Как пишется subnautica

From Wikipedia, the free encyclopedia

Subnautica
Subnautica cover art.png

Cover art

Developer(s) Unknown Worlds Entertainment[a]
Publisher(s) Unknown Worlds Entertainment[b]
Director(s) Charlie Cleveland
Producer(s) Hugh Jeremy
Designer(s) Charlie Cleveland
Programmer(s)
  • Charlie Cleveland
  • Steven An
  • Max McGuire
  • Jonas Bötel
Artist(s)
  • Cory Strader
  • Brian Cummings
  • Scott MacDonald
Writer(s) Tom Jubert
Composer(s) Simon Chylinski
Engine Unity
Platform(s)
  • macOS
  • Windows
  • PlayStation 4
  • Xbox One
  • Nintendo Switch
  • PlayStation 5
  • Xbox Series X/S
Release
  • macOS, Windows
  • January 23, 2018
  • PS4, Xbox One
  • December 4, 2018
  • NS, PS5, Series X/S
  • May 14, 2021
Genre(s) Action-adventure, survival
Mode(s) Single-player

Subnautica is an open-world action-adventure game developed and published by Unknown Worlds Entertainment. The game has the player as a non-essential systems maintenance chief who is the only survivor of a spaceship crash on the alien planet 4546B. They are free to explore the oceanic planet, the main objectives being to find essential resources, survive the local flora and fauna, and find a way to escape the planet.

Subnautica was released in early access for Windows in December 2014, macOS in June 2015, and for Xbox One in May 2016. It was released out of early access in January 2018 for macOS and Windows, with versions for PlayStation 4 and Xbox One in December 2018. The physical console versions were published by Gearbox Publishing. The Nintendo Switch, PlayStation 5, and Xbox Series X/S versions were released in May 2021.

By January 2020, more than five million copies had been sold. A standalone expansion, Subnautica: Below Zero, was released May 14, 2021.

Gameplay[edit]

Subnautica is a survival action-adventure game set in an open world environment and played from a first-person perspective. The player controls the lone survivor of the Aurora, Ryley Robinson, as he is stranded on a remote ocean planet known as 4546B.

The main objective is to explore the ocean and survive its dangers, while completing tasks to advance the plot. Players can collect resources, construct tools, build bases, submersibles, and interact with the planet’s wildlife.[1][2][3]

Some of the most extreme dangers to the player include dangerous fauna like Crabsquids, Stalkers, Crashfish, and Leviathan-class lifeforms like the Reaper, Sea Dragon and Ghost Leviathans.

The majority of the game is set underwater, with two explorable islands hidden across the map, and a simulated day-and-night cycle that affects visibility. Upon beginning a new game, players are given an option between four difficulty modes:

  • In survival mode, the player manages their depleting health, hunger, thirst and oxygen. If the player dies, they respawn, but certain items are removed from their inventory.
  • In freedom mode, gameplay is near-identical to that of Survival mode, but without hunger and thirst.
  • In hardcore mode, gameplay includes permanent death. the player dies, they do not respawn, and their save file is instead permanently deleted.
  • In creative mode, all depleting characteristics, such as health and thirst, are removed, all blueprints are unlocked, and the player can craft without needing resources. Additionally, the submersibles, a stasis rifle, a Seaglide, a mobile vehicle bay, and a propulsion cannon are provided, which do not need an energy source to operate.

The game supports VR headsets, such as the HTC Vive and the Oculus Rift, with the additional input of a keyboard and mouse or game controller.[4]

Plot[edit]

Subnautica takes place in a distant spacefaring future. The Aurora, a deep-space vessel constructed by the Alterra Corporation, has been sent to a system at the outer reaches of known space on its maiden voyage under the pretenses of constructing high-speed space travel infrastructure. Unknown to the crew is that the ship was also sent to the system to search for and, possibly, rescue the crew of a ship named the Degasi, which crashed on planet 4546B ten years prior. As the Aurora does a gravity slingshot around 4546B, it is attacked by a mysterious energy-pulse and crashes on the planet. Several crew members manage to eject from the ship in escape pods, but only the player character—non-essential systems maintenance chief Ryley Robinson—survives.

During this time, Ryley repairs the radio in his lifepod and gets messages through it from a trading ship called Sunbeam, led by Captain Avery Quinn. Quinn talks to Ryley and states that Sunbeam is on the far side of Andromeda but promises to take Ryley home, telling him that they will pick him up upon landing on a location Precursor Island. As the Sunbeam flies down, a giant alien facility fires upon it and it explodes in mid-air as Ryley watches. If the player manages to disable the facility before the Sunbeam lands, Quinn tells Ryley they are unable to land due to a debris field and will instead inform Alterra Corporation of the situation.

Ryley finds records of the Degasi‘s crew stating that only three survived the initial crash, but later two out of the three are confirmed dead and one is presumed dead. Ryley also learns of the existence of the ‘Precursors’, an ancient, advanced alien species that came to planet 4546B approximately one thousand years ago in search of a cure for a highly infectious disease, known as the Kharaa Bacterium. The Precursors discovered Kharaa during the exploration of an unknown planet, and the disease spread due to a failure in quarantine procedures, killing over 140 billion individuals. Investigating thousands of planets in an attempt to find a cure, the Precursors eventually located a species of organism on 4546B they named the Sea Emperor Leviathan, which produced an enzyme that could cure Kharaa. However, the only living Sea Emperor was too old to produce the enzyme in enough potency to have any effect, and the Precursors were unable to force its only eggs to hatch. In an attempt to investigate the egg-hatching process of the Sea Emperor, the Precursors took the egg of a related Leviathan, the fire-breathing Sea Dragon, but the mother destroyed a Precursor research facility and released samples of Kharaa into the planet’s ecosystem. Forced to evacuate, the Precursors enabled a facility known as the Quarantine Enforcement Platform, which consists of a large weapon that fires on any ships attempting to leave or land on the planet — including the Degasi, Aurora and Sunbeam.

The Sea Emperor, which seeks the freedom of her children, communicates telepathically with Ryley and helps him discover the prison in which she is held captive. She gives Ryley information on how to hatch her eggs, who does so and is cured by the enzyme produced by the juvenile Sea Emperors. Ryley then disables the Quarantine Enforcement Platform (only achievable by one not infected with Kharaa) and constructs a rocket with blueprints transmitted by Alterra Corporation to the crashed Aurora. After escaping the planet, the Sea Emperor communicates with Ryley a final time, promising that the two «go together» although they are different.

Development[edit]

Charlie cleveland gdc 2019 cropped.jpgJonas Boetel GDC 2019 cropped.jpg

Subnautica was announced by Unknown Worlds Entertainment on December 17, 2013,[1] with Charlie Cleveland as the director and lead gameplay programmer, and Hugh Jeremy as the producer.[5] The music is composed by Simon Chylinski.[6]

Cleveland was heavily inspired by Minecraft, which he noted «transformed the game industry» and «threw away all traditional challenge oriented and progression oriented games». The release of Minecraft overlapped with Unknown Worlds releasing Natural Selection 2. Feeling exhausted, the team wanted to try something new and decided to make such a game.[7] Other influences included scuba diving, the filmography of James Cameron, and «just the feeling of exploring the deep, dark, alternately beautiful and terrible, ocean depths. Feeling like I’m an explorer, almost an astronaut, not knowing what I’ll find».[8] Cleveland did not initially view it as a survival game but as an exploration game.[8]

Cleveland was also motivated by the Sandy Hook Elementary School shooting. Frustrated by lack of progress made in the US toward ending gun violence, Cleveland thought that he could do his part by making a non-violent game.[7] As such, the development team opted against the inclusion of ballistic firearms (with non-lethal firearms like a stasis rifle instead) in the game, with Cleveland describing the game as «one vote towards a world with less guns» encouraging players to think about «non-violent and more creative solutions to solve our problems».[9]

The development team opted to use the Unity engine rather than Spark, the engine used for the company’s previous game, Natural Selection 2. Subnautica producer Hugh Jeremy justified this decision because of the different demands that the game places on the engine, and «because [the team] does not include people working on Spark, it’s not appropriate for Subnautica to use Spark. By using Unity for Subnautica, Spark can continue to develop in certain directions, while Subnautica develops in others. To use Spark for Subnautica would be like trying to fit a square peg in a round hole.»[10]

The game lacks traditional missions or quest structure usually found in video games. This was a deliberate choice, with Cleveland stating «with intrinsic rewards, people are instead encouraged to just do the activities for their own merit, less people would be motivated to do it. But, if they did get over that learning period they would get to the point where they internalized that activity as pleasurable on its own and they would continue».[11] Cleveland opted for this after reading an essay by Jamie Cheng who implemented similar philosophies into his game Don’t Starve.[11]

Early access versions of Subnautica were released on Steam Early Access on December 16, 2014[12] and on Xbox One Preview on May 17, 2016.[13][14][15] During this initial release the game featured no hunger or thirst mechanics. After receiving criticism, specifically from one player whose critique «struck home for me», the team opted to include such a system eventually discovering that it helped players orient themselves to the early parts of the game.[8] The full version of the game was released on January 23, 2018, for macOS and Windows personal computers,[16][17] and on December 4, 2018, for PlayStation 4 and Xbox One consoles.[18] The Nintendo Switch, PlayStation 5 and Xbox Series X/S versions of the game and a sequel, called Subnautica: Below Zero, were released on May 14, 2021.[19][20][21] Previously, Below Zero was released in early access on January 30, 2019.[22][23][24]

Reception[edit]

Subnautica received positive pre-release reception. Ian Birnbaum of PC Gamer described Subnautica as an «underwater Minecraft«, remarking that «with an experienced developer at the helm and a limitless variety of the oceans to play with, it’s going to take a lot for Subnautica to go badly wrong. As the toolbox gets deeper and the shape of the end-game gets set, Subnautica will be a unique example of the ways survival can be tense, rewarding, and fun.»[2] Marsh Davies of Rock, Paper, Shotgun praised the rewarding nature of exploring the world of Subnautica, but criticized the «arbitrariness» and lack of intuition in some of the in-game recipes.[36]

At launch, the game received «generally positive reviews» on all platforms according to review aggregator Metacritic.[25][26][27] Ben «Yahtzee» Croshaw on The Escapist’s Zero Punctuation series gave it a generally positive review, stating, «Underwater exploration is an inherently appealing concept: this whole new world rolling away before you, made all the more beautiful by its utter hostility.» He criticized the game as «a little unintuitive and a little buggy».[37] Croshaw would later list Subnautica as his second favorite game of 2018. The popular gamer Ethan «E-MAN-MLG» Christianson later went on to say that «This game is so amazing, the beautiful and terrifying detail that went into the game is simply breathtaking!» Popular Youtuber, Markiplier later went on to say that the game was also very well made.[38]

By January 2020, more than 5.23 million copies had been sold across all platforms, not including free copies given as part of promotions.[39]

Accolades[edit]

Year Award Category Result Ref
2018 Golden Joystick Awards Best Visual Design Nominated [40][41][42]
Best Audio Design Nominated
Breakthrough Award (Unknown Worlds) Won
PC Game of the Year Won
Ultimate Game of the Year Nominated
Gamers’ Choice Awards Fan Favorite Indie Game Won [43]
2019 D.I.C.E. Awards Outstanding Achievement in Game Design Nominated [44]
National Academy of Video Game Trade Reviewers Awards Game of the Year Nominated [45]
Sound Effects Nominated
15th British Academy Games Awards Original Property Nominated [46]

Notes[edit]

  1. ^ Console versions co-developed by Panic Button
  2. ^ Physical versions published by Gearbox Publishing

References[edit]

