VFX performance improvements to the Graveyard and its Water Slugs, for the players who collect hundreds of Water Slugs.
Tallshrooms now have an icon in the Scanner HUD.
Added impact VFX for Tongue Thief.
Light poles connecting Observatory and Rosetta Stone added.
Removed odd blue outline that was sometimes visible on Collector Leviathan.
Improved consistency of sparks VFX across the game.
Improved consistency of electricity VFX across the game.
Added shock VFX for Hammerheads impacting objects.
Added more environmental effects to abandoned outposts and wrecks.
Previously unlocalized lines are now localized.
Sealed area that allowed access to the under-map in the Ruins area.
Naming of Carryable Racks is now consistent across the game, instead of sometimes being “Wall Rack” or “Hardpoint.”
Reduced frequency of NOA alerts.
Adjusted Welcome Center message in Spanish and Italian.
Adjusted pacing of dialog to better match the actions occurring during the recordings.
Added Databank entry for Mod Station.
Added Databank entries for audiologs that were missing them.
Further refinements to voice over prioritization, so the most important lines are heard.
Music added to Tufa Zone, Thermal Area, and North Coral Gardens.
New Privacy Policy additions from July 15th will pop up on first play.
New Frame Generation modes 5x and 6x (RTX 5000 series) added.
New Dynamic Frame Generation added. Will automatically select the appropriate Frame Generation mode to get a good performance (RTX 5000 series).
VSync and DLSS Frame Generation can be turned on at the same time.
Added description for Nvidia Reflex in Settings.
Reorganized order of volume sliders.
The in-game Feedback Tool now allows attaching a save file.
Fixed Collector Leviathan performing a 360 spin whenever it grabs or throws a Tadpole.
Fixed an issue where settings menus would sometimes become cut-off while navigating with controller/gamepad.
🤿Fixed an exploit where swapping the resource in an occupied Metal Farm caused the new resource to inherit the growth time of the previous resource.
🤿Fixed an issue where opened Angel Combs’ cankers could incorrectly appear closed after a game update.
Pausing the game while sprinting no longer causes the player to permanently sprint.
Fixed some Axum/Tailings furniture being buildable outside of the player’s base, which caused multiple knock-on problems.
Tadpole can no longer be docked when there is insufficient space for it, resolving an issue where the Tadpole could become stuck in its dock.
🤿Additional fixes to the tool prompts to account for accuracy and recipe-sharing between players in a multiplayer session.
Fixed Power Transmitter ray visibility and overall appearance, particularly for multiplayer clients who alternately saw extra rays or had rays that should be there disappear.
🤿Fixed Hydroturbines stopping their power production after 120-160 mins of gameplay, after the player swam away from them, and for their turbines to stop spinning, even when producing power.
Fixed music playing in the incorrect region or not playing at all in intended areas.
Fixed a soft lock where using Unstuck during the Lifepod launch cutscene would cause the player to teleport back to the Deep Start awakening room after the cutscene.
Fixed an issue where pressing the spacebar during the TOS skipped the step of agreeing to it.
Fixed an issue where the Collector Leviathan would release a captured player if the Camouflage Biomod activated during the eating scene.
Fixed an issue where chassis signals could remain visible on screen even when the chassis is equipped to the Tadpole.
Fixed the player’s dive mask clipping into the camera while adjusting FOV in the Settings menu.
🤿Fixed several terrain, resource, and world object clipping, floating, gap, extended collision, misplacement, and texture issues.
🤿Fixed an issue where the battery terminal in the Welcome Center could be accessed through the exterior wall.
Fixed Jetocaris’s PDA image not matching the in-game creature model.
Fixed Feedback Resonator VO playing on unlocking the recipe and after crafting it, instead of just when it’s crafted.
Fixed Cicada Wreck (Stairway to Heaven) databank entry not unlocking when entering the relevant area.
Fixed Metal Farm voice over playing when reaching the Axum Metal Farms in the Root Canyon, instead of when the Metal Farm is scanned.
Fixed an issue where Algae Blocks and Nutrient Blocks couldn’t be used as BioReactor fuel.
Correction to Question 6 in the Tadpole Pens dialog with a certain terminal.
Necrolei Cysts can now be planted in Growbeds.
Fixed an issue where using Unstuck while holding a carryable Utility would prevent players from being able to pick up other Utilities or equip hotbar items.
Added corrections to the scannable highlight for objects that were missing it.
Fixed Sophie’s Riot In Progress audiolog playing when picked up.
Fixed some external base decorations that should have had movement appearing inactive after saving and loading the game.
Fixed Time of Day Display showing the wrong icon during its scanning process.
Fixed some Quartz Memory Chips using different titles in the Databank entries, as compared to their HUD text.
Fixed missing SFX during Chap Blackbox audio playback.
Fixed an issue where the player’s camera could get stuck in place after trying to undock a blocked Tadpole three times.
Fixed certain investigations appearing in the Databank under “Closed Investigations” when they were still active.
Fixed Sandspear getting stunned while underground.
