company I started stings.

I want you to know that whatever happens to the founders, to the team and to the game, our priority is, and has always been, to make the best damned game we can for the best community in the world. With your Gorge plushies and your hand-drawn fish fan-art, and yes, your hard-earned dollars, you’ve supported us in every way, in every season, cold and warm, since Half-Life modding was even a thing.

And I also want you to know that this is not where the story ends.

-Charlie (“Flayra”)

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cross-posted from: https://feddit.uk/post/32250830

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cross-posted from: https://piefed.social/post/997320

Kerbal Space Program 2 vibes... I'm suddenly less optimistic on subnautica 2.

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Screenshot is from the official Subnautica discord.

Obraxis | Prime:

We want to bring the game to as many platforms as possible, but for now during Early Access we're going to be on Xbox and PC, due to them both having Early Access programs, APIs etc.

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Screenshot is from the official discord. Seth Dickinson is the writer for Subnautica 2.

My guess is that we'll see some technological advances in teleportation/portal tech.

What do you think?

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Seth Dickinson is the writer for Subnautica 2. I think I agree with his opinion here, but I'm curious about what everyone else thinks would be a good barrier for the edges of the Subnautica 2 map?

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It's an older article, but worth mentioning as news starts buzzing around Subnautica 2 some more.

The devs have continued to stand by this statement in their discord as the topic has been brought up a number of times recently.

No season passes. No battle passes. No subscription.

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Some more info that the devs dropped from the official discord:

Anthony:

all we really changed is that when you see a resource, it's the resource you're getting. You wont break it and pray it's copper

Ben "Makkon" Hale

a huge effort was put into making each resource visually distinct at a glance, should be a lot less yelling about titanium this time

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A clip from the dev vlog reveals something that looks like sonar on a scanner-like tool as well as some sort of undersea cable.

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Screenshot from the official discord. Green users are devs.

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I rearranged the messages in the screenshot to filter out most of the fluff from discord. I missed a question or two at the end, but you can find it in the details below.

Timestamps are UTC+0 time.

Here's a transcription :


seth dickinson — 3:30 PM
Hey everyone, I'm Seth. I'm writing SN2. Glad to be here, Obraxis encourages us to jump in. Boy this chat moves fast.


lucent — 3:37 PM
seth how do we end up on the planet

Aryon — 3:38 PM
Spoilers, we're not sharing plot points at this time.


Cyber-Lights — 3:37 PM
only one question, can he not change the story after 80% of the work is done to get two half stories slapped together like bz?

Aryon — 3:37 PM
The story post EA1 is still to be written, hence you never know when things may change. That's the point of Early Access 🙂


Radar07 — 3:36 PM
Q: What kind of authors/stories have influenced you the most?

seth dickinson — 3:39 PM
Great question! I have done a lot of reading on Tom Jubert's inspirations for SN1—I lifted some narrative devices from his game The Talos Principle. I'm also a big fan of an essay called "What's The Point If We Can't Have Fun?" by David Graeber.

On the science fiction front I'd point to STARTIDE RISING by David Brin, A WIZARD OF EARTHSEA by Ursula LeGuin, the Skinner novels by Neal Asher as a kind of anti-inspiration, and the lore around the Natural Selection games

On the video game front I'm a huge fan of SID MEIER'S ALPHA CENTAURI


OSWEG — 3:37 PM
what does the writer does, like the story or what?

seth dickinson — 3:39 PM
You write all the words in the game.


Sepotato — 3:40 PM
Isn't it Ilegal to say share things about a game in development without permission?? Especially the story, features, etc

Aryon — 3:40 PM
We are under NDA yes.


Radar07 — 3:40 PM
Q: Will players be able to influence the storyline? Will there be multiple outcomes?

Aryon — 3:41 PM
Spoilers - We're not sharing specifics at this time, but I can say there's cool stuff cooking.


Chuckles — 3:37 PM
I would want to ask @seth dickinson about the challenges of delivering a new story and when approaching the narrative how choices are made between the storytelling style from the first game, vs. the second

seth dickinson — 3:42 PM
It's a third, secret thing, but the protagonist doesn't speak and I am trying very hard for a sense of loneliness and isolation—this world is supposed to be a little more initially hostile than 4546b and I want that that to soak into the story too.

One important thing for me is that the player discover the story while pursuing their own goals, rather than being called directly to story locations. I think it's a lot more rewarding to go looking for lead for a recipe and find story along the way than to just go to the story signal and get some dialogue.

Of course, you have to give people direction if they're stuck or lost for a while. It's a very difficult balance I'm still working on.

Wrong — 3:43 PM
but the protagonist doesn't speak yay thats finally confirmed

seth dickinson — 3:48 PM
In the current design you can express yourself and make some small (or not so small) choices, but it doesn't involve your character speaking out loud.

I'm interested in letting people express themselves to the game about their own internal motives and feelings — like you could decide between "I hate this planet," "I love this planet," "I respect but fear this planet" and the game would acknowledge your opinion. Even if you aren't making a big story-branching decision, I think letting you register how you feel about what's going on is immersive.


00 NOOBwork02 — 3:41 PM
do u have a good idea of how you want the story of sn2 to be?

seth dickinson — 3:43 PM
Yes, there's a pretty firm idea of where we're going - though of course things will change over the course in development.


Sepotato — 3:42 PM
Q: Will we have some side quests like in SBZ?

Aryon — 3:43 PM
Likely but possibly limited for Early Access.


Gruff — 3:43 PM
seth are you working alone?

Aryon — 3:43 PM
hehehe none of us work alone, we have teams 🙂


Edit: formatting.

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The design lead of Subnautica 2, Anthony Gallegos, presented a short clip about Subnautica 2.

There are some new scenes to analyze here.

They are also asking what we want to see in Subnautica 2.
Answer in their discord: https://discord.gg/subnautica

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Notice from the subnautica account on bluesky:

We've been made aware that fraudulent links to a Subnautica 2 playtest are being sent to our community on Steam. Please be aware that we will never contact anyone by Steam DM for any potential playtests. Stay safe out there, Subnauts! 🐟

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submitted 3 months ago* (last edited 3 months ago) by QuadratureSurfer@lemmy.world to c/subnautica2@lemmy.world
 
 

I'm definitely excited for Subnautica 2. The teaser trailer looks awesome.

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👀