  1. ^ a b Carlson, Patrick (December 17, 2013). «Natural Selection 2 developer Unknown Worlds announces ocean-based Subnautica». PC Gamer. Archived from the original on January 29, 2016. Retrieved January 20, 2016.
  2. ^ a b Birnbaum, Ian (January 9, 2015). «Subnautica: Early impressions of Minecraft under the sea». PC Gamer. Archived from the original on January 29, 2016. Retrieved January 20, 2016.
  3. ^ Jeremy, Hugh (December 2013). «Subnautica: Descend into the Depths». Unknown Worlds Entertainment. Archived from the original on March 30, 2016. Retrieved March 31, 2016.
  4. ^ «Subnautica Review — Surviving A Whole New World Of Wonder». January 26, 2018. Retrieved May 14, 2021.
  5. ^ Jeremy, Hugh (December 17, 2013). «The Crew of Subnautica». Unknown Worlds Entertainment. Archived from the original on April 17, 2016. Retrieved April 9, 2016.
  6. ^ «About Unknown Worlds». Unknown Worlds Entertainment. Archived from the original on March 23, 2016. Retrieved April 11, 2016.
  7. ^ a b Unknown Worlds (December 4, 2018). Making of Subnautica — Charlie Cleveland — Game Direction. YouTube.
  8. ^ a b c Shubhankar, Parijat. «Subnautica Interview – A Conversation About The Game’s Console Launch, and More». Gaming Bolt. Retrieved November 5, 2020.
  9. ^ MacLeod, Riley (April 4, 2016). «Subnautica Developer Explains Why He Won’t Add Guns To The Game». Kotaku. Archived from the original on April 7, 2016. Retrieved April 11, 2016.
  10. ^ Jeremy, Hugh (December 18, 2013). «Why is Subnautica using Unity, and not the Spark Engine?». Unknown Worlds Entertainment. Archived from the original on April 5, 2016. Retrieved April 11, 2016.
  11. ^ a b Shepherd, Henry. «How Subnautica’s community helped create an underwater world dying to be explored». PCGamesN. Retrieved November 5, 2020.
  12. ^ Matulef, Jeffrey (December 17, 2014). «Natural Selection 2 dev’s Subnautica is out now on Steam Early Access». Eurogamer. Archived from the original on January 29, 2016. Retrieved January 20, 2016.
  13. ^ Santangelo, Nick (December 23, 2015). «Subnautica is now in development for Xbox One». XBLA Fans. Archived from the original on March 20, 2016. Retrieved March 20, 2016.
  14. ^ «Subnautica Xbox Preview Releases on 17 May — Subnautica». Subnautica. May 16, 2016. Archived from the original on July 28, 2017. Retrieved June 20, 2017.
  15. ^ «Subnautica (Xbox Game Preview) Is Now Available For Xbox One». Xbox Live’s Major Nelson. May 16, 2016. Archived from the original on February 8, 2018. Retrieved February 7, 2018.
  16. ^ Chalk, Andy (January 9, 2018). «Subnautica will finally leave Early Access later this month». PC Gamer. Archived from the original on January 10, 2018. Retrieved January 10, 2018.
  17. ^ Nunneley, Stephany (January 24, 2018). «Underwater, open-world adventure game Subnautica has been released for PC». VG247. Retrieved May 25, 2020.
  18. ^ Fischer, Tyler (November 18, 2018). «‘Subnautica’ PS4 Release Date Revealed». Comic Book. Retrieved May 25, 2020.
  19. ^ «All-new Subnautica: Below Zero gameplay revealed in State of Play». PlayStation.Blog. April 29, 2021. Retrieved April 30, 2021.
  20. ^ Kalina, David (May 14, 2021). «Subnautica: Below Zero is Now Available for Xbox One and Xbox Series X/S». Xbox Wire.
  21. ^ «Subnautica for Nintendo Switch — Nintendo Game Details». Nintendo. Retrieved May 14, 2021.
  22. ^ Holt, Kris (August 18, 2020). «‘Subnautica’ arrives on Nintendo Switch in early 2021″. Engadget. Retrieved October 29, 2020.
  23. ^ Romano, Sal (August 18, 2020). «Subnautica and Subnautica: Below Zero coming to Switch in early 2021». Gematsu. Retrieved October 29, 2020.
  24. ^ Shabana, Arif (January 30, 2019). «Subnautica: Below Zero Out Now as Early Access Title». IGN. Archived from the original on January 31, 2019. Retrieved February 26, 2019.
  25. ^ a b «Subnautica for PC Reviews». Metacritic. CBS Interactive. Archived from the original on February 15, 2018. Retrieved February 15, 2018.
  26. ^ a b «Subnautica for PlayStation 4 Reviews». Metacritic. CBS Interactive. Retrieved January 11, 2019.
  27. ^ a b «Subnautica for Xbox One Reviews». Metacritic. CBS Interactive. Retrieved January 11, 2019.
  28. ^ «Subnautica review: «I haven’t felt this petrified in a video game since Resident Evil 7»«. GamesRadar+. December 4, 2018. Retrieved May 14, 2021.
  29. ^ «Review: Subnautica». Destructoid. Retrieved May 14, 2021.
  30. ^ «Subnautica Review». IGN. January 26, 2018. Retrieved May 14, 2021.
  31. ^ «Subnautica Review: A Water Wonderland». GameSpot. Retrieved May 14, 2021.
  32. ^ «Subnautica review». PC Gamer. January 29, 2018. Retrieved May 14, 2021.
  33. ^ «Subnautica A Sea Of Infinite Possibility». Game Informer. Retrieved January 29, 2023.
  34. ^ «Mini Review: Subnautica — A Wondrous Trip Under The Sea». Nintendo Life. May 11, 2021. Retrieved May 14, 2021.
  35. ^ «Subnautica (Switch) Review». Nintendo World Report. Retrieved May 14, 2021.
  36. ^ Davies, Marsh (January 5, 2015). «Premature Evaluation: Subnautica». Rock Paper Shotgun. Archived from the original on April 20, 2016. Retrieved March 31, 2016.
  37. ^ «Subnautica». YouTube. Retrieved January 11, 2019. Alt URL
  38. ^ «2018 Best Worst and Blandest (Zero Punctuation)». YouTube. Retrieved January 14, 2019.
  39. ^ Valentine, Rebekah (January 14, 2020). «Subnautica has sold over 5m copies». GamesIndustry.biz. Retrieved January 14, 2020.
  40. ^ Hoggins, Tom (September 24, 2018). «Golden Joysticks 2018 nominees announced, voting open now». The Daily Telegraph. Retrieved November 17, 2018.
  41. ^ Andronico, Michael (October 26, 2018). «Golden Joystick Awards: Vote for Ultimate Game of the Year». Tom’s Guide. Retrieved November 17, 2018.
  42. ^ Sheridan, Connor (November 16, 2018). «Golden Joystick Awards 2018 winners: God of War wins big but Fortnite gets Victory Royale». GamesRadar+. Retrieved November 17, 2018.
  43. ^ «2018 Gamers’ Choice Awards». Gamers’ Choice Awards. December 9, 2018. Retrieved January 4, 2019.
  44. ^ Makuch, Eddie (January 10, 2019). «God Of War, Spider-Man Lead DICE Awards; Here’s All The Nominees». GameSpot. Retrieved January 14, 2019.
  45. ^ «Nominee List for 2018». National Academy of Video Game Trade Reviewers. February 11, 2019. Retrieved February 13, 2019.
  46. ^ Fogel, Stefanie (March 14, 2019). «‘God of War,’ ‘Red Dead 2’ Lead BAFTA Game Awards Nominations». Variety. Retrieved March 15, 2019.

External links[edit]

  • Official website Edit this at Wikidata
  • Subnautica at MobyGames

From Wikipedia, the free encyclopedia

Subnautica
Subnautica cover art.png

Cover art

Developer(s) Unknown Worlds Entertainment[a]
Publisher(s) Unknown Worlds Entertainment[b]
Director(s) Charlie Cleveland
Producer(s) Hugh Jeremy
Designer(s) Charlie Cleveland
Programmer(s)
  • Charlie Cleveland
  • Steven An
  • Max McGuire
  • Jonas Bötel
Artist(s)
  • Cory Strader
  • Brian Cummings
  • Scott MacDonald
Writer(s) Tom Jubert
Composer(s) Simon Chylinski
Engine Unity
Platform(s)
  • macOS
  • Windows
  • PlayStation 4
  • Xbox One
  • Nintendo Switch
  • PlayStation 5
  • Xbox Series X/S
Release
  • macOS, Windows
  • January 23, 2018
  • PS4, Xbox One
  • December 4, 2018
  • NS, PS5, Series X/S
  • May 14, 2021
Genre(s) Action-adventure, survival
Mode(s) Single-player

Subnautica is an open-world action-adventure game developed and published by Unknown Worlds Entertainment. The game has the player as a non-essential systems maintenance chief who is the only survivor of a spaceship crash on the alien planet 4546B. They are free to explore the oceanic planet, the main objectives being to find essential resources, survive the local flora and fauna, and find a way to escape the planet.

Subnautica was released in early access for Windows in December 2014, macOS in June 2015, and for Xbox One in May 2016. It was released out of early access in January 2018 for macOS and Windows, with versions for PlayStation 4 and Xbox One in December 2018. The physical console versions were published by Gearbox Publishing. The Nintendo Switch, PlayStation 5, and Xbox Series X/S versions were released in May 2021.

By January 2020, more than five million copies had been sold. A standalone expansion, Subnautica: Below Zero, was released May 14, 2021.

Gameplay[edit]

Subnautica is a survival action-adventure game set in an open world environment and played from a first-person perspective. The player controls the lone survivor of the Aurora, Ryley Robinson, as he is stranded on a remote ocean planet known as 4546B.

The main objective is to explore the ocean and survive its dangers, while completing tasks to advance the plot. Players can collect resources, construct tools, build bases, submersibles, and interact with the planet’s wildlife.[1][2][3]

Some of the most extreme dangers to the player include dangerous fauna like Crabsquids, Stalkers, Crashfish, and Leviathan-class lifeforms like the Reaper, Sea Dragon and Ghost Leviathans.

The majority of the game is set underwater, with two explorable islands hidden across the map, and a simulated day-and-night cycle that affects visibility. Upon beginning a new game, players are given an option between four difficulty modes:

  • In survival mode, the player manages their depleting health, hunger, thirst and oxygen. If the player dies, they respawn, but certain items are removed from their inventory.
  • In freedom mode, gameplay is near-identical to that of Survival mode, but without hunger and thirst.
  • In hardcore mode, gameplay includes permanent death. the player dies, they do not respawn, and their save file is instead permanently deleted.
  • In creative mode, all depleting characteristics, such as health and thirst, are removed, all blueprints are unlocked, and the player can craft without needing resources. Additionally, the submersibles, a stasis rifle, a Seaglide, a mobile vehicle bay, and a propulsion cannon are provided, which do not need an energy source to operate.

The game supports VR headsets, such as the HTC Vive and the Oculus Rift, with the additional input of a keyboard and mouse or game controller.[4]

Plot[edit]

Subnautica takes place in a distant spacefaring future. The Aurora, a deep-space vessel constructed by the Alterra Corporation, has been sent to a system at the outer reaches of known space on its maiden voyage under the pretenses of constructing high-speed space travel infrastructure. Unknown to the crew is that the ship was also sent to the system to search for and, possibly, rescue the crew of a ship named the Degasi, which crashed on planet 4546B ten years prior. As the Aurora does a gravity slingshot around 4546B, it is attacked by a mysterious energy-pulse and crashes on the planet. Several crew members manage to eject from the ship in escape pods, but only the player character—non-essential systems maintenance chief Ryley Robinson—survives.

During this time, Ryley repairs the radio in his lifepod and gets messages through it from a trading ship called Sunbeam, led by Captain Avery Quinn. Quinn talks to Ryley and states that Sunbeam is on the far side of Andromeda but promises to take Ryley home, telling him that they will pick him up upon landing on a location Precursor Island. As the Sunbeam flies down, a giant alien facility fires upon it and it explodes in mid-air as Ryley watches. If the player manages to disable the facility before the Sunbeam lands, Quinn tells Ryley they are unable to land due to a debris field and will instead inform Alterra Corporation of the situation.

Ryley finds records of the Degasi‘s crew stating that only three survived the initial crash, but later two out of the three are confirmed dead and one is presumed dead. Ryley also learns of the existence of the ‘Precursors’, an ancient, advanced alien species that came to planet 4546B approximately one thousand years ago in search of a cure for a highly infectious disease, known as the Kharaa Bacterium. The Precursors discovered Kharaa during the exploration of an unknown planet, and the disease spread due to a failure in quarantine procedures, killing over 140 billion individuals. Investigating thousands of planets in an attempt to find a cure, the Precursors eventually located a species of organism on 4546B they named the Sea Emperor Leviathan, which produced an enzyme that could cure Kharaa. However, the only living Sea Emperor was too old to produce the enzyme in enough potency to have any effect, and the Precursors were unable to force its only eggs to hatch. In an attempt to investigate the egg-hatching process of the Sea Emperor, the Precursors took the egg of a related Leviathan, the fire-breathing Sea Dragon, but the mother destroyed a Precursor research facility and released samples of Kharaa into the planet’s ecosystem. Forced to evacuate, the Precursors enabled a facility known as the Quarantine Enforcement Platform, which consists of a large weapon that fires on any ships attempting to leave or land on the planet — including the Degasi, Aurora and Sunbeam.

The Sea Emperor, which seeks the freedom of her children, communicates telepathically with Ryley and helps him discover the prison in which she is held captive. She gives Ryley information on how to hatch her eggs, who does so and is cured by the enzyme produced by the juvenile Sea Emperors. Ryley then disables the Quarantine Enforcement Platform (only achievable by one not infected with Kharaa) and constructs a rocket with blueprints transmitted by Alterra Corporation to the crashed Aurora. After escaping the planet, the Sea Emperor communicates with Ryley a final time, promising that the two «go together» although they are different.

