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Checkpoint: Subnautica: Below Zero
I’ve been playing some games. Let’s talk about it.
Subnautica: Below Zero
My experiences thus far can be summed up by this meme:

There is an interesting philosophical debate as to whether Below Zero is a DLC or a sequel, but I think the truth is that it’s neither: it’s a map pack. Almost everything is literally the same: same drop pod, same resources, same recipes, same fish, same upgrades, same base building components, same progression. The moment I stepped out of the drop pod (it is a short walk from opening scene), I said “OK, time to make a scanner and build a Sea Glide.” I didn’t know there was a Sea Glide in this game, but I knew. The last time I touched the original game was 2018, by the way.
The bigger marine fauna is different… sorta. You won’t see any Sand Sharks or Stalkers or Bonesharks. Instead, you have the Brute Shark and Cryptosuchus and another bitey creature you swim away from, because who cares? They all make the same scary-at-first roaring noises as they try to take an easily-ignored percentage of your HP bite. Things are so bad in this department that I didn’t even realize I had encountered the Reaper of Below Zero – named Chelicerate, which totally rolls off the tongue – until I got into a special “totally being eaten whole right now” sequence. Then I said “huh, okay” and swam away because nothing one-shots you from full HP.
So what I’m saying is that the novelty is 100% gone for me. There’s a new story and perhaps some additional lore and new set pieces and such. But what I am finding is that it’s not good enough to justify the short-comings inherent to the Subnautica formula.
For example, new items are unlocked via scanning (3) pieces on the ocean floor. Ostensibly, this is to encourage and reward exploration. The problem is that navigating a 3D underwater environment in 30-40 second increments with hostile creatures and no map is difficult. More difficult still is knowing something is there in the first place. You might be in an area with pieces of an item you already unlocked, and not realize there was a second disassembled item available. Or maybe you found 1 of 3 pieces and now for the life of you can’t remember the area where you found that. And maybe that one piece was part of the Ultra-High Capacity Oxygen Tank, which would double the amount of time you can further explore. And so every minute you play the game not having found the remaining pieces you remember how much more restricted you are exploring anything else for not having it.
“Look it up, then.” I did. Then I saw the rest of the game automatically play out in my mind.
I may ultimately go back and finish Below Zero, but it will be with the reluctance one has in going through the motions of inevitable victory in a Civilization game. In my search for the other Oxygen Tank pieces, I ended up landing on basically every other major location/story node and seeing 80% of what they offered. Part of the whole appeal of discovery is doing whatever you want, but what I want is to not drive around the map in a slow-ass Sea Truck back to the same areas I was blocked from accessing the rest of, due to some item I hadn’t scanned yet.
Which included the Habitat Builder, by the way. You know, the thing that allows you to build a base and utilize 90% of the tech you scan? It was apparently sitting right on a box next to everything else I scanned, but I missed it somehow and had to look that shit up too. I understand that there are a lot of people who don’t like hand-holding or arrows over objectives, but the Habitat Builder is a huge chunk of the appeal of the game. I don’t think anything is improved by allowing that to be missed.
And that kinda sums it up: Below Zero improves nothing on the original.
Sandbar
What a crazy 1.5 months. Huge work initiative is coming to a close, I passed a certification exam a few days ago, and things are approaching what might be considered whatever normal amounts to be.
So, let’s shill some more for Game Pass:
- Subnautica: Below Zero
- Superliminal
- Sable
- Tainted Grail: Conquest
- Medieval Dynasty
I mentioned it before, but basically my gaming life consisted of Hearthstone, Fallout 76, and Slay the Spire for the last few weeks. Not because they were the best games I had at my disposal, but because they were accessible, low-effort time-wasters that kept me (relatively) sane. I cannot guarantee that much will change at first, though seeing the above games available for free* is giving me a nudge in that direction.
Although I have heard mixed reviews on Subnautica: Below Zero, I never dug deeper into why things are mixed. Not necessarily for the sake of spoilers, but because games end up changing so often post-release that what people complained about originally may no longer exist by the time I get around to playing. All I know is that you apparently spend a bit more time outside the water, there is some kind of vehicle that handles like shit, and the devs turned the game into a sequel instead of DLC to the original because money and they got tired developing water games. Considering I spent 61 hours enjoying the first game, my bar is relatively more forgiving for even a v1.5 game that costs me nothing.
Superliminal looked cool and sometimes that is all it takes to get on my radar.
