Teaser Trailer
Cinematic Trailer
Gameplay Trailer

Welcome To Subnautica

You have crash-landed on an alien ocean world, and the only way to go is down. Descend into the depths of a vast underwater world filled with wonder and peril. Craft equipment, pilot submarines and out-smart wildlife to explore lush coral reefs, volcanoes, cave systems, and more - all while trying to survive.

Available on Steam for PC & Mac. BUY NOW System Requirements: PC / Mac
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MINIMUM:

  • Requires a 64-bit processor and operating system
  • OS: Windows Vista SP2 or newer, 64-bit
  • Processor: Intel Haswell 2 cores / 4 threads @ 2.5Ghz or equivalent
  • Memory: 4 GB RAM
  • Graphics: Intel HD 4600 or equivalent - This includes most GPUs scoring greater than 950 points in the 3DMark Fire Strike benchmark
  • DirectX: Version 11
  • Storage: 20 GB available space
  • Additional Notes: Subnautica is an Early Access game, and minimum specifications may change during development
  • RECOMMENDED:
  • Requires a 64-bit processor and operating system
  • OS: Windows Vista SP2 or newer, 64-bit
  • Processor: Intel Haswell 4 cores / 4 threads @ 3.2Ghz or equivalent
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 550 Ti or equivalent, 2GB VRAM
  • DirectX: Version 11
  • Storage: 20 GB available space

RECOMMENDED:

  • Requires a 64-bit processor and operating system
  • OS: Windows Vista SP2 or newer, 64-bit
  • Processor: Intel Haswell 4 cores / 4 threads @ 3.2Ghz or equivalent
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 550 Ti or equivalent, 2GB VRAM
  • DirectX: Version 11
  • Storage: 20 GB available space
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MINIMUM:

  • Requires a 64-bit processor and operating system
  • OS: OS X 10.9 Mavericks
  • Processor: Intel Haswell 2 cores / 4 threads @ 2.5Ghz or equivalent
  • Memory: 4 GB RAM
  • Graphics: Intel HD 4600 or equivalent
  • Storage: 20 GB available space

RECOMMENDED:

  • Requires a 64-bit processor and operating system
  • OS: OS X 10.9 Mavericks
  • Processor: Intel Haswell 4 cores / 4 threads @ 3.2Ghz or equivalent
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 550 Ti or equivalent, 2GB VRAM
  • Storage: 20 GB available space

Explore an Alien Underwater World

Subnautica's oceans range from sun drenched shallow coral reefs to treacherous deep-sea trenches, lava fields, and bio-luminescent underwater rivers. Manage your oxygen supply as you explore kelp forests, plateaus, reefs, and winding cave systems. The water teems with life: some of it helpful, much of it harmful.

Safe Shallows

Warm, sunny reefs, frolicking fish and bright coral leading off into rolling sand. Your first step into the world of Subnautica.

Creepvine Forest

Huge fronds of Creepvine waft gently in the sea currents. These forests teem with life and resources but keep an eye out for the deadly Stalkers.

Grassy Plateaus

Rich red grass, towering rock pillars and giant, gentle reefbacks. The Grassy Plateaus hide both secrets and dangers.

Grand Reef

Dive ever deeper and explore the mysteries of Planet 4546B among the Anchor Pods and Membrain Trees of the Grand Reef.

The world of Subnautica is huge and varied. There's a great deal more to see and explore.

Craft and Build to Survive

You have crash landed in your Life Pod and the clock is ticking to find water, food, and to develop the equipment you need to survive and explore. Collect resources from the ocean around you. Craft knives, lights, diving gear, and personal water craft. Venture deeper and further to find rarer resources, allowing you to craft more advanced items.

Explore the world and scan scattered fragments from the wrecked Aurora to unlock new blueprints and technologies that you'll need in order to survive and explore further.

Pilot Submarines and Build Bases

Craft Submarines to help you explore. Modify and improve them to go deeper and further, carry more gear or run more efficiently.

Use your base to store resources, park vehicles, and replenish oxygen supplies as you explore the vast ocean. Choose layouts and components, and manage hull-integrity as depth and pressure increase.

Multipurpose Room

The core of your base. Fill it with machines and customize with windows and decorations.

Corrridor

Connect rooms to expand your base.

Moonpool

Dock and customize your Seamoth or PRAWN.

Observatory

Sit, relax and watch the world go by.

Encounter Strange Creatures

The ocean teems with life; strange and wonderful sea creatures abound, but beware! Not all of them are friendly. Use the ecosystem to help you. Lure and distract a threatening creature with a fresh fish, or simply swim as fast as you can to avoid the gnashing jaws of roaming predators.

Peeper

A fast prey fish encountered in large schools in shallow waters. With its large, side-mounted eyes it is well-adapted to regonize and flee its many predators. Also rich in protein.

Stalker

A streamline predator with developed intelligence and strength. Encountered in the kelp forests, in wait of prey leaving the safety of the shallows.

Reefback

Giant social creatures, often seen traveling in small pods. Their huge, chitinous upper plates are host to a variety of marine life.

Gasopod

A slow-moving lifeform capable of filling the water with a poisonous and corrosive compound capable of dissolving even synthetic fibers.

Uncover the Mysteries of the Deep

What happened to this planet? Signs abound that something is not right. What caused you to crash? What are the mysterious structures scattered around the ocean? Can you find a way to make it off the planet alive?