Development[edit]

Charlie cleveland gdc 2019 cropped.jpgJonas Boetel GDC 2019 cropped.jpg

Subnautica was announced by Unknown Worlds Entertainment on December 17, 2013,[1] with Charlie Cleveland as the director and lead gameplay programmer, and Hugh Jeremy as the producer.[5] The music is composed by Simon Chylinski.[6]

Cleveland was heavily inspired by Minecraft, which he noted «transformed the game industry» and «threw away all traditional challenge oriented and progression oriented games». The release of Minecraft overlapped with Unknown Worlds releasing Natural Selection 2. Feeling exhausted, the team wanted to try something new and decided to make such a game.[7] Other influences included scuba diving, the filmography of James Cameron, and «just the feeling of exploring the deep, dark, alternately beautiful and terrible, ocean depths. Feeling like I’m an explorer, almost an astronaut, not knowing what I’ll find».[8] Cleveland did not initially view it as a survival game but as an exploration game.[8]

Cleveland was also motivated by the Sandy Hook Elementary School shooting. Frustrated by lack of progress made in the US toward ending gun violence, Cleveland thought that he could do his part by making a non-violent game.[7] As such, the development team opted against the inclusion of ballistic firearms (with non-lethal firearms like a stasis rifle instead) in the game, with Cleveland describing the game as «one vote towards a world with less guns» encouraging players to think about «non-violent and more creative solutions to solve our problems».[9]

The development team opted to use the Unity engine rather than Spark, the engine used for the company’s previous game, Natural Selection 2. Subnautica producer Hugh Jeremy justified this decision because of the different demands that the game places on the engine, and «because [the team] does not include people working on Spark, it’s not appropriate for Subnautica to use Spark. By using Unity for Subnautica, Spark can continue to develop in certain directions, while Subnautica develops in others. To use Spark for Subnautica would be like trying to fit a square peg in a round hole.»[10]

The game lacks traditional missions or quest structure usually found in video games. This was a deliberate choice, with Cleveland stating «with intrinsic rewards, people are instead encouraged to just do the activities for their own merit, less people would be motivated to do it. But, if they did get over that learning period they would get to the point where they internalized that activity as pleasurable on its own and they would continue».[11] Cleveland opted for this after reading an essay by Jamie Cheng who implemented similar philosophies into his game Don’t Starve.[11]

Early access versions of Subnautica were released on Steam Early Access on December 16, 2014[12] and on Xbox One Preview on May 17, 2016.[13][14][15] During this initial release the game featured no hunger or thirst mechanics. After receiving criticism, specifically from one player whose critique «struck home for me», the team opted to include such a system eventually discovering that it helped players orient themselves to the early parts of the game.[8] The full version of the game was released on January 23, 2018, for macOS and Windows personal computers,[16][17] and on December 4, 2018, for PlayStation 4 and Xbox One consoles.[18] The Nintendo Switch, PlayStation 5 and Xbox Series X/S versions of the game and a sequel, called Subnautica: Below Zero, were released on May 14, 2021.[19][20][21] Previously, Below Zero was released in early access on January 30, 2019.[22][23][24]

Reception[edit]

Subnautica received positive pre-release reception. Ian Birnbaum of PC Gamer described Subnautica as an «underwater Minecraft«, remarking that «with an experienced developer at the helm and a limitless variety of the oceans to play with, it’s going to take a lot for Subnautica to go badly wrong. As the toolbox gets deeper and the shape of the end-game gets set, Subnautica will be a unique example of the ways survival can be tense, rewarding, and fun.»[2] Marsh Davies of Rock, Paper, Shotgun praised the rewarding nature of exploring the world of Subnautica, but criticized the «arbitrariness» and lack of intuition in some of the in-game recipes.[36]

At launch, the game received «generally positive reviews» on all platforms according to review aggregator Metacritic.[25][26][27] Ben «Yahtzee» Croshaw on The Escapist’s Zero Punctuation series gave it a generally positive review, stating, «Underwater exploration is an inherently appealing concept: this whole new world rolling away before you, made all the more beautiful by its utter hostility.» He criticized the game as «a little unintuitive and a little buggy».[37] Croshaw would later list Subnautica as his second favorite game of 2018. The popular gamer Ethan «E-MAN-MLG» Christianson later went on to say that «This game is so amazing, the beautiful and terrifying detail that went into the game is simply breathtaking!» Popular Youtuber, Markiplier later went on to say that the game was also very well made.[38]

By January 2020, more than 5.23 million copies had been sold across all platforms, not including free copies given as part of promotions.[39]

Accolades[edit]

Year Award Category Result Ref
2018 Golden Joystick Awards Best Visual Design Nominated [40][41][42]
Best Audio Design Nominated
Breakthrough Award (Unknown Worlds) Won
PC Game of the Year Won
Ultimate Game of the Year Nominated
Gamers’ Choice Awards Fan Favorite Indie Game Won [43]
2019 D.I.C.E. Awards Outstanding Achievement in Game Design Nominated [44]
National Academy of Video Game Trade Reviewers Awards Game of the Year Nominated [45]
Sound Effects Nominated
15th British Academy Games Awards Original Property Nominated [46]

Notes[edit]

  1. ^ Console versions co-developed by Panic Button
  2. ^ Physical versions published by Gearbox Publishing

References[edit]

  1. ^ a b Carlson, Patrick (December 17, 2013). «Natural Selection 2 developer Unknown Worlds announces ocean-based Subnautica». PC Gamer. Archived from the original on January 29, 2016. Retrieved January 20, 2016.
  2. ^ a b Birnbaum, Ian (January 9, 2015). «Subnautica: Early impressions of Minecraft under the sea». PC Gamer. Archived from the original on January 29, 2016. Retrieved January 20, 2016.
  3. ^ Jeremy, Hugh (December 2013). «Subnautica: Descend into the Depths». Unknown Worlds Entertainment. Archived from the original on March 30, 2016. Retrieved March 31, 2016.
  4. ^ «Subnautica Review — Surviving A Whole New World Of Wonder». January 26, 2018. Retrieved May 14, 2021.
  5. ^ Jeremy, Hugh (December 17, 2013). «The Crew of Subnautica». Unknown Worlds Entertainment. Archived from the original on April 17, 2016. Retrieved April 9, 2016.
  6. ^ «About Unknown Worlds». Unknown Worlds Entertainment. Archived from the original on March 23, 2016. Retrieved April 11, 2016.
  7. ^ a b Unknown Worlds (December 4, 2018). Making of Subnautica — Charlie Cleveland — Game Direction. YouTube.
  8. ^ a b c Shubhankar, Parijat. «Subnautica Interview – A Conversation About The Game’s Console Launch, and More». Gaming Bolt. Retrieved November 5, 2020.
  9. ^ MacLeod, Riley (April 4, 2016). «Subnautica Developer Explains Why He Won’t Add Guns To The Game». Kotaku. Archived from the original on April 7, 2016. Retrieved April 11, 2016.
  10. ^ Jeremy, Hugh (December 18, 2013). «Why is Subnautica using Unity, and not the Spark Engine?». Unknown Worlds Entertainment. Archived from the original on April 5, 2016. Retrieved April 11, 2016.
  11. ^ a b Shepherd, Henry. «How Subnautica’s community helped create an underwater world dying to be explored». PCGamesN. Retrieved November 5, 2020.
  12. ^ Matulef, Jeffrey (December 17, 2014). «Natural Selection 2 dev’s Subnautica is out now on Steam Early Access». Eurogamer. Archived from the original on January 29, 2016. Retrieved January 20, 2016.
  13. ^ Santangelo, Nick (December 23, 2015). «Subnautica is now in development for Xbox One». XBLA Fans. Archived from the original on March 20, 2016. Retrieved March 20, 2016.
  14. ^ «Subnautica Xbox Preview Releases on 17 May — Subnautica». Subnautica. May 16, 2016. Archived from the original on July 28, 2017. Retrieved June 20, 2017.
  15. ^ «Subnautica (Xbox Game Preview) Is Now Available For Xbox One». Xbox Live’s Major Nelson. May 16, 2016. Archived from the original on February 8, 2018. Retrieved February 7, 2018.
  16. ^ Chalk, Andy (January 9, 2018). «Subnautica will finally leave Early Access later this month». PC Gamer. Archived from the original on January 10, 2018. Retrieved January 10, 2018.
  17. ^ Nunneley, Stephany (January 24, 2018). «Underwater, open-world adventure game Subnautica has been released for PC». VG247. Retrieved May 25, 2020.
  18. ^ Fischer, Tyler (November 18, 2018). «‘Subnautica’ PS4 Release Date Revealed». Comic Book. Retrieved May 25, 2020.
  19. ^ «All-new Subnautica: Below Zero gameplay revealed in State of Play». PlayStation.Blog. April 29, 2021. Retrieved April 30, 2021.
  20. ^ Kalina, David (May 14, 2021). «Subnautica: Below Zero is Now Available for Xbox One and Xbox Series X/S». Xbox Wire.
  21. ^ «Subnautica for Nintendo Switch — Nintendo Game Details». Nintendo. Retrieved May 14, 2021.
  22. ^ Holt, Kris (August 18, 2020). «‘Subnautica’ arrives on Nintendo Switch in early 2021″. Engadget. Retrieved October 29, 2020.
  23. ^ Romano, Sal (August 18, 2020). «Subnautica and Subnautica: Below Zero coming to Switch in early 2021». Gematsu. Retrieved October 29, 2020.
  24. ^ Shabana, Arif (January 30, 2019). «Subnautica: Below Zero Out Now as Early Access Title». IGN. Archived from the original on January 31, 2019. Retrieved February 26, 2019.
  25. ^ a b «Subnautica for PC Reviews». Metacritic. CBS Interactive. Archived from the original on February 15, 2018. Retrieved February 15, 2018.
  26. ^ a b «Subnautica for PlayStation 4 Reviews». Metacritic. CBS Interactive. Retrieved January 11, 2019.
  27. ^ a b «Subnautica for Xbox One Reviews». Metacritic. CBS Interactive. Retrieved January 11, 2019.
  28. ^ «Subnautica review: «I haven’t felt this petrified in a video game since Resident Evil 7»«. GamesRadar+. December 4, 2018. Retrieved May 14, 2021.
  29. ^ «Review: Subnautica». Destructoid. Retrieved May 14, 2021.
  30. ^ «Subnautica Review». IGN. January 26, 2018. Retrieved May 14, 2021.
  31. ^ «Subnautica Review: A Water Wonderland». GameSpot. Retrieved May 14, 2021.
  32. ^ «Subnautica review». PC Gamer. January 29, 2018. Retrieved May 14, 2021.
  33. ^ «Subnautica A Sea Of Infinite Possibility». Game Informer. Retrieved January 29, 2023.
  34. ^ «Mini Review: Subnautica — A Wondrous Trip Under The Sea». Nintendo Life. May 11, 2021. Retrieved May 14, 2021.
  35. ^ «Subnautica (Switch) Review». Nintendo World Report. Retrieved May 14, 2021.
  36. ^ Davies, Marsh (January 5, 2015). «Premature Evaluation: Subnautica». Rock Paper Shotgun. Archived from the original on April 20, 2016. Retrieved March 31, 2016.
  37. ^ «Subnautica». YouTube. Retrieved January 11, 2019. Alt URL
  38. ^ «2018 Best Worst and Blandest (Zero Punctuation)». YouTube. Retrieved January 14, 2019.
  39. ^ Valentine, Rebekah (January 14, 2020). «Subnautica has sold over 5m copies». GamesIndustry.biz. Retrieved January 14, 2020.
  40. ^ Hoggins, Tom (September 24, 2018). «Golden Joysticks 2018 nominees announced, voting open now». The Daily Telegraph. Retrieved November 17, 2018.
  41. ^ Andronico, Michael (October 26, 2018). «Golden Joystick Awards: Vote for Ultimate Game of the Year». Tom’s Guide. Retrieved November 17, 2018.
  42. ^ Sheridan, Connor (November 16, 2018). «Golden Joystick Awards 2018 winners: God of War wins big but Fortnite gets Victory Royale». GamesRadar+. Retrieved November 17, 2018.
  43. ^ «2018 Gamers’ Choice Awards». Gamers’ Choice Awards. December 9, 2018. Retrieved January 4, 2019.
  44. ^ Makuch, Eddie (January 10, 2019). «God Of War, Spider-Man Lead DICE Awards; Here’s All The Nominees». GameSpot. Retrieved January 14, 2019.
  45. ^ «Nominee List for 2018». National Academy of Video Game Trade Reviewers. February 11, 2019. Retrieved February 13, 2019.
  46. ^ Fogel, Stefanie (March 14, 2019). «‘God of War,’ ‘Red Dead 2’ Lead BAFTA Game Awards Nominations». Variety. Retrieved March 15, 2019.