Fixed “You are being hunted” voice over failing to play when the player encounters a Marrowbreach for the first time at Camp One.
Fixed Hammerheads sinking to the seafloor too quickly after being stunned.
Epicurean can only be infected by one Tongue Thief at a time.
Removed flat texture from the bottom of the Teal Cyclopet.
Added several fixes for scannable objects being unscannable in specific locations.
Fixed some corals (and other stationary objects) that are harvested via Sonic Resonator shrinking drastically after being struck by the Resonator, where they appeared to disappear, demonstrated strange physics, or clipped under the game map.
Fixed an issue where saving then loading the game while holding a carryable Utility would prevent the player from accessing items in the toolbar via the assigned keybinds.
Fixed an issue where Nvidia Reflex and DLSS Frame Generation had inconsistent problems functioning simultaneously.
Fixed a means of getting under the map via a missing collision near the Observatory.
Fixed an issue where simultaneously performing the Carry and Drop action on a carryable Utility would cause the Utility to bounce off the ground.
Fixed missing Bloom color scheme on and around infected Angel Combs in the Ruins area.
Fixed an issue where picking up and immediately dropping a carryable Utility would cause it to launch itself into the sky.
🤿Fixed an issue where an out-of-charge Wakemaker caused the player to move even slower than they do with no Wakemaker equipped.
🤿Fixed an issue where crashes could sometimes create the appearance of a save file being deleted.
🤿Fixed an issue where multiplayer clients couldn’t Move certain Growbed items and, on attempting to do so, became severely desynchronized with the game server.
🤿Fixed an issue where bases would remain powered after their Power Storage ran out of energy.
🤿Fixed an issue where Steam clients would sometimes take an unnaturally long time to close.
Fixed an issue where FOV changes only took effect after exiting the Settings menu.
Fixed the “Close” button keybind on Pioneer Selection being nonfunctional.
🤿NOA Alert voice line no longer references the Lifepod after the player has build a NOA Terminal in their base.
🤿Fixed an issue where, if player uses Unstuck while holding a carryable Utility, the Utility would stick with them when they respawn.
Fixed an issue where the Tadpole’s collision could become offset from its model, for the host of a multiplayer session, if a client in that session exited the Tadpole while it was moving.
Fixed an issue where Sandspears would float out of the ground, while acting like they were in the ground, if their nest location was blocked by an object like a base or Tadpole.
Sealed off an area where the player could get under the map near the east side of Power Plant.
🤿Fixed an issue where Metal Farms produced resources while the UI signaled a lack of power.
🤿Fixed an issue where particles would flicker when Vertical Sync and Nvidia Reflex were on at the same time.
🤿Fixed an issue where the “Warning Power Offline” message would play when Metal Farms finished production, despite the Farms still being powered.
🤿Fixed an issue where Metal Farms connected in a series would lose power when the starting Metal Farm, connected to base power, completed resource production.
🤿Fixed an issue where plantables would remain floating and functional after refunding a base that included a Growbed.
🤿Fixed an issue where Metal Farms remained functional after being moved out of range of their power source.
Fixed an issue where bringing up the Steam Overlay didn’t pause the game.
🤿Hard-to-scan Advanced Battery in the Ruins is now easier to scan.
🤿Fixed an issue where Solar Panels would stop providing power after 45-60 mins if there were multiple bases constructed at different locations in the save file.
🤿Fixed an issue where simultaneously dropping and throwing an object would duplicate that object.
Fixed text overlap issue in the Early Access message associated with the orange fence, which was present for some languages.
Fixed an issue where Tadpole upgrades that don’t have stacking effects could be equipped multiple times in the same Tadpole.
Fixed little gaps in the HAUL’s collision.
Nibblers now hunt small fish reliably and more visibly.
Fixed Sandspear being able to grab players from a minimal touch.
🤿Fixed an issue where refunding a base that has a Tadpole docked in it teleports the Tadpole to world origin (0,0,0).
🤿Fixed an issue where Power Cell Terminals could only be constructed on the lower part of a base or in the middle of a room.
Sealed off a spot where players could get under the map in the southwest of the Axum Metal Farms.
🤿Sealed off a spot where players could get under the map at the south side of the Observatory.
Sealed off spot where players can get under the map near Sparse Plains.
🤿Fixed an issue where interacting with one “Singh (Impaled)” blackbox prevents interaction with subsequent “Singh (Impaled)” blackbox.
Fixed Dive Elevator lacking collision.
🤿Improved interaction between bases and creature spawns, to better prevent creatures from spawning in bases or solid objects.
🤿Fixed an issue where changing a Custom Label solely by changing what letters are upper or lowercase would result in the label reverting back to its original formatting.
🤿Fixed an issue where hitboxes on harvestable items in Growbeds didn’t match the size of the plantable.
🤿Sealed spot that allowed players to get into the Observatory without opening its door.
Fixed an issue where bases remain unpowered after a Solar Panel from a different base is moved to connect to the unpowered base.
Added multiple crash and performance fixes.
Fixed an issue where players’ O2 didn’t deplete while attached to the exterior or sitting in a HAUL of an unpowered Tadpole.
