Pasting the developer reply from that thread:
LumpN [developer] Dec 30, 2016 @ 12:27am Originally posted by BoredJedi: >I painstakingly went through each files in the CellCache and CompiledOctreesCache by deleting, running the game and restoring the deleted files. Seems there is just one file that's in the center of this lag and crash issue. If you don't want to reset the terrain and resources, just delete this file....
>baked-batch-cells-14-18-15.bin In the CellsCache. In the SavedGames directory.
Thanks for the tip, we'll investigate. By the way, even though we hardly ever reply, we do read the forums all the time and hints like this one are very helpful to us. Please keep in mind that it might take a very long time to find and fix the underlying issue though.
In the meantime I can provide a little background information about these files.
The CellsCache folder contains data about all the entities (plants, creatures, loot, etc.) in batches the player has seen. If a player never visits batch 14-18-15 then there won't be a file about it in that saved game.
The CompiledOctreesCache contains terrain data only. Terrain data almost never causes issues unless one of the files gets corrupted while writing which may result in missing terrain.
If a saved game runs slow at certain coordinates while a new game runs fine at the same coordinates then there is a fair chance that there is an issue with the CellsCache. The other potential culprits being the batch, global, or scene objects. You don't want to mess with the latter two though, because they contain all your built subs, bases, and items.
By the way the warp command to go to that batch is "batch 14 18 15". Batch numbers are always positive. The dashes are added to the filename for readability only.
So as I said, thanks, we'll add this to our long list of issues to investigate, which you can find on our Trello board. https://trello.com/b/eLEWpq3P/subnautica-playtesting
> If you folks playing on PC are unhappy with its performance you really need to check the console version and be thankful.
Unnecessary. Poor console graphics/performance is why most of us have gaming PCs in the first place. :)
> I'm not sure if there's enough optimisation in the world to save the xbone version.
Neither is the dev team: https://trello.com/c/QoGalvUb/3001-%5Bxbox%5D-seamoth-speed-outpaces-draw-speed-of-terrain.
Spoilers:
Looks very interesting. It looks like we may be a forward scout for an Alterra investigation of the planet rather than a survivor of the aurora. Alternatively Alterra could be extorting a survivor into surveying the planet for them before they'll rescue them, sounds like something they would do. Either way we'll be able to interact with other live humans in orbit
According to the Subnautica Trello they've been intentionally toning down the PDA for some time now.
Aparrently, they'd recieved complaints about the unserious lines from... someone. Who? I have no idea. I never heard any complaints.
The only reason those lines lasted as long as they did was because the devs were having trouble finding what triggered them. Whenever they did, the line was removed, causing their slow disappearence from the game.
I think the Koosh>Bulb change was because of a copyright issue with Hasbro.
I think you'll be happy to know a very large extent of what you mentioned here we're either currently working on, or is planned for the coming months. Either way, great ideas all around. This reinforces that the plans we have for the game are headed in the right direction. Check out the public Roadmap here: https://trello.com/b/KbugnSRJ/subnautica-roadmap
If you check their playtester trello page, apparently it's due to an issue where reapers are only spawning at very close distances (like direct line of sight level of short) which keep them from making those terrifying noises out and about when you're swimming around. At least, that's what I got from it. During our recordings, we had an episode where there were two reaper encounters that they seemed to just come out of nowhere. Coincidentally, it's the same reaper that the playtester was showing off doing just that on the trello.
Source: https://trello.com/c/IIMGpBbf/894-44204-reaper-sudden-spawns-at-short-distance
Episode where this happened: https://www.youtube.com/watch?v=ELHqRg3qtoA&t=1748s
Timestamps at 26:00 & 29:00. Both times there is a slight freeze where you can see the reaper and that direct area's assets loading in followed by us freaking out that there's suddenly a reaper 10 feet from us.
No. They're planning to release around the end of September now. It's a good thing, though, because it means we get 3 solid months of just optimization work to ensure that it runs smoothly.
This is pretty exploitative, though, and the developers know it. Their eventual solution is to remove batteries from Floodlights and make them require power from your base instead.
Subnautica Roadmap: Fix the void or make it dangerous to be in (Sea Dragons, etc)
I'm personally hopeful about the etc.
