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{{SimilarName|'''Subnautica'''|its stand-alone expansion, ''[[Subnautica: Below Zero|Below Zero]]''}}
 
{{Infobox
 
{{Infobox
 
|title = '''Subnautica'''
 
|title = '''Subnautica'''
|image = Subnautica.jpeg
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|image = Subnautica-0.png
|first = [http://unknownworlds.com Unknown Worlds Entertainment]
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|developer = [http://unknownworlds.com Unknown Worlds Entertainment]
|second = 16 Dec, 2014 (Early Access), 17 May, 2016 (Xbox One)
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|release = * 16 Dec, 2014 (Steam Early Access),
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* 17 May 2016 (Xbox One),
|third = Sandbox, Survival
 
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* 23 January 2018 (V1.0, Steam),
|fourth = Freedom, Survival, Hardcore, Creative
 
|fifth = PC, Mac, Xbox One
+
* December 6, 2018 (Xbox One, Playstation 4)
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|genre = Sandbox, Survival
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|modes = Freedom, Survival, Hardcore, Creative
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|platforms = PC, Mac, Xbox One, Playstation 4
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|web = [http://unknownworlds.com/subnautica http://unknownworlds.com/subnautica]
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|rating = E 10+ (ESRB), PEGI 7, PG (ACB)
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|other = <center>[[Key Bindings]]</center>
 
}}
 
}}
'''''Subnautica''''' is a game in development by [[wikipedia:Unknown Worlds Entertainment|Unknown Worlds Entertainment]]. '''''Subnautica''''' allows the player to explore an  [[Planet 4546B|unknown alien planet&nbsp;]] by scuba diving and traveling in submarines. The planet is almost all water, meaning the player must scuba dive for almost all resources such as metal and upgrades.
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'''''Subnautica''''' is a game made by ''[[wikipedia:Unknown Worlds Entertainment|Unknown Worlds Entertainment]]''. ''Subnautica'' allows the player to explore an [[Planet 4546B|uncharted alien planet]] by scuba diving and traveling in submarines. The planet is almost all water, meaning the player must scuba dive for almost all resources such as metal and upgrades.
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==Summary==
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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.
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==Parent page==
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''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. Due to the developer-centric update policies on Steam, that version receives updates the earliest.
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{| cellspacing="5" style="min-width:600px;"
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| colspan="2" |
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===General Information===
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|-
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| style="padding:5px; width:30%" |'''Title(s):'''
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| style="padding:5px; width:70%" |'''''Subnautica'''''
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|-
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| style="padding:5px; width:30%" |'''Publisher:'''
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| style="padding:5px; width:70%" |Unknown Worlds Entertainment
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|-
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| style="padding:5px; width:30%" |'''Description:'''
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| style="padding:5px; width:70%" |''Subnautica'' begins with the crash of the ''[[Aurora]]'' on [[Planet 4546B]], a planet completely covered in water, in the late [[Dialogue|22nd century]]. There is [[Player|one sole longterm survivor]], who is the protagonist of the story. It is then up to the player to make it through the initial days with a partially broken [[Lifepod 5]] and a few resources at their disposal, improve their situation by [[Scanner|learning about the alien environment]] and gathering resources, building better equipment, and [[Neptune Escape Rocket|maybe even find a way home]]. If so chosen, the player can also start an investigation into what happened to the ''Aurora'' and what secrets Planet 4546B holds.
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|-
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| style="padding:5px; width:30%" |'''Similar Games:'''
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| style="padding:5px; width:70%" |''[[Wikipedia:Biosys|Biosys]]'', ''[[Wikipedia:Submerged (video game)|Submerged]]'', and ''[[Wikipedia:Ark: Survival Evolved|Ark: Survival Evolved]]''. ''[[Wikipedia:Beyond Good & Evil (video game)|Beyond Good &amp; Evil]]'' is partially the inspiration to the [[scanner]] and the camera function of the [[PDA]].<ref>[http://forums.unknownworlds.com/discussion/133198/photography-taking-inspiration-from-beyond-good-and-evil Photography, Taking Inspiration from Beyond Good & Evil @ the UWE Forums]</ref>
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|-
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| style="padding:5px; width:30%" |'''Genre(s):'''
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| style="padding:5px; width:70%" |The game puts together survival and exploration elements. To quote Wikipedia, [[Wikipedia:Survival game|survival games]] "are a subgenre of action video games that generally start the player with minimal resources in a hostile, open-world environment, and require them to collect resources, craft tools, weapons, and shelter, and survive as long as possible", whereas [[Wikipedia:Adventure games|exploration games]] "are narrative-focused [adventure games] that allow players to experience their story through exploration and discovery".
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|-
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| style="padding:5px; width:30%" |'''Playthrough Length:'''
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| style="padding:5px; width:70%" |''Subnautica'' offers a static world of 3*3*1.7km and random generation is exclusively present in the spawn points of various resources and the exact starting position of [[Lifepod 5]]. There is no multiplayer, and there never will be.<ref>[http://forums.unknownworlds.com/discussion/144802/coop-or-multiplayer-in-subnautica-im-afraid-not/p1 Coop or Multiplayer in Subnautica? I'm Afraid Not @ the UWE Forums]</ref> If the player knows where to go and rushes through the essential parts of the story and useful [[blueprints]], the game as it is at this point in development can be completed in 20 hours. Players that go for the full experience will find themselves at 40+ hours.
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|-
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| style="padding:5px; width:30%" |'''Difficulty:'''
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| style="padding:5px; width:70%" |There are four [[Game Modes|game modes]] available: Creative, Freedom, Survival, and Hardcore. Creative mode makes no demands on the player at all. Freedom mode requires managing [[oxygen]], health, [[energy]], and [[Hull Integrity|hull integrity]]. Upon death, the player respawns in Lifepod 5 or in the last [[Seabases|Seabase]]/[[Cyclops]] visited. Survival mode adds [[Food & Water|hunger and thirst]]. Hardcore is identical to Survival except that it features permadeath.<br /><br />Although combat is an option, it is generally the lesser pick compared to stealth and speed.<ref name="noguns">[http://kotaku.com/revulsion-with-real-guns-inspired-developer-to-make-a-g-1768960503 Subnautica Developer Explains Why He Won't Add Guns To The Game @ Kotaku]</ref> All but the largest creatures can be evaded or outrun with a little practice. The game does not have intentional jumpscares, but a few creatures such as [[Warper]]s and [[Crabsnake]]s can cause them. Exploring maze-like structures such as caves and [[wrecks]] demands navigational skill and proper preparation to not run out of oxygen. Hunger and thirst are a core concern early on and it might take a while before steady solutions are acquired.
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|-
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| style="padding:5px; width:30%" |'''Security Concerns:'''
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| style="padding:5px; width:70%" |Being a singleplayer-only game, ''Subnautica'' has no security risks.
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|-
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| colspan="2" |
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===Gameplay Information===
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|-
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| style="padding:5px; width:30%" |'''ESRB Rating(s):'''
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| style="padding:5px; width:70%" |E 10+ (everybody age 10 and over)
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|-
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| style="padding:5px; width:30%" |'''PEGI Rating(s):'''
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| style="padding:5px; width:70%" |PEGI 7 (everybody age 7 and over)
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|-
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| style="padding:5px; width:30%" |'''ACB Rating(s):'''
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| style="padding:5px; width:70%" |PG (everybody age 15 and over)
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|-
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| style="padding:5px; width:30%" |'''Content Labels:'''
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| style="padding:5px; width:70%" |Fantasy Violence, Mild Language (ESRB/PEGI); Scary Scenes, Mild Coarse Language (ACB)
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|-
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| colspan="2" |
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===Content Information===
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|-
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| style="padding:5px; width:30%" |'''Violence:'''
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| style="padding:5px; width:70%" |''Subnautica'' does contain very few conventional weapons and the few there are have limitations. This is because the game tries to promote solutions other than violence.<ref name="noguns" /> One can still kill or be killed by wildlife or die from environmental hazards such as [[radiation]] and [[Lava Geyser|lava geysers]]. In case damage is sustained, the protagonist lets out a muffled scream, the sides of the screen flash red, and a small amount of red blood is lost. Death due to lack of oxygen begins with a darkening screen followed by a dramatic tune if an oxygen source isn't reached after a few more seconds. Creatures that are killed currently bleed yellow and either respawn or revive some time after the player leaves their territory. The backstory of ''Subnautica'' contains the deaths of about 170 people and an unknown number of other sapient lifeforms. [[Data Downloads]] and materials left by them can be found, but there are no corpses.
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|-
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| style="padding:5px; width:30%" |'''Language:'''
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| style="padding:5px; width:70%" |The word "Damn" is said a few times in some of the [[Degasi|Degasi Survivor]]'s PDAs, as well as "what the hell" in a lifepod transmission. 
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|-
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| style="padding:5px; width:30%" |'''Sexual Themes and Nudity:'''
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| style="padding:5px; width:70%" |There are no sexual themes or nudity.
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|-
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| style="padding:5px; width:30%" |'''Drugs and Alcohol:'''
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| style="padding:5px; width:70%" |A few bottles that appear to have held alcohol are lying on the floors of the ''Aurora'' and within the [[Degasi Seabases|Deep Grand Reef Degasi Base]]. These cannot be interacted with and are for decoration only.
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|-
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| style="padding:5px; width:30%" |'''Crude Humor or Comic Mischief:'''
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| style="padding:5px; width:70%" |The [[Stillsuit]] reclaims bodily fluids and cleans it for consumption. The databank entry includes such lines as "Because drinking reclaimed urine is better than death by dehydration." A resource to collect is [[Alien Feces]].
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|}
   