Fixed multiple issues for individual resources that couldn’t be interacted with.
Fixed an issue where Portable Lockers could be picked up at long distances, if they’d been through a convoluted series of steps involving Tadpoles and their chassis.
Fixed inconsistency in the TSR min and max sliders.
Fixed large Lead Nodes and large Gold Nodes not displaying the resource ping icon when pinged.
🤿Fixed an issue where clients in a multiplayer session couldn’t trigger the signals for Camp One and Old Habitat.
Fixed an issue where changing a Signal’s color wasn’t reflected in the Signal Manager menu.
Fixed an issue where lit Flares would be consumed while the player drove a Tadpole.
Fixed an issue where Rebreather clipped into the character’s mask.
🤿Fixed an issue where Tadpoles could become stuck if jumped above the surface of the water and onto ground there, such as a base roof above the water line).
Fixed the construction area of the Time of Day display being much larger than the object itself.
Fixed multiple issues with selection highlights and UI overlaps.
Fixed some base objects not being able to be placed diagonally in relation to each other.
Fixed some posters being unable to be placed adjacent to each other.
🤿Fixed issue where decimal values were shown in base power HUD.
Fixed an issue where detaching the HAUL while a player is sitting in it causes spinning.
Fixed an issue where Tadpole Pens NOA dialog options persisted after completing the conversation.
Fixed issues where the audiolog playback button was inaccessible on controller.
Fixed missing impact and bounce when Hammerhead impacts something.
Fixed an issue where Utilities could be placed inside of Room walls.
🤿Fixed an issue where players would get stuck in the initial Biobed if they lost network connection during the initial print at the start of the game.
Fixed an issue where child accounts on Microsoft with cross-network permissions set to Blocked would see a broken Friends List UI.
🤿Fixed an issue where detaching and reattaching a carryable Utility to a detached Scout Ray chassis caused the chassis to spin uncontrollably.
Fixed “Some settings are not applied yet” message appearing incorrectly.
Fixed an issue where graphics settings might not be applied if they were changed immediately after selecting a new Graphics Quality preset.
🤿Fixed Scanner Station indicating nonexistent resource nodes.
🤿Fixed flickering light appearing on the edges of some windows.
Prompt to get out of chairs and beds no longer says “Let Go.”
🤿Fixed flickering seen on the World Tree when Shadow quality was set to High.
🤿Fixed an issue where Tadpoles left in a specific area near the Observatory became inaccessible.
🤿Fixed several typos.
Fixed an issue where “Scanner Required” voice over would play repeatedly when a client in a multiplayer session attempted to collect resources with a full inventory.
Fixed an issue where Blackbox signal names did not update to new language when the game’s language setting was changed.
Fixed an issue where the Shiver Leviathan was unable to attack players attached to vehicles or Utilities.
Fixed an issue where Global Illumination changing via the Run Hardware Benchmark option didn’t trigger the message to restart the game.
Fixed an issue where, in the ghost/draft for the Dive Elevator, the pipe portion ignored world objects, causing clipping once the Dive Elevator was built.
🤿Fixed an issue where partially deconstructing, then reconstructing a Biobed would change it to the free-standing variant.
Fixed an issue where the disabled building notice didn’t appear for clients in a multiplayer session after they crossed the orange fence.
Fixed an issue where Bioreactor would consume fuel immediately, even if set to Off.
Fixed some tools showing water-related VFX when in non-water places.
Fixed misalignment in Foureye attack, which created hitbox issues.
Added missing first time equip animation for Feedback Resonator.
Updated out-of-date icon for Feedback Resonator in scanning process.
Added icon and Databank entry for Modification Station.
Fixed Bloom infestations showing up with an Alterra logo on the Scanner Station.
🤿Replaced placeholder icon on Improved Fins in-progress blueprint.
Fixed missing prompt for Deconstruct Mode in Habitat Builder.
Fixed awkwardly worded interaction prompts that didn’t specify what the player was interacting with.
Removed misleading prompts on some Utilities that suggested they needed to be built in relationship to a wall or floor.
Fixed an issue where Power Transmitter beams could appear and disappear at random.
Atacamite can no longer be harvested with a Sonic Resonator.
🤿Fixed an issue where Unstuck wouldn’t work if the player was in a Tadpole.
🤿Fixed an issue with Basic First Aid Kit clipping into the player’s hands.
🤿Fixed mismatches between text and voice over in “Do not go out alone,” “Tailings Settlement,” “Wu - I’ve cracked it,” “over.txt,” “SOPHIE: In pursuit of Nahema,” NOA’s “Zip” dialog, dialog associated with the Power Plant, NOA’s “Quaker” dialog, the PDA notice about heat, PDA notice about death by barotrauma, Singh “Axum” logs, and Call of the Sea whispers.
🤿Fixed an issue where a client in a multiplayer session could complete the prologue without obtaining the Pressure Tolerance Adaptation by going through the door scan with someone who has the Adaptation or joining a session after a player who already obtained it.