You're complaining about two separate things here: the isolation, and the lack of content. The isolation is intentional and it's not going to go away; Subnautica is at least partly a horror game, and isolation is key to horror. Having a few friends with you to watch your back for bone sharks would kill the atmosphere of the deeper depths.
The lack of content is because the game is unfinished. It's in early access, and will be for a while, but they're adding new content at a fairly decent pace. They've just recently made the game capable of triggering story events, and you can watch the development on the Subnautica Trello page if you like.
The devs have been very transparent in development. Follow their Trello pages.
https://trello.com/b/KbugnSRJ/subnautica-roadmap
https://trello.com/b/yxoJrFgP/subnautica-development
> more disgusting death animations for your hero and the enemy creatures where you see guts and blood swimming in the water.
This will never happen due to keeping a low ESRB ratting.
Nothing official. There's a big pile of things in the "done" column for the release on the dev Trello page though, so there's definitely content that's finished and unreleased lying about.
These two links in the info page are pretty important as they focus on various improvements based on user feedback, such as:
Thank goodness for previous saves right?
One of the dev's to-do's is making the game auto-save every time you return to the title or quit.. so that's going to suck in instances like this - https://trello.com/c/0q2rUOQV/6379-autosave-on-quit
They mostly say to buy the game if you did have fun.
Another wholesome tale is with stardew valley https://kotaku.com/a-surprising-number-of-people-feel-bad-for-pirating-sta-1762379596
https://kotaku.com/stardew-valley-players-fight-piracy-by-buying-pirates-t-1763316633
From their trello page, it seems december is the current planned release date so we might be waiting a while :(
I'd keep in mind that it could be pushed back as well. It seems five months ago that an August release date was the plan.
The developers are tracking this as a possible post-1.0 implementation. I sure hope they go through with it because it would be extremely useful and awesome. More base building rooms add huge replayability to the game.
According to the Subnautica roadmap, the full release is currently scheduled for October 31. Though the official release date has been pushed back a few times already, so it's possible the October date will be delayed too.
Currently the main storyline of the game is complete, apart from the very end. The plan is to only put the ultimate ending in the game when the v1.0 version is released, presumably so that there won't be Youtube videos of the game's ending floating around before the game is even officially released. Still though, the storyline we have now is already fairly comprehensive and enjoyable. I've been playing it, and the lack of an ending doesn't bother me.
The roadmap also mentions a possible expansion pack after the v1.0 release. It's just a mention though, with no other information, but that hasn't stopped the fanbase from speculating widely about what this expansion pack will involve.
The thing is, "optimization" and "other dev work" might not be so easily separated. For example, there are indications that some of the performance issues come from the existence of terraforming, which is why "Remove Terraforming" has been listed on the Subnautica Roadmap as part of the next update. At first sight, this might look like feature development, but it's actually more of an optimization step.
Furthermore, we're not Unknown Worlds, we don't know how their workflow is designed and why they designed it that way. For example, optimizations made to the game now may conflict with future features they want to add. If it looks like they're focusing on adding stuff to the game before optimizing and polishing, then there might be a good reason for them doing so.
Finally, there are probably members of the Unknown Worlds team that work on stuff unrelated to the nitty gritty of optimization, eg designers, level builders, etc.
Ultimately, I try to remember that this is an early access game, and that it's nowhere near finished. Yes, there are problems with it, but that's to be expected from an unfinished game.
Those are still listed in the column for the machinery update... but they're not in the video...
Not sure if recharging is part of the update.
https://trello.com/b/yxoJrFgP/subnautica-development
It's also what I was most excited about.
Most of those props have shown up on the Trello under the heading "NS Props". No details on what they're for, though I assume wreckage for the Aurora or perhaps another ship. It also strikes me that NS is also an abrevation for Natural Selection, but I'm not sure how that could factor in.
The branches are for the Lost River Biome.
Better question: What caused the disappearance of the original habitats? Seems like whatever killed these people and wrecked their bases was so thorough, nobody was able to contact Earth in time to report it.
Even more alarming (see: exciting) is that even the base on the floater island wasn't even safe above water...
