If you’ve been playing the Experimental branch of Subnautica on Steam Early Access this week, you may have noticed that the entire loot system and crafting tech tree have been reworked. I wanted to write something quick detailing the what and why of these big changes.
There were a few basic problems I wanted to solve:
- It wasn’t clear for players where to find a particular type of loot. Sometimes this was due to the loot being in too many different places or because the loot element itself was abstract or overly-scientific (Carbon, Membrane, Rutile, etc.). Players would see what elements they need in the crafting menu, but then have no idea where to find it.
- Many recipes were very