🤿Fixed an issue where Adaptations could be obtained without healing the related Angel Comb (via some very tricky swimming).
🤿Fixed an issue where attaching a chassis to a Tadpole while docking that Tadpole could trap the player inside of the Tadpole.
Fixed an issue where tools attached to the rack on the back of the Tadpole could become stuck there.
Fixed an issue where swimming close to a wall could cause jittering.
Fixed performance drops caused by constructing many Power Transmitters near each other.
Fixed an issue where Gateway Spires sometimes didn’t give Tadpoles passing through them a full speed boost.
Fixed an issue where swimming backwards into a Gateway Spire caused the player to be propelled twice.
Fixed Gold and Atacamite triggering the same PDA voice line on being picked up for the first time.
Fixed the Chinese names 晨伟 and 庆星 being absent from the Russian localization of the game.
🤿Fixed an issue where the “Help Kids” voice line would play even after the relevant Angel Comb was remediated.
🤿Fixed an issue where base objects couldn’t be placed near ladders.
Revised Corridor Databank entry for consistency with in-game behavior.
🤿Added Proximity Voice Chat. As players get further away, they become harder to hear. Voice Chat is available as “always on,” “push to talk,” or “always off.”
Tracking Tag added to the game. Can be placed in carryables (like a locker) as a short-range beacon. If present in hand or inventory when reprinting, will increase black box range.
Players can now revive each other before reprinting. Revived players will keep their equipment and regain a small amount of oxygen. Downed players can also choose to immediately reprint and respawn back at their assigned Biobed.
Added Wave, Clap, Thumbs Up, Thumbs Down, and Frustrated emotes. Emotes are selectable from a new radial menu. Triggerable in water or on land, and can be interrupted by gameplay input.
🤿Players can now interact with each other to directly exchange inventory items.
Added Jegna and Grace character options in Character Customization, as well as two new color schemes for characters.
Interaction text on Upgrade Biobeds changed to clarify their use.
Added a distinct beep to player upgrade spots within a small radius.
Added a small flash to screen on Upgrade Biobeds.
Added flinch animations and VFX to Marrowbreach, Hammerhead, Nibbler, Needlershark, Epicurean, and Twin Eel.
Adjusted Bulletheads so they deal more damage but can now be dodged (...sometimes).
Added more Coral Crab animations.
Revised model and animations for the Bloom Parasite.
Improved Jelly Ring tentacles.
More Carryable Racks added to early game wrecks and human-made sites.
🤿Improvements made to the base building system’s placement UI, including alignment guide lines.
Improvements made to how the game handles Move mode for clients in a multiplayer session.
Updated Tadpole Dock icon to reflect updated model.
Base edits now account for size snapping, such that it’s possible to fully deconstruct a room with Shrink (among other things).
Trashcan is now functional as a trashcan. Items added to trashcan will be destroyed one by one after a short, five second delay.
Bases can no longer be built inside of Great Jaw.
Items that are preventing an object from being built are displayed in a list.
Changed Feedback Resonator’s interaction with creatures to stun them instead of causing them to flee.
Extended duration of the Sonic Resonator creature stun to 10 seconds.
Sources for Acid now appear as green dots in the Scanner HUD.
Repair Tool now unlocks after two scans.
Tadpoles that are destroyed outside of the Early Access fence teleport inside of the Early Access fence so that they can be recovered.
Signals adjusted to increase clarity and reduce HUD clutter. Icons get larger as player gets closer, and text will appear on hover for signals further away.
Save Codes can now be directly pasted into the Cloud Save Download input box.
Builder menu’s scroll position persists when closing and re-opening the menu.
Pinned recipes highlight when the player acquires resources relevant to those recipes.
Items shown in Pinned Recipes are no longer dimmed, to improve readability.
Improved error language for errors specific to non-Game Pass Microsoft users.
Audiologs show elapsed and remaining playback time.
Fixed an issue where entering a Tadpole after firing at a Bloom Canker with the Feedback Resonator would result in the Canker not being destroyed.
Added non-placeholder image in the Grow Bed Databank entry.
Fixed inconsistency in Slug categorization.
🤿Fixed an issue where the client in a multiplayer session could have their camera get stuck inside the starting Biobed.
Replaced placeholder Alterra icon on Carryable Rack blueprint fragments.
Replaced incorrect icon for Freesia Flower in Blueprints.
Fixed redundant Power Transmitter beams appearing for multiplayer clients.
Fixed Flare Databank entry being unlocked by the wrong scannable object.
Fixed units of measurement going unlocalized.
Fixed the Collector Leviathan’s shockwave working incorrectly in multiplayer.
Fixed name overlap when pinging a chassis attached to a Tadpole.
Replaced placeholder icon for HiHat in Scanner and Databank.
🤿Fixed issue where circles of light could be seen in base surfaces if a base was built in Anemone Hills.
Fixed issue where Beacon names renamed by clients in a multiplayer session would not display the updated name.
Fixed Hammerhead attacks on players using the wrong VFX.
Fixed issue where audiologs could appear uncollected if the player retrieved the log, swam away from the area, and then returned to the area.
