
Subnautica
Crash-land on an ocean planet, then spend dozens of hours too scared to go deeper, but going anyway. Subnautica is survival-crafting with genuine dread and beauty.
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Subnautica drops you into the wreckage of a downed spacecraft on a planet that is, almost entirely, ocean. There is no land to retreat to. From the very first moments, treading water above a drop-off that disappears into dark blue nothing, the game establishes its central tension: you need to go down there, and down there is frightening. It is a survival-crafting game at its mechanical core, gathering resources, building a seabase, assembling progressively capable submarines and dive suits, but the way it uses the underwater setting turns those familiar loops into something that feels genuinely singular. The progression system is built around scanning wreckage fragments scattered across different biomes to unlock blueprints, which means exploration is always purposeful. You are not grinding; you are hunting for specific pieces of knowledge. The biomes themselves range from shallow, sunlit coral reefs that feel almost welcoming, to bioluminescent mushroom forests, to volcanic thermal vents, to the kind of crushing deep-trench darkness that will make you turn around and go back to your base to sit quietly for a moment. The creature design earns special attention: the fauna feels genuinely alien, with behavior patterns that reward observation. Some things are aggressive. Most just have their own lives to lead, and learning which is which is half the game. For a game of this scale, and it is a large, dense world, the solo development DNA shows in ways that mostly work in its favor. The pacing is deliberate and trusts the player to be curious rather than chasing quest markers. The story is delivered through scattered audio logs and environmental detail, and while it is not elaborate, it is enough to give the survival loop a spine and an ending worth reaching. The sound design deserves a paragraph of its own. The ambient underwater audio, the distant calls of creatures you cannot yet identify, the hum of your own submarine, it functions almost like a score, and it is one of the better examples of audio worldbuilding in this genre. Playing with headphones is not optional; it is the intended experience. The rough edges are real and worth knowing. Base-building can feel fiddly, and the inventory management is the kind that requires periodic trips back to reorganize storage rather than flowing naturally. There are performance hiccups on some hardware configurations, and the occasional bug that clips through geometry or breaks a crafting sequence. These have been reduced over years of updates, but the game is not spotless. Players who need clear objective markers and structured mission design will find the open-ended exploration loop more disorienting than liberating. And if thalassophobia, the fear of deep open water, is something you experience even mildly, approach with awareness. The game is designed to evoke that feeling, and it succeeds. For the right player, though, this is the kind of game that reorganizes your sense of what survival games can be. It is patient, atmospheric, and built by people who clearly cared about every depth zone. The moment you finally descend into a biome that had been scaring you for hours and realize you built yourself capable enough to survive it, that feeling is hard to manufacture and Subnautica does it repeatedly.

Indie & narrative
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Requisitos del sistema
Mínimos
- Processor
- Intel Haswell 2 cores / 4 threads @ 2.5Ghz or equivalent
- Memory
- 4 GB RAM
- Graphics
- Intel HD 4600 or equivalent - This includes most GPUs scoring greater than 950 points in…
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Información del juego
- Desarrolladora
- Unknown Worlds Entertainment
- Distribuidora
- Unknown Worlds Entertainment
- Fecha de lanzamiento
- 23 ene 2018