 
==Developers==
 
==Developers==
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[http://unknownworlds.com/subnautica/the-crew-of-subnautica The crew of '''''Subnautica''''']
'''Staff'''
 
* Charlie Cleveland: Game Director
 
* Max McGuire: Technical Director
 
* Cory Strader: Art Director & Concept Artist
 
* Hugh Jeremy: Producer & PR Representative
 
* Colin Knueppel: Animation Lead
 
* Louis Karim: Animator & Rigger
 
* Brandt Wojak: Animator & Rigger
 
* Sylvain Hel: Animator & FX Designer
 
* Scott Macdonald: Animator
 
* Brian Cummings: Animator
 
* Andreas Urwalek: Software Engineer
 
* Jonas Grohmann: Software Engineer
 
* Igor Popov: Software Engineer
 
* Vyacheslav Sedovich: Software Engineer
 
* Scott Thunelius: Software Engineer & 3D Artist
 
* Sergey Solovyev: Technical Artist
 
* Michael Schouten: World Designer
 
* Oliver Hobbs: World Designer
 
* Andrew Jones: World Designer
 
* Simon Chylinski: Sound Designer
 
* Lukas Nowaczek: Web Programmer
 
* Jeremy: Valve/Steam communicator
 
* Jessica Damerst: Website Updater
 
   
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===Directors & Producer===
'''Affiliates'''
 
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* FOX 3D Entertainment: Company Specializing in 3D models
 