I heard an interview with the band Japanese Breakfast on NPR, talking about how they wrote the soundtrack for Sable. At one point they mentioned how their favorite childhood memory was playing Secret of Mana with their father, and NPR then overlaid the opening theme in the interview… and that was it. I was back in the 3rd grade coming home from school to my Super Nintendo playing A Link to the Past, Secret of Mana, Final Fantasy 6, and Super Metroid for the 30th time because I got precisely two videogames a year and those were it. Funny how advertisers spend tens of millions of dollars keeping my eyeballs on the screen for more than two seconds, and a goddamn MIDI from 25+ years ago rockets past it all.
Before work stuff consumed my life, I was on a real roguelike card game kick. One of the options I was an inch from buying was Tainted Grail: Conquest. Instead, I bought Deck of Ashes and (ahem) burned out a bit on card games. Aside from OG Slay the Spire. Seeing Tainted Grail on the Game Pass certainly makes me retroactively applaud my decision to take a break.
Finally, Medieval Dynasty is one of those survival-esque games that was on my radar, then wiggled inside my radar after SynCaine’s review, then shorted out my radar once I realized that the price jumped upon full release. Which… I get it, you want to reward the early adopters. At the same time, if you are going to game theory me into buying an unfinished product at a lower price and hoping things work out, you should expect some hesitancy on the back end if I miss the “deal.” It’s not about the $5-$10, it’s the principle. Or not, because I can play for free on Game Pass.
…
Things are weird for everyone else too, right? Like we went from the worst possible timeline with F2P and loot boxes everywhere, to Game Pass and Epic Store weekly giveaways and people seemingly giving a shit about Consumer Surplus in general. This is exactly what competition is supposed to do, but I nevertheless keep listening for when the music stops.
Survival Survival: Subnautica
Short version: survival… underwater.

Auspicious beginnings.
You know, it’s easy sometimes to get jaded with videogames. Go around the block a few times and it will feel like you have seen it all. Same mechanics, different textures. Then, something manages to catch you by surprise. Subnautica is precisely that something.
The premise of Subnautica is that you are a survivor of a spaceship crash on what appears to be a complete waterworld. Your lifeboat contains a Replicator, a Medical Replicator, a locker, and a damaged short-range communicator. Good luck.
I played version 42313 (Dec-16), and already the game looks goddamn amazing. More importantly, the game feels amazing. This is important because you will be swimming underwater 99.99% of the time. Initially, you are slow and clumsy, and have to stick to the safety of the shallows to find scrap metal to turn into Titanium. Over time, you can craft some swim gear, extra oxygen tanks, and eventually vehicles to travel with greater style.

It really does feel great swimming.
The surprising part of this game, to me, was how… new everything felt, mechanics-wise. In Minecraft, Ark, Rust, 7 Days to Die, and countless other games, the beginning is always the same: look around, punch trees, collect rocks, build a fortress of doom. I spent the first 15 minutes of Subnautica in that same mindset, and filled my inventory with anything I could grab by left-clicking. Which ended up being a whole lot of relatively useless Acid Mushrooms that, while they can be made into batteries later, did nothing in the survival department right now.
That was when I realized that I needed to let go of what I knew before. Subnautica is its own game.
There is no better example of this than the Subnautica take on weapons. Basically, you have a survival knife. That you have to craft first. As far as I am aware, that is it. Stalkers and Sand Sharks and other carnivores have little issue taking a bite out of your scuba suit, so there is absolutely a sense of danger in the game, above and beyond the mundane (yet omnipresent) risk of drowning. Poking one with the knife will get them to retreat for a while, but this is a game where discretion is pretty much the only part of valor. Which, again, is completely refreshing.

Yeah, don’t poke this guy.
I’m not entirely sure how much of the “game” game is implemented yet, but I am impressed by what I see thus far. I just hit what I imagine to be the mid-game: constructing underwater bases. This allows me to craft where the resources are, instead of having to swim back to my lifeboat each time. The crafting isn’t terribly complex, but yet still feels involved considering your limited inventory, which is limited further by extra oxygen tanks (which take up 4 cells). At the moment, I am trying to nail down additional debris fields so I can scan technology to build better vehicles/base structures.
Overall, Subnautica feels like… a breath of fresh air.
Yeah, I went there. And you should too.
Teanautica
Jul 14
Posted by Azuriel
Do you enjoy some gaming drama? What am I asking, who doesn’t? Pull up a chair and let’s spill it.