External links[edit]

  • Official website Edit this at Wikidata
  • Subnautica at MobyGames

About This Game

Subnautica is an underwater adventure game set on an alien ocean planet. A massive, open world full of wonder and peril awaits you!

Dive Into a Vast Underwater World


You have crash-landed on an alien ocean world, and the only way to go is down. 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.

Scavenge, Craft, and Survive


After crash landing in your Life Pod, the clock is ticking to find water, food, and to develop the equipment you need to explore. Collect resources from the ocean around you. Craft diving gear, lights, habitat modules, and submersibles. Venture deeper and further form to find rarer resources, allowing you to craft more advanced items.

Construct Underwater Habitats


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

Unravel the Mystery


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

Disrupt the Food Chain


The ocean teems with life: 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 gnashing jaws of roaming predators.

Handle the Pressure


Build a Pressure Re-Active Waterproof Nanosuit, or PRAWN Suit, and explore extreme depth and heat. Modify the suit with mining drills, torpedo launchers, propulsion cannons, grappling hooks and more.

Fear the Night


As the sun goes down, the predators come out. The ocean is unforgiving of those caught unprepared in the darkness. Areas that are safe to explore during the day become treacherous at night, but also reveal a beauty that those who hide from the darkness will never see.

Dive Below the Ocean Floor


Cave systems wind below the sea bed, from dark claustrophobic passages to caverns lit by bio-luminescent life and burning-hot lava flows. Explore the world below the ocean floor, but watch your oxygen levels, and take care to avoid the threats lurking in the darkness.

Open Development


Get weekly or daily updates, see what the development team is working on, view real time change logs, and give feedback from inside the game. Subnautica Early Access development is open, and the development team wants to hear from you.

About the Development Team


Subnautica is being created by Unknown Worlds, a small studio founded by Charlie Cleveland and Max McGuire that traces its roots back to the 2003 Half-Life mod Natural Selection. The team is scattered around the globe, from the United States to the United Kingdom, France, the Czech Republic, Russia, Thailand, Australia, and many more places. There is a central office in San Francisco, California that serves as home base for the whole team.


Warning

This game contains flashing lights that may make it unsuitable for people with photosensitive epilepsy or other photosensitive conditions. Player discretion is advised.

© 2018-2021 Unknown Worlds Entertainment, Inc. SUBNAUTICA, BELOW ZERO and UNKNOWNWORLDS and the logos and designs associated therewith are trademarks of Unknown Worlds Entertainment, Inc. The SUBNAUTICA, BELOW ZERO and UNKNOWNWORLDS trademarks are Registered in the U.S. Patent and Trademark Office and in other jurisdictions. All Rights Reserved.

What Curators Say

1,497 Curators have reviewed this product. Click here to see them.

Logo Alt 1000 .png


Subnautica — компьютерная игра в жанрах action и симулятора выживания с открытым миром, об исследовании подводного мира и приключениях, созданная Unknown Worlds Entertainment (UWE) — независимыми разработчиками (создателями Natural Selection 2).

Игра разрабатывалась с 2012 года, вышла в Раннем доступе Steam 14 декабря 2014 года. После четырёх лет упорной шлифовки, полная версия игры вышла в Steam 23 января 2018 года. Игра появится на полках магазинов зимой 2018 года.

Главная особенность игры — огромный детализированный подводный мир, а также интересный сюжет и геймплей.

В августе 2018 года студия анонсировала новую игру во вселенной Subnautica — Subnautica: Below Zero.

This article is about Subnautica. You may be looking for its stand-alone expansion, Below Zero.

Subnautica is a game made by Unknown Worlds Entertainment. Subnautica allows the player to explore the uncharted alien planet Planet 4546B by scuba diving and traveling in futuristic aquatic vehicles . The planet is almost all water, meaning the player must scuba dive for almost all resources such as metal and upgrades.

Descend into the depths of an alien underwater world filled with resources, creatures, wonder and threats. Craft equipment and submarines to explore lush coral reefs, volcanoes, cave systems, and more – All while trying to survive.

Subnautica is a first-person video game set in the future on an aquatic uncharted planet created and released by Unknown Worlds Entertainment, that blends the traits of the survival and the exploration genres. Subnautica hit Steam on December 16, 2014 as part of the Early Access program and was fully released on January 23, 2018. The game is available on PC (Steam & Humble Bundle), VR (Steam and Oculus Home) and Xbox One. A version for the PlayStation 4 was looked into for after V1.0 and was released December 6, 2018. Also released on Nintendo Switch along with its sequel Subnautica Below Zero in a double pack. Due to the developer-centric update policies on Steam, that version receives updates the earliest.

Charlie Cleveland — Game Director

«Don’t blame Canada, blame Unity.»
―Charlie Cleveland

Website: http://www.charliecleveland.com

Charlie attended Case Western Reserve University and received a B.S. in Computer Engineering. He worked as a software engineer at IBM, Papyrus, CogniToy and Stainless Steel Studios, on Grand Prix Legends, MindRover and Empire Earth. In May 2001, he left Stainless Steel to start writing Natural Selection.

Charlie has contributed writings to Game Developer Magazine and Game Design Perspectives and spoke at Casuality (2006). He also spoke at the Game Developer’s Conference in:

  • 2011 (The 1 Hour Video Game MBA)
  • 2013 (The Velveteen Marine).

Max McGuire — Technical Director

«Geek parent pro-tip: a spudger is the perfect tool to separate stubborn Legos»
―Max McGuire

While still in high school Max worked as the assistant to Dr. Benoit Mandelbrot at IBM Research. After graduating from Carnegie Mellon University in 2001 with a B.S. in Mathematics and a double major in Computer Science, Max joined Iron Lore Entertainment (Game Developer Choice Best New Studio) as the first employee.

While at Iron Lore Entertainment, Max served as the Lead Engine Programmer and held a key role in developing the technology and tools behind their first two titles, Titan Quest and Titan Quest: Immortal Throne.

Cory Strader — Art Director & Concept Artist

«I tried to leave the building, but ended up in a closet, thinking it was an exit. So now I’m just cowering in there, rocking back and forth and humming quietly to myself and hoping it will all be over soon.»
―Cory Strader
«Jokes are not allowed here. Humor is for people with small, weak minds, who can’t be bothered with discussions involving real thought.»
―Cory Strader

Cory attended the Massachusetts College of Art, majoring in Illustration. He worked at Stainless Steel Studios as a digital artist for over five years doing 3D modeling, texturing and concept work on Empire Earth, Empires: Dawn of the Modern World and Rise & Fall: Civilizations at War. He then worked as Senior Texture Artist and Concept Art on Lair and several unannounced titles at Factor Five.

He and Charlie started working on Natural Selection together in August 2000 and his artwork has been featured several times in Spectrum and Expose.

Hugh Jeremy — Producer & PR Representative

«Don’t touch Jess’s ketchup if you want to live»
―Hugh Jeremy

Hugh Jeremy was head of PR for Subnautica and for a time Subnautica: Below Zero. He is no longer employed by Unknown Worlds Entertainment.

Animators

Colin Knueppel — Animation Lead

«We must investigate how to destick’ify the player’s rectum.»
―Colin Knueppel

He is a nerdy farm kid who turned into an animator / tech. He has

worked on Mass Effect 1 cinematics, BioShock Infinite in-game sequences, most of the Natural Selection 2 rigging and currently animation lead on Subnautica. He enjoys walks in the park and long-shot FPS melee kills.

Louis Karim — Animator & Rigger

«New eggs are up! Animators Assemble. Grab the one you wish to work on and pee around it.»
―Louis Karim

As soon as he graduated from Engineering school, Louis decided to go down a more artistic path. He started by learning character modelling on his first job, but realized that animation was his true calling soon enough. He attended Animation Mentor, and since graduating has worked as an animator on movies, TV series and commercials, in countries including Singapore, Russia, Lebanon and Bahrain. He is currently an animator and rigger on Subnautica.

Brandt Wojak — Animator & Rigger

Brandt graduated from Madison College, with an associate degree in Animation and Concept development. He joined the offsite team in the summer of 2012 working on animations for Natural Selection 2.

Check out some of his works at:

  • https://www.youtube.com/user/Bwojakification

Scott MacDonald — Animator

«I blame Cory for all bugs.»
― Scott MacDonald
«OH GOD THE BABY FINGER»
― Scott MacDonald

Otherwise known as Obraxis, Scott hails originally from Carlisle UK, close to the Scottish border. Having worked in Film & TV, he now works in Games remotely from the South Wales, UK. He can be often found frequenting shops late at night in his daily pursuit of yet more coffee, to fuel his typical animator caffeine habit.

Brian Cummings — Animator

«I moved to the corner window overlooking an intersection.. so distracting seeing people almost hitting pedestrians every 5 minutes!»
―Brian Cummings

Brian (Alpha) joined the team in late 2009 after graduating from the Art Institute of California San Francisco. Before moving here, he worked as a contract 3D Artist on two published PC titles in Birmingham, Alabama.

Initially hired to help with managing the art pipeline, Brian now fills the gap between artists and engine. He has also worked as the editor for several Natural Selection 2 cinematics including the Fade Reveal, Lerk Reveal and Gorge Belly Slide video.

Software Engineers

Jonas Bötel — Software Engineer

«I create all the bugs, that’s what I do»
―Jonas Bötel

Website: http://lumpn.de

After almost dropping out of university twice to make computer games instead of learning about skolemization and formal verification, Jonas now holds a master’s degree in Computer Science and makes computer games. Hah!

Unbeknownst to Charlie Jonas’ career at Unknown Worlds started as a mapper for Natural Selection 1 where he managed to finish one single room. Encouraged by this huge success he ran the fastest NS1 servers in Europe on launch day and still remembers sneaking into the university’s data center to pull this off like it was yesterday.

Jonas fixes the bugs, optimizes performance, causes a mess, and wears the “I broke the build” T-shirt with great pride. He enjoys traveling and sometimes does a decent Count von Count impersonation including bats and lightning.

Scott Thunelius — Software Engineer & 3D Artist

Scott is a coder and 3D artist. He’s spent most of his career working on MMORPGs and now happily resides deep in the underwater landscape of Subnautica’s codebase. When not making games he’s playing music and systematically attempting put every BBQ joint to be found in Texas out of business with his insatiable love of brisket.

Andreas Urwalek — Software Engineer

«wow patch 7.0.3: we removed half of the games features»
―Andreas Urwalek

Game programming (Austria)

David Kalina- Software Engineer

David Kalina is the co-founder and co-owner of the award-winning game studio Tiger Style. Kalina started Tiger Style with Randy Smith in 2009, and released the award-winning game Spider: The Secret of Bryce Manor, and most recently the Independent Games Festival nominated game Waking Mars.

Kalina is a games industry veteran, previously working on projects such as Tom Clancy’s Splinter Cell, Deus Ex: Invisible War, and the Thief series. Kalina currently resides in Austin, Texas.

World Designers

Michael Schouten — World Designer

«I wish I had those sideburns»
―Michael Schouten

Michael was originally a Natural Selection 1 map contributor. In 2007 he graduated from Glasgow University, and worked as a functionality tester before joining the off-site team in 2010.

He was hired as a level designer and has contributed towards several Natural Selection 2 maps. Currently he is developing environments for Subnautica.

Oliver Hobbs — World Designer

«Floaty brain guy is floaty.»
―Oliver Hobbs

Oli joined the offsite team in June 2009 as a mapper for Natural
Selection 2. He spends his time complaining, being cynical and drinking

tea.

Andrew Jones — World Designer

«I am the victim of a conspiracy to overwrite every field I change. But I shall fight against it»
―Andrew Jones

Andrew attended Oxford Brookes University and received a BA in Architecture. He contributed to NS1 back in the day, and joined the UWE team in 2009, initially to help maintain the website. He soon moved on to art and level design, and nobody had the heart to tell him to pack it in.

When not making or playing games, Andrew’s many hobbies include brick-spotting, desperation and breathing. He lives in London.

Jake Smith — World Designer

Jake is an artist with an associate degree in Computer Animation, and a bachelor’s degree in Fine Arts from the University of Utah. He began working on a custom map for NS2, which caught the attention of Charlie and Cory, and eventually led to a position working to further develop this level.

Jake Smith is no longer employed by Unknown Worlds Entertainment.

Kiel McDonald — World Designer

Liam Tart — World Designer

«I think I’m gonna go with Salted Caramel… seriously they’re amazing. Covered in chocolate on the outside with caramel on the inside. It’ll blow yer mind!»
―Liam Tart

Liam worked together with UWE on Natural Selection II. After that Liam went of to work on Alien Isolation at Creative Assembly, then he was at Sony for a bit working on PSVR. He went back to CA to work on Halo Wars and now he is rejoining UWE.

