Best Of
PS5 game crashing at glacial bases
At this point I've invested over 20 hours into the game and have experienced few glitches but tons of crashes.
For the most part, the crashes aren't random. The three consistent but minor ones for example are if I'm at the lilypad biome and I try to go to the east side of delta base, the game will crash. Or if I'm at the lilypad biome and I try to go towards the life pod through the purple vents, the game will crash (but doing the opposite works fine, oddly enough). The last being if I'm at the life pod and try to go north along the glacial wall, the game will crash. These aren't game breaking and I have found routes to avoid them, but it's annoying.
But thats not the worst of it. The worst has to due with the alterra glacial bases, specifically phi robotics and outpost zero. You can't go anywhere near these bases without the game crashing. You can't go through the portal to try and get into phi robotics either. This completely ruins the game and the experience. You miss out on a bunch of story lore, including the leviathan and Sam's story, and a bunch of blueprints as well, such as the snow fox and snow suit.
It makes me believe that the devs didn't bother play testing their own game on the PS5 prior to release, because many other ps5 players are experiencing the same issue and if the devs actually play tested it, it wouldn't take them much to discover how broken it is.
And the most disappointing thing out of all of this is, that despite how annoying it is to miss out on the lore, it surprisingly doesn't matter. Without spoiling too much, I was able to use the prawn suit to carefully jump around and avoid getting to close to outpost zero, and was able to get to the final area and beat the game, meaning that phi robotics, the leviathan, and Sam's story had no bearing on the game and isn't even a requirement to beat it. I know it's not big related, and it's a completely different conversation but its just disappointing.
For the most part, the crashes aren't random. The three consistent but minor ones for example are if I'm at the lilypad biome and I try to go to the east side of delta base, the game will crash. Or if I'm at the lilypad biome and I try to go towards the life pod through the purple vents, the game will crash (but doing the opposite works fine, oddly enough). The last being if I'm at the life pod and try to go north along the glacial wall, the game will crash. These aren't game breaking and I have found routes to avoid them, but it's annoying.
But thats not the worst of it. The worst has to due with the alterra glacial bases, specifically phi robotics and outpost zero. You can't go anywhere near these bases without the game crashing. You can't go through the portal to try and get into phi robotics either. This completely ruins the game and the experience. You miss out on a bunch of story lore, including the leviathan and Sam's story, and a bunch of blueprints as well, such as the snow fox and snow suit.
It makes me believe that the devs didn't bother play testing their own game on the PS5 prior to release, because many other ps5 players are experiencing the same issue and if the devs actually play tested it, it wouldn't take them much to discover how broken it is.
And the most disappointing thing out of all of this is, that despite how annoying it is to miss out on the lore, it surprisingly doesn't matter. Without spoiling too much, I was able to use the prawn suit to carefully jump around and avoid getting to close to outpost zero, and was able to get to the final area and beat the game, meaning that phi robotics, the leviathan, and Sam's story had no bearing on the game and isn't even a requirement to beat it. I know it's not big related, and it's a completely different conversation but its just disappointing.
Re: General feedback after completing the game...
I concur with the plot issues. Having seen bits and pieces of it's development on PC to how it is now. It's plain where careful thought of people with professional pride changed to the usual "that will do" attitude of people who have been promoted beyond their abilities. As such plenty of the game got ruined.
The arc should have been outpost zero, delta, magritte, omega, delta, magritte, phi
However it is very easy to bypass zero, omega, phi entirely.
You shouldn't be able to complete the game without finding out the true and proper story of what happened to Sam. As it is, Sam is a side quest rather than a dual agenda.
The alterra map should have been more readily available and not squirrelled away in the notes section. It's part of the story.
The alien artifacts are another annoyance. Work went into creating them and yet majority of the time you'll be stumbling across them when lost rather than directed to them. There's no alert other than occasional beacons that you're near them. You could play the whole game through and not know there was an artifact on delta island. Nor does the interface change to tell you that you've already been to it. Neither is there really any reason to go looking for them.
Xbox, playstation, steam all have achievements systems in them. Yet this wasn't used to make people find them or the jukebox discs. Making a jukebox achievement isn't enough. That should have been expanded to "make a jukebox, find the 8 discs and play them".