Early Access Updates

Are you an Early Access player? Click below to see a changelog of all the things we've added, changed or improved for version 1.0.

SPOILER ALERT! If you're a new player or simply want to preserve the mystery, do not click this button!

Changelog

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  • Fixed Cyclops terminal localization. (Jonas)
  • Tuned time capsule spawn chance. (Michael)
  • ClipMapManager no longer monitors quality settings. (Jonas)
  • Fix gun emissives on OSX. (Sylvain)
  • Improved time capsules handling unexpected items. (Vyacheslav)
  • Fixed enzyme clouds healing the player too much. (Igor)
  • Fixed creatures escaping from large aquarium. (Igor)
  • Fixed end credits. (ScottT)
  • Farming balance tweaks. (Michael)
  • Reverted mesh simplifier DLL.
  • A sacrifice for Lord Gendarme. (Sylvain)
  • Added soundtrack. (Simon)
  • Improved PDA FOV. (Sylvain)
  • Fixed Cyclops HUD sorting. (Sylvain)
  • Fixed emissives on disabled gun. (Sylvain)
  • Fixed delete savegame dialog colors. (Lukas)
  • Fixed blurry main menu background. (Sylvain)
  • Fixed localization of rocket customization terminal. (Lukas)
  • Fixed achievements for Cyclops, Seamoth, and Prawn suit. (Max)
  • Adjusted bulbo tree piece balance. (Michael)
  • Fixed storage box tooltip localization. (Lukas)
  • Updated tool animations. (Louis)
  • Improved NaN handling in collision mesh simplifier.
  • Fixed NaNs in mesh simplifier. (max)
  • Merged fix for language selector. (Lukas)
  • "Removed OnlyInEditor script from TimeCapsules.
  • Cleaned out legacy prefabs. (Michael, Kiel)"
  • Merged spawn rate changes for sandsharks and biters. (Michael)
  • Merged updated translator credits. (Lukas)
  • "Fixed time capsule UI localization.
  • Fixed rocket interaction localization.
  • Fixed localization checks."
  • Merged controller fix for encyclopedia audio button. (Max)
  • Merged controller fix for vehicle station. (Max)
  • Merged fixed moonpool refraction artifacts. (Max)
  • Merged improved Cyclops distance field. (Max)
  • Merged water clip proxies for moonpool connectors. (Max)
  • Merged updated hologram map. (Michael)
  • Merged improved telepathy FX. (Sylvain)
  • Made options menu header wider in-game
  • - hotfix for aerogel VFXfabricating
  • Made "Press Start" label in start screen wider
  • Fixed issue where bases built at the water surface would have the ocean water visibile inside
  • - Full pass on most VFXFabricating entries in the game
  • Hooked up RocketBase and Exosuit with save game slot icons
  • Way better checkboxes. Thanks Andrew!
  • Pass on all teleporter caves for exo suit stuck issues, removed floating sand falls from some batches, fixed floating terrain and entity spawns in some batches
  • Updated save slot tech icons, hooked up exo and rocket, updated EarlyAccessWarning
  • - Fixed null ref in world arrow
  • fix logic of cyclops jet FX code
  • Removed dark blue tint to the fog in jellyshroom caves.
  • improve bubble pop FX
  • Added some final encyclopedia images from Cory. Michael helped me. Hopefully it won't break anything.
  • Fixed color labels in vehicle upgrade console
  • Translator credits update
  • remove chromatic aberration
  • Finished polish to all Grassy Plats areas in the game.
  • Hooked up bubble pops on the player sound
  • "Separated streaming settings by quality level.
  • Moved batchLoadRings to streaming settings.
  • Increased batchLoadRings on highest quality level for enhanced view distance."
  • adding unique sound for getting oxygen froma bubble, this should fix a few sound drop outs too, once its hooked up
  • Hooked up top base hatch and drilled resource name with translations, updated translator credits
  • added replacement mesh for bulbo tree sample
  • Fixed sprite packing mode for log icons.
  • volume tweeks
  • "- unload the CrashedShip scene on Rocket launch
  • - tweak the model orientation of the emperor telepathy FX"
  • Updated unit test data.
  • "Packed PDA log sprites to atlas.
  • Fixed broken PDA log icon references.
  • Fixed broken reference to propulsion cannon popup image.
  • Fixed broken references to alt databank entry images."
  • Minor code cleanup as per J-Dog feedback
  • - Split oxy alerts into two to mitigate interrupting crucial dialog
  • turned material re-import back on and used auto generated unity material instead on koosh sample mesh
  • force refresh Spherical Harmonics of BaseInterior Skies
  • fix for no sound in generator room on aurora
  • turned off material auto-import on kooshchunk mesh
  • "- remove odd drips from acidBrine FX on seamoth and exo
  • - reduce intensity of seamothHeat overlay FX
  • - improve cyclops jet FX "
  • Added missing meta files for Tom.
  • "Moved object pool extension method to extension class.
  • Fixes precompiler."
  • added simple koosh sample mesh to replace seed model
  • mixaang
  • Fixed issue with offset head position while running
  • Fixed PowerRelay crash
  • leviathan.fbx - fixed tentacle issues in export.
  • - Fix for rocket save bug that would advance the rocket stage on each click of the save button
  • - Added HatchingEnzymes model to prefab database
  • - Fixed bug where rocket interface can be seen/used from miles away
  • Cyclops: sonar ping hides visual elements when at lower LOD. Fixed a potential null reference exception. Cleaned up some garbage.
  • fixed incorrect material on fins and fixed skyapplier issue (re-fixing - seemed to have got lost somehow)
  • Translator credits (WIP)
  • It was off by 6(!!!) pixels. That's why.