First, set the stage. Subnautica was a much-beloved underwater indie breakout hit created by Unknown Worlds. The follow-up semi-sequel, Below Zero… not so much. Nevertheless, the actual sequel Subnautica 2 is the second-most wishlisted game on Steam, trailing Hollow Knight: Silksong. Krafton buys Unknown Worlds in 2021. Subnautica 2 was revealed to be in development since April 2022, had a cinematic video released October 2024, and reports it would have an Early Access release sometime in 2025. In April of this year, there was even a few gameplay trailers.
And then a shoe dropped: Krafton, the company that purchased Unknown Worlds for $500m had fired the entire executive leadership, and delayed the game until 2026. Why? “It wasn’t ready.”
Charlie Cleveland, now-former head of Unknown Worlds, said it was ready for Early Access. Which, okay, just a leadership spat, right? But then came the juice: a Bloomberg report that highlighted special “earn-in” terms of the Unknown Worlds buyout. Specifically, if Unknown Worlds was able to meet certain sales targets by the end of 2025, they would get a $250m bonus. All of a sudden, it became obvious that Krafton sacked the leadership team and delayed Subnautica 2 just to avoid the payout.
…or was it?
Krafton resurfaced to hang all the dirty laundry out to dry:
Incidentally, there’s an additional paragraph down towards the end that says Krafton “reaffirm our commitment to provide the rewards [the remaining devs] were promised.” It remains to be seen whether that is indeed $25m, whether it is still dependent on the same targets, and so on. Now that everything is in the open, I think it will be harder for the working devs to be screwed, but we’ll see.
As you can imagine, Reddit and a lot of the internet is awash in hot takes. Most of which are bad.
“Krafton is clearly lying!” “Obvious corporate fuckery.” “They are just trying to get out from paying $250m.” “Krafton is using weasel words and won’t be paying the other devs money either.”
I sympathize with these notions. At least, I did until I found out that Charlie Cleveland really was taking the piss. Krafton’s statement of “chose to focus on a personal film project” comically undersells it:
That’s from Charlie’s website. Also from his website, in the About section:
What else should have been taking place at the end of 2023? Maybe… working on your fucking game?
Don’t want to trust Krafton’s motives? Fine, don’t. But let’s not pretend ole Cleveland Steamer over here was doing anything other than quiet quitting and waiting for his cut of $225m off the backs of devs who were otherwise floundering.
The three fired founders are suing, of course, so perhaps we’ll get more salacious details in discovery. Or maybe it will just be settled out of court. Whatever the case, what I do think is abundantly clear and not nearly communicated enough is this: the founders of Unknown Worlds very clearly fucked off and were waiting for a second paycheck they did not earn. Did Krafton suddenly fire them to prevent Subnautica 2 from entering (a premature) Early Access and thus likely getting enough revenue to trigger a $250m payout? Yeah. Clearly, yes. But was that wrong? No, clearly no.
Charlie elsewhere claims they always shared the profits and would have shared the $225m payout with the actual employees building Subnautica 2 and rah rah rah. That’s a cute sentiment, and I’d almost believe it if he hadn’t abandoned the team. “Subnautica has been my life’s work and I would never willingly abandon it or the amazing team that has poured their hearts into it.” So… were ya working on Subnautica 2 or were ya not, homeslice? Attended the meetings? Signed off on the ever-reducing Early Access scope? Got any receipts, my friend? Or just mad you’re in the Find Out phase?
I’m about as anti-corporate as it comes – feel free to read any of the 1500+ posts from over a decade to confirm. But what I have realized time and time again, is two things:
Don’t take Charlie’s side just because you really liked Subnautica. It’s a beautiful flower in a sea of shit and should be celebrated. The same dev team went on to make Below Zero, and Charlie fucked off to make Moonbreaker. They are not gods, they are not heroes, and chances are none of them have any idea how or why the games they made were any good in the first place. Some games are simply products of their time and would have not have been as successful had they come earlier or later. If they really had the secret sauce, every game would be better than the last. And that is rare.
Also, after you get bought out for $500m with another $250m queued up in a couple of years, if you cared maybe you can sit your ass behind a desk for a minute to ensure your team gets the cut. Or, you know… don’t, and then quit out of principle and go make your AI-seeded Christmas movie. Pick a lane.
Anyway, little ranty at the end there, but it’s Drama with the capital D. You’re welcome.
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Tags: Controversy, Drama, Krafton, Lawsuit, M. Night Shamamamalan, Subnautica, Unknown Worlds