No thought has been placed into the location of resources. E.g. magnetite which is a mid game resource and yet is only found and sparsely in the end game biomes. E.g. diamond placed well beyond initial game dive depth yet is critical to progress to mid game.
What was good about subnautica was that each zone had a purpose as well as resources to it that let you progress properly to the next stage of the game. So much work went into the above ground areas. Yet you can miss them entirely unless you want to explore them. Even then there isn't a purpose to them other than worms and stalkers.
The arc should have been outpost zero, delta, magritte, omega, delta, magritte, phi
However it is very easy to bypass zero, omega, phi entirely.
You shouldn't be able to complete the game without finding out the true and proper story of what happened to Sam. As it is, Sam is a side quest rather than a dual agenda.
The alterra map should have been more readily available and not squirrelled away in the notes section. It's part of the story.
The alien artifacts are another annoyance. Work went into creating them and yet majority of the time you'll be stumbling across them when lost rather than directed to them. There's no alert other than occasional beacons that you're near them. You could play the whole game through and not know there was an artifact on delta island. Nor does the interface change to tell you that you've already been to it. Neither is there really any reason to go looking for them.
Xbox, playstation, steam all have achievements systems in them. Yet this wasn't used to make people find them or the jukebox discs. Making a jukebox achievement isn't enough. That should have been expanded to "make a jukebox, find the 8 discs and play them".
No thought has been placed into the location of resources. E.g. magnetite which is a mid game resource and yet is only found and sparsely in the end game biomes. E.g. diamond placed well beyond initial game dive depth yet is critical to progress to mid game.
What was good about subnautica was that each zone had a purpose as well as resources to it that let you progress properly to the next stage of the game. So much work went into the above ground areas. Yet you can miss them entirely unless you want to explore them. Even then there isn't a purpose to them other than worms and stalkers.
Re: Ideas to make Moonpool Awesome!
Always found the moon pool annoyingly narrow on the sides. Continually fall in heading away from it to the rest of a base.
Re: Subnautica on Nintendo Switch - massive savegame problems
Game: Below Zero on Nintendo Switch. About 32 hours of game time.
Game crashes almost every time I try and save.
I really want to like this game...but getting Cyberpunk 2077 flashbacks.
Game crashes almost every time I try and save.
I really want to like this game...but getting Cyberpunk 2077 flashbacks.
Re: Subnautica on Nintendo Switch - massive savegame problems
so a hotfix came out stating it fixed unplayable save games but my save game problem was not fixed. this is amazing. im pretty sure updates cant fix what im assuming is a corrupted save file so i guess i have to start from scratch after having put in 11 hours in my first game. fantastic work guys keep it up!
Re: Subnautica on Nintendo Switch - massive savegame problems
I have about eleven hours into the game and I was making some edits to my base and had to deconstruct my moon pool, it got to around 60 percent and stopped. I tried to construct the moon pool and it restored it to 80 percent then I decided to save and quit to see if that would fix it but now every time I load that save It gets through the load screen then I am in the game for two or three seconds and it boots me out of the application. I hope this brings to attention any issues 
Re: Same Crash on Switch (67869)
Same problem, at the disease research facility saved in the prawn suit. Only makes it to 40% loading before it crashing again. Almost been a week since I played. Very upsetting ?
Re: Same Crash on Switch (67869)
11 Hours in the game on Switch, started building a custom base. I have an incomplete moon pool. Every time I approach my base the game crashes, even after the patch. I purchased the original and Below Zero on Switch, absolutely love the game but am now worried that the games are unplayable after reading forum threads and seeing similar issues
Re: Cannot Build or Enter Various Ships
If you mean the hotfix of the 26th of May, I tried and it does not work. I even tried to see if there is some option in the developer tools (L + R + "+") but they are quite limited on switch.
If you want to restart maybe you can use such tools to quickly catch up to the point reached before the bug. I will personally wait a bit, maybe next patch will fix this.
If you want to restart maybe you can use such tools to quickly catch up to the point reached before the bug. I will personally wait a bit, maybe next patch will fix this.