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<div class="devsTabber"><tabber>
* Pat Presley: Freelance Concept Artist
 
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Charlie Cleveland=
* Tom Jubert: Freelance Narrative Designer
 
  +
[[File:Charlie_Cleveland.jpg|thumb|225px|Charlie Cleveland - Game Director]]
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{{Quote3|Don't blame Canada, blame Unity.|Charlie Cleveland}}
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Website: http://www.charliecleveland.com
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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.
  +
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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:
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* 2011 ([http://www.charliecleveland.com/1-hour-video-game-mba/ The 1 Hour Video Game MBA])
  +
* 2013 ([http://www.charliecleveland.com/gdc2013/ The Velveteen Marine]).
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  +
|-|
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Max McGuire=
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[[File:Max_McGuire.jpg|thumb|300px|Max McGuire - Technical Director]]
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{{Quote3|Geek parent pro-tip: a spudger is the perfect tool to separate stubborn Legos|Max McGuire}}
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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 ([http://www.gamechoiceawards.com/winners/ Game Developer Choice Best New Studio]) as the first employee.
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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.
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  +
|-|
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Cory Strader=
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[[File:Cory Strader.png|thumb|370px|Cory Strader - Art Director & Concept Artist]]
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{{Quote3|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}}
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{{Quote3|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}}
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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.
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|-|
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Hugh Jeremy=
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[[File:Hugh_Jeremy.png|thumb|300px|Hugh Jeremy - Producer & PR Representative]]
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{{Quote3|Don't touch Jess's ketchup if you want to live|Hugh Jeremy}}
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Hugh Jeremy was head of PR for Subnautica and for a time [[Subnautica: Below Zero]]. He is no longer employed by Unknown Worlds Entertainment.
  +
</tabber>{{Clear}}
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===Animators===
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<tabber>
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Colin Knueppel=
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[[File:Colin_Knueppel.jpg|thumb|300px|Colin Knueppel - Animation Lead]]
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{{Quote3|We must investigate how to destick'ify the player's rectum.|Colin Knueppel}}
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He is a nerdy farm kid who turned into an animator / tech. He has
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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.
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|-|
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Louis Karim=
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[[File:Louis_Karim.jpg|thumb|300px|Louis Karim - Animator & Rigger]]
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{{Quote3|New eggs are up! Animators Assemble. Grab the one you wish to work on and pee around it.|Louis Karim}}
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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'''''.
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|-|
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Brandt Wojak=
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[[File:Brandt_Wojak.jpg|thumb|300px|Brandt Wojak - Animator & Rigger]]
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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.
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Check out some of his works at:
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* [https://www.youtube.com/user/Bwojakification https://www.youtube.com/user/Bwojakification]
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|-|
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Scott MacDonald=
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[[File:Scott_MacDonald.jpg|thumb|300px|Scott MacDonald - Animator]]
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{{Quote3|I blame Cory for all bugs.| Scott MacDonald}}
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{{Quote3|OH GOD THE BABY FINGER| Scott MacDonald}}
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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.
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|-|
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Brian Cummings=
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[[File:Brian_Cummings.jpg|thumb|300px|Brian Cummings - Animator]]
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{{Quote3|I moved to the corner window overlooking an intersection.. so distracting seeing people almost hitting pedestrians every 5 minutes!|Brian Cummings}}
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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.
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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.
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</tabber>{{Clear}}
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===Software Engineers===
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<tabber>
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Jonas Bötel=
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[[File:Jonas.JPG|thumb|200px|Jonas Bötel - Software Engineer]]
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{{Quote3|I create all the bugs, that's what I do|Jonas Bötel}}