Check out some of his work here or on his official website.

Concept Artists

Cory Strader — Art Director & Concept Artist

Cory attended the Massachusetts College of Art, majoring in Illustration. He worked at Stainless Steel Studios as a digital artist for over five years doing 3D modeling, texturing and concept work on Empire Earth, Empires: Dawn of the Modern World and Rise & Fall: Civilizations at War. He then worked as Senior Texture Artist and Concept Art on Lair and several unannounced titles at Factor Five.

He and Charlie started working on Natural Selection together in August 2000 and his artwork has been featured several times in Spectrum and Expose.

Pat Presley — Concept Artist

Pat Presley is a freelance conceptual design artist who drew several creature and biome concepts for Subnautica. His designs for the former include the Sea Emperor Leviathan, the Reefback Leviathan, the Grand Reef and the Lava Castle.

Alex Ries — Concept Artist

Alex Ries was hired after the completion of Subnautica V1.0 to work on concept art for the future expansion of Subnautica.

He was hired after numerous comments on his DeviantArt posts of people saying that his art reminded them of Subnautica or that he should work on the game, after contacting Unknown Worlds he was hired.

ReaperConcept.JPG

Mikhail is a freelance concept artist, whose full participation in the creation of Subnautica’s concept art remains unconfirmed. His only confirmed creations are the designs of the Reaper Leviathan and of the Prawn Suit.

  • ArtStation account

FX Artist

Sylvain Hel — FX Designer

Sylvain joined Ubisoft Paris as a 3d environment artist on GRAW 2 before enjoying particles and visual effects on Redsteel 2, Raving Rabbids TV Party and Ghost Recon Future Soldier. Looking for new experiences with indie studios he started to work on Natural Selection 2 late 2011.

Media

Simon Chylinski — Sound Designer & Voice Actor

Sound and music designer on Subnautica (excluding Below Zero) and Natural Selection 2. He is no longer employed by Unknown Worlds Entertainment.

Check out some of his works at:

  • Soundcloud
  • Youtube
  • Spotify

Lukas Nowaczek — Web Programmer

Lukas is another employee with his roots in the community. Since he joined us in October 2012 he works on all kinds of web applications and websites that improve workflow in UWE or serve our players. He spends most of his free time learning new stuff, playing too many games or reading books. He also enjoys his journey to find the perfect craft beer.

Jess Damerst -Website Updater

«I still feel like a wanker»
―Jessica Damerst

Jess is a web developer that spends her time in preparation for the next update, and also specializes in community and update announcement material. She also writes tools but rather slowly due to Unknown Worlds continually asking her to prioritize the update sites.

Her skills include sweet talking humans and computers and crying herself to sleep when it doesn’t work.

Voice Actors

Affiliates

Tom Jubert — Narrative Designer

«I’m a meme?»
―Tom Jubert

Freelance Narrative Designer.

FOX 3D Entertainment — Company Specializing in 3D models

Fox3D has successfully cooperated with game developers of all sizes and world-class publishers from North America, Europe and Asia.
Our aim is to create high-quality projects on a global scale.

It is brilliant sample of high quality cinematic needs for our Subnautica. Fox3D made it with tight budget and deadlines with great quality!

—Cory Strader, Art Director of Unknown Worlds

Sergey Solovyev — Lead Artist

Hi, my name is Sergey Solovyev. At the very beginning on the Subnautica, I was faced with a task — to build our Fox3D team into an effective working art resource for the project. Although the team members never gathered under one office roof, my goal was to make them work as well as normal game developer teams.

After a number of approaches and brainstorming sessions, we understood that for such a big project as ours, we needed the highest possible visualization of workflow and the creation of one general work space in order for efficient remote working. This meant creating something like a virtual office that copies the functionality of a real physical office. We built work processes in such a way that a person from anywhere on the globe, who has a laptop and an Internet connection, could easily learn about the development stage of any asset, find out what was updated, and if necessary, send comments about what else should be done. Such an approach demanded decision making about a remote working field, which is why we spent such a long time searching for the new services that would be as easy and convenient as possible.

In this case, Sketchfab was very suitable for us. There is nothing better than giving an art director the possibility to spin around, on his laptop screen, a finished 3D model of a monster, spaceship or main character of the game. Whether in a cafe, house, or in the office, his work is equally effective — he can see an exact model, the same way as it will look in game, and immediately give us feedback about it. And since Sketchfab supports normal maps, spec, gloss and hdri lighting, it was completely suitable for us and the Subnautica project. All of these features are important for the project.

We enjoy working on Subnautica, and like the idea of creating a colourful, cartoon style underwater world. It is so exciting to participate in creation of such a tremendous and unusual world from an art-concept to the game. We are inspired by how unusual and scenic the locations and creatures look. It’s probably a little immodest to say, but I think I have to say it: as I see it, Subnautica is the first fully underwater game, and it actually looks great! And it wouldn’t have happened without such a great community. The feedback we receive inspires our artists and pushes them to do the artwork better and better each time.

I would like to thank all those wonderful people who are supporting us with attention to our artwork. It is always thrilling to log in Sketchfab and find new likes, comments, and a growing number of followers.

Thanks people, you rock! Many thanks to the Sketchfab team for making all these magnificent opportunities become real tools. See you in Subnautica, divers!

Technical Artist

Vyacheslav Sedovich — Software Engineer

Prior: Indie developer (Unity Engine), Technical Artist at Unigine, Alien Shooter/Zombie Shooter game series developer at Sigma Team.

Software Engineer

Animations & Cinematics Trailer

Subnautica_Early_Access_Trailer

FOX 3D Portfolio

Models

  • Fox3D on Sketchfab

Soundtrack

  • Main article: Subnautica OST

Merchandise

Subnautica merchandise can be purchased at the official UnknownWorlds merchandise redbubble store.

Subnautica 2.0

Subnautica was originally released on PC, Mac, PS4 and Xbox One in 2018.[4] Versions for the Nintendo Switch, PS5, and Xbox Series X/S were released in May 2021 alongside the release of Subnautica: Below Zero.

In October 2021, Unknown Worlds announced that it was working on technical improvements to the code base of the Subnautica series, such as retooling the save system, and merging the code base of the games across all available platforms to unified versions of Unity. Subnautica would be updated with architecture, performance improvements, and bug fixes from Below Zero. Save bugs on PS5 were to be addressed, as is excessive screen tearing on the PS5 version of Subnautica.

There were also plans to update Subnautica over time with a number of quality-of-life features/accessibility improvements that made sense for the game from the ones that were developed and implemented for Below Zero.[5]

On June 15, 2022, Unknown Worlds posted a blog update on how work was progressing.[6]

On Dec. 13, 2022, Unknown Worlds released the 2.0 version of the game, entitled the «Living Large Update».[7]

Reception

On Metacritic, Subnautica received «generally favorable» reviews getting a metascore of 87/100 on PC,[8] 80/100 on PS4,[9] and 81/100 on Xbox One.[10]

Ian Birnbaum of PC Gamer described Subnautica as an «underwater Minecraft«, remarking that «with an experienced developer at the helm and a limitless variety of the oceans to play with, it’s going to take a lot for Subnautica to go badly wrong. As the toolbox gets deeper and the shape of the end-game gets set, Subnautica will be a unique example of the ways survival can be tense, rewarding, and fun.» Marsh Davies of Rock, Paper, Shotgun praised the rewarding nature of exploring the world of Subnautica, but criticized the «arbitrariness» and lack of intuition in some of the in-game recipes.

Subnautica is heavily praised by many Youtubers for being very original.

T.J Hafer from IGN gave the game a 9.1/10. Commenting that Subnautica was one of the few games he would love to wipe from his past and start over fresh. Claiming the game to be «legitimately terrifying», similar to when playing horror games such as Amnesia or Outlast. Praising the uniqueness of the biomes, as their visual identities and soundtracks helped solidify their uniqueness. He also gave praise to the audio, claiming it helped him in identifying which biome he was in and what creature he was dealing with.

Hafer heavily gave praise to the Story, explaining that Subnautica does a very good job at telling a compelling story, noting the complexity and nuance of a great sci-fi film. He also complimented the well-written journal entries and audio logs with uncommonly high-quality voice acting. T.J commended the fact that the story was not a forced element, and players could explore and progress at their own pace.

Hafer criticized that sometimes the progression dragged at spots. He furthermore gave notice to when his immersion was disrupted by pop-in and jarring levels of detail changes. claiming he would have loved more options to help smooth it out.

Overall, T.J came to the verdict that Subnautica is a template for what open-world survival games should strive to be, as the game was fantastical, fresh, and frightening.
[1]

Mods

Various users of the game have produced modifications for the game. None of them are endorsed by Unknown Worlds Entertainment or this wiki and are not guaranteed to be high-quality, functional, or safe. There is, however, a Discord for mods, where players can discuss mods.

  • Nitrox, a mod that enables multiplayer.
  • Nexus Mods, a website that hosts mods, including some for Subnautica.

Concept Arts

CoralReefZone7 Small-1024x576

CoralReef3Large

LavaZoneLarge

LavaZone2Large

KelpForestLarge

LostRiver BonesField V02b lorez

MushroomForestArtwork2

7AC87761-2ADA-4E87-8946-A49F7F82B390

Photo of a prawn suit in the lost river

  • Main article: Concept art

Videos

Subnautica Dangerous Creatures Update

Subnautica Dangerous Creatures Update

Subnautica Aurora Interior Expansion

Subnautica Aurora Interior Expansion

Subnautica PRAWN Update

Subnautica PRAWN Update

Subnautica Power Nap Update

Subnautica Power Nap Update

Subnautica Machinery Update

Subnautica Machinery Update

Subnautica Gameplay - Early Access

Subnautica Gameplay — Early Access

Subnautica Crash Sequence

Subnautica Crash Sequence

Subnautica Farming Update

Subnautica Farming Update

Subnautica Official Launch Trailer

Subnautica Official Launch Trailer

  • Visit official Subnautica Youtube for more videos.

System Requirements

Minimum
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 950pts in the 3DMark Fire Strike

benchmark

DirectX Version 11
Storage 20 GB available space
Recommended
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
Minimum
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
OS OS X 10.9 Mavericks
Processor Intel Haswell 4 cores / 4 threads @ 3.2GHz or equivalent
Graphics Nvidia GTX 550 Ti or equivalent, 2GB VRAM
Memory 8 GB RAM
Storage 20 GB available space

Trivia

  • Subnautica shares the same universe as the Natural Selection series. [11]
    • This is further supported, as the company Alterra is a manufacturer of various supplies in all games by Unknown Worlds.

References

  • Subnautica on Wikipedia
  1. Photography, Taking Inspiration from Beyond Good & Evil @ the UWE Forums
  2. Coop or Multiplayer in Subnautica? I’m Afraid Not @ the UWE Forums
  3. 3.0 3.1 Subnautica Developer Explains Why He Won’t Add Guns To The Game @ Kotaku
  4. https://twitter.com/Flayra/status/991837067662409729
  5. What’s Next For The Subnautica Series?
  6. An Update On Our Subnautica and Below Zero Plans
  7. Subnautica Living Large Update Released
  8. Metascore for Subnautica on PC, Metacritic, Retrieved March 9, 2020
  9. Metascore for Subnautica on PS4, Metacritic, Retrieved March 9, 2020
  10. Metascore for Subnautica on Xbox One, Metacritic, Retrieved March 9, 2020
  11. http://imgur.com/a/nC4n1 Dated August 18, 2016.

This article is about Subnautica. You may be looking for its stand-alone expansion, Below Zero.

Subnautica is a game made by Unknown Worlds Entertainment. Subnautica allows the player to explore the uncharted alien planet Planet 4546B by scuba diving and traveling in futuristic aquatic vehicles . The planet is almost all water, meaning the player must scuba dive for almost all resources such as metal and upgrades.

Descend into the depths of an alien underwater world filled with resources, creatures, wonder and threats. Craft equipment and submarines to explore lush coral reefs, volcanoes, cave systems, and more – All while trying to survive.

Subnautica is a first-person video game set in the future on an aquatic uncharted planet created and released by Unknown Worlds Entertainment, that blends the traits of the survival and the exploration genres. Subnautica hit Steam on December 16, 2014 as part of the Early Access program and was fully released on January 23, 2018. The game is available on PC (Steam & Humble Bundle), VR (Steam and Oculus Home) and Xbox One. A version for the PlayStation 4 was looked into for after V1.0 and was released December 6, 2018. Also released on Nintendo Switch along with its sequel Subnautica Below Zero in a double pack. Due to the developer-centric update policies on Steam, that version receives updates the earliest.