Below Zero Feedback from someone who waited for the final game (Spoilers)
I will start with the one thing that I think needs fixed and shouldn’t be too hard. You should not be able to complete the game without curing the Kharaa. Robin would want to finish what her sister started and AL-AN would want to remove it as well. I managed to finish the game without doing this (didn’t realize that I could) and felt the game rather hollow because there was no closure for Sam’s death which was the opening storyline. It would be like deactivating the gun from the first game, where building AL-AN’s body is like building the rocket. Cool contrast to the first game which had a physical barrier if this game had an emotional one. It would be easy too, just add a few lines of dialogue from either Robin about finishing what her sister started, or AL-AN about not wanting to leave till his initial work of removing Kharaa is done, or both. Glad I went back to a previous save and eventually figured it out but this really was overlooked.
Ok now for a more long winded review/suggestions on the story. I will start by stating that I am a player who decided to wait till the game came out to play it and have avoided all trailers and all other material that might contain spoilers so that I could enjoy the full experience at once. I am aware I am not unique in this but this is not a perspective that you get with early access. Since I am late to the feedback party most suggestions will naturally be concepts to keep in mind for future games but I will still provide them Specifically for this game anyway in hopes that some make it in. Also note I liked this story, It was not the greatest ever but it worked and I genuinely enjoyed it even if I think there are issues.
First thing to note is that this story is far more complicated than the original and I think several things need to be done to account for that. As an open world game the player can approach the story elements in almost any order and It would be nice to have the game account for that. Even if a player is trying to play the story in order without giving a list with spoilers it is inevitable that new players will do something out of order. For example in my playthrough I totally missed the cave entrance to the frozen leviathan the first time I explored that area (weather is disorienting
). I didn’t go in there until well after I knew what had happened, yet Robin still acted confused. It would be nice if several versions of the dialog could be ready depending on what the player has already done when it hits the trigger. For Example if you happen to go straight to the frozen leviathan Robin could experience a little jump scare and be all confused. If you already have a PDA referring to it then use what is currently there. If you have the PDA from Marg’s greenhouse then something more understanding like “so this is where it all went down” and a comment on how Sam’s plan didn’t fully work. I think most if not all places that Robin makes a comment on the state of things you should have 3 different Scripts set up. 1 for no information gathered on the issue, 1 for some information gathered, 1 for a critical piece of information gathered. It would be nice if such options were to be added, it would create some replayability as players try to get all the options and it would be less immersion breaking for new players going out of order. This could also be expanded to 6 things if you include the with or without Al-An factor (you may already have this in there but I have only played once).
Speaking of Al-An, he is a major component to the story and after reading several other posts I realize I am not the only new player to miss it entirely, I had already explored most of the map by the time I grabbed him. I know you wanted to be mysterious but without knowing what is down there it is just a weird signal. I was busy trying to figure out what happened to Sam so it seemed like a side quest and I did not yet have a Seatruck or prawn suit and only had basic O2 tank and was not willing to go into a cave that was over 100 meters deep at the time I got the alert and promptly forgot about it soon after. I know now that there are plenty of oxygen plants along the way and a breathable room at the end but as a new player there were way too many unknowns to think that dive was a good idea. A story critical component like that simply should not have been placed so deep. That said a suggestion to improve it at this point would be to add 2 more prompts to go down there as you pass it. Make sure to only give the 2nd prompt if a player has either a prawn suit or a seatruck that can go that deep or else make sure they have extended O2 tank and rebreather and have already passed the sanctuary depth at some point. 2nd comment should also be more encouraging like “the signal is getting louder. Someone must be getting desperate. I really should check that out.” 3rd time should be after the player has an ultra tank and/or took forever to respond to the 2nd alert. The beeping should be louder and heard father away and Robin should now say “I really need to go down there NOW.” That may be annoying but If a player really is missing it like I was then they need the prompting. Players who choose to go down after the first prompting need not get the other 2 and still get the satisfaction of finding out on their own that it is important but this way players who are less curious about it don’t get too left behind.