This could, however, just be assets for destroyed submarines of our own creation (or fragments for scanning!), that switch out with the regular debris after a few game days, but I figure the safer bet is on wreckage assets, on account of our own debris spawning instead of bogging down the game with player-made litter everywhere. On top of that, wreckage from the Aurora isn't rusted at all, so it wouldn't make sense to have only some recently-dropped pieces rust, and others not.
If we work as a group to make sure only hardcore Subnautica fans apply for management and financial positions at Alterra; we can slowly gain the power to hire engineers and scientists to start making Subnautica tech a reality!
The instant coffee packets on Amazon already look like they belong on a space ship! Amazon.
According to the Subnautica roadmap, the projected 1.0 release is in September or October. The gameplay is mostly done, with the next stable release (in July) expected to make the game feature-complete. The next two or three months will be dedicated to optimization and polishing.
Currently, the game's storyline is approximately 80% to 90% complete, it's basically just missing its ending. All areas and biomes are probably in the game now. All flora and fauna are probably also in-game, with the possible exception of one particular leviathan that hasn't been implemented yet (though the roadmap says this leviathan will be a post-1.0 addition).
I have no Idea, but I dont think this game is near v1.0. So the new Roadmap seems more realistic for me with an v1.0 earliest for christmas time.
For all who dont know what we are speaking of: https://trello.com/b/KbugnSRJ/subnautica-roadmap
I managed to find it on their Trello board here: https://trello.com/c/Yjc1SBvt/53-feature-brainstorm-doc
Trello is basically the place where they work on the ongoing development tasks surrounding the expansion.
The relevant section is in the attached document. Full quote: > -player can get in the middle of a huddle of penguins for warmth. Crouching down on an ice shelf and the penguins run over to you and crowd round.. maybe you have to gain their trust. go full on luke skywalker in the last jedi
https://trello.com/b/KbugnSRJ/subnautica-roadmap
on the right side under 'Expansion pack, maybe, future'
damn that's a good idea, like even if it never happens just the fact that they put it in their official Trello is cool
also 'Quality of life update (save game slots, 10 things from the community' ohboi do I have something from the community lmao https://www.reddit.com/r/subnautica/comments/7np6t3/community_suggestions_ideas_megathread_feel_free/
I don't believe there is. It's a pretty common complaint. I have no idea whether or not it will be added to the game. It's not on the road map (which you can also find on the sidebar to the right), but we can always hope.
Yes, game is currently unfinishable.
If you look at the Trello board you'll notice that there's an "Internal feature complete" milestone, and after that a lot of polishing is scheduled.
I think that game will be finishable only after Internal Feature complete milestone.
I'd suggest that huge framerate jumps (like 30-70 during course of seconds)makes you nauseous. It affects me as well. Trello says that terraforming(main reason for bad performance...I hope) will be removed in the next month, and pop-in will be adressed in January. I'm holding off before that. https://trello.com/b/KbugnSRJ/subnautica-roadmap
Not yet. They're currently working on a recharge station for power cells, but it's not done yet. A lot of players have taken to just spawning in power cells for the Cyclops until there's a proper solution to the problem, since they're a pain to build and run out very quickly. Up to you if that's a reasonable stop-gap measure or not.
They've made a statement on this a while ago which said something along the lines of "We're not saying that we're never gonna make co-op, but even if we decide to start working on it don't hold your breath because it's at least a couple of years down the line."
EDIT: Found it. This post is a year old, but co-op is still nowhere on their development roadmap and they said it'd take months of work. So even if they started on co-op right after release and dropped everything else, the earliest time we would expect to see it is about this time next year.
Development has been pretty slow lately. I think it'll pick up after the game releases.
https://trello.com/b/KbugnSRJ/subnautica-roadmap
If you look at the road map here the last update you can see things like 'Performance Update' and 'Address Pop-in' so I imagine this will include that.
No, not yet. The roadmap picture shows a docked cyclops, but I can't find a plan for it: link
edit: Turns out I was wrong. Right answer by /u/Taiine
That is a very rough iteration of the sequence so far! It will be even MORE AWESOME by the time its finished, think fire, knock out effects, all the jazz. Next week, UWE is having a type of "intro game jam" where a good part(if not all) of the team comes to gather to jam out the intro scene.
