After a long wait, Subnautica 2 returns us to a world where humans don’t belong: the depths of the ocean. We find ourselves immersed in an alien ecosystem, surrounded by creatures that live by their own rules. At best, they see us as a strange but harmless object; at worst, they see us as food.
The original Subnautica spent four years in early access before launching in 2018 and establishing itself as a stunning survival game — beautiful, mysterious, and captivating. It combined an intriguing exploration of the underwater world on planet 4546B with a full-fledged storyline, hardcore survival mechanics, and a detailed crafting system that lets you build bases and submarines. Three years later, that success was cemented with Subnautica: Below Zero — a standalone game that grew out of the DLC, though it can’t really be called a full-fledged sequel.
Compared to the original game, this installment has expanded significantly, with more flora and fauna species, more open areas, and more crafting recipes. There is even more horror lurking in the depths, and the graphics and sound have been greatly improved.
The flight to the desert planet Zezura will take 14 years. It’s a one-way trip with no days off, no retirement and no final death until the Colonial Noetic Analyser deems the new world suitable for a self-sustaining human settlement. The printer creates your avatar, and the Alter Corporation contract explains who owns your life. And so, the game begins…

I think this is a very sensible approach. In the first Subnautica, it was made clear right away that a human in a foreign ocean is a small, fragile creature ill-suited to the local conditions.
However, the second part adds a corporate twist and a sci-fi rationale to the mix, while expanding the lore. Essentially, you’re not a romantic explorer, a survivor, a pioneering hero, or even a lucky crash survivor. You’re just a digitized copy with a personal assistant and a contract that absolves ‘Altera’ of almost all responsibility for anything that might happen to you.
However, the colonization ship Cicada, sent by the Alterra Corporation, was lost. Many years later, when a digital copy of the protagonist is printed aboard the wrecked ship, the Cicada’s artificial intelligence (NoA) reports that they have landed not on Zezura, but on an unknown planet where it is very difficult to stay dry.
It is now up to you to build a new home for humanity. The fate of 40,000 digitized colonists rests on your shoulders — and, if you’re playing in co-op mode, on your friends’ shoulders too. You’ll have to figure out what happened to the ship and what the previous pioneers who awoke before you managed to do in the series’ familiar style: sailing, scanning, listening to recordings, gathering resources, and trying to survive.

You wake up in a terrible state. You grab your PDA and contact NOA, the local artificial intelligence. NOA asks you to upload him into the escape pod and promises to ensure your survival. The game then begins to explain in much greater detail what was previously largely accepted as a genre convention. For instance, it clarifies why your character can withstand dives to extreme depths, whereas under normal circumstances, a person would begin to hemorrhage.

This leads to a new system of adaptations. Right at the start of the journey, the hero encounters a strange alien organism that resembles a giant pink bulb. Upon touching it, the body gains resistance to pressures of up to 60 bar. Then, the game introduces other incompatibilities: for example, the local fauna cannot simply be caught and eaten until the body learns to digest them. Temperature zones also apparently require a separate adaptation.
While the new system is interesting, it essentially works just like a biological key to a door. In other words, you find the right organism, adapt your body, and gain access to the next area. This approach feels more like science fiction and is better presented than the dry message ‘you need a suit upgrade’, but the gist remains the same: the game keeps you on a tight leash until you find the right piece of alien biology.
The launch capsule is familiar. It contains the manufacturer, a survival guide, initial blueprints, a few energy bars, a first-aid kit, and an empty inventory. This is the standard route for beginners: explore the surroundings, mine copper, quartz, and titanium, find water, gather acid for batteries, and craft a scanner, flippers, an oxygen tank, and construction tools. If you played the first Subnautica, the first few hours will require almost no adjustment. You step out of the capsule, survey the shoal, grab everything that hasn’t floated away yet, open the crafting menu, figure out what’s missing, and dive back in.
But the scale is different here. From the outset, there are significantly more recipes, fish, plants, consumables, and intermediate resources. Slugs provide water, and once you have adapted them, you can cook the fish. Over time, you will be able to make not just simple grilled meals, but also more substantial rations from it. Players have long requested more advanced cooking in the series, and this request has now been met.

The range of basic crafting has also been expanded. You can now craft bandages and upgraded first-aid kits using healing slime and fiber. The scanner now features a helpful holographic indicator that marks nearby living creatures directly on the radar. Distracting light bombs can serve as a light source and distract biting creatures — this tactic works particularly well on small sharks.
The ocean itself has become denser. While the starting biome resembles the shoal from the first Subnautica at a superficial level — shallow water, a safe capsule, initial resources, and fish darting about — it is more complex than that. But then you start looking more closely. You notice sicklefish, large peaceful fish, electric corals pointing to natural caves, poisonous spore-bearing formations, and crustaceans scurrying along the seafloor. You also see trap-makers hiding in the sand. Even in the first biome, the ocean is already stirring and playing tricks, eager to lure you in with its beauty.