To compare Below Zero to the original Subnautica, the original only had one main plotline, to survive. You found the gun and realized you were infected but that just added extra steps to get off the planet and did not change the end goal. Launching that rocket felt so satisfying largely because that was the main objective the whole way through the game. I love that Below Zero takes a new direction in its story. Starting off by deliberately stranding yourself to find your sister created a very different vibe from the get go, and then having Al-An and his struggles and banter was enjoyable. However there are now 2 separate story lines with different goals 1 newly introduced later into the game and as such the game is a little disjointed. Having 2 parallel story lines is all fine and good but they need to have some intersect as it stands they just distract from each other. The way I played the game made it seem like the Al-An plot distracted more from the Sam plot since he was constantly in your head and asking for you to finish finding his body, and where Robin tries to help Al-An, Al-An never showed more than a mild interest in Sam. Admittedly I may be missing something since I got Al-An so late but if he could ask more questions about Sam and grow to show a desire to help Robin find closure it would do a great deal to strengthen their relationship as a two way street. A few more conversations like the one about the Hope poem would be a great help here. Robin could give Al-An a story of when they were kids or Al-An could ask what it means to be a Sister or why Robin cares so much even if she does not have a network connection like he had with his kind. Some more passive conversations to help her find closure would be nice and strengthen the relationship between Al-An and Robin making her departure with him at the end more believable. Furthermore to add a unifying objective, once Al-An learns of the Kharaa and Kharaa cure he should pressure Robin more towards removing the bacteria from the frozen leviathan to finish what Robin’s sister started or better yet add an ingredient that Sam might have been missing that way helping Al-An also contributes to getting closure with Sam’s death. This would converge the two plot lines to a single goal and like I said at the beginning I think that removing the Kharaa should have been required as it is needed as closure to the opening narrative. Since I missed that and had to go back the first impression I had of the ending felt a little hollow. As an extra note, if a line could be inserted as they were taking off about “I wish Sam were here” then Al-An trying to comfort Robin before “time to leave the past behind” would also help close the story off.
Some additional minor requests for the story.) 1.) more random banter between Robin and Al-An, like over the music box and the dreams. One for hatching an egg in an aquarium would be one Idea or comments after escaping the jaws of a chelicerate, deploying a spy pengling and getting it infiltrated, interacting with Sea Monkeys, or any other host of random events. Then maybe some follow up comments over completing the music collection to continue what was said the first time you play music where Robin says her favorite song or something, or a conversation about how they both like science if you collect and hatch all the different creature eggs. Just a lot more random banter between the 2 that has nothing to do with the plot just with random gameplay moments to show a growing friendship more. 2.) Giving Margarite a few more to say as you walk around her base and scan random things like the reaper skull. 3.) Give a few PDAs explaining why the base was abandoned (if they are there I never found them). I am thinking some quarantine was needed after the lab attack and the incident at the frozen leviathan coupled with harassment from Margarite would work.
Anyway hope you like the feedback, sorry it wasn’t sooner but I prefer to play games with a story after early access. Planning to start up a 2nd play through soon and can’t wait to see if you actually make another one of these games.
Ok now for a more long winded review/suggestions on the story. I will start by stating that I am a player who decided to wait till the game came out to play it and have avoided all trailers and all other material that might contain spoilers so that I could enjoy the full experience at once. I am aware I am not unique in this but this is not a perspective that you get with early access. Since I am late to the feedback party most suggestions will naturally be concepts to keep in mind for future games but I will still provide them Specifically for this game anyway in hopes that some make it in. Also note I liked this story, It was not the greatest ever but it worked and I genuinely enjoyed it even if I think there are issues.
