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I can't figure out what to do in Subnautica.

I disagree a little? At least on that directive. Spoilering for others:
There's a pretty obvious radio message from home base or wherever that blatantly says... you want to go home, you gotta do it yourself. There's plans for the rocket at the Aurora and here's the cabin code to get in. That prompts the player as much as anythig to go get those escape rocket blueprints, which are behind the only locked door you can't get into if you'd already been there.

Maybe the narrative thread gets a little lost in the comedy of the call, involving a disagreement over a sandwich order, but I felt it just highlighted the lack of concern the corporation really had for you.

In my own playthrough and numerous threads read elsewhere, the most common place to get stuck with no signpost to proceed is when you need to make the jump from the 2nd underwater base to the lost river. Otherwise I feel like the radio messages do a good job of poking you in the right direction until the flow of the land does it for you? Still, won't say I never had to look anything up to finish the game the first time.
 

zonetrope

(he/him)
That rings a bell now that you mention it. I've never been great at the whole Bioshock thing where you're simultaneously moving around a world and absorbing audio/text logs about how it all went to hell.

I also think the game just plain failed to put some key location markers on my HUD. Playing this on console doesn't seem like the ideal experience.
 

MCBanjoMike

Sudden chomper
(He/him)
It's also a pretty big game world, considering that it uses the vertical axis as well. It's not hard to imagine someone would gloss over a radio message or text log and miss something important. On replays, I always grab the rocket blueprints on my first trip to the Aurora, since it's kind of a pain to go back later.
 

zonetrope

(he/him)
I was also feeling a bit cranky because I got to the big final plot event and then the game made me do a pointless fetch quest with a bunch of loading time (the alien arch portals) built in. Then when I was done, the game crashed, and now I have to do it again. This is actually the first crash I've experienced since cleaning the fans, but if you're playing this on PS4, save early, save often.
 

Purple

(She/Her)
I disagree a little? At least on that directive. Spoilering for others:
There's a pretty obvious radio message from home base or wherever that blatantly says... you want to go home, you gotta do it yourself. There's plans for the rocket at the Aurora and here's the cabin code to get in. That prompts the player as much as anythig to go get those escape rocket blueprints, which are behind the only locked door you can't get into if you'd already been there.

Maybe the narrative thread gets a little lost in the comedy of the call, involving a disagreement over a sandwich order, but I felt it just highlighted the lack of concern the corporation really had for you.

In my own playthrough and numerous threads read elsewhere, the most common place to get stuck with no signpost to proceed is when you need to make the jump from the 2nd underwater base to the lost river. Otherwise I feel like the radio messages do a good job of poking you in the right direction until the flow of the land does it for you? Still, won't say I never had to look anything up to finish the game the first time.
The thing about it is, the trigger for the final radio signal saying "hey we can't be bothered with a rescue mission or anything but there should be plans lying around somewhere if you wanna DIY it" comes around the point you've most likely not only abandoned the lifepod for good, but probably moved out of your starter base in the shallows to just kinda live on a big ol' sub, so it's not uncommon to be taken aback when you're revisiting old haunts to double check the cupboards and see there's actually a new message on your answering machine so far after you last had reason to check it.

Also I find it kinda surprising but... I'm not complaining that the game is as astoundingly kind as it is with the endgame scavenger hunt for a bunch of super rare plant samples by either having them right there in the room you're in when given that task or being right outside the doors of the convenient teleporters you're given access to there.

All that said though, I do like that there is essentially a no-cutscene alternate ending where you kinda just abandon the whole quest to find other survivors or get back home because you've grown so comfortable in this little aquatic archepelago that was really scary at first but now you just appreciate all the cool weird fish and nice scenery.

And I love the touch that once you've dealt with the whole plague issue on even just a personal level, warpers acknowledge your clean status and leave you alone for the rest of the game.
 
To that first point, I would say that's your own fault for not building a radio on your sub... but it is still easy enough to miss, I agree.

As the last point goes, I absolutely love that touch and it's one of the reasons I tend to beeline that part of the endgame when I play so that I can explore and build a little more freely.
 

zonetrope

(he/him)
I think it's fair to say that the game throws a really overwhelming amount of information at the first-time player, and by its very nature you start out in the world feeling lost and disoriented. Some people are simply going to have a more difficult time than others parsing all of it.
 