During the day, the shoal appears bright and clear, almost inviting. As the sun sets, the water takes on a warm orange glow. Then the corals begin to glow pink, blue, and green, accompanied by flashes of color from the fish. Suddenly, the shallow waters transform into a bioluminescent garden. Swimming there is a truly beautiful experience.
At first, surrounded by the aforementioned fish and corals, it might seem as though we have stumbled into an underwater paradise, but that is not the case. It soon becomes clear that Protea, as the planet is called, is deadly dangerous to humans — and not just to them. Virtually everything here is infected with a virus, the source of which is a monstrous tree visible on the horizon. Or is it a mushroom?

Don’t be afraid to die
The second installment’s main feature is that death is no longer just a game mechanic — it now has an in-game explanation. The plot revolves around black boxes and biocapsules.

Former stores all data about the host and, upon the host’s death, transmits this information to the central network. A small flask containing both the data and any discarded resources remains floating at the site of death. The biocapsule collects this capsule and reprints the body. This makes life easier in terms of gameplay: after respawning, you can swim back to the site of your death and retrieve your lost gear. In the first game, as you may recall, items sank without a trace.
However, from a narrative perspective, the sequel is much darker. Humans have become expendable; they can be repaired, cloned, and sent out on missions again after being rolled back to an earlier version.
Noah is in charge of the entire system. At first glance, he seems like just another run-of-the-mill voice assistant. However, if you listen closely, you’ll notice that he makes eerie comments about the colonists’ deaths and utters nonsensical phrases. The more you discover, the clearer it becomes that, through him, ‘Alterra’ is revealing its true face. The corporation has ‘laid the groundwork’ in advance, doing everything to ensure that the new test subject does not suffer the same fate as his predecessor.
Noah controls the entire chain: the storage facility, the biocapsules, and the black boxes. This system independently determines when and in what condition you will resume your mission. Since the body can be reprinted, nothing prevents you from ‘rolling back’ — restoring not the deceased, but an earlier, more compliant version.
It becomes clear that people have been reduced to disposable commodities. ‘Alterra’ has assigned its own shepherd — Noah — to this ‘herd’. However, something else is far more terrifying: the proteavirus. It is responsible for the most terrifying scenes in the game and is slowly but surely devouring the planet.

Proteus: toxic and hostile
The planet Proteus is uninhabitable by nature. The water is contaminated with heavy metals, and the local fauna is inedible. So the option of simply catching some fish and grilling it over a campfire isn’t available to us. We’ll have to go to quite a lot of trouble.
As you dive to the bottom, your oxygen supply continues to dwindle before your eyes. However, the gauge now starts to drop at a much shallower depth than before, making survival more difficult. That said, the trusty rebreather still helps you breathe. Another problem has been added: the high water temperature. Because of this, some areas at the beginning simply cannot be explored.
Initially, your character’s body has not yet adapted to the planet’s environment. You have to carefully calculate where to swim, how much air you’ll have left, and whether you’ll make it back. Without the right equipment, long-distance routes will be too risky, or even impossible.
The environment itself is only half the problem. The local virus is far more dangerous. It was this virus that drove the survivors mad and ultimately led to their demise. The colonists heard certain ‘voices’, felt a mysterious ‘call’, and then moved straight towards the gigantic coral tree visible on the horizon from almost the very start. In short, Lovecraft’s influence was definitely at play here.
The game features Maysfield Syndrome, a condition linked to the madness gripping the colonists. There are also Angels — vibrant, almost living structures resembling nests. Simply touching them triggers a strange fusion process. The result is that you adapt better to the local conditions. For instance, you no longer fall ill after eating Protean fish for dinner. However, the cost of this adaptation remains unclear.
The infection is caused by pathogenic organisms, such as contaminated flora, tiny pathogens, tenacious parasites, and dangerous crystals. While the sources of the infection are visible from a distance, it is best to stay well away from them in the early stages.

It is possible to fight the virus. To do so, you must create a Sound Resonator, a device that resembles the Pulse Cannon from the original game. With this, you can destroy crystals and infected creatures, repel aggressive monsters, and shatter large pieces of titanium or silver.
No story would be complete without aliens — we’ll even gain access to alien technologies and devices. Initially, we periodically come across non-human equipment and objects that the pioneers from the Cicada couldn’t have created. Then we learn that the base, whose coordinates were provided by NoA, was visited 10,000 hours ago — and by something other than humans. In short, even in its early stages, Subnautica 2 is intriguing, though it doesn’t offer anything fundamentally new to the series.

The caves in Subnautica 2 are far more interesting than those in the previous game. They are branching and cramped, and they are full of useful flora. They are also tricky enough that you can really get lost in them. The presence of fibrous pulp, acid-producing sacs, healing slime, and other useful resources compels you to venture into areas where light and oxygen run out quickly. In these situations, the “guiding thread” biomod is especially useful, as it leaves a pheromone trail. When playing alone, it’s simply a useful safety feature. In co-op mode, one of the pioneers can lead the group along the trail.
Another innovation is biomodification, which is divided into active and passive types.