First thing to note is that this story is far more complicated than the original and I think several things need to be done to account for that. As an open world game the player can approach the story elements in almost any order and It would be nice to have the game account for that. Even if a player is trying to play the story in order without giving a list with spoilers it is inevitable that new players will do something out of order. For example in my playthrough I totally missed the cave entrance to the frozen leviathan the first time I explored that area (weather is disorienting
Speaking of Al-An, he is a major component to the story and after reading several other posts I realize I am not the only new player to miss it entirely, I had already explored most of the map by the time I grabbed him. I know you wanted to be mysterious but without knowing what is down there it is just a weird signal. I was busy trying to figure out what happened to Sam so it seemed like a side quest and I did not yet have a Seatruck or prawn suit and only had basic O2 tank and was not willing to go into a cave that was over 100 meters deep at the time I got the alert and promptly forgot about it soon after. I know now that there are plenty of oxygen plants along the way and a breathable room at the end but as a new player there were way too many unknowns to think that dive was a good idea. A story critical component like that simply should not have been placed so deep. That said a suggestion to improve it at this point would be to add 2 more prompts to go down there as you pass it. Make sure to only give the 2nd prompt if a player has either a prawn suit or a seatruck that can go that deep or else make sure they have extended O2 tank and rebreather and have already passed the sanctuary depth at some point. 2nd comment should also be more encouraging like “the signal is getting louder. Someone must be getting desperate. I really should check that out.” 3rd time should be after the player has an ultra tank and/or took forever to respond to the 2nd alert. The beeping should be louder and heard father away and Robin should now say “I really need to go down there NOW.” That may be annoying but If a player really is missing it like I was then they need the prompting. Players who choose to go down after the first prompting need not get the other 2 and still get the satisfaction of finding out on their own that it is important but this way players who are less curious about it don’t get too left behind.
To compare Below Zero to the original Subnautica, the original only had one main plotline, to survive. You found the gun and realized you were infected but that just added extra steps to get off the planet and did not change the end goal. Launching that rocket felt so satisfying largely because that was the main objective the whole way through the game. I love that Below Zero takes a new direction in its story. Starting off by deliberately stranding yourself to find your sister created a very different vibe from the get go, and then having Al-An and his struggles and banter was enjoyable. However there are now 2 separate story lines with different goals 1 newly introduced later into the game and as such the game is a little disjointed. Having 2 parallel story lines is all fine and good but they need to have some intersect as it stands they just distract from each other. The way I played the game made it seem like the Al-An plot distracted more from the Sam plot since he was constantly in your head and asking for you to finish finding his body, and where Robin tries to help Al-An, Al-An never showed more than a mild interest in Sam. Admittedly I may be missing something since I got Al-An so late but if he could ask more questions about Sam and grow to show a desire to help Robin find closure it would do a great deal to strengthen their relationship as a two way street. A few more conversations like the one about the Hope poem would be a great help here. Robin could give Al-An a story of when they were kids or Al-An could ask what it means to be a Sister or why Robin cares so much even if she does not have a network connection like he had with his kind. Some more passive conversations to help her find closure would be nice and strengthen the relationship between Al-An and Robin making her departure with him at the end more believable. Furthermore to add a unifying objective, once Al-An learns of the Kharaa and Kharaa cure he should pressure Robin more towards removing the bacteria from the frozen leviathan to finish what Robin’s sister started or better yet add an ingredient that Sam might have been missing that way helping Al-An also contributes to getting closure with Sam’s death. This would converge the two plot lines to a single goal and like I said at the beginning I think that removing the Kharaa should have been required as it is needed as closure to the opening narrative. Since I missed that and had to go back the first impression I had of the ending felt a little hollow. As an extra note, if a line could be inserted as they were taking off about “I wish Sam were here” then Al-An trying to comfort Robin before “time to leave the past behind” would also help close the story off.
Some additional minor requests for the story.) 1.) more random banter between Robin and Al-An, like over the music box and the dreams. One for hatching an egg in an aquarium would be one Idea or comments after escaping the jaws of a chelicerate, deploying a spy pengling and getting it infiltrated, interacting with Sea Monkeys, or any other host of random events. Then maybe some follow up comments over completing the music collection to continue what was said the first time you play music where Robin says her favorite song or something, or a conversation about how they both like science if you collect and hatch all the different creature eggs. Just a lot more random banter between the 2 that has nothing to do with the plot just with random gameplay moments to show a growing friendship more. 2.) Giving Margarite a few more to say as you walk around her base and scan random things like the reaper skull. 3.) Give a few PDAs explaining why the base was abandoned (if they are there I never found them). I am thinking some quarantine was needed after the lab attack and the incident at the frozen leviathan coupled with harassment from Margarite would work.
Anyway hope you like the feedback, sorry it wasn’t sooner but I prefer to play games with a story after early access. Planning to start up a 2nd play through soon and can’t wait to see if you actually make another one of these games.