Purple

(She/Her)
So assuming you've finished it (or at least are just at the final point of "I need HOW MANY ingots!?") some fun facts you may have missed:
- The only exploration tool that's actually mandatory is the cyclops, and then only because the endgame recipe requires a component that can only be built from the cyclops' internal fabricator for some weird reason. Speedrunners use clips and some weird inside-but-outside a habitat bug but as long as you can keep your air/food/water topped off with any of the MANY options available, nothing is mandatory and there's practically no hard barriers.
- Patching the reactor on the Aurora so you stop irradiating the ocean is completely optional and provides no real meaningful reward of any kind beyond the knowledge that you did it (and I guess avoiding the need to switch suits if you want to return to the hell that is the crash zone later) which I really like.
- The Sunbeam getting shot down isn't set in stone. If you play fast enough to deactivate the gun before it fires the event doesn't happen and instead you just get a message from them that they can't actually find a safe place to land. That's just such a great thing to account for.
- There's a cave mouth basically right under where your lifepod lands (which is randomish incidentally, and the pod is a physics enabled object, and on my first pre-release playthrough a reefback actually kinda dragged it way off from the shallows) which while kind of a huge pain to navigate that leads directly to the endgame area... and this actually makes perfect logical sense if you're aware that the whole setting is the peak of a volcano so of course the dead center is going to have the shallowest water and access to lava tubes.
- So much of the world is optional that there are two or three whole entire unique biomes on the west side of the map you can fully complete the game without even dipping a toe into, and a pretty rad sort of creature can be found out waaaaaaaay on the western edge with super cool behavior to observe.
- Sequel's out any day now.
 

zonetrope

(he/him)
- Patching the reactor on the Aurora so you stop irradiating the ocean is completely optional and provides no real meaningful reward of any kind beyond the knowledge that you did it (and I guess avoiding the need to switch suits if you want to return to the hell that is the crash zone later) which I really like.
I didn't even know that you could do that. If I do a replay (pretty likely given how much of this game I haven't seen), that should make the crash zone much more manageable. I have the launch platform built and I'll probably finish the rest tonight.
 

Purple

(She/Her)
But I want it nooooooooooooooooooow
I mean, it's in early access. And my understanding is it's in the same state the first one was the day before launch, where you can play through the entirety of the game up until the very last point you have to use a thing on a thing, then wait for the official release day and do that one last thing. Personally though I'm waiting for that 1.0 experience to crack my copy open.
 

zonetrope

(he/him)
Aaaaaaand BLAAAAAAAAST OFF!

That was quite an experience. I feel like I used this thread mostly to report in on choke points and temporary gripes, but I spent most of my playtime gawking at the scenery and sheer scope of the achievement. In a lot of ways this might be the best game I've ever played, or at least best in a long time.
 

Falselogic

Lapsed Threadcromancer
(they/them)
That's how I felt about it @zonetrope . This game was a revelation to me and I'm only upset that I can never play it for the first time again.
 
I have spent so many hours playing this and BZ... and I will play many more. I... may have literally bought a VR headset just to play it in VR.
 
They must be planning a load of polish because the current Early Access version feels basically complete apart from the actual ending. Weird.

EDIT: Nevermind, they dropped a new content update to the EA group today.
 
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Purple

(She/Her)
I'd say if someone is a complete spoiler virgin the end of that little trailer spoils a ton, honestly.
 

MCBanjoMike

Sudden chomper
(He/him)
While I wait impatiently for Below Zero (ONLY EIGHT DAYS TO GO!!), I've been watching BarbarousKing stream a Subnautica mod called Deathrun. As you can guess from the name, it's an extremely difficult mod that makes survival way harder in a variety of ways - some interesting, some less so. To start with, your initial lifepod crash lands at a depth of about 100m and you can't ascend quickly or you get the bends. To make matters worse, the surface air isn't breathable unless you filter it through an air pump. In practice, that makes it so that you have to set up pumps and tubes any time you want to explore more than a short distance away from your pod in the early game. The Aurora explosion happens an hour after you start and if you aren't at least 100m below the surface IT WILL KILL YOU. After that, all water above 60m depth is irradiated until you fix the reactor...by using a series of air pumps and tubes to make your way through the wrecked ship. Alien life is far more aggressive, which actually seems quite annoying, but there are some very granular options for the mod and you can turn almost everything off if you want to. Vehicles cost a fortune to make and require you to gather resources from places that you normally would never go without protection (and an air supply). It's one part brilliant and one part too grindy, I don't think I would play it myself but it has been great fun to watch Barb stream. If you know the game very well and want a serious challenge, give it a try!
 