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Website: http://lumpn.de
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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!
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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.
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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.
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|-|
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Scott Thunelius=
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[[File:ScottT.jpg|thumb|300px|Scott Thunelius - Software Engineer & 3D Artist]]
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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.
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|-|
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Andreas Urwalek=
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[[File:andreasurwalek.png|thumb|300px|Andreas Urwalek - Software Engineer]]
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{{Quote3|wow patch 7.0.3: we removed half of the games features|Andreas Urwalek}}
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Game programming (Austria)
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|-|
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David Kalina=
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[[File:David Kalina.png|thumb|300px|David Kalina- Software Engineer]]
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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.
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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.
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</tabber>
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{{Clear}}
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===World Designers===
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<tabber>
  +
Michael Schouten=
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[[File:Michael_Schouten.jpg|thumb|300px|Michael Schouten - World Designer]]
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{{Quote3|I wish I had those sideburns|Michael Schouten}}
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  +
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.
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He was hired as a level designer and has contributed towards several Natural Selection 2 maps. Currently he is developing environments for '''''Subnautica'''''.
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|-|
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Oliver Hobbs=
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[[File:Oliver_Hobbs.jpg|thumb|300px|Oliver Hobbs - World Designer]]
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{{Quote3|Floaty brain guy is floaty.|Oliver Hobbs}}
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  +
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.
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|-|
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Andrew Jones=
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[[File:original.jpg|thumb|200px|Andrew Jones - World Designer]]
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{{Quote3|I am the victim of a conspiracy to overwrite every field I change. But I shall fight against it|Andrew Jones}}
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  +
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.
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  +
When not making or playing games, Andrew's many hobbies include brick-spotting, desperation and breathing. He lives in London.
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  +
|-|
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Jake Smith=
  +
[[File:Jake_Smith.jpg|thumb|300px|Jake Smith - World Designer]]
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  +
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.
  +
  +
|-|
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Kiel McDonald=
  +
[[File:KielMcDonald.JPG|thumb|225px|Kiel McDonald - World Designer]]
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  +
|-|
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Liam Tart=
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[[File:LiamBlart.jpg|thumb|300px|Liam Tart - World Designer]]
  +
<!--https://pbs.twimg.com/profile_images/179746423/n1000987949_30237336_7492.jpg or https://cdna.artstation.com/p/users/avatars/000/001/654/large/3038_72468879734_567039734_1681961_678935_n.jpg?1397936828 -->
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{{Quote3|I think I'm gonna go with Salted Caramel... seriously they're amazing. Covered in chocolate on the outside with caramel on the iside. It'll blow yer mind!|Liam Tart}}
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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 [https://www.artstation.com/artist/pogop here] or on his [http://liamtart.com official website].
  +
</tabber>{{Clear}}
  +
===Concept Artists===
  +
<tabber>
  +
Cory Strader=
  +
[[File:Cory Strader.png|thumb|300px|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=
  +
[[File:Pat Presley.jpg|thumb|200px|Pat Presley - Concept Artist]]
  +
Pat Presley is a freelance conceptual design artist who drew several [[Fauna|creature]] and [[Biomes|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=
  +
[[File:alex_ries.jpg|thumb|200px|Alex Ries - Concept Artist]]
  +
Alex Ries was hired after the completion of Subnautica V1.0 to work on concept art for the future [[Expansion Pack|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.
  +
|-|
  +
Mikhail Rakhmatullin=
  +
[[File:ReaperConcept.JPG|thumb|200px]]
  +
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]].
  +
  +
*[https://www.artstation.com/rahmatozz/profile ArtStation account]
  +
</tabber>{{Clear}}
  +
===FX Artist===
  +
<tabber>
  +
Sylvain Hel=
  +
[[File:Sylvain_Hel.jpg|thumb|300px|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.
  +
</tabber>{{Clear}}
  +
===Media===
  +
<tabber>
  +
Simon Chylinski=
  +
[[File:SimonChylinski.png|thumb|450px|Simon Chylinski - Sound Designer & Voice Actor]]
  +
  +
Sound and music designer on Subnautica (excluding ''[[Subnautica: Below Zero|Below Zero]]'') and Natural Selection 2. He is no longer employed by Unknown Worlds Entertainment.
  +
  +
Check out some of his works at:
  +
  +
* [https://soundcloud.com/kamakazi Soundcloud]
  +
* [https://www.youtube.com/user/simonkamakazi Youtube]
  +
  +
|-|
  +
Lukas Nowaczek=
  +
[[File:Lukas_Nowaczek.jpeg|thumb|300px|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.
  +
  +
|-|
  +
Jessica Damerst=
  +
[[File:JessDamerst.jpg|thumb|200px|Jess Damerst -Website Updater]]
  +
{{Quote3|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.
  +
</tabber>{{Clear}}
  +
===Voice Actors===
  +
<tabber>
  +
Lani Minella=
  +
[[File:LaniMinella.JPG|thumb|200px|Lani Minella - Voice Actress]]
  +
  +
*[http://www.laniminella.com Lani Minella's website]
  +
*[https://twitter.com/LaniMinella?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor Lani Minella's Twitter Account]
  +
  +
Lani is the voice actor for the [[Sea Emperor Leviathan]]. She has also done voice acting for ''Natural Selection'' and ''Natural Selection 2'', other games made by ''Unknown Worlds''.
  +
  +
|-|
  +
Tony Porter=
  +
[[File:TonyPorter.png|thumb|300px|Tony Porter - Voice Actor]]
  +
  +
*[http://www.tony-porter.com Tony Porter's website]
  +
  +
Tony is the voice actor of [[Avery Quinn]].
  +
  +
|-|
  +
Lorelei King=
  +
[[File:Lorelei_King.JPG|thumb|170px|Lorelei King - Voice Actor]]
  +
  +
*[https://www.loreleiking.com Lorelei King's website]
  +
*[https://twitter.com/LoreleiKing Lorelei King's twitter]
  +
  +
Lorelei King is the voice actor of [[Marguerit Maida]] and a crew member of [[Destroyed Lifepods|Lifepod 6]].
  +
  +
|-|
  +
James Backway=
  +
[[File:James Backway.jpg|thumb|170px|James Backway - Voice Actor]]
  +
  +
*[https://www.advoice.co.uk/clients/letter/b/gender/male/accent/neutral-accent/age/20s/ James Backway's Agency]
  +
*[https://twitter.com/JamesBackway?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor James Backway's Twitter]
  +
  +
James Backway is the voice actor of [[Bart Torgal]] and [[Berkeley]].
  +
  +
|-|
  +
Christopher Godwin=
  +
[[File:Christopher Godwin.jpg|thumb|170px|Christopher Godwin - Voice Actor]]
  +
  +
*[http://www.imdb.com/name/nm0324241/ Christopher Godwin]
  +
  +
Christopher Godwin is the voice actor of [[Paul Torgal]], [[Captain Hollister]] and a [[Destroyed Lifepods|Lifepod 7]] crew member.
  +
|-|
  +
  +
Ramon Tikaram=
  +
[[File:RamonTikaram.png|thumb|170px|Ramon Tikaram - Voice Actor]]
  +
*[http://www.imdb.com/name/nm0863130/ IMDb page]
  +
Ramon Tikaram is the voice actor of [[Second Officer Keen]], [[Ozzy]] and [[Danby]] and crew of [[Destroyed Lifepods|Lifepod 3]].
  +
|-|
  +
  +
Eleanor Matsuura=
  +
[[File:Eleanor Matsuura.jpg|thumb|205px|Eleanor Matsuura - Voice Actor]]
  +
Eleanor Matsuura is the voice actor for [[CTO Yu]], a crew member of [[Destroyed Lifepods|Lifepod 3]] and a passenger of [[Destroyed Lifepods|Lifepod 6]].
  +
|-|
  +
  +
Simon Chylinski=
  +
[[File:SimonChylinski.png|thumb|450px|Simon Chylinski - Sound Designer & Voice Actor]]
  +
Simon Chylinski is both the voice actor for the [[Player]], and the sound designer for ''Subnautica''.
  +
His voice is also edited to make the sounds of the [[Peeper]].
  +
  +
* [https://soundcloud.com/kamakazi Soundcloud]
  +
* [https://www.youtube.com/user/simonkamakazi Youtube]
  +
|-|
  +
Neebs Gaming=
  +
[[File:Neebs.JPG|thumb|450px|Jon "Appsro" Etheridge (left) & Brent "Neebs" Triplett - Voice Actors]]
  +
Jon Etheridge ''(left)'' and Brent Triplett ''(right)'' make a cameo appearance as voice actors for a radio message from the Alterra HQ.
  +
Brent and Jon played ''Subnautica'' on their popular gaming channel [https://m.youtube.com/user/NeebsGaming Neebs Gaming] during the early access phase of the game.
  +
</tabber>{{Clear}}
  +
===Affiliates===
  +
<tabber>
  +
Tom Jubert=
  +
[[File:Tom Jubert.jpg|thumb|250px|Tom Jubert - Narrative Designer]]
  +
{{Quote3|I'm a meme?|Tom Jubert}}
  +
  +
Freelance Narrative Designer.
  +
|-|
  +
  +
FOX 3D Entertainment=
  +
[[File:Fox3D_Logo.png|thumb|300px|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.
  +
  +
{{Caption|<poem>It is brilliant sample of high quality cinematic needs for our '''''Subnautica'''''. Fox3D made it with tight budget and deadlines with great quality!</poem>|Cory Strader|Art Director of [http://unknownworlds.com/ Unknown Worlds]}}
  +
{{Clear}}
  +
  +
{{#tag:tabber|
  +
Sergey Solovyev=
  +
[[File:Sergey Solovyev.jpg|thumb|200px|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!
  +
  +
{{!}}-{{!}}
  +
Maxim Vigovsky=
  +
  +
Technical Artist
  +
  +
{{!}}-{{!}}
  +
Vyacheslav Sedovich=
  +
[[File:Vyacheslav_Sedovich.png|thumb|300px|Vyacheslav Sedovich - Software Engineer]]
  +
  +
Prior: Indie developer (Unity Engine), Technical Artist at Unigine, Alien Shooter/Zombie Shooter game series developer at Sigma Team.
  +
  +
{{!}}-{{!}}
  +
Igor Popov=
  +
  +
Software Engineer
  +
}}
  +
  +
</tabber>{{Clear}}
  +
==FOX 3D Portfolio==
  +
===Animations & Cinematics Trailer===
  +
[[File:Subnautica Early Access Trailer|center|600px]]
  +
  +
===Models===
  +
<gallery position="left" widths="200" spacing="small" captionalign="left">
  +
  +
Covetreesketchfab.png|[[Giant Cove Tree]]'s Model from [https://sketchfab.com/models/ad392e56650246768b6413e0514121f7 Sketchfab]
  +
Hanging Fruit Tree Model.png|[[Lantern Tree]]'s model from [https://sketchfab.com/models/8bf2915f283f4e0589947fdbd1514298 Sketchfab]
  +
Spineeelmodel.png|[[River Prowler]]'s model from [https://sketchfab.com/models/4d3630151d37424299ad60fb8610f821 Sketchfab]
  +
Life-form qute-fish.png|[[Cuddlefish]]'s model from [https://sketchfab.com/models/691be2f1b8af418d90e16cb1dc08e555 Sketchfab]
  +
Exosuit upgrade.jpg|[[Prawn Suit]]'s upgrade model from [https://sketchfab.com/models/a63c19476d49410f82eeab08b9538dd6 Sketchfab].
  +
Nuclearreactormodel2.png|[[Nuclear Reactor]]'s Model from [https://sketchfab.com/models/c756008a83de477aa056de2f1fc7d39e Sketchfab]
  +
Scannermodel.png|[[Scanner]]'s model from [https://sketchfab.com/models/6c6f5d3806764e7ca8481c0d8afba251 Sketchfab]
  +
Tech Light Model.png|[[Floodlight]]'s model from [https://sketchfab.com/models/df7795661e5b4929852f2076d2e30018 Sketchfab]
  +
</gallery>
  +
  +
* [https://sketchfab.com/fox3d Fox3D on Sketchfab]
  +
  +
==Soundtrack==
  +
* Main article: [[Subnautica OST]]
  +
  +
==Merchandise==
  +
If you want to buy ''Subnautica'' merch, please visit the official [http://www.redbubble.com/de/people/unknownworlds UnknownWorlds merchandise redbubble store].
   