Charlie Cleveland — Game Director

«Don’t blame Canada, blame Unity.»
―Charlie Cleveland

Website: http://www.charliecleveland.com

Charlie attended Case Western Reserve University and received a B.S. in Computer Engineering. He worked as a software engineer at IBM, Papyrus, CogniToy and Stainless Steel Studios, on Grand Prix Legends, MindRover and Empire Earth. In May 2001, he left Stainless Steel to start writing Natural Selection.

Charlie has contributed writings to Game Developer Magazine and Game Design Perspectives and spoke at Casuality (2006). He also spoke at the Game Developer’s Conference in:

  • 2011 (The 1 Hour Video Game MBA)
  • 2013 (The Velveteen Marine).

Max McGuire — Technical Director

«Geek parent pro-tip: a spudger is the perfect tool to separate stubborn Legos»
―Max McGuire

While still in high school Max worked as the assistant to Dr. Benoit Mandelbrot at IBM Research. After graduating from Carnegie Mellon University in 2001 with a B.S. in Mathematics and a double major in Computer Science, Max joined Iron Lore Entertainment (Game Developer Choice Best New Studio) as the first employee.

While at Iron Lore Entertainment, Max served as the Lead Engine Programmer and held a key role in developing the technology and tools behind their first two titles, Titan Quest and Titan Quest: Immortal Throne.

Cory Strader — Art Director & Concept Artist

«I tried to leave the building, but ended up in a closet, thinking it was an exit. So now I’m just cowering in there, rocking back and forth and humming quietly to myself and hoping it will all be over soon.»
―Cory Strader
«Jokes are not allowed here. Humor is for people with small, weak minds, who can’t be bothered with discussions involving real thought.»
―Cory Strader

Cory attended the Massachusetts College of Art, majoring in Illustration. He worked at Stainless Steel Studios as a digital artist for over five years doing 3D modeling, texturing and concept work on Empire Earth, Empires: Dawn of the Modern World and Rise & Fall: Civilizations at War. He then worked as Senior Texture Artist and Concept Art on Lair and several unannounced titles at Factor Five.

He and Charlie started working on Natural Selection together in August 2000 and his artwork has been featured several times in Spectrum and Expose.

Hugh Jeremy — Producer & PR Representative

«Don’t touch Jess’s ketchup if you want to live»
―Hugh Jeremy

Hugh Jeremy was head of PR for Subnautica and for a time Subnautica: Below Zero. He is no longer employed by Unknown Worlds Entertainment.

Animators

Colin Knueppel — Animation Lead

«We must investigate how to destick’ify the player’s rectum.»
―Colin Knueppel

He is a nerdy farm kid who turned into an animator / tech. He has

worked on Mass Effect 1 cinematics, BioShock Infinite in-game sequences, most of the Natural Selection 2 rigging and currently animation lead on Subnautica. He enjoys walks in the park and long-shot FPS melee kills.

Louis Karim — Animator & Rigger

«New eggs are up! Animators Assemble. Grab the one you wish to work on and pee around it.»
―Louis Karim

As soon as he graduated from Engineering school, Louis decided to go down a more artistic path. He started by learning character modelling on his first job, but realized that animation was his true calling soon enough. He attended Animation Mentor, and since graduating has worked as an animator on movies, TV series and commercials, in countries including Singapore, Russia, Lebanon and Bahrain. He is currently an animator and rigger on Subnautica.

Brandt Wojak — Animator & Rigger

Brandt graduated from Madison College, with an associate degree in Animation and Concept development. He joined the offsite team in the summer of 2012 working on animations for Natural Selection 2.

Check out some of his works at:

  • https://www.youtube.com/user/Bwojakification

Scott MacDonald — Animator

«I blame Cory for all bugs.»
― Scott MacDonald
«OH GOD THE BABY FINGER»
― Scott MacDonald

Otherwise known as Obraxis, Scott hails originally from Carlisle UK, close to the Scottish border. Having worked in Film & TV, he now works in Games remotely from the South Wales, UK. He can be often found frequenting shops late at night in his daily pursuit of yet more coffee, to fuel his typical animator caffeine habit.

Brian Cummings — Animator

«I moved to the corner window overlooking an intersection.. so distracting seeing people almost hitting pedestrians every 5 minutes!»
―Brian Cummings

Brian (Alpha) joined the team in late 2009 after graduating from the Art Institute of California San Francisco. Before moving here, he worked as a contract 3D Artist on two published PC titles in Birmingham, Alabama.

Initially hired to help with managing the art pipeline, Brian now fills the gap between artists and engine. He has also worked as the editor for several Natural Selection 2 cinematics including the Fade Reveal, Lerk Reveal and Gorge Belly Slide video.

Software Engineers

Jonas Bötel — Software Engineer

«I create all the bugs, that’s what I do»
―Jonas Bötel

Website: http://lumpn.de

After almost dropping out of university twice to make computer games instead of learning about skolemization and formal verification, Jonas now holds a master’s degree in Computer Science and makes computer games. Hah!

Unbeknownst to Charlie Jonas’ career at Unknown Worlds started as a mapper for Natural Selection 1 where he managed to finish one single room. Encouraged by this huge success he ran the fastest NS1 servers in Europe on launch day and still remembers sneaking into the university’s data center to pull this off like it was yesterday.

Jonas fixes the bugs, optimizes performance, causes a mess, and wears the “I broke the build” T-shirt with great pride. He enjoys traveling and sometimes does a decent Count von Count impersonation including bats and lightning.

Scott Thunelius — Software Engineer & 3D Artist

Scott is a coder and 3D artist. He’s spent most of his career working on MMORPGs and now happily resides deep in the underwater landscape of Subnautica’s codebase. When not making games he’s playing music and systematically attempting put every BBQ joint to be found in Texas out of business with his insatiable love of brisket.

Andreas Urwalek — Software Engineer

«wow patch 7.0.3: we removed half of the games features»
―Andreas Urwalek

Game programming (Austria)

David Kalina- Software Engineer

David Kalina is the co-founder and co-owner of the award-winning game studio Tiger Style. Kalina started Tiger Style with Randy Smith in 2009, and released the award-winning game Spider: The Secret of Bryce Manor, and most recently the Independent Games Festival nominated game Waking Mars.

Kalina is a games industry veteran, previously working on projects such as Tom Clancy’s Splinter Cell, Deus Ex: Invisible War, and the Thief series. Kalina currently resides in Austin, Texas.

World Designers

Michael Schouten — World Designer

«I wish I had those sideburns»
―Michael Schouten

Michael was originally a Natural Selection 1 map contributor. In 2007 he graduated from Glasgow University, and worked as a functionality tester before joining the off-site team in 2010.

He was hired as a level designer and has contributed towards several Natural Selection 2 maps. Currently he is developing environments for Subnautica.

Oliver Hobbs — World Designer

«Floaty brain guy is floaty.»
―Oliver Hobbs

Oli joined the offsite team in June 2009 as a mapper for Natural
Selection 2. He spends his time complaining, being cynical and drinking

tea.

Andrew Jones — World Designer

«I am the victim of a conspiracy to overwrite every field I change. But I shall fight against it»
―Andrew Jones

Andrew attended Oxford Brookes University and received a BA in Architecture. He contributed to NS1 back in the day, and joined the UWE team in 2009, initially to help maintain the website. He soon moved on to art and level design, and nobody had the heart to tell him to pack it in.

When not making or playing games, Andrew’s many hobbies include brick-spotting, desperation and breathing. He lives in London.

Jake Smith — World Designer

Jake is an artist with an associate degree in Computer Animation, and a bachelor’s degree in Fine Arts from the University of Utah. He began working on a custom map for NS2, which caught the attention of Charlie and Cory, and eventually led to a position working to further develop this level.

Jake Smith is no longer employed by Unknown Worlds Entertainment.

Kiel McDonald — World Designer

Liam Tart — World Designer

«I think I’m gonna go with Salted Caramel… seriously they’re amazing. Covered in chocolate on the outside with caramel on the inside. It’ll blow yer mind!»
―Liam Tart

Liam worked together with UWE on Natural Selection II. After that Liam went of to work on Alien Isolation at Creative Assembly, then he was at Sony for a bit working on PSVR. He went back to CA to work on Halo Wars and now he is rejoining UWE.

Check out some of his work here or on his official website.

Concept Artists

Cory Strader — Art Director & Concept Artist

Cory attended the Massachusetts College of Art, majoring in Illustration. He worked at Stainless Steel Studios as a digital artist for over five years doing 3D modeling, texturing and concept work on Empire Earth, Empires: Dawn of the Modern World and Rise & Fall: Civilizations at War. He then worked as Senior Texture Artist and Concept Art on Lair and several unannounced titles at Factor Five.

He and Charlie started working on Natural Selection together in August 2000 and his artwork has been featured several times in Spectrum and Expose.

Pat Presley — Concept Artist

Pat Presley is a freelance conceptual design artist who drew several creature and biome concepts for Subnautica. His designs for the former include the Sea Emperor Leviathan, the Reefback Leviathan, the Grand Reef and the Lava Castle.

Alex Ries — Concept Artist

Alex Ries was hired after the completion of Subnautica V1.0 to work on concept art for the future expansion of Subnautica.

He was hired after numerous comments on his DeviantArt posts of people saying that his art reminded them of Subnautica or that he should work on the game, after contacting Unknown Worlds he was hired.

ReaperConcept.JPG

Mikhail is a freelance concept artist, whose full participation in the creation of Subnautica’s concept art remains unconfirmed. His only confirmed creations are the designs of the Reaper Leviathan and of the Prawn Suit.

  • ArtStation account

FX Artist

Sylvain Hel — FX Designer

Sylvain joined Ubisoft Paris as a 3d environment artist on GRAW 2 before enjoying particles and visual effects on Redsteel 2, Raving Rabbids TV Party and Ghost Recon Future Soldier. Looking for new experiences with indie studios he started to work on Natural Selection 2 late 2011.

Media

Simon Chylinski — Sound Designer & Voice Actor

Sound and music designer on Subnautica (excluding Below Zero) and Natural Selection 2. He is no longer employed by Unknown Worlds Entertainment.

Check out some of his works at:

  • Soundcloud
  • Youtube
  • Spotify

Lukas Nowaczek — Web Programmer

Lukas is another employee with his roots in the community. Since he joined us in October 2012 he works on all kinds of web applications and websites that improve workflow in UWE or serve our players. He spends most of his free time learning new stuff, playing too many games or reading books. He also enjoys his journey to find the perfect craft beer.

Jess Damerst -Website Updater

«I still feel like a wanker»
―Jessica Damerst

Jess is a web developer that spends her time in preparation for the next update, and also specializes in community and update announcement material. She also writes tools but rather slowly due to Unknown Worlds continually asking her to prioritize the update sites.

Her skills include sweet talking humans and computers and crying herself to sleep when it doesn’t work.

Voice Actors

Affiliates

Tom Jubert — Narrative Designer

«I’m a meme?»
―Tom Jubert

Freelance Narrative Designer.

FOX 3D Entertainment — Company Specializing in 3D models

Fox3D has successfully cooperated with game developers of all sizes and world-class publishers from North America, Europe and Asia.
Our aim is to create high-quality projects on a global scale.

It is brilliant sample of high quality cinematic needs for our Subnautica. Fox3D made it with tight budget and deadlines with great quality!

—Cory Strader, Art Director of Unknown Worlds

Sergey Solovyev — Lead Artist

Hi, my name is Sergey Solovyev. At the very beginning on the Subnautica, I was faced with a task — to build our Fox3D team into an effective working art resource for the project. Although the team members never gathered under one office roof, my goal was to make them work as well as normal game developer teams.

After a number of approaches and brainstorming sessions, we understood that for such a big project as ours, we needed the highest possible visualization of workflow and the creation of one general work space in order for efficient remote working. This meant creating something like a virtual office that copies the functionality of a real physical office. We built work processes in such a way that a person from anywhere on the globe, who has a laptop and an Internet connection, could easily learn about the development stage of any asset, find out what was updated, and if necessary, send comments about what else should be done. Such an approach demanded decision making about a remote working field, which is why we spent such a long time searching for the new services that would be as easy and convenient as possible.

In this case, Sketchfab was very suitable for us. There is nothing better than giving an art director the possibility to spin around, on his laptop screen, a finished 3D model of a monster, spaceship or main character of the game. Whether in a cafe, house, or in the office, his work is equally effective — he can see an exact model, the same way as it will look in game, and immediately give us feedback about it. And since Sketchfab supports normal maps, spec, gloss and hdri lighting, it was completely suitable for us and the Subnautica project. All of these features are important for the project.

We enjoy working on Subnautica, and like the idea of creating a colourful, cartoon style underwater world. It is so exciting to participate in creation of such a tremendous and unusual world from an art-concept to the game. We are inspired by how unusual and scenic the locations and creatures look. It’s probably a little immodest to say, but I think I have to say it: as I see it, Subnautica is the first fully underwater game, and it actually looks great! And it wouldn’t have happened without such a great community. The feedback we receive inspires our artists and pushes them to do the artwork better and better each time.