Purple

(She/Her)
Tracking down said stream... well OK this is hilarious.
unknown.png


Past that, the nitrogen narcosis bit feels a bit ridiculously harsh in implementation but the fact that it makes reaching the safe shallows a huge achievement is really fascinating. Beyond that early game though, the more expensive recipes and kinda stupid agro ranges (plus extra visual impairment?) make this seem like just a really tedious slog.

Like I can see the seeds of a really interesting hard mode challenge here, but stuff like "the seaglide requires you to scan 10 parts and then has batteries that last for 10 seconds and can't be recharged" is just... trolly. Doesn't actually make the game harder, just, less fun to play. And changes like that don't really scale down the way the actual game's various survival challenges naturally drop away.

That said I'm still interested in seeing if this stream goes the distance because like, having O2 concerns while above water seems like it'd either be an interesting or hilariously dumb challenge, I'm curious if teleporting out of the endgame location just straight up makes your blood explode or what, and I think there was mention of needing special suits to avoid out-of-vehicle crushing mechanics?
 

MCBanjoMike

Sudden chomper
(He/him)
Ha ha that's incredible, I didn't see that part of the stream. Barb has said that this mod is both really good and also kind of stupid at times. It disincentivizes using vehicles to the point where he didn't build a Cyclops until he needed one for the rocket, and the Seamoth is little more than an extremely expensive mobile air station (and even then, it drains the battery to get in and out, so you can barely use it for that). But the mod lets you adjust almost every setting on an individual basis, so you can pick and choose the stuff that you want to deal with. I'm not sure I would have the patience for the early game, where your range of movement is incredibly small and you have to either make air pumps or build tiny bases to recharge, but at the same time it would be interesting to see if I could do it a bit more smoothly than Barb did.

In the meantime, after months of purposely not playing Subnautica, my son saw a bit of Barb's stream and asked if we could play it again. I immediately caved, ten minutes later we already had a Seaglide and most of the tools, and before the hour was up we had even made a short freedive into the jelly caverns (pre-Aurora explosion/irradiation!). So now I have the coordinates of the Grand Reef base, which I could try to get to pre-SeaMoth if I feel like doing something extremely terrifying...
 

zonetrope

(he/him)
This sounds like Subnautica if it went 100% hard sci-fi with the physical mechanics of survival, which is both hilarious and something I would never play.
 

Falselogic

Lapsed Threadcromancer
(they/them)
I feel like this is the sort of thing @JBear might really love? You can find the mod here. And here are the details on it, if you don't want to just jump in and be surprised.

Here are the main rules:

* Life Pod Flotation Failure: your Life Pod will sink to the bottom, and will hopefully land at an extremely awkward angle! You will have to adapt to it! It will "right itself" to a more normal angle when you repair its secondary systems (but it will stay sunk). [Note - it will still hover a bit over the "ground" because I didn't want players clipping through the bottom of the world, and I'm not exactly an ace Unity programmer, just a friendly videogame designer who got left alone with the compiler]

* Surface Air is Unbreathable: you can't breathe the surface air, and can now asphyxiate on the surface! A floating pump, however, will sufficiently filter the air that you can breathe from the pipes.

* Increased Damage: all damage sources will deal you substantially more damage than you have been used to. No more "love taps" from creatures and surviving a whole bunch of Reaper Bites.

* Expensive Power Costs: power costs (especially for fabrication) have gone up substantially, and are further increased if you are in a radiated area. Exiting from the Seamoth and/or Prawn ALSO costs energy if done "at depth", except at Moon Bay and Cyclops. Power also charges/recharges much more slowly than it did before. The early game copper-based batteries hold less power and are not rechargeable - rechargeable lithium batteries come later.

* Radiation: Speaking of radiation, there's a lot more of it, a la the Radiation Challenge mod. The surface and the entire upper level of the ocean will be filled with radiation once the Aurora explodes, and the Aurora's explosion is much more powerful (go deep!)

* Aggressive Creatures: The ocean creatures will become increasingly aggressive. Don't be hovering in one place for long... The aggression level of creatures will gradually ramp up over the first 40 minutes of play. The distance they can "see you" is extended (but they still need a line-of-sight to you) and their likelihood of choosing the player over other targets is increased.