 
==Future==
 
==Future==
While '''''Subnautica''''' can currently only be played on PC, Mac, and Xbox One, a PS4 version may follow if the Xbox One version is successful in terms of sales.
+
''Subnautica'' can currently only be played on PC, Mac, PS4 and Xbox One.<ref>https://twitter.com/Flayra/status/991837067662409729</ref>
  +
 
==Reception==
 
==Reception==
  +
On Metacritic, ''Subnautica ''received "generally favorable" reviews getting a metascore of 87/100 on PC,<ref>[https://www.metacritic.com/game/pc/subnautica Metascore for Subnautica on PC], ''Metacritic'', Retrieved March 9, 2020</ref> 80/100 on PS4,<ref>[https://www.metacritic.com/game/playstation-4/subnautica Metascore for Subnautica on PS4], ''Metacritic'', Retrieved March 9, 2020</ref> and 81/100 on Xbox One.<ref>[https://www.metacritic.com/game/xbox-one/subnautica Metascore for Subnautica on Xbox One], ''Metacritic'', Retrieved March 9, 2020</ref> While on whatoplay.com, it receives an aggregate score (playscore) of 8.78 on PS4<ref>[https://whatoplay.com/ps4/subnautica/ playscore for Subnautica on PS4], ''whatoplay.com'', Retrieved March 9, 2020</ref> ranking on 4th place on its [https://whatoplay.com/videos/ps4-best-survival-2019/ "Top 10 Best Survival PS4 Games of All Time"] list. It also receives a playscore of 8.34 on Xbox One<ref>[https://whatoplay.com/xbox-one/subnautica/ playscore for Subnautica on Xbox One], ''whatoplay.com'', Retrieved March 9, 2020</ref> and 8.92 on PC.<ref>[https://whatoplay.com/pc/subnautica/ playscore for Subnautica on PC], ''whatoplay.com'', Retrieved March 9, 2020</ref>
Ian Birnbaum of ''[https://en.wikipedia.org/wiki/PC_Gamer PC Gamer]'' described '''Subnautica''' as an "underwater ''[https://en.wikipedia.org/wiki/Minecraft 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 ''[https://en.wikipedia.org/wiki/Rock,_Paper,_Shotgun 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.
 
   
  +
Ian Birnbaum of ''[[wikipedia:PC Gamer|PC Gamer]]'' described '''''Subnautica''''' as an "underwater ''[[wikipedia:Minecraft|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 ''[[wikipedia:Rock, Paper, Shotgun|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.
 
   
  +
'''''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.
==Trivia==
 
*''Subnautica'' shares the same universe as the ''Natural Selection'' series. [http://imgur.com/a/nC4n1]
 
**This is further supported, as the company [[Alterra]] is a manufacturer of various supplies in all games by Unknown Worlds. 
 
   
  +
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.
  +
[http://ca.ign.com/articles/2018/01/26/subnautica-review]
  +
==Mods==
  +
Various users of the game have produced modifications for the game. None of them are endorsed by ''Unknown Worlds Enertainment'' or this wiki and are '''not''' guaranteed to be high-quality, functional, or safe. There is, however, a [https://discord.gg/UpWuWwq Discord for mods], where players can discuss mods.
  +
*[https://discord.gg/Rf8n88c ''Nitrox''], a mod that enables multiplayer.
  +
*[https://www.nexusmods.com/subnautica/mods/ ''Nexus Mods''], a website that hosts mods, including some for ''Subnautica''.
  +
  +
==Concept Arts==
  +
<gallery widths="200" spacing="small">
  +
CoralReefZone7_Small-1024x576.jpg
  +
Community_image_1395431473.jpg
  +
CoralReef3Large.jpg
  +
LavaZoneLarge.jpg
  +
LavaZone2Large.jpg
  +
KelpForestLarge.jpg
  +
LostRiver BonesField V02b lorez.jpg
  +
MushroomForestArtwork2.jpg
  +
</gallery>
  +
* Main article: [[Concept art]]
  +
  +
==Videos==
  +
<gallery position="left" widths="200" spacing="small" captionalign="left">
  +
Subnautica Dangerous Creatures Update
  +
Subnautica Aurora Interior Expansion
  +
Subnautica PRAWN Update
  +
Subnautica Power Nap Update
  +
Subnautica Machinery Update
  +
Subnautica Gameplay - Early Access
  +
Subnautica Crash Sequence
  +
Subnautica Farming Update
  +
Subnautica Official Launch Trailer
  +
</gallery>
  +
* Visit official [https://www.youtube.com/user/subnautica/videos ''Subnautica'' Youtube] for more videos.
  +
  +
==System Requirements==
  +
<tabber>
  +
Windows=
  +
  +
<div style="width:50%; float:left;">
  +
<div style="float:right;">
  +
<div style="padding:10px 5px 10px;">
  +
{| style="width: 100%;" cellspacing="1" cellpadding="1" border="0"
  +
! style="width: 100%; font-size:15px; text-align: center; background-color:#081622;" |Minimum
  +
|}
  +
{| style="width:100%;" cellspacing="1" cellpadding="1" border="0"
  +
  +
|-
  +
| style="text-align:center; font-size:15px; background-color:#081622; width:50%; padding:10px;" |OS
  +
| style="text-align:center; font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |Windows Vista SP2 or newer, 64-bit
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Processor
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |Intel Haswell 2 cores / 4 threads @ 2.5GHz or equivalent
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Memory
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |4 GB RAM
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:30%; padding:10px;" |Graphics
  +
| style="font-size:15px; background-color:#0B1E2F; width:30%; padding:10px;" |Intel HD 4600 or equivalent - This includes most GPUs scoring greater than 950pts in the 3DMark Fire Strike
  +
benchmark
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |DirectX
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |Version 11
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Storage
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |20 GB available space
  +
|}
  +
</div>
  +
</div>
  +
</div>
  +
  +
<div style="width:50%; float:left;">
  +
<div style="padding:10px 0 10px 5px; border-left: dashed #D5D4D4 2px;">
  +
{| style="width: 100%;" cellspacing="1" cellpadding="1" border="0"
  +
! style="width: 100%; font-size:15px; text-align: center; background-color:#081622;" |Recommended
  +
|}
  +
{| style="width:100%;" cellspacing="1" cellpadding="1" border="0"
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |OS
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |Windows Vista SP2 or newer, 64-bit
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Processor
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |Intel Haswell 4 cores / 4 threads @ 3.2GHz or equivalent
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Memory
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |8 GB RAM
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Graphics
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |Nvidia GTX 550 ti or equivalent, 2GB VRAM
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |DirectX
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |Version 11
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Storage
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |20 GB available space
  +
|}
  +
  +
</div>
  +
</div>
  +
  +
|-|
  +
Mac OS X=
  +
  +
<div style="width:50%; float:left;">
  +
<div style="float:right;">
  +
<div style="padding:10px 5px 10px;">
  +
{| style="width: 100%;" cellspacing="1" cellpadding="1" border="0"
  +
! style="width: 100%; font-size:15px; text-align: center; background-color:#081622;" |Minimum
  +
|}
  +
{| style="width:100%;" cellspacing="1" cellpadding="1" border="0"
  +
  +
|-
  +
| style="text-align:center; font-size:15px; background-color:#081622; width:50%; padding:10px;" |OS
  +
| style="text-align:center; font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |OS X 10.9 Mavericks
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Processor
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |Intel Haswell 2 cores / 4 threads @ 2.5GHz or equivalent
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Memory
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |4 GB RAM
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:30%; padding:10px;" |Graphics
  +
| style="font-size:15px; background-color:#0B1E2F; width:30%; padding:10px;" |Intel HD 4600 or equivalent
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Storage
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |20 GB available space
  +
|}
  +
</div>
  +
</div>
  +
</div>
  +
  +
<div style="width:50%; float:left;">
  +
<div style="padding:10px 0 10px 5px; border-left: dashed #D5D4D4 2px;">
  +
{| style="width: 100%;" cellspacing="1" cellpadding="1" border="0"
  +
! style="width: 100%; font-size:15px; text-align: center; background-color:#081622;" |Recommended
  +
|}
  +
{| style="width:100%;" cellspacing="1" cellpadding="1" border="0"
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |OS
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |OS X 10.9 Mavericks
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Processor
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |Intel Haswell 4 cores / 4 threads @ 3.2GHz or equivalent
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Graphics
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |Nvidia GTX 550 Ti or equivalent, 2GB VRAM
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Memory
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |8 GB RAM
  +
  +
|-
  +
| style="text-align:center; background-color:#081622; width:50%; padding:10px;" |Storage
  +
| style="font-size:15px; background-color:#0B1E2F; width:50%; padding:10px;" |20 GB available space
  +
|}
  +
  +
</div>
  +
</div>
  +
</tabber>
  +
{{Clear}}
  +
==Trivia==
  +
*''Subnautica'' shares the same universe as the ''Natural Selection'' series. <ref>http://imgur.com/a/nC4n1 ''Dated August 18, 2016.''</ref>
  +
**This is further supported, as the company [[Alterra Corporation|Alterra]] is a manufacturer of various supplies in all games by Unknown Worlds. 
 
