A Letter to the Community from the Subnautica 2 Team
Hello Subnauts,First, thank you for taking the time to share your feedback with us since launch. We have been reading your reviews and comments carefully, and we understand that there are several concerns we need to address more clearly.We also understand that some recent comments from our team made players feel ignored or dismissed. We are sorry for that. Early Access should be a conversation with our players, not a one-way explanation from the development team. Your feedback matters, and we do not want any part of our communication to make the community feel otherwise.There are three areas we want to speak to directly.First, we understand that creature balance needs work. Right now, some predator encounters feel more frustrating than tense or exciting. Mitigation tools are not always clear, reliable, or satisfying, and players do not always have enough confidence in how to respond when a creature attacks. This is not the experience we want.We are actively working on improvements to creature behavior and player mitigation tools. Upcoming changes will include adjustments to creature aggression timing, aggro range, flare effectiveness, Survival Tool effectiveness, and creature interactions with vehicles and bases. These changes will be delivered over a series of upcoming patches.Second, we have heard the strong request for more direct ways to deal with hostile creatures, including the ability to kill them. We understand where that request is coming from. When avoidance and mitigation tools do not feel effective, it is natural for players to want a more decisive solution.Our current direction is not based on judging players who want combat, and it is not because we think those players are wrong. Subnautica has always been built around vulnerability, exploration, and survival rather than traditional weapon-based combat. We believe that this is part of what makes the game unique. However, that design only works if creature encounters feel fair, readable, and engaging. Right now, we know we have more work to do to achieve that.Third, we want to be clear about how we view Early Access. Early Access is not only about collecting bug reports. It is a collaboration with the community. We will not always be able to make every requested change, but we do have a responsibility to listen carefully, explain our decisions respectfully, and show through our actions that player feedback is shaping the game.In the coming weeks, we will be delivering a series of improvements aimed at addressing the concerns we are hearing from this community. We hope those changes will demonstrate that we are listening and that we are committed to working with you to make Subnautica 2 the best game it can be.Thank you again for your honesty, patience, and passion for the game.
Hello Subnauts,
First, thank you for taking the time to share your feedback with us since launch. We have been reading your reviews and comments carefully, and we understand that there are several concerns we need to address more clearly.
We also understand that some recent comments from our team made players feel ignored or dismissed. We are sorry for that. Early Access should be a conversation with our players, not a one-way explanation from the development team. Your feedback matters, and we do not want any part of our communication to make the community feel otherwise.
There are three areas we want to speak to directly.
First, we understand that creature balance needs work. Right now, some predator encounters feel more frustrating than tense or exciting. Mitigation tools are not always clear, reliable, or satisfying, and players do not always have enough confidence in how to respond when a creature attacks. This is not the experience we want.
We are actively working on improvements to creature behavior and player mitigation tools. Upcoming changes will include adjustments to creature aggression timing, aggro range, flare effectiveness, Survival Tool effectiveness, and creature interactions with vehicles and bases. These changes will be delivered over a series of upcoming patches.
Second, we have heard the strong request for more direct ways to deal with hostile creatures, including the ability to kill them. We understand where that request is coming from. When avoidance and mitigation tools do not feel effective, it is natural for players to want a more decisive solution.
Our current direction is not based on judging players who want combat, and it is not because we think those players are wrong. Subnautica has always been built around vulnerability, exploration, and survival rather than traditional weapon-based combat. We believe that this is part of what makes the game unique. However, that design only works if creature encounters feel fair, readable, and engaging. Right now, we know we have more work to do to achieve that.
Third, we want to be clear about how we view Early Access. Early Access is not only about collecting bug reports. It is a collaboration with the community. We will not always be able to make every requested change, but we do have a responsibility to listen carefully, explain our decisions respectfully, and show through our actions that player feedback is shaping the game.
In the coming weeks, we will be delivering a series of improvements aimed at addressing the concerns we are hearing from this community. We hope those changes will demonstrate that we are listening and that we are committed to working with you to make Subnautica 2 the best game it can be.
Thank you again for your honesty, patience, and passion for the game.
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