Only one active ability can be selected at a time. For example, you can select a dash ability that allows you to escape a predator, reach the surface quickly, or simply move more quickly. Passive abilities are unlocked gradually, and you can implant up to six of these. They provide acceleration in motion along surfaces and the seabed, reduced oxygen consumption when stationary, and other useful properties. You can swap them in and out in the Biolabs located at the base. This system is incredibly satisfying and greatly increases your chances of survival while speeding up exploration of the world.
Progressing your character isn’t limited to mods alone. Biocapsules, which are found at sites associated with fallen colonists, expand your inventory, unlock quick-access slots, and boost your stats.

Fish no longer swim along their usual paths. Instead, they gather in schools of various sizes. The larger creatures divide up the territory by biting and ramming each other — and you, too, if you provoke them. Predators are on the hunt and see you as prey, but at this stage, they cause minimal damage. One of the most unpleasant creatures I’ve encountered is a huge, shark-like fish that growls menacingly and clacks its teeth when it sees you. Its bites aren’t painful yet, but it’s still terrifying.
As in the first game, the most dangerous creatures in the sequel are the leviathans: huge sea monsters that come in several varieties, one of which seems to be peaceful. Even without them, though, I was constantly harassed by sharks, including ones that spit needles. At the same time, the predators’ AI has improved, and it seems that the overly lethal stasis rifle from the first game has been omitted — I wasn’t able to get my hands on it. This only intensifies the thrill of the experience.

As you go about your business, you may also notice large, strange-looking fish attacking each other. They seem to puff themselves up before striking. Near the escape pod, I kept spotting funny little crabs that would stop when I approached and look at me strangely with their big eyes perched on long legs. It’s easy to find yourself believing in this world without a doubt.
In the early version, you can also build a new type of vehicle called the ‘Tadpole’, which replaces the ‘Moth’. The main difference is that you can not only attach various modules, but also swap them out to create a configuration tailored to specific tasks. For example, you can install a chassis that provides faster and more agile movement or better load capacity. There are also modules for impact protection, noise reduction while moving, and increased maximum diving depth.

Of course, you won’t be able to assemble the ‘Tadpole’ straight away. First, you need to set up a base, complete the relevant story mission, and locate the necessary blueprints, including those for the docking station. Incidentally, in the first game, finding and building it was a separate, challenging quest — you can still find guides online explaining where and how to look for it. Here, however, everything just fell into place by itself — I didn’t even notice when the relevant blueprint appeared in my PDA’s database.
The developers promised to make the base-building process more flexible and creative, allowing players to create the structures they’ve always dreamed of. And this is already evident. You can essentially build massive underwater cities, grow useful crops there, and place an absurd number of items, such as generators, exterior and interior decorations, and furniture (including alien furniture). However, it’s best to place your base closer to currents as these serve as an additional source of energy.

The sound has been amplified, and it’s now even more unsettling. The deeper you go, the quieter the world becomes, the more menacing the roars of the large creatures in the darkness sound, and the more oppressive the surrounding emptiness feels. Sometimes you even start to imagine hearing human whispers. The developers know exactly how to make a player panic underwater. Subnautica originally did a great job with thalassophobia, but in the sequel, the fear of the deep feels more intense thanks to a more realistic environment and a more complex soundscape.
The progression remains classic. The further you swim, the deeper you have to dive. The deeper you dive, the more you need a larger tank, boosters, a light (which attracts certain creatures), and beacons. Technologies are still learned through scanning: you search for several device fragments, scan them, and can then craft them yourself. The same rule applies to base components. A base is typically built using a tool and a bunch of resources. Fortunately, there are plenty of them even in the shallows.

The world is divided into several large biomes. You start in shallow waters, then the game leads you to hot springs and finally to the deep-water region. Each biome introduces new resources, upgrades, and story areas. For this reason, it is not worth staying at a single base; sooner or later, you will have to move part of your operation closer to the new routes.
So, what can we see in this early version? First and foremost, incredible beauty that is also well optimized. The chance to swim among colorful fish, seaweed, and corals with light falling on them so realistically is pure delight, of course.

Subnautica 2 is very similar to the first game, only significantly more expansive. There is more flora, fauna, resources, and recipes, as well as more base decorations, intermediate steps in cooking and healing, and visual details. There are also more biomes that differ from those in the first game in both color and density. However, so far, the sequel is expanding more in breadth than in depth.
The developers still need to prove that they can do more than simply increase the size of the game. Co-op, adaptations, and biomodifications are a step in the right direction, but they haven’t yet radically changed the core gameplay. Co-op promises an interesting division of roles, but this isn’t very noticeable yet. It’s too early to tell whether Subnautica 2 will prioritize co-op and building over tense horror-survival and exploration. I think everyone will find what they’re looking for here.
In any case, the developers have two or three years of early access ahead of them, during which they promise to gradually add biomes, creatures, items, features, and story elements based on player feedback — a point they emphasize in particular.
