Building on a Beloved Solo Experience
As you began working on Subnautica 2, what expectations did you feel—from both the community and internally—about evolving the experience?
Jack Smith - Technical Director: Our biggest challenge was building on the success of the first game without changing the core of what made Subnautica so unique and successful. With Early Access, we wanted to express several new concepts and ideas at launch and then partner with our community and players to shape how those new ideas and features evolve. (Chief among those new ideas was making Subnautica 2 something that) could be shared with their friends.
Subnautica has traditionally been a solitary experience. What drove the decision to pursue co-op? Did community demand—including mods—influence your decision to support multiplayer?
Smith: Some of the most successful community mods for Subnautica and Below Zero introduced co-op. It was often the most-requested feature amongst our fans. The challenge for us was integrating co-op in a way that did not diminish the single-player experience. Internally, we often describe the game as an emotional, immersive, exploration-driven experience you can share with your friends—as opposed to a multiplayer version of Subnautica.
Players have always talked about their most memorable moments in the game—the first time they encountered a leviathan, the feeling of building the Cyclops for the first time—and we wanted them to be able to share those experiences directly with friends in Subnautica 2.
What were the biggest design challenges in adding co-op while preserving Subnautica’s tone and tension?
Smith: Our biggest challenge was diffusing the old adage of “safety in numbers.” Tension needs to exist even if you have someone swimming by your side.
The ocean setting really helps with this. It's full of unknowns—even in our own present-day reality. Harnessing that and ensuring it comes across to players is one of the ways we preserve that tone and tension.
We would argue that staring down into the abyss beyond the edge of your flashlight beam as you slowly burn through your oxygen is equally terrifying alone as it is with your friends.
Why did you choose an invite-only model rather than public matchmaking? Was this a technical decision, a design decision—or both?
Smith: This was a design decision. At its core, we wanted our multiplayer to be a co-operative experience that you shared with your friends, and we didn’t think public matchmaking would provide that core experience.
This design decision did allow us to follow a simpler technical architecture than would’ve been possible if we supported public matchmaking, but it was not the driving factor.
Players Showed Up in Droves — and They Brought Friends
Subnautica 2 launched into Early Access on May 14. How did the launch go?
Smith: It surpassed all of our expectations. We sold 2 million copies in the first 12 hours, and crossed 4 million sold globally within five days of release. And that saw our peak concurrent players exceed 600k across Steam, Xbox, and the Epic Games Store. Seeing the response to Subnautica 2 from all the players who have already dived in has been incredible, and we’re so grateful to see the feedback continue to flow in!
How did players respond to co-op specifically?
Smith: Players responded amazingly! They’ve currently given us a “Very Positive” review rating on Steam, and we hit 93% positive across more then 65,0000 reviews. What’s been great to see is that more players than expected have been playing co-op with their friends, creating memorable moments together as they explore the depths. We worked very hard to make Subnautica 2 a single-player game people could play in co-op with their friends, without diminishing the single-player experience.
What would you do differently if starting again?
Smith: Apart from building the session-mirroring architecture as part of our initial solution, there’s not much we would do differently. We’re really proud of what we’ve been able to achieve and how it empowers the experience we want our players to have!