  • Tiny main menu improvements. One change dedicated to J <3
  • In-game menu hover effects
  • Fixed issue where screen space reflection was enabled on the water in game
  • fix the scale of the crash fish burst FX
  • rocket construction complete FXs
  • updated walks and idle position leans
  • Missing sprite
  • fix waterplane at wrong position in moonpool
  • volume tweeks
  • News box improved
  • Email box update
  • Swapped yes/no buttons so that yes always comes first.
  • Tiny main menu visual fixes
  • better exosuit sounds
  • Fixed exo suit getting stuck in floating island cave, fixed cell level on aurora hallway, fixed scanning of teleporter in lava base from the outside, Fixed culling issues in lava base and gun
  • Fixed start screen playing sounds that would cut out when the main menu appeared
  • Main menu highlights improved, wooo hooooooo yaaaaaaaaaaay
  • Show build watermark only in main menu and loading screen.
  • - small fix to prevent cyclops sound spam
  • "Added new log icons
  • Added images for lifepod clues
  • Added missing audio
  • Minor text corrections"
  • Disabled water surface screen space reflections in the main menu when the quality is set to low
  • cyclops doors are now cool sounding
  • Iterating on main menu issues
  • fix flooding visual
  • "Updated hologram map.
  • Updated entity stats."
  • fixed exosuit arms not turning forward while docked
  • Added FMOD to credits
  • Fixed not being able to deploy MVB when swimming near water surface
  • - Sound bug fixes, sound additions (seamoth, cyclops), rocket elevator bug fix
  • Fixed deployed mobile vehicle bay not animating upon save/load
  • cavitating back in
  • small hatches placeholder sounds
  • capped moonpool support beams and raised tops slightly (meshes didnt match up before, showing a small gap)
  • removed references to diamond blade
  • changed mesh used on basemoonpoolhatch to one that has the correct lightmap UVs (fixes broken lightmapping when attaching a hatch directly to a moonpool)
  • fixed seams inbetween moonpool pieces
  • fixed minor animation issue while undocking seamoth
  • placeholder helm door sound for cyclops
  • Fixed baby emperors being spawned at origin if were saved in the middle of cinematics. Fixed cure ball appearing at world origin if was saved during drop animation.
  • fixed z-fighting and reduced brightness of white decal on wreckage_02.
  • camera drones no longer lose signal when too far away
  • added subtle vertex animation to coral_reef_small_rocks_seaweed model
  • Fixed TC server URLs
  • eliminated hamburger neck in precElevator cine
  • fixed silicone rubber appearing too dark and matte
  • fixed incorrect material on fins (no longer show up as black when being fabricated)
  • fixing islands audio that jut broke
  • TC sync functionality and pickup sequence.
  • Main menu iteration
  • changed lifepod lift bags to be more orange in colour, and less shiny. they now match the rocketbase lift bags in material responsiveness.
  • more consistent ending sequence volumes
  • fixed more gaps in aurora drive room
  • Fix the pod spawning in a new game on top of objects like corals.
  • dunes loot distribution
  • ambient slider actuallly works now
  • timecap first use look fixed orientation, slight hitch fix
  • constructor screen pop fix
  • "Removed ""quit to desktop"" button.
  • Fixed saving during cinematics in hardcore mode."
  • Branching temp save folder to work around file system issues.
  • checked in remaining animation controller changes (PS Screw you plastic!!)
  • minor railing adjustment to prevent rocketmagedon
  • Registering entities spawned by cheats.
  • Iteration on main menu sprites
  • adjustment to to the rocket door closing cinematic to prevent chaos
  • Fixed stray entities not registering anymore.
  • - Rocket elevator causes player to go flying bug fix
  • Fixed props appearing at world origin.
  • exosuit.prefab - reparented geo and arm attaches to fix a color changing issue when glass was under root.
  • exosuit.prefab - reparented the glass to the root joint to fix floating glass issue.
  • made cure animation work in vr
  • fix telepathy FX intensity relative to sound volume settings
  • - World Arrow Polish Pass
  • main menu background tweek
  • adding stop and start sounds for rocket lift
  • constructor_fp.fbx - updated rig to use the constructor avatar and then fixed the animation mask.
  • Fixed positioning issue with precursor key terminal animation
  • increasing performance by 1000%
  • bunch o fixes
  • replaced all black loot cubes with seed meshes
  • ForceRocketReady code cleanup via Jonas Feedback
  • Fixed accessing multiple torpedo storage containers using the controller
  • ok REALLY fixed the forcerocketready cheat this time. Promise.
  • Lost River base fix
  • "Fixed stray entities reappearing at origin.
  • Fixed known stray entities."
  • "Added purple key ency to purple key scan (not just fragment)
  • Added hint to selfscan once infection progresses
  • Replaced signals with clues for lifepods 4, 6 and 7
  • Improved ency categories
  • Fixed some missing VO"
  • Add a 'gunterminal' goto target.
  • Updated Lava Base materials and sky, fixed lava atmosphere volume under lava base, updated exterior to lost river base, removed unused materials on gun
  • The story of ForceRocketReady, a novella: There once was a cheat that worked called ForceRocketReady. I then broke it. Now I've fixed it and it works again. ~fin
  • Fix gendarme warning.
  • Add a notification for taking a screenshot.
  • Fixed NRE in PowerRelay