I have a feeling what you see here, is going to be greatly changed.
https://trello.com/c/FuRcoqbs/94-game-intro-jam
EDIT: took a good part of my night to mess around and add some sweet video effects, https://www.youtube.com/watch?v=YBwf-QpQ1sE -- I can't wait to see what the team does
I've been wondering this, too, but it doesn't seem to be on the roadmap for pre-release changes still pending. It looks more likely that it's going to be part of the post-release stuff, maybe in the possible expansion pack. That said, the ghost leviathan was supposed to wait until post-release, too, and they bumped that way up, so there's a tiny bit of hope still.
Either way, I don't care when it happens, it would be a nice bonus to happen at all. It's not necessary in the slightest, but it doesn't have to be for a fun cosmetic option. It was pretty cool surprise in games like Prey this past year.
I don't think they're going to change the game much more. They're at the end of development, and they already have a (pretty much discarded) backlog of items they would like to work on for improvements. (Here are a few.)
Seeing as you can track the roadmap and dev progress on their Trello it's not exactly a pipe dream. Right now it's scheduled for September/October, with one major content patch and then polish left prior to that.
Nit-picky clarification ... they're also fixing bugs as they go, but performance optimization will be part of the final stages of development. Their current Trello roadmap (https://trello.com/b/KbugnSRJ/subnautica-roadmap) lists "Tons of performance work" for August, September, and October.
According to the dev's Trello page, the release date is mid-May.
EDIT: I should probably mention that this release date has been moved back several times, so it will probably release later in the year than May.
they have this in a design card with much more other stuff to make power more transparent
> All modules that use power have the same small button/light next to them. This light is green when the modules is powered, yellow when it's in "low power" state, and when there is no power left, the light turns off. Players can press this button to manually disconnect or connect the module from power.
Yea, the new water surface hasn't been configured to not show inside of bases.
Here is the card for it : https://trello.com/c/15hvFcGT/1013-20770-ocean-surface-water-plane-clips-through-any-base-module
https://trello.com/c/s91ukyTa/4562-observatory-3d-art
Its coming.
Or did you mean an actual aquarium not an observatory. there are going to be small aquariums i think i saw them on the trello board.
Yeahhhh, I hope they can do something about bases being rendered from thousands of meters away during the performance push.
They do have some tickets for it: https://trello.com/c/tyLIB9ZO/2216-29160-performance-loss-due-to-bases-rendering-at-all-times-and-never-unloading-lod-issue & https://trello.com/c/J9AubjGR/368-many-things-while-inside-the-cyclops-render-through-objects-17536 (this one amuses me because it was moved from "MAJOR ISSUES" to "Minor (Dumb) Stuff")
PS: I hope that nobody here would downvote a post like yours lol
Roadmap is here Before you click that though, beware that it probably contains major spoilers. If you'd rather avoid those, then I'll answer your question now - PS4 port is due to start in July, 'as a test'. Not sure what that means. There's nothing else about it there. As u/bubba_lexi said, the steam sale is on and it's totally worth owning another copy in the meantime.
> Who knows what issues they do or don't know about, or what is a priority to them?
Everyone knows. http://subnautica.unknownworlds.com/#/subnautica/issue-tracker
edit: specifically, this issue is on the backlog: https://trello.com/c/QoGalvUb/3001-xbox-seamoth-speed-outpaces-draw-speed-of-terrain
For context, I have about 100 hours played and I got it for $10 on sale. I have since paid full price for Subnautica on three separate occasions to gift it to my friends, and I would recommend it to anyone else at that price even in early access.
The full release is scheduled currently for later this year, though it has slipped before and likely will again. They're estimates, anyway. The sidebar has all of the information you could otherwise need, but at a minimum I'll point you to the developer roadmap.
There's a roadmap item for the transfuser maybe after 1.0. That's part of an unimplemented game mechanic to harvest DNA from creatures and make injectable serums for yourself and other creatures. It seems like the ability to collect eggs and breed creatures is a fundamental feature to enable the transfuser, but they never got that far.
