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Can you talk about your favourite aspects of that, and what the collaboration resulted in? You’ve had a very collaborative development process with your community. The open-world and atmospheric nature of the game really meant we could have a lot of optional content in there that didn’t have to be tightly integrated with everything else. That was stressful and meant I had to make all design/balance changes, so we wanted to try something different with Subnautica. NS2 was tightly balanced, and with a few bad numbers the whole thing went awry.
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I think we did figure out how to make a game that was much “looser” design-wise, which allowed many people on the team to contribute creatively without “breaking” the game. I would like to say we learned how to scope down after NS2 but I don’t think that’s true. It was a great creative challenge that still let us leverage our sci-fi roots.
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After many years making Natural Selection 2, we really needed a change! So we left the competitive RTS/Shooter genre and made a slow, story-based game. Were there any lessons from asymmetrical multiplayer shooters that carried over?Ĭharlie Cleveland: Heh. We grabbed the studio co-founder and game director on Subnautica, Charlie Cleveland, to talk about the road to launch and some of the game’s unique design decisions.įANDOM: We spent a fair bit of time in Natural Selection 2, and this seems like a very different kind of project for Unknown Worlds. Not only is it famous for being fun, it’s become the new example of how to develop a game using the community’s voice as a guiding star.įor developer Unknown Worlds, Subnautica is miles away from its last game, Natural Selection 2 - a hybrid of real-time strategy and first-person shooter that saw marines battling aliens that would evolve mid-battle. Its blend of survival, story, and terrifying underwater close calls has become this year’s early indie success story.