  • Enhanced jump animations, reduced wonkiness with seaglide equips/unequips (though they remain wonky)
  • Fixed missing reference in MainMenuMusic
  • fixed gap in aurora drive room floor/wall intersection. this required re-exporting the entire aurora. I have checked and can't see any missing or out-of-place geo, but ideally should be tested thoroughly by PTs
  • precursor_gun_controller - Fixe a param test that should have been testing for deactivated but was checking for finished. Should fix premature gun deactivation animation issues.
  • First iteration on the updated main menu visuals
  • removing prop from wreck 41
  • - Updated rebreather warning code as per Jonas feedback
  • - Added constructor placement mask so rocket / cyclops cannot be built in shallow waters
  • - Fixed bug where sky was visible prior to intro cinematic
  • Oxygen warnings now interrupt other PDA messages
  • place holder invalid construction sounds
  • - Fixed stack overflow on character controllers
  • Dunes polish pass
  • - Disabled oxy warnings if in vehicle
  • Pipe down Gendarme, ya salty bastard!
  • - Fixed bug where precursor gun didn't track sunbeam on shootdown cine
  • Added voice and ambient volume sliders
  • re-export of player for cyclops seamoth launch
  • Fixed 1 frame problem where inventory items were improperly placed when switching containers with the controller
  • better "seek fluid intake" VO
  • Fixed "unexpected liveRoot" errors.
  • extended submarine fabricator geo slightly so it clips into wall and is no longer floating
  • Fixed directional lights which are not the sun applying ambient light
  • consistency for VO volumes and now the creatures and reverbs lower their volume while VOs play
  • Fixed typo in ReefbackLife
  • Orient crabsnake to the mushroom to prevent clipping through it. Fixed crabsnakes spawned outside of mushroom playing exit mushroom animation
  • tightened up cyclops collision to fix lavalarva not being removable with the knife.
  • Whoops, forgot to check in the actual, you know, change that I made to add the final zinger in the credits. Because I'm a big dummy. But it's ok now. Life is good, man. Like, don't worry, be happy. <3
  • tweek
  • - Added final credits ending zinger
  • Small fixes
  • fixed skyapplier issue on reefbackbaby
  • fixed crazy vertex animation on reefback grass (now has a subtle wave effect)
  • changed shader on reefback grass to fix blocky shadow issue
  • updated jump animations to avoid clipping of legs through the ground. Also fixed hitch in diving animation loop
  • more VO stuff
  • - Added final credits
  • Fixed Cyclops LOD bug resulting in broken controls after driving. Fixed Type.ToString garbage in profiler tags. BehaviourLOD cleanup.
  • - Updated Upgrade Moonpool Screen
  • Optimized PowerRelay and PowerSystemPreview.
  • Adjusting max depth and priority multiplier for peeper breach behavior.
  • - Added Rocket Blueprints to PDA
  • Added fading in of the farthest terrain clip meshes
  • - Added PDA Failed to Disable Gun Message on Rocket Launch
  • removed parameters from con fab controller
  • - Increased rebreather depth warning delay
  • - Dive Reel can't fire on surface
  • Fixed Camera clipping base 2 collision, fixed aurora scrap not having collision, fixed large terrain hole in Grassy Plateaus, Removed terrain under terrain in many batches, removed entity spawn from under terrain in many batches, fixed kelp above water surface, fixed floating grass in deep grand reef, fixed many floating entity spawns in batches, fixed many floating props and entity slots inside aurora
  • Debugging props appearing at world origin.
  • "Debugging props appearing at world origin.
  • Fixed SwimRandom."
  • fixed the constructor fabrication effect
  • fixed skyapplier issue on deepgrandreef abandoned base
  • fixed skyapplier issue on abandoned jelly shroom base
  • Re-enabled the console for the Chinese market
  • Fixed Xbox build
  • muting fabricator closing sound while u climb out of the pod
  • tweeks to main menu background sound
  • Added a missing 'R' which was upsetting peeper.
  • adding a VO when u cant launch the rocket yet
  • main menu lapping waves sound
  • reducing brightness of cubemap slightly on base glass
  • added missing trim piece to generic room hatch corridor prefab
  • No biggie, just fixing my horrible mistake that killed the game (incorrectly labelled ency category)
  • re-added missing trims and fixed material issues inside abandoned bases
  • material tweaks to abandoned bases
  • "Fixed Neptune Stage 1 and 2 texts being too long for the text box
  • Added alternative clues for 5 lifepods"
  • Fixed map room scanning icon after save-load
  • Fixed player world arrows reappearing.
  • Fixed collision issues when skipping intro and possibly at the end of other cinematics
  • "- Activate disabled ghostModel gameObject on crafting
  • - Workaround inconsistent cubemap applied on items in escapePod after loading a saved game "
  • - Fixed bug where rocket can be built in bases or precursor facilities
  • - Fixed rocket collider bug that caused the player to go flying
  • - Bug fix for rocket stage progress not save loading
  • "Missed file that updated after closing unity.
  • player_view_walks - fixed down look to not loops as to stop foot sliding."
  • - Fixed a bug where colors and name didn't save/load on the rocket
  • "cyclops_launch_bay_seamoth_dock_cin - fixed gap issue in animation, though still persists in prefab.
  • player_view_walks - added squat anims. Fixed several issues."