* Nitrogen and "The Bends": This mod includes a fresh re-do of the Nitrogen rules, inspired by the Nitrogen Mod but using a new formula. Among other things your rate of ascent will be important -- if you come up too rapidly you will have significant problems, even if you're below your "safe depth". When approaching the surface your "safe depth" will naturally settle out at around 3/4 of your current depth, so you'll need to get close to your limit without going above it, and then wait for a bit while it settles out. Pay attention to the tooltip entries, because certain common items and native life can be helpful in dealing with this new challenge. I'm a scuba diver in real life, and although I didn't want to turn this into a "diving simulator", I did reach for a bit more of the "feel of actually scuba diving" in terms of the safety of ascent. Watch out or I'll be adding nitrogen narcosis next...

* Personal Crush Depth: you have a personal "crush depth", initially of 200m. Better suits will be needed to reach deeper depths. There are upgraded versions of the stillsuit and reinforced dive suit allowing you to extend your crush-depth limits further. Blueprints for them are unlocked by scanning certain "denizens of the deep". You may wish to obtain a sample of said denizens with your trusty knife.

* Expensive Vehicles (and Habitat Builder): Key items (especially vehicles and the habitat builder) have difficult-to-obtain additional resource costs. Note that I have specifically avoided just "making everything cost lots more resources" because I didn't want to make the game "grindy" I wanted to make it "hard". Feel free to add on more other mods to make things more expensive if you like that sort of thing. [Note: some found my initial choice of Seamoth ingredients "immersion breaking", which is fair -- so I have provided "alternative DeathRun costs"]

* Stingier Respawns: although a true roguelike should of course be played "permadeath", Death Run does still support respawning "if that's your thing". But it's a stingier respawn, without as much free health/food/water as you may have been accustomed to in the past. Come on, you just got a free life, stop complaining and go eat some fish.

* Death Timer: Death Run will keep track of how long you live, and what kills you. Because you'll want to remember, of course.

* Lots of Feedback: Death Run provides quite a lot of additional feedback (in text form of course), to make it easier to learn its rules and what's going on. If (when?) you get tired of Nitrogen/Bends/Breathability/etc warnings you can turn them down or off in the Options.

* Challenging Start Locations: I have hand-picked some especially interesting and challenging start locations. I have tried them all and confirmed that they are "doable", but many may prove fatal the first time you try them!

* Top 10 Best Runs: Death Run keeps track of your "ten best runs"! Your scoring depends on several factors including how long you last, how many "Death Run" difficulty challenges you undertake, how many times you die (if you do), whether you build major vehicles (or complete the game during a no-vehicle challenge), whether you cure the disease, whether you escape the planet, etc. Note that if you die then "surviving for longer" makes for a higher score, but if you win then you get more points the faster you escaped.


Configuration and Options:

If you just don't enjoy one of the challenges (e.g. you like gasping for breath on the surface, but getting "The Bends" just drives you crazy) then you can individually turn anything off in the Options for the mod by setting it to "Normal" which restores vanilla Subnautica in that area.

* Difficulty Level: If you want to play this mod "the way I designed it", set everything to "Death Run" difficulty. Each setting can also be set to "merely Hardcore" which will still be more challenging, or can be set back to "Normal" which will return vanilla Subnautica function and challenge level to that specific area. For a few settings some individuals of doubtful sanity have requested a "Worse than Death Run" setting and I have duly obliged. I realize that many of these mods have lots of levers and sliders that let you personally configure things to an infinite variety of levels, but I come from a game design background where I want to create a finite number of "well-tuned experiences" and avoid "option overload and paralysis". That's why I've presented the configuration options in the way I have. (Oh and also I've tried not to introduce any options that make the game "easier" as that's not the point -- this mod is all about making things HARD... but interesting!)

* Murky Water: I considered making "murkier water" a core feature, but held back because it does affect one of the great joys of playing Subnautica which is looking out at the amazing underwater vistas. Therefore I have supported it but made it an optional feature -- if you want it darker and murkier (or darkest and murkiest) then by all means, check the option -- it's a scary experience!

* Food Sources: the Radiation Challenge mod, from which I drew inspiration (and with-permission, code) included features that restricted the extent to which food from the island can be used based on the radiation level. Because I didn't find that central to the gameplay and challenge I have tried to create, I have not made that part of the core Death Run experience. However the option to turn it on DOES exist for those who are "purists" and don't want their Radiation experience inadvertently made "easier".

* Escape Pod: There is a checkbox if you don't like your pod being "tipped over" at the bottom (but note it now rights itself automatically anyway when you repair it). Also, if you want the vanilla (non-sinking Escape Pod), you can pick "Basic Game" from the Starting Location list, and you will receive a normal start in the Safe Shallows.
 
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