==References==
 
==References==
  +
* [[wikipedia:Subnautica|''Subnautica'' on Wikipedia]]
# Subnautica On The Wikipedia <references />[https://en.wikipedia.org/wiki/Subnautica]
 
  +
[[Category:In Development]]
 
  +
<references /></div>
  +
[[pl:Subnautica]][[fr:Subnautica]]
  +
[[Category:Subnautica]]

Revision as of 06:06, 22 March 2020

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 an uncharted alien planet by scuba diving and traveling in submarines. The planet is almost all water, meaning the player must scuba dive for almost all resources such as metal and upgrades.

Summary

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.

Parent page

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. Due to the developer-centric update policies on Steam, that version receives updates the earliest.

General Information

Title(s): Subnautica
Publisher: Unknown Worlds Entertainment
Description: Subnautica begins with the crash of the Aurora on Planet 4546B, a planet completely covered in water, in the late 22nd century. There is one sole longterm survivor, who is the protagonist of the story. It is then up to the player to make it through the initial days with a partially broken Lifepod 5 and a few resources at their disposal, improve their situation by learning about the alien environment and gathering resources, building better equipment, and maybe even find a way home. If so chosen, the player can also start an investigation into what happened to the Aurora and what secrets Planet 4546B holds.
Similar Games: Biosys, Submerged, and Ark: Survival Evolved. Beyond Good & Evil is partially the inspiration to the scanner and the camera function of the PDA.[1]
Genre(s): The game puts together survival and exploration elements. To quote Wikipedia, survival games "are a subgenre of action video games that generally start the player with minimal resources in a hostile, open-world environment, and require them to collect resources, craft tools, weapons, and shelter, and survive as long as possible", whereas exploration games "are narrative-focused [adventure games] that allow players to experience their story through exploration and discovery".
Playthrough Length: Subnautica offers a static world of 3*3*1.7km and random generation is exclusively present in the spawn points of various resources and the exact starting position of Lifepod 5. There is no multiplayer, and there never will be.[2] If the player knows where to go and rushes through the essential parts of the story and useful blueprints, the game as it is at this point in development can be completed in 20 hours. Players that go for the full experience will find themselves at 40+ hours.
Difficulty: There are four game modes available: Creative, Freedom, Survival, and Hardcore. Creative mode makes no demands on the player at all. Freedom mode requires managing oxygen, health, energy, and hull integrity. Upon death, the player respawns in Lifepod 5 or in the last Seabase/Cyclops visited. Survival mode adds hunger and thirst. Hardcore is identical to Survival except that it features permadeath.