Added missing animation for Foureye.
Fixed an issue where outlines on base objects wouldn’t always show.
Fixed inconsistencies in player markers in multiplayer.
Fixed an issue where the obstruction indicators wouldn’t always show when building bases.
Fixed an issue where base object ghosts were invisible to multiplayer clients experiencing high network latency.
Fixed an issue where rejecting a game invite would prevent the player from receiving new invites.
Corrected brightness of Electric Geordie VFX.
Fixed player clipping through Tadpole turbine.
Fixed an issue where some Facilities ghosts wouldn’t align themselves to the user during construction.
🤿Fixed the horizon line and sky flickering.
Fixed an issue where a Hydroelectric Turbine built outside a water current wouldn’t play its spin animation once moved into one, at least for multiplayer clients.
Fixed an issue where placing a ping on an object 150m away from the player would result in that ping actually placing 500m away.
Fixed level of detail issue for the Old Habitat.
Fixed an issue where two Epicureans could share a Tongue Thief.
🤿Fixed an issue where Habitat Beacons would remain and be indestructible after Deconstructing, Shrinking, or Refunding a base.
Fixed inappropriate lighting in the scan tunnel at the start of the game.
Fixed controller accessibility highlight persisting after exiting Settings.
Fixed an issue where Pneuma would appear to be a Halfmoon at long distances.
🤿Fixed an issue where Tailing Jars would have inconsistent sizing when placed in a room.
🤿Axum Bacterial Culture is now scannable.
🤿Fixed placing ladders in a sequence on top of each other, which was previously very hard to do.
Fixed signal of a chassis attached to a Tadpole staying in one spot after saving and loading the game.
Deepwing Egg Clump is now scannable.
🤿Fixed Hanging Tailing Jar ghost not representing the item’s actual size when manipulating the item in Move Mode.
Fixed overlapping between signals of Tadpole and its chassis.
Fixed corrupted visuals on tools when panning the camera while DLSS was active.
Added error message when attempting to dock a Tadpole in a dock already occupied by another Tadpole.
Added missing voice line when using Scanner Station for the first time.
Fixed player character clipping through Dining Chair and associated animation issues.
Fixed contextual visual issues on Dive Elevator.
Fixed sudden lighting change when swimming deeper in the opening area.
Added missing light sources in Shallows.
🤿Fixed sudden lighting change in one of the colonist bunkers.
🤿Fixed artifacting and flickering on clouds.
Fixed gas giant not matching the sky.
Fixed an issue where some UI would be visible before selecting a character, if invited to a game at the start of its session.
🤿Fixed an issue where batteries could be fully recharged and duplicated by saving and loading the game via an interaction with the battery reload system.
Fixed an issue where saving and loading the game right after refunding a base, and without closing the pause menu in between, would prevent the base resources from being refunded.
Fixed an issue where Bloom Parasite’s poison damaged players while they were in a Tadpole.
Fixed an issue where light sources would appear on rocks that shouldn’t be accessible to that light source.
Fixed an issue where Pressure Tolerance wasn’t shown in the Databank in Creative Mode.
Fixed an issue where Battery and Power Cell Terminals would charge and drain in Creative Mode (where power is not required).
🤿Fixed an issue where player character would A-pose if a Flare was thrown prior to the Lifepod launch sequence.
Fixed an issue where Marrowbreach could vibrate while swimming.
Fixed an issue where Hydroelectric Turbine’s propeller would spin when it wasn’t in a current.
Fixed noisy shadows on the player character’s body/suit.
Fixed overly strong lighting inside Lifepod during night.
Fixed an issue where the player could become trapped inside Tadpole after detaching the chassis, backing up, and attempting to exit the Tadpole.
## What changed
### Bug Fixes
- **Text display issues** — Fixed "Pin Recipe" text overrunning, incorrect translations, truncated keybindings in multiple languages, and cut-off character names
- **Keybind icons** — Fixed icons not displaying correctly on Windows Store platform
- **Performance** — Fixed excessive particles from dashing on water surface, Tadpole destruction and spawning costs, collision check errors, and performance degradation in Metal Farms area
- **Audio** — Audiologs no longer auto-play; unlocked audiologs provide notifications only and can be replayed individually in the PDA
- **Creature behavior** — Fixed fish getting stuck in place, Periscopic Clowncrab despawning after Sonic Resonator hits, and Sandspear requiring multiple approaches to attack
- **Base building** — Fixed Vehicle Dock and Fabricator placement issues, Growbeds unable to deconstruct, base pieces not deconstructing properly, and power display inaccuracy with connected bases
- **Scannable items** — Fixed missing scan data icons for Periscopic Clowncrab and Necrolei, difficult-to-scan items, and items incorrectly displaying "Requires Sonic Resonator" tooltip
- **Multiplayer** — Fixed Shiver Leviathan not attacking non-host players, Macaron Sponge causing network issues, and players floating in Awakening room
- **Lifepod cutscene** — Fixed crashes, softlocks, stuttering, unplayable launches, and players jumping out of starting area
- **Vehicles and tools** — Fixed Tadpole spawning with zeroed rotation, docking position shifts, becoming uncontrollable, and player tools clipping into wall mounts
-
Fixed "Pin Recipe" text overrunning the text field in certain languages.