  • getting player walks from branch it wasn't intended to be a part of.
  • Improved first use animations for ion crystal and precursor key when looking straight down, improving jump landing when looking down (WIP)
  • "Fixed emperor telepathy 2 overlapping with blueprint acquired vo
  • Fixed some subtitle timings
  • Added captain's log
  • Textlock time. "
  • cyclops hatch entry cinematic fix
  • balanced various glass materials to share similar values for better visual consistency (also moved glass geo from exosuit out of 'root' to prevent material instancing problem)
  • Fixed scanner UI saying 'infected' after self-scan before first signs of infection
  • - add FX to laser cutter first use event and disable the light when it is unused
  • Fixed map room cameras picked up by stalker disappearing after save-load
  • Fixed map room cameras picked by stalker could disappear after save-load, possibly fixed scrap metal at zero coordinates.
  • fixed physics freaking out when entering a non docken vehicle from inside a base
  • Fix the rocket not restoring state after launch leading to problems if the player continues playing after being returned to the menu. Also explicitly disable saving during the ending sequence as is done for the intro rather than rely on the cinematic to block it.
  • Cyclops & Base scripts now leverage BehaviourLOD to do less work when far / off-screen from the player.
  • Redrafted creature texts and fixed some bugs
  • many cinematic transition fixes from wet to dry
  • Exosuit.prefab - reparented the glass to follow the root joint. Fixes floating glass during squat animation on land.
  • Fixed hero peeper not having enzyme trail after being serialized-deserialized
  • Added avoid terrain behavior to Sea Dragon and Ghost Leviathan. Adjusting avoid obstacle behavior on some creatures.
  • Fixed health & oxygen showing up in creative mode.
  • Fixed missing line breaks in encyclopedia.
  • "Precursor_key_terminal_01 fbx/mask/controller - New rig, optimized export, new animation.
  • KeyTerminal prefabs - Updated to new opmtized rig.
  • Additional feature - Hides console glyphs when key is placed in terminal."
  • Fixed being able to get titanium for scanning something that isn't a fragment
  • Fix quitting to desktop via the unsaved game warning returning to the main menu rather than the desktop.
  • "Implemented octree raycasts.
  • Added avoid terrain behavior to reaper."
  • Adjusted boomerang death pose
  • Fixed props clipping coral tube, fixed terrain behind terrain, fixed some very bas issues with floating coral caps, fixed entity slot intersecting pda, fixed floating pda, fixed floating entity slots in kelp wreck 17, Fixed terrain behind terrain, removed entity slots behind terrain in blood kelp
  • "Updated entity data for stats.
  • Updated entity slots data for stats."
  • Cleaned up hacky sky applier fix.
  • Improved concurrency handling in streaming system.
  • Fixed floating entity spawns on mountain island, fixed terrain shadows from being seen in caves on mountain island, adjusted atmosphere volumes on mountain island, fixed double entity spawns in many batches, fixed floating pda in escape pod 2
  • "precursor_key_C_01.fbx, precursor_key_C_02.fbx, precursor_key_terminal_01.fbx, player_view_precursor_key.fbx - updated to latest anims
  • precursorKeyTerminal.prefab, Precursor_BlueKeyTerminal.prefab, Precusor_OrangeKeyTerminal.prefab, Precursor_PurpleKeyTerminal.prefab, Precursor_PurpleKeyTerminal_LavaBase - fixed glyph plane placement to stop cine clipping issues."
  • some more volume tweeks for radio msges consistency
  • fixed cyclops launch bay doors playing sound at wrong location
  • Fixed calculation of enclosing atmosphere volume
  • fixed issue with exosuit auto looting
  • fix wrong sky applied on player and tools after loading a game in the escapePod
  • fixed player reducing swim speed at surface instead of increasing
  • save some shader variants
  • tweak some fire materials
  • added disable emissive on story to misc props in gun, Fixed Cell level on Aurora Hall and connecting props, fixed weldable panels being below floor, replaced planters, fixed floating props, fixed floating entity spawn, fixed pda intersecting with entity spawn in treaders wreck, fixed sky issues in underwater island wreck 4, fixed tons of floating props and entity spawns, fixed exo from getting stuck under mushroom, fixed a few more exo stuck issues in koosh zone teleporter, Fixed floating entity spawns in Grand Reef wreck 10, adjusted data box placement,
  • Fixed terrain seam between batches in blood kelp, fixed floating entity spawns in Jelly Shrooms, fixed floating terrain, fixed terrain hole in floating island players could get stuck in, fixed exo from getting stuck in some caves, fixed player from getting stuck behind terminal 01 in gun, fixed entity spawns intersecting props, fixed many collision issues in aurora power room, fixed player being able to clip power room floor, fixed culling issue in power room
  • fix Light intensity of the moonpool fabricator SHORT
  • fix Light intensity of the moonpool fabricator
  • Fix Marmoset shadow caster
  • restore player invulnerable during end cinematic
  • "- Fix player being able to move during the outro (Remove OnPlayerCinematicModeEnd events from the animation)
  • - More optimized method to disable the GUI during the end cinematic and fix GUI pop while loading the credits"
  • "- improve async sound in end sequence
  • - fix missing wrecks model"
  • - Final Dive Reel 2.0 Implementation