Although combat is an option, it is generally the lesser pick compared to stealth and speed.[3] All but the largest creatures can be evaded or outrun with a little practice. The game does not have intentional jumpscares, but a few creatures such as Warpers and Crabsnakes can cause them. Exploring maze-like structures such as caves and wrecks demands navigational skill and proper preparation to not run out of oxygen. Hunger and thirst are a core concern early on and it might take a while before steady solutions are acquired.
Security Concerns: Being a singleplayer-only game, Subnautica has no security risks.

Gameplay Information

ESRB Rating(s): E 10+ (everybody age 10 and over)
PEGI Rating(s): PEGI 7 (everybody age 7 and over)
ACB Rating(s): PG (everybody age 15 and over)
Content Labels: Fantasy Violence, Mild Language (ESRB/PEGI); Scary Scenes, Mild Coarse Language (ACB)

Content Information

Violence: Subnautica does contain very few conventional weapons and the few there are have limitations. This is because the game tries to promote solutions other than violence.[3] One can still kill or be killed by wildlife or die from environmental hazards such as radiation and lava geysers. In case damage is sustained, the protagonist lets out a muffled scream, the sides of the screen flash red, and a small amount of red blood is lost. Death due to lack of oxygen begins with a darkening screen followed by a dramatic tune if an oxygen source isn't reached after a few more seconds. Creatures that are killed currently bleed yellow and either respawn or revive some time after the player leaves their territory. The backstory of Subnautica contains the deaths of about 170 people and an unknown number of other sapient lifeforms. Data Downloads and materials left by them can be found, but there are no corpses.
Language: The word "Damn" is said a few times in some of the Degasi Survivor's PDAs, as well as "what the hell" in a lifepod transmission. 
Sexual Themes and Nudity: There are no sexual themes or nudity.
Drugs and Alcohol: A few bottles that appear to have held alcohol are lying on the floors of the Aurora and within the Deep Grand Reef Degasi Base. These cannot be interacted with and are for decoration only.
Crude Humor or Comic Mischief: The Stillsuit reclaims bodily fluids and cleans it for consumption. The databank entry includes such lines as "Because drinking reclaimed urine is better than death by dehydration." A resource to collect is Alien Feces.

Developers

The crew of Subnautica

Directors & Producer

Charlie Cleveland

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:

Max McGuire

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

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

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

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

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

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:

Scott MacDonald

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

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

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.

ScottT

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.

Andreasurwalek

Andreas Urwalek - Software Engineer

"wow patch 7.0.3: we removed half of the games features"
―Andreas Urwalek
Game programming (Austria)

David Kalina

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

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

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.

Original

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

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.

KielMcDonald

Kiel McDonald - World Designer

LiamBlart

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 iside. 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

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

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

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

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.


FX Artist

Sylvain Hel

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

SimonChylinski

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:

Lukas Nowaczek

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.

JessDamerst

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

LaniMinella

Lani Minella - Voice Actress

Lani is the voice actor for the Sea Emperor Leviathan. She has also done voice acting for Natural Selection and Natural Selection 2, other games made by Unknown Worlds.

TonyPorter

Tony Porter - Voice Actor

Tony is the voice actor of Avery Quinn.

Lorelei King

Lorelei King - Voice Actor

Lorelei King is the voice actor of Marguerit Maida and a crew member of Lifepod 6.

James Backway

James Backway - Voice Actor

James Backway is the voice actor of Bart Torgal and Berkeley.

Christopher Godwin

Christopher Godwin - Voice Actor

Christopher Godwin is the voice actor of Paul Torgal, Captain Hollister and a Lifepod 7 crew member.

RamonTikaram

Ramon Tikaram - Voice Actor

Ramon Tikaram is the voice actor of Second Officer Keen, Ozzy and Danby and crew of Lifepod 3.

Eleanor Matsuura

Eleanor Matsuura - Voice Actor

Eleanor Matsuura is the voice actor for CTO Yu, a crew member of Lifepod 3 and a passenger of Lifepod 6.

SimonChylinski

Simon Chylinski - Sound Designer & Voice Actor

Simon Chylinski is both the voice actor for the Player, and the sound designer for Subnautica. His voice is also edited to make the sounds of the Peeper.

Neebs

Jon "Appsro" Etheridge (left) & Brent "Neebs" Triplett - Voice Actors

Jon Etheridge (left) and Brent Triplett (right) make a cameo appearance as voice actors for a radio message from the Alterra HQ.

Brent and Jon played Subnautica on their popular gaming channel Neebs Gaming during the early access phase of the game.


Affiliates

Tom Jubert

Tom Jubert - Narrative Designer

"I'm a meme?"
―Tom Jubert
Freelance Narrative Designer.

Fox3D Logo

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

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

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


FOX 3D Portfolio

Animations & Cinematics Trailer

Models

Soundtrack

Merchandise

If you want to buy Subnautica merch, please visit the official UnknownWorlds merchandise redbubble store.

Future

Subnautica can currently only be played on PC, Mac, PS4 and Xbox One.[4]

Reception

On Metacritic, Subnautica received "generally favorable" reviews getting a metascore of 87/100 on PC,[5] 80/100 on PS4,[6] and 81/100 on Xbox One.[7] While on whatoplay.com, it receives an aggregate score (playscore) of 8.78 on PS4[8] ranking on 4th place on its "Top 10 Best Survival PS4 Games of All Time" list. It also receives a playscore of 8.34 on Xbox One[9] and 8.92 on PC.[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 Enertainment 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

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