Fixed incorrect translation of the prompt when loading a multiplayer game save in certain languages.
Fixed an issue where keybindings in some languages were truncated.
Fixed an issue where character names were cut off in some languages.
Fixed keybind icons not displaying correctly on the Windows Store platform.
Smoothed out Biomod progression throughout the early game to give players more opportunities to discover and use the Biomod system.
🤿 Added proper fleeing behaviour for most creatures when attacked by the Survival Multitool, preventing retaliation except defensively for a period afterward.
🤿 Audiologs no longer auto-play, reducing confusion, especially in multiplayer, where different players could trigger them for everyone. Unlocked audiologs now provide a notification only and are added to the PDA, where players can replay them at any time. Replayed audiologs play only for the individual player and continue playing even after the PDA is closed.
🤿 Fixed dashing-related activities on the water surface generating excessive particles that impacted performance.
Fixed Tadpole destruction and spawning being overly performance costly
Applied additional performance improvements related to collision checks and gameplay errors.
Added two more Biolabs, one in Coral Gardens and one in Axum Ruins.
Players can now unlock a total of six Biomods from Biolabs found throughout the world, up from four previously.
Players can now unlock additional passive Biomod slots by scanning creatures with the Bioscanner.
Players can now see the number of scans required for each slot unlock and their total number of Bioscans.
Creative mode now unlocks all Biomods by default.
Added unlock badges to display newly unlocked items in the Biolab.
Improved the wreck exploration experience with additional traversal and oxygen puzzles.
Ensured visual language on doors and buttons is more consistent throughout wreck interiors.
Moved and added rewards to reflect the various puzzle changes better.
Applied general cleanup, visual adjustments, and standardization across wreck environments.
Players are now able to sprint when out of the water, either on the surface or in their base.
Added default sprint mapping to allow players to remap sprint in settings.
Reduced default walk speed to balance with the new sprint speed.
🤿 Added a brief dizzy state for most creatures after being hit by the Sonic Resonator, preventing retaliation except defensively for a period afterward.
Improved particle fish grouping when swimming in groups.
Added missing scan data icon for Periscopic Clowncrab.
Added missing scan data icon for Necrolei.
Revised the Creature Naming and Discovery System to align with the previous game.
Improved Bloom Parasite behavior implementation and made it the primary encounter creature.
Balanced the Bloom encounter in Coral Gardens and Ruins areas to better align with game progression.
Adjusted several resources to ensure they have the correct Resonatable and Breakable data.
🤿 Applied additional Silver updates in Coral Gardens.
🤿 Added a Silver hint dialogue line when near Silver areas.
🤿 Increased the max deconstruct size of bases.
🤿 Addressed user experience issues with the Vehicle Dock and Fabricator to improve placement ease and clarity when the build area is obstructed or docking is unavailable.
Changed the placement of the Vehicle Dock and Fabricator to fit into smaller rooms and align with hatches and other base elements.
Reduced the size of the Vehicle Dock platform and rails to require less space during placement.
🤿 Improved the readability of placement ghosts when positioned behind objects or intersecting the water surface.
Added additional feedback messages to clarify when the Moonpool needs to be enlarged for vehicle fabrication or docking.
Added a new storage base buildable that does not contribute to nearby crafting systems, allowing stored items to be excluded from recipe completion.
🤿 Added a FOV slider to Settings.
Added a Discord and support site button to the Main Menu.
Reorganized databank entries, with further UI visual and layout changes planned for a future update.
Created a new art asset for the storage cache, with previous in-game unlocks updated to use the new asset.
Added the World Tree Relic decoration (seen in the trailer) as a buildable item.
🤿 VFX indicating which objects are blocking deconstruction and building are now visible through walls.
Improved third-person animation for players when on land.
Added eye blink and eye tracking for players.
Improved the dialogue priority system to better determine which audio plays depending on context, ensuring higher priority callouts take precedence and preventing multiple audio lines from playing simultaneously. Additional improvements to the priority system are planned for future updates.
🤿 Applied updates for text and voice-over mismatches.
Added a temporary radio sound effect to the new voice-over line related to Silver, with final voice-over coming in a future update.
Added music to the Lifepod cutscene.
Updated the save system to handle previously unlocked Biomods.
Improved performance and stability of the Lifepod ride.
Added a notice screen on Xbox for non-Game Pass subscribers when attempting to enter the multiplayer menu or join an online session, as a Game Pass subscription (any tier) is required to play multiplayer.
Added an option on Xbox to report other users in multiplayer.
Revised What Information Do We Collect and How We Share Your Information sections in the Privacy Policy This revision covers how we are planning to process voice data for the upcoming Proximity Chat feature in the next update (EA 1.2)
Fixed a potential crash when exiting from the Main Menu.
🤿 Fixed a crash when loading a save from a previous game version.
