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An underwater survival sim currently in early access and on sale. I normally don't buy early access games as a lot of devs seem to think once they get paid they don't have to finish their games but this team is different. Not only do they post short/long term goals and how close they are to accomplishing them on their site bit they also release a monthly major patch to their stable version of the game and daily patches to their experimental version.
I'm having a ton of fun just exploring the alien waters in my little sub and setting up bases near all these cool biomes. Giant underwater mushroom forests? Floating islands?! This game looks amazing
Fun fact: the game takes place in the same universe the developer's previous product, Natural Selection 2, takes place in!
It's one of the only Early Access games on my wishlist. Apparently I was right to bookmark it. What's it like for you guys?
Haven't played it myself, but from what I'm seeing both on this wiki and the reactions of players on Youtube (I don't trust the typical Steam reviewer), it does seem pretty promising. Granted it's got issues with length and a lack of a true endgame or ending, but that's the case with most open-world games with an emphasis on creative building, isn't it?
The visuals and the ecosystem is a huge plus too: how many games can you think of involve a player trying to survive on a beautiful but hostile alien water-world by hunting and scavenging in it's depths? Not many, if at all.
I might actually get it one day, or if it's on sale during this Autumn event.
Gonna bump this to say that a great deal has been added since February! Definitely worth checking out, though at current once you're playing for awhile there's pretty awful lag-spikes and occasional CTDs, so save often. The next update is this thursday, so it should hopefully be dealt with in that update :)
edited 11th Dec '16 6:53:09 PM by Lanceleoghauni
Has anyone dived back (huehuehue) into this game since it finally officially released?
I am greatly enjoying my time back in this game. I like the slow and methodical pace and it's fun to see the things that the devs have improved over the years.
This game is so chill, it's like the perfect podcast game.
I have. Game is pretty fun and it's getting some good reviews, 8.8 on Metacritic.
I've been playing this slowly ever since it came out. It's pretty great.It looks beautiful, the setting while not that unique is still refreshing and new and it has a bunch of those nice lovely thought out small details that I love in games.
What it is, though, is not much of a challenge. The food and water gauges mostly feel like busy work, as they function more as leashes to your base of operation than anything and it's pretty easy to just get everything you might need. Pretty soon it just amounts to piling up a ton of resources so you might build something nice. So just more busy work. It feels like it needs an endgame something, some reason for more goal driven players like me to keep playing.
Still, that's not a huge demerit to the game. It's a structural flaw in many of the games with similar game play loops. I still enjoy Subnautica a great deal and would warmly recommend it to anyone, if for no reason than so you get a chance to explore the huge, beautiful and multi layered world.
Damn if it doesn't need a map though. I get it's a game design decision why there isn't one, but maybe make it the ultimate achievement in the game, needing all things collectable to be done with or something. Because now that I've "beaten" it, I really want a better understanding of how all things connect rather than the world just being full of points marked by beacons.
Is that map still valid?
I'm not sure how much they changed with the full release.
Just anecdotally, I have already encountered a couple of spots that have changed since last time I played early last year.
Yeah, I figured there was one if I googled, but what I really want is an in game, 3D one. My preferred method would be to be able to see the maps created by your scanning stations in the PDA. That way, if you build them everywhere, you'd eventually piece together a 3D map of the area.
edited 31st Jan '18 8:17:03 AM by GabrieltheThird
That's a pretty good idea! I like it.
Also, I know that this would violate the game's strict first-person perspective, but I kind of wish that there was a way to have the camera pull back a bit more when driving the cyclops. The thing is huge and it can be quite cumbersome to control.
I mean, at the end of the day I don't feel like it's meant to be a hard core survival game. I feel like the various bars are there to temper your exploration, but not impede you so much you never go looking.
Honestly, I kinda wish I had a bit more to build. Especially for convenience. It's cool I can build the speciment containment. But it'd be even cooler if I could make the Bioreactor automatically draw from it, rather than wait on me to do it so I return to a flooded base that ran out of power when I was away.
how do you run out of power?
If you have appliances that use power, like battery/powercell chargers or a water purifier. Or even floodlights.
edited 31st Jan '18 12:16:19 PM by Ghilz
yeah I know but like, I've never run into a situation where running out of power was a thing that could happen unless you're only using solar panels.
Happens all the time if your built somehwere where you don't have infinite energy (ie: No thermal or solar power).
When the bio reactor runs out of matter (or nuclear fuel for nuclear reactors), the power counts down and reaches 0. That's how power works. Stay out of a base long enough and it'll definitely happen.
edited 31st Jan '18 12:31:36 PM by Ghilz
x 7 What'd help a lot with Cyclops would be if the cockpit would be below the sub as opposed to being on the top side. That way you could have a see through floor and look what's under you. That's almost always more relevant than what's on top of you. Underwater and all that.
Also yeah, to the point of automating Bioreactors. They should allow you to build something in the base that'd let you automate moving stuff from one chest to next with set rules so you don't have to run around moving stuff all the time.
edited 31st Jan '18 1:30:09 PM by GabrieltheThird
re:Cyclops and view angle: I sort of believe that's kind of the point. The game tells you that the Cyclops is supposed to be a vehicule with a crew, and I believe it's designed specifically to feel that way, with the separate stations and all that.
edited 31st Jan '18 1:54:33 PM by Ghilz
The game does a bunch of decisions like that to increase immersion. Not all of them are worth it though, in terms of loss in play experience. Thought of that a lot while playing. Things could just afford to be a bit more convenient in key places. Stuff like the lock to perspective, certain crafting recipes taking certain materials that make sense, not being able to substitute other materials for some, more common recipes, etc.
edited 31st Jan '18 3:02:49 PM by GabrieltheThird
Wasn't this game supposed to have workshop support? Maybe mods might fix a lot of the issues I have.
So I discovered there was some political issues amongst the team that got the sound guy fired. Since the trope pages gotta stay clean, I thought I would try and bring it up on the forums.
If I recall, it's because the dude said some really dumb racist stuff in response to a comment. The sort that doesn't fit in with the image that Subnautica wants to project to it's audience.
And no, I'm not even gonna bother reading into any of the sides of this particular argument, because this sort of firing is gonna bring political conspiracy theorists out of the woodwork.
yeah, dude was spouting bullshit white supremecist dog whistles and transphobia IIRC. Very impressed with how fast they dumped his ass.
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