The game was being developed around Sandy Hook. The game director was thinking Subnautica could be "one vote towards a world with less guns". That perhaps the solution to all problems (including videogames), shouldn't always be to shoot the problem until dead. This is not to say guns in games make you a psychopath (he's clear to state that as well). Though if you really want to stab/drill all living things, that's still in the game.
https://kotaku.com/revulsion-with-real-guns-inspired-developer-to-make-a-g-1768960503
According to the Subnautica roadmap, the currently projected v1.0 release date is in September.
Also, according to the roadmap, they are in fact planning an expansion pack. No idea what'll be in it though.
It's worth noting though that all of these plans are subject to change. The v1.0 release has been pushed back twice so far, at least.
Here's the link to the Trello page where this was found.
It was under the "Doing" tab, so Ghost Leviathan confirmed? Also, not sure if I should spoiler it so I marked it just in case.
According to the developer's trello page, the next update will be February 21st. Generally, they try to shoot for monthly content updates.
Alternatively, you could switch to experimental. Any fixes for that issue are likely to be added to experimental before they're added to the live build.
these are just artifacts left from when the game was meant to have deformable terrain. deformable terrain is also why the area loads in so slow. once they remove the deformable terrain completely they will no longer have this problem at all. aka they just haven't gotten to that part of optimization yet.
the ways to load cells less frequently is to make cells bigger, or decrease the radius being loaded. since increasing the size also increases the amount loaded you get spikes of loading every time it decides to load one, no good. since there already is "ocean fog" because thats how oceans work, they can get away with loading a smaller amount of cells, good. they are actually planning on improving this but they haven't gotten there yet.
also the best way not to have spikes of intense loading, which might lead to lag, is to constantly load small amounts of information when the player is moving. that way the only things being loaded/unloaded is what is needed, and since its small it wont cause spikes since the pressure of loading all that will be essentially smoothed out. of course this might lead to other problems...
level of detail stuff is good. you want low detail at large distance and high detail at close distance. it makes it much easier for your machine to render the scene. again, having a larger distance just means you switch it out more often and you have to load more data. they are working on it. it takes time, some of your jokes are good, its gonna be fine :)
There's a new patch for the game coming out tomorrow, and the devs are working on fixing the performance issues (according to the Trello they should have them ironed out by the February patch). I'd totally recommend you buy it, but if the performance issues are too big an issue, you can always wait till February.
Gift the Epic game to a friend, if he missed the opportunity to get it for free, and 88% go to UWE. Double win.
SOURCE: https://www.unrealengine.com/en-US/blog/announcing-the-epic-games-store
Are the interior lights turned off? There's a control panel on the right side of the desk to the left of the picture that can be used to control the floodlights, and interior lighting.
EDIT: Just checked, this is an issue in CS 36819. It's currently in the bug-fixing inbox, so once someone gets some time, I think it'll be fixed pretty quickly!
I would say you should get around 10-14 hours out of the game, depending on how heavy dark waters spook you (it took me more than 4 hours to leave the safe water of max 30 dept). But have played this game since 3 or 4 major updates which motivated me to cheat me sometime back to the point where i was before, so my estimation might be wrong. In regards of content you can see whats planned the following months here. Id say this game is around 65% content but since this developing team is doing such an amazing job with fantastic new ideas left and right, this game can easily got up to 130% content.
Edit: i highly recommend you to watch this video since it shows the great strenght of subnautica: Atmosphere
As Nordron said, the devs are working on it. Observe this Trello card in the "doing" section: Add buildable battery/cell recharging station
Um... Minecraft is anything but simple. Do not let the graphics fool you into thinking that everything about it is simple.
If you want a better example though, Rust comes to mind, and I would wager they were just as small ;)
I think we could consider No Man's Sky a good example, and it is bigger in scope than any other company has ever attempted when it comes to procedural generation.
http://www.makeuseof.com/tag/no-mans-sky-future-procedural-games/
As for being detailed, that is not as hard you would like to think. You do the first pass, which would generate the sand base. The second would cut the world into "biomes" that are already pretty much defined in this game. The third would do the initial pass on detail, as well as cut some deep trenches where they apply.
Everything is done by rules, and everything is done with math. If you want another good example of procedurally generated terrain, look at Stranded Deep. That is TWO PEOPLE. I agree they are not as "detailed" as this, but I will also say that their game is a 150 megabyte download... and look at it. For the size of the team, and the size of the download it is amazing.