I would like to thank all those wonderful people who are supporting us with attention to our artwork. It is always thrilling to log in Sketchfab and find new likes, comments, and a growing number of followers.

Thanks people, you rock! Many thanks to the Sketchfab team for making all these magnificent opportunities become real tools. See you in Subnautica, divers!

Technical Artist

Vyacheslav Sedovich — Software Engineer

Prior: Indie developer (Unity Engine), Technical Artist at Unigine, Alien Shooter/Zombie Shooter game series developer at Sigma Team.

Software Engineer

Animations & Cinematics Trailer

Subnautica_Early_Access_Trailer

FOX 3D Portfolio

Models

  • Fox3D on Sketchfab

Soundtrack

  • Main article: Subnautica OST

Merchandise

Subnautica merchandise can be purchased at the official UnknownWorlds merchandise redbubble store.

Subnautica 2.0

Subnautica was originally released on PC, Mac, PS4 and Xbox One in 2018.[4] Versions for the Nintendo Switch, PS5, and Xbox Series X/S were released in May 2021 alongside the release of Subnautica: Below Zero.

In October 2021, Unknown Worlds announced that it was working on technical improvements to the code base of the Subnautica series, such as retooling the save system, and merging the code base of the games across all available platforms to unified versions of Unity. Subnautica would be updated with architecture, performance improvements, and bug fixes from Below Zero. Save bugs on PS5 were to be addressed, as is excessive screen tearing on the PS5 version of Subnautica.

There were also plans to update Subnautica over time with a number of quality-of-life features/accessibility improvements that made sense for the game from the ones that were developed and implemented for Below Zero.[5]

On June 15, 2022, Unknown Worlds posted a blog update on how work was progressing.[6]

On Dec. 13, 2022, Unknown Worlds released the 2.0 version of the game, entitled the «Living Large Update».[7]

Reception

On Metacritic, Subnautica received «generally favorable» reviews getting a metascore of 87/100 on PC,[8] 80/100 on PS4,[9] and 81/100 on Xbox One.[10]

Ian Birnbaum of PC Gamer described Subnautica as an «underwater Minecraft«, remarking that «with an experienced developer at the helm and a limitless variety of the oceans to play with, it’s going to take a lot for Subnautica to go badly wrong. As the toolbox gets deeper and the shape of the end-game gets set, Subnautica will be a unique example of the ways survival can be tense, rewarding, and fun.» Marsh Davies of Rock, Paper, Shotgun praised the rewarding nature of exploring the world of Subnautica, but criticized the «arbitrariness» and lack of intuition in some of the in-game recipes.

Subnautica is heavily praised by many Youtubers for being very original.

T.J Hafer from IGN gave the game a 9.1/10. Commenting that Subnautica was one of the few games he would love to wipe from his past and start over fresh. Claiming the game to be «legitimately terrifying», similar to when playing horror games such as Amnesia or Outlast. Praising the uniqueness of the biomes, as their visual identities and soundtracks helped solidify their uniqueness. He also gave praise to the audio, claiming it helped him in identifying which biome he was in and what creature he was dealing with.

Hafer heavily gave praise to the Story, explaining that Subnautica does a very good job at telling a compelling story, noting the complexity and nuance of a great sci-fi film. He also complimented the well-written journal entries and audio logs with uncommonly high-quality voice acting. T.J commended the fact that the story was not a forced element, and players could explore and progress at their own pace.

Hafer criticized that sometimes the progression dragged at spots. He furthermore gave notice to when his immersion was disrupted by pop-in and jarring levels of detail changes. claiming he would have loved more options to help smooth it out.

Overall, T.J came to the verdict that Subnautica is a template for what open-world survival games should strive to be, as the game was fantastical, fresh, and frightening.
[1]

Mods

Various users of the game have produced modifications for the game. None of them are endorsed by Unknown Worlds Entertainment or this wiki and are not guaranteed to be high-quality, functional, or safe. There is, however, a Discord for mods, where players can discuss mods.

  • Nitrox, a mod that enables multiplayer.
  • Nexus Mods, a website that hosts mods, including some for Subnautica.

Concept Arts

CoralReefZone7 Small-1024x576

CoralReef3Large

LavaZoneLarge

LavaZone2Large

KelpForestLarge

LostRiver BonesField V02b lorez

MushroomForestArtwork2

7AC87761-2ADA-4E87-8946-A49F7F82B390

Photo of a prawn suit in the lost river

  • Main article: Concept art

Videos

Subnautica Dangerous Creatures Update

Subnautica Dangerous Creatures Update

Subnautica Aurora Interior Expansion

Subnautica Aurora Interior Expansion

Subnautica PRAWN Update

Subnautica PRAWN Update

Subnautica Power Nap Update

Subnautica Power Nap Update

Subnautica Machinery Update

Subnautica Machinery Update

Subnautica Gameplay - Early Access

Subnautica Gameplay — Early Access

Subnautica Crash Sequence

Subnautica Crash Sequence

Subnautica Farming Update

Subnautica Farming Update

Subnautica Official Launch Trailer

Subnautica Official Launch Trailer

  • Visit official Subnautica Youtube for more videos.

System Requirements

Minimum
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 950pts in the 3DMark Fire Strike

benchmark

DirectX Version 11
Storage 20 GB available space
Recommended
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
Minimum
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
OS OS X 10.9 Mavericks
Processor Intel Haswell 4 cores / 4 threads @ 3.2GHz or equivalent
Graphics Nvidia GTX 550 Ti or equivalent, 2GB VRAM
Memory 8 GB RAM
Storage 20 GB available space

Trivia

  • Subnautica shares the same universe as the Natural Selection series. [11]
    • This is further supported, as the company Alterra is a manufacturer of various supplies in all games by Unknown Worlds.

References

  • Subnautica on Wikipedia
  1. Photography, Taking Inspiration from Beyond Good & Evil @ the UWE Forums
  2. Coop or Multiplayer in Subnautica? I’m Afraid Not @ the UWE Forums
  3. 3.0 3.1 Subnautica Developer Explains Why He Won’t Add Guns To The Game @ Kotaku
  4. https://twitter.com/Flayra/status/991837067662409729
  5. What’s Next For The Subnautica Series?
  6. An Update On Our Subnautica and Below Zero Plans
  7. Subnautica Living Large Update Released
  8. Metascore for Subnautica on PC, Metacritic, Retrieved March 9, 2020
  9. Metascore for Subnautica on PS4, Metacritic, Retrieved March 9, 2020
  10. Metascore for Subnautica on Xbox One, Metacritic, Retrieved March 9, 2020
  11. http://imgur.com/a/nC4n1 Dated August 18, 2016.
Subnautica
Subnautica poster.jpg
Разработчик Флаг США Unknown Worlds Entertainment
Издатель Весь мир Unknown Worlds Entertainment
Часть серии Subnautica[d]
Дата выпуска Windows, macOS:
Весь мир 14 декабря 2014 (ранний доступ)
Весь мир 23 января 2018 (полная версия)[1]
PlayStation 4, Xbox One:
Весь мир 4 декабря 2018
PS5, Series X/S, Switch:
Весь мир 14 мая 2021
Версия Build 71116[2]
Жанры приключенческая игра, симулятор выживания
Возрастные
рейтинги
ESRB: E10+Everyone 10+
PEGI: 7
USK: 6
Создатели
Руководитель Чарли Кливленд
Продюсер Хью Джереми
Геймдизайнер Чарли Кливленд
Сценарист Том Джуберт
Программист
  • Чарли Кливленд
  • Стивен Ан
  • Макс Макгуайр
  • Йонас Бетел
Художник
  • Кори Стрэйдер
  • Брайан Каммингс
  • Скотт Макдональд
Композитор Саймон Чилински
Технические данные
Платформы Windows, macOS, PlayStation 4, Xbox One, Nintendo Switch, PlayStation 5, Xbox Series X/S
Движок Unity
Режим игры однопользовательский
Языки интерфейса английский[3], французский[3], немецкий[3], польский[3], русский[3], упрощённый китайский[3], турецкий[3], финский[3], итальянский[3], чешский[3], венгерский[3], испанский[3], датский[3], японский[3], корейский[3], бразильский португальский[3], болгарский[3], украинский язык[3], нидерландский[3], шведский[3], вьетнамский[3] и латиноамериканский испанский[3]
Носитель цифровая дистрибуция
Управление клавиатура и мышь или геймпад
Официальный сайт

Subnautica — компьютерная игра в жанрах приключенческой игры и симулятора выживания с открытым миром, разработанная инди-студией Unknown Worlds Entertainment. В Subnautica игрок может свободно исследовать океан другой планеты, управляя персонажем-одиночкой — единственным выжившим при крушении космического корабля «Аврора»; большая часть действия игры проходит под водой[4][5].
Игра первоначально была выпущена через систему раннего доступа Windows в 2014 году, в дальнейшем в ранний доступ были выпущены версии для macOS и Xbox One[6][7][8][9]. В январе 2018 года вышла окончательная версия игры для персональных компьютеров[1][10], а для Xbox One и Playstation 4 в декабре 2018[11][12].

В августе 2018 года, Unknown Worlds анонсировали самостоятельное дополнение Subnautica: Below Zero (с англ. — «Ниже нуля»)[13]. Дополнение вышло в ранний доступ 30 января 2019 года[14][15].

Геймплей

Игроку необходимо выживать в океане среди множества существ, многие из которых крайне недружелюбны. Как в многих других играх в жанре выживание, есть индикаторы здоровья, жажды и голода, а также кислорода, нехватка которого, при постоянной необходимости нырнуть поглубже, представляет огромную проблему. Её можно частично решить, создавая разного объёма акваланги или подводный транспорт. Для продвижения по сюжету также требуется создавать различные новые инструменты, еду и транспорт.

Как и в других survival-играх, в Subnautica есть система крафта, то есть создания различных вещей из найденных материалов. Вещи создаются в специальном устройстве («Изготовитель» на стене капсулы) по чертежам. В чертеже указано, какие компоненты требуются для создания предмета. Но в начале игры, когда игрок приходит в сознание в своей спасательной капсуле, КПК сообщает, что из-за повреждений большая часть чертежей недоступна. Игрок должен создать ручной инструмент «Сканер» и сканировать детали нужных предметов, разбросанных по всей карте. Чаще всего детали можно найти возле обломков «Авроры» либо на заброшенных базах. Как только будет отсканировано определённое количество частей этого предмета, будет доступен его чертёж и предмет можно будет создать. Сканировать также можно животных или некоторые артефакты, чтобы получить больше информации о них в базе данных.

В игре есть три вида транспорта, которые помогают исследовать глубины, и спасательная ракета, необходимая для завершения игры. Транспорт создаётся в специальном сборщике, чертежи также надо будет найти. У каждого устройства есть максимальная глубина погружения и прочность корпуса (можно увеличивать при помощи создаваемых улучшений). Транспорт могут атаковать хищники, поэтому при исследовании надо действовать осторожно.

Игрок может при помощи специального ручного инструмента «Строитель» строить полноценные базы для жизни под водой или на суше. В распоряжении есть многоцелевая комната (она является главным элементом базы), прозрачная комната-обсерватория, сухой док для малого транспорта, комната сканирования для поиска ресурсов и разные коридоры. Внутри базы можно разместить Создатель, генератор аптечек, различную мебель, грядки для растений, генераторы энергии и даже большой аквариум, в который можно поместить яйцо существа для выращивания и посадить различные кораллы. Подводная лодка «Циклоп» может выступать в роли передвижной базы, пусть и неполноценной. Также в игре есть три заброшенных базы, необходимые для сюжета.

Мир и экосистемы

Мир планеты 4546B состоит из более чем 30 «биомов» — морских экосистем с различными флорой, фауной и растительными условиями; большинство из них имеют аналоги в реальном мире. Так, например, «Безопасные отмели» — мирная область, где практически отсутствуют хищники — изобилуют кораллами, в том числе богатыми кальцием изогнутыми трубами из полипов или мозговыми кораллами, добывающими углекислый газ из воды. Леса водорослей-макрофитов напоминают земные заросли бурых водорослей. Затерянная река представляет собой находящийся на большой глубине лабиринт пещер с подводными соляными озёрами. Есть также и поистине причудливые зоны, например леса из гигантских грибов, глубоководный биом со странной растительностью в виде шарообразных кустов. Есть два острова, однако сравнительно бедных животным миром, а также целая лавовая зона с удивительной фауной, находящаяся в глубоких пещерах. Все экосистемы находятся в древнем вулканическом кратере диаметром два километра. Игрок может выплыть и за пределы кратера, но за его краями простирается «мертвая зона» — безграничная область, практически лишённая жизни, которую представляют лишь призрачные левиафаны[16].