  • Adjusted collision on base1 so camera wont clip ceiling, adjusted collision on broken window in base1 to prevent players from getting stuck, Fixed an area in the Aurora where players can get stuck, fixed seam in brine lake in lost river, Fixed exosuit stuck issue in thermal vent in safe shallows, adjusted some entity spawn near water surface in safe shallows, Updated collisions in grassy wreck 2, fixed door repair and fragment scanning, fixed many floating entity spawns, fixed intersecting props, Removed double room entity in aurora, updated culling on Locker Room corridor 02 in aurora, Fixed the exo getting stuck under a few arches in safe shallows.
  • Add a trigger collider to the island PDA so it can still be picked up even if the terrain mesh swallows it.
  • Fixed Prawn Suit stuck issue in Dissection Room in Prison, Fixed collision alignment in terminal hallway 01 in gun, adjusted fragment spawn in grass wreck 12 for consistent scanning, removed grass from inside of grass wreck 12, removed terrain and entity slots under terrain, fixed collision gap in Ramp Hallway in gun, Fixed Prawn suit stuck bug in lost river under bones
  • Adjusted Atmosphere Volumes and materials inside of gun, adjusted collision on mushrooms forest trees to prevent camera clipping, fixed floating pda in escape pod 12, removed double pda spawn
  • Adjusted the entry and exit volumes on Lava base, Fixed exo stuck bug in lost river base entry, fixed gun exterior culling, Moved upper data box in wreck 1, Adjusted atmosphere volumes in entry to Prison, fixed floating propulsion cannon fragment
  • Rebalance the bulkhead to be more attractive; 3HP rather than 2HP to be competitive with foundations, and rubber rather than lithium to be available earlier.
  • Reduced seaglide gcallocs.
  • Sea Emperor trail managers no longer LOD-disable while on screen.
  • Improve support for 21:9 and wide multi-head displays.
  • Fix scanning ghost models like the strange doll repeatedly for infinite titanium.
  • Fix hull strength modifiers being multiplied by room corners.
  • Subtitles optimizations. Fixed ### numbers in PDA log.
  • "- Optimize rocket wrecks
  • - Delay parts of rocket launch to smooth hitching
  • - Add more shader variants to the shaderVariantCollection"
  • fix mesmer materials
  • "- fix console command to force rocket launch
  • - disable the cave craweler"
  • less annoying menu sounds
  • adding light ring gloss value to alpha of albedo texture
  • added light ring to dive reel
  • quieter menu sounds
  • Swapped out Chair in Safe Shallows wreck 15, Adjusted crash fish spawn positions, fixed floating props, fixed floating entity slots on mountain island, Fixed databox light in modular wreck from lighting exterior, adjusted the material for lab counter, adjusted collision for ceilings in base 2, removed terrain behind terrain, removed entity slots behind terrain
  • rocketship_stage_03 - did minor geo tweak to rig and reexported scene to fix z fighting issue in launch console graphics.
  • Fixed some subtitle bugs
  • Fixed air bladder animations and added first use anim. Reduced dive reel fire kickback. Fixed pops for sprint anims and reduced sliding. Tweaked runs for less popping.
  • merging andi's exosuit glass fix to main
  • fixed collisions on rocket platform. added collision to railings.
  • Fixed Sea Dragon biting target while spitting fire
  • "- Terrain shaders now use a HDR color picker for the Specular color
  • - Add skybox shader variants to the ShaderVariantCollection (attempt to fix hitch when starting the end cinematic)"
  • Fix issues with prawn docking and the grapple arm that was the cause of the cyclops sometimes getting thrown millions of meters when docking. Also fix the torpedo arm causing physics issues in general.
  • smooth out velocity twice as fast above water
  • sped up settling of camera
  • Add an alternative quit confirmation window that shows when the player hasn't saved in a configurable amount of time and reminds them of it. Doesn't show in a hardcore game.
  • Fixed floating stones starting to fall to the ground when player is far enough
  • Fixed floating props, Removed terrain behind terrain, removed all shadows from precursor gun interior lights, fixed double entity spawns, fixed gun culling issues, Adjusted mountain atmosphere volumes, removed ocean water from mountains save, fixed floating entity spawns in mountain caves
  • reduced ambient emissive on prawn suit
  • slightly reduced gloss value on exterior pieces of base to reduce mirror-look in strong cubemap areas (mushroom forest for example)
  • Fixed getting stuck at loading camera drone screen due to a stalker has stolen the camera drone.
  • "Killed some bugs
  • Fixed some timings
  • Added special popup for alien ingredients"
  • increase the duration of the telepathy FX on first encounter
  • new avery quin VOs for sunbeam stuff.
  • "- improve timing of the warp effect and final white screen
  • - (hacky) fix the player taking damage during the outro
  • - trigger the telepathy FX
  • - add console command to ease rocket launch testing
  • - tweak rocket sparks and red lights
  • - delete uGUI_EndGame"
  • lowered emissive on escape pod chair
  • Adjusting direction of Sea Dradon slap attack force
  • added display screen to mobile vehicle bay
  • Addressed more issues regarding sprinting pops and inconsistencies.
  • Fixed issue with neck appearing while using some items. Fixed chest ugly geo during side swims when holding some items
  • - Dive reel iteration -- fixed up animations and deploy positions
  • Fixed Gendarme asserts