It already works quite well on experimental mode :)
Didn't know I could turn the base pieces with q and e until now, though.
By the way, you can follow the updates on experimental mode here:
http://subnautica.unknownworlds.com/#/subnautica/checkins
Also, the devs have a public to-do list where you can see how each project is progressing and who is currently doing what:
>We have to be honest about this: “we’re not working on multiplayer right now” means there is zero, nada, zilch, absolutely no possibility of multiplayer any time in the short or medium term.
I'm disappointed too :(
Edit: They said adding multiplayer would require redoing everything, but they knew they wanted to add multiplayer. Why haven't they been designing things to prepare for multiplayer eventually?
It is going to sound a little ridiculous but is play to a Pandora playlist called Sub(Nautic). It is aqua-trance station. Mostly mellow oceanic trance music. Helps evolve the awe of the world, without intensifying the immense horrors of the deep.
Maybe try playing it with a really good set of headphones, if you can get a pair. I play using these Bose Hearphones, and the sound quality coupled with noise cancelling makes it all more intense.
Some people, not saying you, seem to forget how large a role sound plays in games. I know of too many people who turn game sounds completely off so they can listen to their own music. They're killing half of the experience.
It's under "maybe after 1.0" on the trello roadmap Not a deployable one, but a room that would presumably link your various bases.
The game is still in early access. There is a trello card for adding auto-save.
If you can't handle playing an incomplete, buggy game, then early access might not be your thing.
They did kinda actually. They were letting you know you can easily check their progress if you wanted. And trust me these things are hard to put an actual release date on. keep checking the reddit and go to
https://trello.com/b/yxoJrFgP/subnautica-development
and check for updates there.
https://trello.com/c/PUVYLeWM/6386-remove-concept-of-durability
Or to save a click:
>Description: The knife is the only tool at the moment that can break. It's not fun, so let's get rid of the entire concept.
Gives insight a bit into their reasoning.
The story is, I'd personally estimate, 60% to 70% done. This is just my own guess from the hints that have been dropped so far though.
Currently projected v1.0 release is in late September or October.
from looking at the card on that the bug was associated with having two moon pools and two seamoths attached. this caused one to have a high FPS 60 and the other really low FPS like 5 when you drove either.
The card didn't really say much else and that specific bug seems to be all they fixed. it doesn't really divulge into anything further or talking about the big issues of duplicate wrecks and progressively slow FPS rates until you clear cache.
Here's a direct link to the work and testing done on that bug. https://trello.com/c/veiJY9SB/3467-42748-in-this-saved-game-1-seamoth-gives-low-fps-the-other-high-fps
they are only tackling that one specific bug that they could reproduce, I highly doubt that it reaches deeper and fixed the issue everyone is having with cache issues and duplicate wrecks and horrible FPS.
their method to fix and their testing only involved this one specific issue.
they labeled the bug as 10-20 hour save issue but the title of that card it doesn't really do justice for the work they actually tested and supposedly fixed.
I would not get my hopes up too much.
they should have named that card "Bad Seamoth FPS When two moonpools used in a base"
Here is the trello, if you haven't visited yet already:
https://trello.com/b/yxoJrFgP/subnautica-development
The wiki's are helpful, but mind yourself with all wikis, they are fan based. They are susceptible to bias and rumour. I posted in another comment that I don't think the Arctic biome will get added. It doesn't make sense for the plot and place on the planet we are on. I personally believe the twisting rocks will replace the northern unused biome. These are opinions, nothing certain is known on the unused biomes quite yet. As far as I know, and I follow rather tightly.
Cheers! Happy diving!
Indeed, both of them are types of game we want to keep and encourage. Have you seen their trello board? Very easy to know what features are coming out and what's already finished.
Just think: For the amount of money I could have paid to play one triple-A game for ten hours, I've now got two games that I've spent over a hundred hours on, and have money left over.
From March 2015:
>We are still hoping to add weather to the game. We already have some sweet storm effects that were created by our FX artist -- gathering storm clouds, lightning, rain, all that -- and we really hope to be able to implement that at some point.