🤿 Fixed an issue where gaming laptops with an Nvidia GPU would be capped at 60 FPS.
Fixed cutting Macaron Sponge and breaking Cage Gorgon releasing unnatural particles that impacted performance.
🤿 Fixed performance degradation over time when playing in the Metal Farms area of the map.
Improved performance related to character animation.
Fixed TSR min and max sliders displaying incorrect values on first interaction in settings.
Fixed non-graphic setting changes being applied instantly when leaving or switching tabs without confirmation.
Fixed sharp shadows on gameplay light sources, such as the Scout Ray and Haul Chassis, to produce soft shadows at a distance.
Fixed waterline post-process colouring failing to activate at night.
🤿 Fixed an issue where fish would sometimes get stuck in place.
Fixed Periscopic Clowncrab behaving unnaturally and despawning after being hit with the Sonic Resonator.
Fixed Sandspear behaviour when unburied, requiring players to approach multiple times before it correctly initiated an attack.
Fixed Flash Slug being listed in an incorrect databank category.
🤿 Fixed an issue where collecting one of Wu's blackboxes before triggering the NOA prompt for that blackbox caused the blackbox to permanently display a signal.
Fixed zone overlap checks being inconsistent, which could prevent the game from recognizing a player as correctly being in a room or near an object.
Fixed the Large Power Plant not fully glowing upon scanning.
Fixed the Sonic Resonator missing its looping resonate VFX and audio.
🤿 Fixed some items being incorrectly placed in the player's hand.
Fixed the Fabricator displaying as closed when interacted with from a distance.
Fixed the Dive Elevator occasionally failing to extend.
Fixed the lit Survival Flare being holstered when interacting with an Adaptation core. It is now discarded instead.
🤿 Adjusted the position of a current that could cause player traversal issues, where the player would bump into physics and become stuck.
Fixed gameplay being un-pausable while certain menus were open in single player.
Fixed Water Bottles reappearing in the crate after saving and loading the game.
Fixed missing collision between the Scout Ray Chassis fin and the character model.
Fixed player tools clipping into the wall mount on the back of the Tadpole.
Fixed the Tadpole spawning with zeroed rotation when created with the Vehicle Fabricator.
🤿 Fixed an issue where flickering lights could be seen in foggy areas of caves.
🤿 Fixed docked Tadpole shifting position after loading a save or after traveling far away and then returning.
🤿 Fixed Tadpole becoming uncontrollable for a player after picking up dropped equipment.
Fixed the PDA not reacting immediately after interacting with the Cicada dive suit in the starting area.
🤿 Fixed the Welcome Center's NOA message log audio overlapping with audio from other dialogue sources.
🤿 Fixed several audiologs appearing non-functional after collection, if you traveled away from the collection location and then came back.
Fixed players occasionally being unable to launch the Lifepod in the starting area.
🤿 Fixed an issue where pressing F8 to open the feedback menu during the Lifepod cutscene caused a game softlock.
🤿 Fixed players jumping during the Lifepod cutscene causing them to remain in the starting area after it ended.
🤿 Fixed the Lifepod cutscene not playing correctly or heavily stuttering for some players
Fixed the Lifepod launch softlocking when the cutscene video file was deleted.
Fixed Starving, Dehydration, and Dying effects triggering during the cutscene.
Fixed the NOA Terminal being interactable from outside the Lifepod.
🤿 Fixed several scannable items being difficult to scan.
Fixed the Spotlight object in Tadpole Pens not being scannable.
🤿 Fixed an Advanced Battery part at a specific location not being scannable.
🤿 Fixed regular resource nodes incorrectly displaying a "Requires Sonic Resonator" tooltip.
🤿 Fixed players being unable to scan Bloom Sap using the Scanner tool.
Fixed Silver nook resource pickups using outdated logic and art.
Fixed two Copper nodes overlapping each other inside the cave near the Old Habitat.
Fixed a missing PDA notification pop-up upon scanning Troilite.
Fixed the Sulfur resource not being detected by the Scanner Station in one of the Heat Zones in the Overgrown Ruins.
Fixed a Quartz Crystal node on top of the broken piece of Coral Dome in the Shallows area not being gatherable.
🤿 Fixed an issue where the Shiver Leviathan wouldn't attack non-host players in a multiplayer game.
Fixed a Water Slug being unpickable due to Feather Kelp being placed in the same spot under the Lifepod cave.
🤿 Fixed fish randomly becoming stuck in one position and unable to be picked up.
Fixed several Freesia Flowers being misplaced in the Overgrown Ruins area.
Fixed Jellies and Surge Jelly sharing the same image in the Databank.
Fixed Lucifer Rotsac's databank entry being listed under the Tunics section instead of Rotsacs.
🤿 Fixed an issue where placing a Macaron Sponge in a Growbed would cause network issues for non-host players.
🤿 Fixed players without Pressure Tolerance being able to pass through the starting area scan if the Host with the Adaptation was scanned alone, causing issues for those players once on the surface.
Fixed players appearing to float in the Awakening room when joining a multiplayer game.
Fixed Growbed Freesia Flower size displaying incorrectly for players after rebooting the game.