  • Dive reel iteration
  • - Signal pings now visually disable when getting close to them
  • cherry picked time capsule animations
  • Hooked up new crafting menu and fabricator sounds
  • some timing and mixing tweeks
  • Fixed shoulder issue during sideways swims
  • Removed large smooth rocks that everyone hates. Blended in smaller boulders and rocks. Tweaked fog to be slightly darker and murkier.
  • Removed key redemption tab on non-Steam platforms
  • fixed collision issues on dropdown section of rocket base. fixed z-fighting on rocket base light geometry.
  • increasing light emissive value in base, was too dark before and didnt look bright enough. decreased emissive on underneath of lifepod, was too bright before.
  • "- fix VFXcontroller stop method
  • - fix peeper trails always visible
  • - enzyme cloud and peeper trail FX
  • - tweak cyclops and seamoth water splash
  • "
  • new crafting menu interface sounds
  • added player jump animation and impact smoothing
  • Fixed bleeder suck blood sound and effect playing after it being detached with prop cannon. Detach bleeder when the player enters base, Cyclops or precursor base to prevent it from swimming in the air.
  • engagind thrusters now = engaging ion boosters
  • Hooked up punch bleeder sound, fixed hit bleader animation not being syncronized with sounds
  • fixed blocky shadow on coral plant.
  • Fix various collider/bounds issues on the room corridor and hatch. Further unify the room-facing portions of hatch and corridor with the covers.
  • Removed deprecated analytics.
  • Fixed crafting menu icon notification offset
  • English.json fix (unparsable character)
  • Fixed issue where depth of field was forced on in VR mode
  • fixing issue with rocket door causing player to lock up
  • - Med kit fabricator door SFX hookup
  • - Rocket bug fixes, timing changes
  • "sounds for medkitlockerers
  • nice sound for hatching leviathan eggs
  • sound for reseting dive reel path"
  • fixed flipped text decals. fixed duplicated trim pieces being placed on top of each other (some trims were still in the FBX files - they have all been removed. should now only use the trim model pieces). balanced spec/gloss on all trims. fixed incorrect smoothing on base walls. fixed incorrectly applied sky on L shaped corridor. fixed gaps between wall pieces.
  • Fixed creatures being able to attack the player through walls
  • bleeder punch sound and looping sound for reel nodes
  • Fix being able to build base segments into seamoths, prawns, and the escape pod. Add constructable bounds to the BaseCorridorCaps so they can't clip their colliders into things. Adjust constructable bounds on the room hatch as colliders were outside and could clip into things. Fix the builder not considering scene objects as gameobject obstacles and ignoring ConstructionObstacle.
  • - More SFX to dive reel 2.0
  • placeholders for new divereel sounds
  • Updated sea dragon behavior
  • - Added queuing to "Signal Uploaded to PDA" notification to prevent VO overlap
  • - Next Divereel iteration, 2.2
  • Try to prevent vehicles and players being thrown far away from origin by physics bugs by placing them back at a safe location if it happens. Also fix the Cyclops getting frozen in mid-air higher than a player could unfreeze by approaching.
  • "some timing adjustments
  • "
  • update to ending cinematic music and sounds
  • no more pda VO during locket launch sequence , timing a nd volume chnages to emporer VO
  • Fix creepvine seeds not being scannable until picked up and dropped.
  • Fix kelp seeds preventing swimming/driving through kelp forests. Fix the creepvine seed dropping as a textured box.
  • Added distance cull to mountains teleporter to fix it floating on min spec, updated databox in modular wreck 13 so the light wouldn't shine through exterior, fixed floating spawns, adjusted data box placement, and adjusted collision for fragment scanning in modular wreck 13
  • "Fixed Grass intersecting into wreck parts for Grass wreck 14, adjusted floating entity spawns in mountain caves, fixed skies and floating props in wreck 8, fixed precursor terminal alignment and consistency, fixed fragment scanning in mushroom forest wreck, fixed sun culling on exterior of gun
  • "
  • Fixed OVR not using the headset audio device
  • "
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  • "
  • Fixed emp subs
  • adding some more missing PDA voices
  • North East Kelp Polish
  • addingh a missing pda VO
  • Fix postprocessing effects being the defaults despite what's configured when starting a game.
  • fixed glass window gaps. thickened lod2 to match window frame. rounded out glass corridor frame to get rid of faceted look (only on highest LOD)
  • Fixed empty bases not always being destroyed
  • Fix connectors not being attached when beginning a deconstruction of a base cell and fix connectors of constructing ghost bases not being re-attached when loading a save.
  • Fixed player biome calculation
  • "Fixed some subtitle timings
  • Fixed a couple of ency entries
  • Added blighter, spinefish, rockgrub and blood crawler entries
  • Fixed a bunch of typos"
  • Fixed many culling issues with gun exterior, fixed double entity spawns in many batches, fixed collision in captains quarters you can now pick up the aurora poster, fixed exterior culling issues on lost river base, adjusted collision in grass wrecks 2 for fragment scanning, adjusted collision in safe shallows wreck 16 for fragment scanning
  • tweaks to rocket materials to stop the rocket blooming out with new skybaseinterior cubemap changes