> At the moment it is lower priority compared to features with a bigger gameplay impact such as seabases, but weather is still "on our radar"
Additionally, many effects were created and they do indeed still want to add them:
I think you are mistaking the message about saving your inventory with saving your actual game.
When you enter a base, lifepod, or cyclops, your inventory is "saved". All that means is that if you die, you respawn with everything you had at that point, and only drop the stuff you picked up since.
It does not, however, save your actual save file. If the game exits or crashes, you would still lose progress.
Auto-save when entering bases is currently on their to-do list. However, it was only moved from the backlog list to the to-do list on January 14, so it's not in the actual game unless they left the trello board out of date. I find this highly unlikely, since the dev team is apparently on vacation in Mexico.
This should be mostly fixed now. The basic issue was that when you strafed the head tilt effect sill played and thats bad in VR. That got fixed in December, Trello card and things should be pretty playable at this point.
No, and it's likely to be the contrary. The price rose slightly about two month ago so that they could launch the game with a nice discount. (Source)
By the way, the game is awesome you should really try it. To me it's a perfect mix between exploration, building, survival (and a tiny bit of ^something ^else too). However, as other players mentioned, if you have the patience to wait until the full release (planned for January the 23rd) to experience the full game without any spoiler, it will be even better (and also a bit cheaper). :)
They have a model ready and it's in the list of things to possibly add after v1.0
it does indeed, it's a tracked issue they are working on, avoid having that arm on for now and you should be ok until the fix it, let me find the bug.... https://trello.com/c/UzmLCkiH/1038-45591-docking-prawn-with-torpedo-arm-in-cyclops-causes-physics-issues There you go.
On their roadmap trello (spoiler warning!), there's a fairly significant update scheduled for May. They also list June as the target for "Internal feature complete". It's not clear if these will be delayed any more, but there should be updates coming fairly soon.
I gotchu fam.
https://trello.com/c/SYlc3pta/4848-replace-existing-multiplayer-answer-with-charlie-s-newer-one
"Adding multiplayer support to Subnautica is something we would love to do. In fact, the game was originally conceived of as a co-op experience. However, as we started to develop the game, we skipped multiplayer to be able to release the game faster.
Now we find ourselves in a difficult situation: we all really want co-op player, but adding it would take us many months of work. We almost have to start over from the beginning, as it affects everything. If our small team decided to add multiplayer right now, we probably wouldn't be able to improve any other aspect of the game for a very long time.
So we're not sure what we're going to do, but we're not working on multiplayer right now. The most important thing is to make sure the exploration, crafting and creature experience is working well. Maybe before v1.0 we'll figure out a way to hire another team to help us with networking, or maybe we'll release a new version of the game later that supports co-op (like Klei did with "Don't Starve Together")."
I believe I've seen it mentioned on the trello roadmap. Give me a second and I'll go look.
Edit: So far no good, I'm sure I saw it because I remember thinking "thank god, at last!"
Ima bee keep looking ;)
EDIT 2: HAHA! I knew i'd seen it somewhere (It's on the development trello, not the standard)
https://trello.com/c/1C3Qtq6i/6049-add-autosave-when-entering-lifepod-bases-cyclops (oh and it's marked as To Do, not currently doing or done yet.)
Here's the development trello for anyone interested like I am, it's much more in depth.
https://trello.com/b/yxoJrFgP/subnautica-development
there is a plan for making life pods better using this that was found on their road map https://docs.google.com/document/d/1aOIfICMAASRjjO5g0_NTDkUi5qw5ssT1tBqctbK-6Do/edit# for those untrusting of pressing google docs links : https://trello.com/c/miIEIbP1/42-craftable-time-capsule
I am excited also. I just recently was browsing around and discovered this while trying to submit a crash report. it is their virtual whiteboard that they share with their community. you can find their development road map which puts a 1.0v version done by May"ish" timeframe. CAN'T WAIT
On the right of the Subreddit you'll see a panel of links. Just under Developer is a Link titled Roadmap. You can bookmark that to see up-to-date dev plans. Currently v1.0 is a tentative February 23rd, which is again subject to change.
If you look in their roadmap on trello, they said it is the base for the rocket you build to get off the planet.