🤿 Fixed players seeing Tadpole props and bubble effects as if the Tadpole was moving while it was docked.
Fixed an issue where clicking an item in the builder menu would scroll to center it instead of selecting it.
🤿 Fixed an issue where, when two bases were connected by a Power Transmitter and the player saved and then loaded the game, one of the bases' power displays would stop displaying accurate information.
🤿 Fixed an issue where Growbeds placed on top of a base sometimes couldn't be deconstructed.
🤿 Fixed an issue where the Collector would sometimes cause base pieces to construct instead of deconstruct when colliding with "ghost" pieces.
🤿 Fixed an issue where VFX indicating construction/deconstruction blockages didn't show in some circumstances.
🤿 Fixed an issue where base pieces couldn't be deconstructed even after all attachments had been removed.
Fixed Sea Moth decorative model's name sometimes being rendered incorrectly.
Fixed the selection area of Main Menu buttons being offset slightly from the buttons' visible area.
🤿 Fixed several Blackbox signals being deleted after retrieving them.
Fixed signal textbox focus being lost when another player edited the signal.
Fixed inconsistent coloring of Save Game Mode text between Save slots and the Create New Game page.
Fixed keyboard input not being recognized after selecting a text field with a controller.
Fixed icons remaining visible during the respawn black screen and after reprinting.
Fixed UI options in Settings menus appearing misaligned.
Fixed language changes not being reflected in the language option text box.
Fixed Battery Terminal unlock progress being missing from the In Progress category after scanning its first part.
Fixed the progress bar for downloading a Cloud Save Game being hidden on subsequent downloads.
Fixed collapsed Blueprint categories expanding again when switching menus in the Fabricator and Builder tool.
Fixed the close prompt not displaying the prompt key in the Report User Content window.
Fixed specific text appearing at an inconsistent size compared to other elements in the Habitat Builder tool.
🤿 Fixed Underwater Blur being enabled, even when toggled off in Settings.
Fixed jittery movement when scrolling through Settings menu on handheld devices and controllers.
🤿 Fixed an issue where handheld devices would display mouse-and-keyboard input buttons when first launched.
Fixed an issue where Profanity Filter setting would default to On at the start of each game session.
Fixed players being unable to unpin Biomod recipes once unlocked.
Fixed the Camouflage Biomod not working correctly when stationary on the surface of the water or attached to a Tadpole.
Fixed Biomod icon borders not displaying correctly.
Fixed the player character animation displaying incorrectly when swimming above assets placed close to the water surface.
Fixed some Axum logogram translations not being correctly capitalized in certain languages.
## What changed
### Bug Fixes
- **DLSS** — Fixed crashes and settings not saving correctly
- **Frame Generation** — Fixed not being available in certain game versions
- **Game crashes** — Fixed rare crash when starting games
- **Multiplayer** — Fixed clients reverting to previous position when rejoining sessions
- **Hammerheads** — Fixed occasionally not being attracted to Flares, and no longer attack unpiloted Tadpoles
- **Strike Armor modification** — Fixed stacking additively and causing game-breaking states
- **Goggles** — Fixed remaining visible in first-person view when exiting Tadpole Haul Chassis as passenger
- **Crash reports** — Added additional context for better debugging of hard-to-reproduce issues
### Balance Changes
- **Interior Walls** — Reduced cost to 1/4 of previous price
- **Marrowbreaches** — Increased overall damage, reduced attack frequency
- **Nibblers** — Reduced perception range and movement speed, but increased circling duration before attacking, sensitivity to Multitool, and overall damage
### Other
- **DLSS** — Upgraded to version 4.5
- **Terms of Service screen** — Localized text callout
## Overall
Subnautica 2 received stability improvements for DLSS and multiplayer, balanced several creature encounters, and reduced base building costs.
Fixed issues that could cause DLSS to crash the game.
Fixed issues that could cause DLSS settings not to be saved correctly.
Fixed Frame Generation not being available in certain versions of the game.
Upgraded DLSS to version 4.5.
Reduced Interior Wall costs to 1/4 of their previous price.
Fixed Hammerheads occasionally not being attracted to Flares.
Increased overall damage of Marrowbreaches.
Spaced out Marrowbreach attacks to occur less frequently.
Reduced Nibbler perception range, making players less visible to them.
Increased the duration Nibblers circle the player before attacking.
Reduced overall movement speed of the Nibblers.
Increased sensitivity of the Nibblers to the Multitool.
Increased overall damage of Nibblers.
Fixed a rare crash when starting games.
Fixed Clients (not the game host) reverting to their previous position when rejoining a multiplayer session.
Hammerheads no longer attack unpiloted Tadpoles. Hammerheads can still take an interest in Tadpoles.
Fixed Strike Armor modification stacking additively, which could result in a potentially game-breaking state.
Fixed goggles remaining visible in first-person view when exiting the Tadpole Haul Chassis as a passenger.
Localized text callout on the Terms of Service acceptance screen.
Added additional context to crash reports to provide better details for hard-to-reproduce issues.