  • Performance testing script update
  • - More context hand icon changes for the entire game.
  • - Added new interact cursor for all interactive objects such as screens and panels
  • Adjusted Culling for Lost River Base exterior, Gun Control room, and Gun exterior, fixing many culling issues
  • update to moonpool ladder control
  • Fixed floating entity spawn, fixed PDA on floating island from being able to be picked up on min settings, adjusted collision in Grassy Wreck 2 for better scanning of fragments
  • increasing spec/gloss values on base interior pieces. balancing all albedo/spec/gloss values
  • Switched up hand layers for the player controller for improved animations
  • Updated dive reel animations, added propulsion cannon bashe animations, fixed right arm twisting issue while swimming right, updated sea dragon in-gme animations
  • Fixed color grading option not being saved
  • Setup the game to initialize the options based on the system spec
  • - Polish: Added depth warnings at 100m and 200m to make rebreather purpose more clear.
  • "Changed the game to use a default resolution that matches the monitor's aspect ratio
  • Marked resolutions in the options screen that match the monitor's aspect ratio with a *"
  • adjustment to short connector on moonpool water level
  • Fixed floating loot in jelly shrooms, fixed entity slots inside platforms in jelly shrooms, fixed intersecting props in aurora, PDA in wreck 6 can now be picked up, fixed sky reflection on glass in jelly shrooms abandoned base, fixed double PDA spawn in Jelly Shrooms abandoned base
  • Fixed bug where scan of infected creature or hero peeper could give the player two titanium pieces
  • Added water surface brightness effect to simulate pupil adaptation
  • sound for dropping breadcrums with the divereel
  • reverting unityproj files back to previous revision (accidental checkin)
  • more improvements to escape pod interior. darkened walls slightly, made interactive elements slightly brighter to draw player in to use them. everything slightly more reflective than before.
  • 1 and 2 hundred meter PDA warnings
  • new emporer voiceovers
  • added an additional hull upgrade to both exosuit and cyclops and tweaked their max depth values
  • improved reflections on escape pod and other base pieces
  • Fixed held item floating in front of player while using mobile vehicle bay
  • - Rocket Polish Items
  • Updated beacon in-game animations
  • - Added Dive Reel 2.0 iteration 2
  • Remove spherecast leftovers from flashlight, move point light to not illuminate the underside of the flashlight case.
  • precKey cine fix
  • Merged B81 hotfix (fixes animation issue with Cyclops ladder after save/load).
  • fixed skew angle on hoopfish
  • Fixed all empty auto generated Sky entities on Aurora Rooms
  • Merged Steven's storage box fix.
  • Fixed unassigned entity
  • Unit Test fix
  • Removed Duplicate rooms within Aurora, Added Culling to Aurora interior rooms
  • Added missing log to pdadata
  • cyclops - fixed ladder poking through to exterior. fixed geometry gap on door trim. tweaked exterior reflections
  • "Fixed up locational logs hinting at presence of lost river and lava castle bases
  • Added hint for blackbox room in exoroom
  • Fixed selfscan triggers
  • Updated emperor and sunbeam subs for new VO
  • Added radsuit log and ency entry after aurora explosion, to match unlocking blueprint"
  • Fixed stack overflow in FPSInputModule.BubbleEvent
  • Added resetachievements console command
  • Fixed NRE in GraphicsUtil
  • fixed some cinematics not working properly after loading a saved game
  • Pings shrink and hide text when not being focused on. Optimized ping update loop.
  • - Final Time Capsule Implementation
  • Convert vitals/food/water notification speech to PDANotifications and add subtitles. Also add a subtitle to the escape pod launch speech in the intro.
  • Hooked up achievements.
  • Fix blurred UI in main menu
  • Add post effects to main menu and tweak DOF
  • Adjusted Collision on large rocks on beach near Precursor Gun, fixed vent eruptions from going above water surface in safe shallows
  • Fixed NRE in ToggleLights
  • Fixed bash animation not playing for some tools
  • Fix not freezing oxygen consumption when freezing stats.
  • Freeze stats while in cinematics and teleporting to prevent starving while unable to eat.
  • Fixed NRE in EnergyMixin
  • Fix failing to detect when cinematics are active after passing near some precursor prefabs due to what seems to be some stray serialized state on the cinematic controller.
  • infect console command 'amount' argument is now optional
  • Prevent saving while cinematics are active to fix the player loading into bad positions. Allow saving if cinematics have blocked saving for 30s or more in case of bugs in the cinematic code.
  • CoralBlendWhite optimizations
  • some timing changes to the VO in the emporer interactions
  • Fixed Lights inside gun from casting shadows, fixed more door skies in aurora, pygmy fan cluster can now be scanned, fixed an issue with kelp vines lighting up near by terrain, adjusted many entity spawns in Jelly shrooms thermal vent areas, fixed many other kelp sticking above water surface, fixed small thermal vent
  • added duplicate version of time capsule with interior and separate cap for animation
  • Add GeyserShort prefab variant
  • Investigate NRE in EnergyMixin
  • some more VO edits
  • Added more debug to Plastic after-checkin hook to fix the zip issue

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