They removed the functionality of building Solar Panels that belong on your base from your Cyclops. They're looking at chipped upgrades like Solar Panels similar to the ones on your Seamoth. https://trello.com/c/f0gwktVZ/279-making-cyclops-relevant
I usually start a new game with each world update. In the meantime I get a base with two aquaria for food and water running in about half an hour. That's fast enough to only need the emergency supplies from the pod. As you have played the game already you should do fine as well.
As for the rebreather: If you go into deeper water the air you use per breath increases. The rebreather simply sets the value back to normal.
And for future plans see the sidebar and trello. Version 1.0 is currently listed for August.
Developers are pretty open to the players about most things in the game. Their trello page used to be extremely active, but it's mostly players discussing new features and what not. I'm surprised that reddit is more active when devs posted even a roadmap on trello.
https://trello.com/unknownworlds
This may not be a source, but they do post things all over the place (social media included).
I just came across a bunch of info about Making Cyclops relevant.
TLDR:
> Conclusion
>The way to make the Cyclops useful is to consider it a tether. It is a mobile home away from home that should be used as a platform to conduct EVAs (Extra Vehicular Activity) in high-danger areas. It should serve as a place to launch missions, recharge, offer relative safety (comparatively to free swimming or the Seamoth) and a place to store items. Best of all, these changes are easy to make and offer huge impact to the game and player experience.
End of April.
It's the machinery update.
Look at the Subnautica roadmap Trello for all the details (and details of the May, june, July and August updates)
It's listed as Done in B62, which (I believe) means that it's already done in Experimental and will be part of the next major release. I don't know if it's still doable in Stable or not, I've been on Experimental for a couple months.
Edit: fixed link, accidentally just linked to the Trello board instead of the exact card before.
I have 36 hours played, and I've barely scratched the surface of exploration. I've spent a lot of time building bases, I love building things, so that's been taking a lot of time. I also explore every single nook and cranny in a biome before moving on to the next one. I leave no stone unturned. I haven't explored any of the cave systems yet, but that's definitely on my list of things to do. If you love exploration, discovery, survival, and building things, you'll love this game. Explore everything, take your time, and enjoy it. You'll get your moneys worth. Just keep in mind that it's Early Access, there will be bugs, and the game will be getting tons more updates. I absolutely love this game, and I can't wait until they add storymode! I think farming is coming very soon, which will be awesome.
https://trello.com/b/KbugnSRJ/subnautica-roadmap is nice to get a quick overview of things they will be adding over the next 6 months.
http://subnautica.wikia.com/wiki/Subnautica_Wiki is a nice reference.
But yeah:
* Yes
* not sure what you mean (lots of replayability with all the updates and added features)
* Yes, really fun despite in-development status
1) The sidebar actually contains quite a few things linked to publishing the game. The Roadmap shows what will be in future updates; the "recent fixes / features" is sort of a log for not all, but most fixes. The one that isn't mentioned is the Developer Trello board, which shows both upcoming and current things the devs are working on. You can also join the chat to talk to some of the devs themselves. Some of the devs also stream what they are doing on Twitch, so you can rest assured that they are doing something :)
The big updates are often released a bit late, but if you activate experimental mode, you will get to see every little change they make on the go, with updates being released often multiple times a day.
2) The "popping" is indeed an issue and it cannot really be fixed, although a good hardware setup and installing it on an SSD usually helps.
3) That's the thing with early access - it's an alpha that will continuously change and improve over time. Not every update requires you to start the game anew, though. Mind that the world as it stands is not randomly generated like Minecraft is. The physical layout is the same for all games.
Yea, I have seen this issue a long time ago-- Did you fall through random floor pieces as a whole (like the floor was able to clip through) or did you fall through doing the typical stand against a wall and deconstruct ladder? (Such as https://trello.com/c/elA10Wll/1482-23495-falling-through-the-floor-of-the-generic-room-and-walking-on-the-seabed-when-deconstructing-a-diagonal-window
https://www.youtube.com/watch?v=9MyTioP3CPc
)
But for falling through random pieces as a whole, I think this happens when you load a save game and the pieces don't seem to initialize correctly, they initialize fully when you build a piece onto the base. But that is just a guess.