Latest Developer Posts
Re: Subnautica Water Bottles now available! Each 1 sold gives 5 years clean water to 1 person in Africa
Azirphaeli wrote: » It's nice that you fixed the controller issues, but this is mainly about VR bugs: --> Due to the removal (or lack of addition of) cutscenes in VR, the mobile vehicle bay, docking the seamoth, entering the seamoth from the moonpool.. are all broken in various ways. (Appearing above the moonpool, falling out of the base and having to walk on the ocean floor as if in the base, in imnability to use the vehicle bay at all for building subs) --> The slow walking in base is tedious and extra annoying since bars drain just as fast, making navigating large bases an effort in tedium as you lose hunger and hydration walking down long corridors. --> Graphical glitches when some objects are far away making polygons explode everywhere. --> Hard crash that results in the game being unable to launch until you cycle the oculus runtime. --> Unable to launch in non-VR mode unless you turn off oculus runtime. These are all unrelated to the controller issues and it'd be nice to hear that you are aware of and working on these issues. This is, after all, for sale on the oculus store front despite being far from playable. Yes, we're aware of all of these. We just need time to address them.
Hey everyone, Just a quick update. We've gotten our first MEGA patch to Subnautica through Microsoft certification! This is a week-long process, even in Game Preview. We have to apply for a certification window (takes days), send it in, then wait. It's through now, but we want to test it more. If we're lucky, we will have overall improved the game a lot. But if we've made the performance worse, or introduced some other nasty bugs, we will hold it up again until it's ready to release. I'm testing it now, fingers crossed...