Сюжет

Действие игры происходит в 22 веке. Люди научились путешествовать по космосу. Гигантское трансгосударство «Альтерра» запускает «Аврору» — космический корабль для установки фазовых врат. Второстепенной миссией корабля был поиск пропавшего 10 лет назад шахтёрского корабля «Дегази» на океанической планете 4546B. Однако при входе в атмосферу корабль сбивает мощный энергетический импульс с планеты. В последний момент персонаж спрыгивает в спасательную капсулу, но теряет сознание из-за удара по голове отлетевшей от корпуса панели.

Очнувшись, игрок начинает выживать, ему надо найти материалы, чтобы починить капсулу. После ремонта активируется радио, с помощью которого игрок может прослушать сигналы бедствия из капсул других выживших и получить их координаты. Однако в найденных капсулах никого нет. Также игрок получает сообщения от спасательной команды торгового корабля «Солнечный луч», и тот передаёт координаты своей посадки. По прибытии на место обнаруживается огромное инопланетное сооружение, оказывающееся пушкой системы ПВО, которое сбивает корабль.

Потом из КПК, найденного в одной из капсул, игрок получает координаты места встречи выживших и попадает на остров, где находит базу троих выживших с «Дегази». По данным, загруженным с КПК, оставленных на базе, игрок находит (при должном снаряжении) более глубокие и опустевшие жилища (судьба последних выживших с «Дегази» раскрывается в КПК, которые игрок будет находить по ходу игры).

Впоследствии выясняется, что данная планета — форпост инопланетной расы «Предтечи». Инопланетяне построили здесь свои базы для поиска лекарства от болезни «Хараа». Для исследований использовались различные формы жизни, в том числе и последний представитель своего вида, самка левиафана (огромное существо) «Морской император» — самое большое существо на планете, а также её кладка яиц. Исследователи заметили, что существа, находящиеся в симбиозе с Императором, не умирают от болезни. Выяснилось, что существо выделяет некий спасительный фермент. Данному веществу было присвоено название «Фермент 42». Предтечи построили огромный аквариум для Императора с определённой биосферой, поддерживающей животное. Но Император была слишком стара, чтобы вырабатывать стабильный вариант фермента, необходимый для излечения. Любые же попытки извлечь детёнышей из яиц оканчивались неудачей. В поисках аналога Предтечи обратили внимание на родственный для Императора вид — «Морских Драконов». Для синтеза фермента было добыто яйцо Дракона, однако последний, для спасения своего яйца, напал на лабораторию в затерянной реке, обрушив её вниз вследствие чего болезнь распространилась по планете. Был объявлен карантин и построена та самая охранная платформа ПВО, не позволявшая другим прилетать на планету и покидать её. Проект был заброшен за тысячу лет до начала сюжета.

Взлёт на спасательной ракете «Нептун», чертежи которой были высланы на корабль, невозможен без отключения охранной платформы, но заражённый игрок не может этого сделать. По наводкам Императора, способной общаться телепатически, игрок попадает в исследовательский комплекс.

Император сообщает, что её детёнышей невозможно извлечь из яиц силой — необходимо ввести инкубационные ферменты, чертёж которых Император предоставляет игроку, «надеясь, что не разочаруется снова». Игрок собирает материалы и создаёт ферменты. После вылупления детей, которые сразу же отправляются в активированный портал, Император говорит, что после обретения свободы её детьми она может спокойно умереть, и что когда они снова встретятся, она будет «океанским течением, несущим семена в новые земли, или существом настолько малым, что видит целые пропасти в промежутках между песчинками», после чего опускается на дно в предсмертных судорогах. Детёныши делятся с игроком лекарством, после чего он отключает пушку и улетает на ракете. После этого следует небольшая кат-сцена полёта, в которой игрок в последний раз встречает Морского Императора и титры. После них голос сообщает, что игрок прибыл на «Альтерру», но чтобы получить разрешение на посадку, он должен заплатить три миллиарда кредитов за собранные на планете материалы.

Разработка

Subnautica была анонсирована в декабре 2013 года[4][17] с Чарли Кливлендом в качестве директора игры, и с Хью Джереми в качестве продюсера[18]. Музыку к игре написал Симон Чилински[19].

Команда разработчиков предпочла использовать движок Unity, а не Spark, который использовался для предыдущей игры компании Natural Selection 2. Продюсер Subnautica Хью Джереми обосновал это решение различными требованиями, которые игра предъявляет к движку[20].

Команда разработчиков отказалась от включения огнестрельного оружия в игру. Чарли Кливленд, директор игры, охарактеризовал Subnautica как «один голос за мир с меньшим количеством оружия», и его вдохновило реальное насилие с применением огнестрельного оружия, включая стрельбу в «Сэнди Хук», чтобы побудить игроков думать о «ненасильственных и более творческих решениях для решения наших проблем»[21].

Разработчики затруднялись определить жанр будущей игры, называя Subnautica смесью ролевой игры и исследования, представитель Unknown Worlds Entertainment Хью Джереми в интервью PC Gamer говорил, что разработчики пока что сами не знают, что будет представлять собой игра. На этом раннем этапе она была посвящена созданию подводных лодок, которые нужно было проектировать, строить и снабжать экипажем. Особой чертой Subnautica должно было стать разнообразие областей подводного мира и влияние их физических условий на навигацию[4]. По замыслу разработчиков, по мере дальнейшей разработки игры она должна была становиться больше и насыщеннее[22].

Отзывы

Рецензии
Сводный рейтинг
Агрегатор Оценка
Metacritic (PC) 87/100[23]
(PS4) 81/100[24]
(XONE) 82/100[25]
Иноязычные издания
Издание Оценка
Destructoid 9,5/10[26]
Game Informer 8.75/10[32]
GameRevolution 4,5 из 5 звёзд4,5 из 5 звёзд4,5 из 5 звёзд4,5 из 5 звёзд4,5 из 5 звёзд[27]
GameSpot 9/10[28]
GameStar 85/100[29]
IGN 9,1/10[30]
PC Gamer (US) 89/100[31]
Русскоязычные издания
Издание Оценка
PlayGround.ru 9/10[34]
Riot Pixels 7.5/10[36]
StopGame.ru Изумительно[35]
Игры Mail.ru 9,0/10[33]

Игра получила преимущественно положительные отзывы.

Обозреватель Eurogamer Эдвин Эванс-Тирвелл назвал игру «гнетуще прекрасным» изображением подводного мира и одновременно мастерски сделанным симулятором выживания с неявным экологическим посылом; игра получила от Eurogamer оценку «Рекомендовано»[37]. По словам Райли Маклауда с Kotaku, игрока в Subnautica почти все время одолевают любопытство и страх; одной из примечательных сторон игры обозреватель назвал сюжет, который практически отсутствовал в самой ранней версии игры, но становился все сложнее и таинственнее по мере разработки[38].

Летом 2018 года, благодаря уязвимости в защите Steam Web API, стало известно, что точное количество пользователей сервиса Steam, которые играли в игру хотя бы один раз, составляет 2 866 791 человек[39]. В марте 2019 года сервис цифровой дистрибуции Epic Games Store на две недели сделал игру бесплатной — за это время было загружено 4,5 миллиона копий[40]. На начало 2020 года совокупные продажи игры на всех платформах, не считая бесплатных раздач, превысили 5,23 миллиона копий[41][42][43][44].

Награды

Год Награда Категория Результат Ref
2018 Golden Joystick Awards Лучший визуальный дизайн Номинация [45][46][47]
Лучший Аудио Дизайн Номинация
Премия прорыва (Неизвестные миры) Победа
Компьютерная игра года Победа
Ультимативная игра года Номинация
Gamers’ Choice Awards Любимая Инди Игра Победа [48]
2019 D.I.C.E. Awards Выдающиеся достижения в игровом дизайне Номинация [49]
National Academy of Video Game Trade Reviewers Awards Игра года Номинация [50]
Звуковые эффекты Номинация
15th British Academy Games Awards[en] Первоначальная собственность Номинация [51]

Примечания

  1. 1 2 Нелипа, Светлана. Planetoid Pioneers и Subnautica получили даты релиза. Игромания (10 января 2018). Дата обращения: 26 июня 2020. Архивировано 10 апреля 2021 года.
  2. Subnautica Living Large Update Released (англ.). Subnautica (13 декабря 2022). Дата обращения: 28 января 2023.
  3. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 Steam — 2003.
  4. 1 2 3 Carlson, Patrick Natural Selection 2 developer Unknown Worlds announces ocean-based Subnautica (англ.). PC Gamer (17 декабря 2013). Дата обращения: 26 июня 2020. Архивировано 29 января 2016 года.
  5. Birnbaum, Ian Subnautica: Early impressions of Minecraft under the sea (англ.). PC Gamer (9 января 2015). Дата обращения: 26 июня 2020. Архивировано 29 января 2016 года.
  6. Subnautica Xbox Preview Releases on 17 May - Subnautica (англ.), Subnautica, Unknown Worlds Entertainment (16 May 2016). Архивировано 28 июля 2017 года. Дата обращения: 26 июня 2020.
  7. Matulef, Jeffrey Natural Selection 2 dev’s Subnautica is out now on Steam Early Access (англ.). Eurogamer (17 декабря 2014). Дата обращения: 26 июня 2020. Архивировано 29 января 2016 года.
  8. Santangelo, Nick Subnautica is  now in development for Xbox One (англ.). XBLA Fans (23 декабря 2015). Дата обращения: 26 июня 2020. Архивировано 20 марта 2016 года.
  9. Subnautica (Xbox Game Preview) Is Now Available For Xbox One (англ.), Xbox Live’s Major Nelson (16 May 2016). Архивировано 8 февраля 2018 года. Дата обращения: 7 февраля 2018.
  10. Гафнер, Ярослав. Subnautica покинет «ранний доступ» через две недели. Riot Pixels (10 января 2018). Дата обращения: 26 июня 2020. Архивировано 4 сентября 2020 года.
  11. Chalk, Andy Subnautica will finally leave Early Access later this month (англ.). PC Gamer (9 января 2018). Дата обращения: 26 июня 2020. Архивировано 10 января 2018 года.
  12. Subnautica (англ.). PlayStation. Дата обращения: 16 сентября 2018. Архивировано 11 ноября 2020 года.
  13. Нелипа, Светлана. К Subnautica выйдет «ледяное» дополнение Below Zero (Обновлено). Игромания (26 января 2019). Дата обращения: 26 июня 2020.
  14. Shabana, Arif Subnautica: Below Zero Out Now as Early Access Title (англ.). IGN (30 января 2019). Дата обращения: 16 сентября 2018. Архивировано 31 января 2019 года.
  15. Миркин, Евгений. Арктическая Subnautica: Below Zero выйдет в раннем доступе 30 января. 3DNews (28 января 2019). Дата обращения: 26 июня 2020.
  16. Александр Еникеев. Опасное погружение. Lenta.ru (11 марта 2018). Дата обращения: 11 марта 2018. Архивировано 11 марта 2018 года.
  17. Горячев, Владимир. Создатели Natural Selection 2 работают над игрой про подводный мир. Riot Pixels (16 декабря 2013). Дата обращения: 26 июня 2020. Архивировано 30 июля 2020 года.
  18. Jeremy, Hugh The Crew of Subnautica (англ.). Unknown Worlds Entertainment (17 декабря 2013). Дата обращения: 26 июня 2020. Архивировано 17 апреля 2016 года.
  19. About Unknown Worlds (англ.). Unknown Worlds Entertainment. Дата обращения: 26 июня 2020. Архивировано 23 марта 2016 года.
  20. Jeremy, Hugh Why is Subnautica using Unity, and not the Spark Engine? (англ.). Unknown Worlds Entertainment (18 декабря 2013). Дата обращения: 26 июня 2020. Архивировано 5 апреля 2016 года.
  21. MacLeod, Riley Subnautica Developer Explains Why He Won’t Add Guns To The Game (англ.). Kotaku (4 апреля 2016). Дата обращения: 26 июня 2020. Архивировано 7 апреля 2016 года.
  22. Jordan Devore. Natural Selection 2 creator’s underwater adventure Subnautica hits Steam Early Access (англ.). Destructoid (16 декабря 2014). Дата обращения: 26 июня 2020. Архивировано 27 августа 2016 года.
  23. Subnautica for PC Reviews (англ.). Metacritic. CBS Interactive. Дата обращения: 26 июня 2020. Архивировано 15 февраля 2018 года.
  24. Subnautica for PlayStation 4 Reviews (англ.). Metacritic. CBS Interactive. Дата обращения: 26 июня 2020. Архивировано 22 января 2021 года.
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Ссылки

  • unknownworlds.com/…​ (англ.) — официальный сайт Subnautica


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