Subnautica Postmortem

Jonas Bötel

Lead Programmer, Unknown Worlds Entertainment Subnautica First-person

Single-player

Underwater

Adventure

Subnautica First-person

Single-player Exploration

Underwater Survival

Adventure Story Product Subnautica PC & Mac

Steam

January 2018

$25 USD

Subnautica PC & Mac ARC

Steam PS4 WeGame

January 2018 Oculus Discord

$25 USD Epic

→ 2 million copies Development Plan Reality Small project Big project

Unity

Casual / iPad PC & Consoles

4 developers 25 developers

6 months 5 years

→ $10 million USD cost  Idea Idea Blue Ocean Strategy

Underwater

Survival sandbox

Science fiction

No guns! Be Spiky → Klei

Prototypes

Good Bad Underwater Modular submarines

Open world Modular controls

Oxygen management

Flooding

Tech progression Good Bad Underwater Wonder & Fear Modular submarines

Open world Discovery Modular controls

Oxygen management Tension → No feelings

Flooding Tension

Tech progression Intrinsic Rewards

→ Feelings! Emotions The Design of Subnautica Charlie Cleveland

Game Director

Wednesday, March 20th, 9:00 AM

Room 3016, West Hall Meanwhile...

Feedback Beautiful look

Thalassophobia

Bathophobia

→ Feelings

⚠ No gameplay!

Minimum Viable Product Minimum Viable Product Priorities! Artists

PC platform Level designers

Crafting Editing tools

Single-player → More developers

Handcrafted world Earliest Access Some biomes

Some creatures

Some crafting

No submarines

→ “Earliest Access”

→ Telemetry & Feedback Telemetry & Feedback

Runway Money ran out

Early Access

Learnings Creatures terrify Underwhelming sales

Accidental horror Barely enough revenue

→ Need impactful features

→ Priorities!

Perseverance Monthly updates

More discovery

Themed updates

→ Cyclops

→ Reaper

Communication

Traction STREAMERS

250 million views

??? Runway Money ran out

→ Early Access

→ Infinite money Production Roadmap Leverage existing systems e.g. Base building = Safety

→ Trailblazing = Exploration

→ Farming = Survival

→ Moonpool = Progression

→ Map room = Discovery

→ Intrinsic rewards!

Telemetry Unity Analytics Game event ≅ website visit

Raw data Matomo

Custom processing Amazon Redshift

⚠ GDPR ⚠ Hey, listen! Fix negative feedback

Integrate positive feedback

Call out suggestions

→ e.g. Dead Cells

Iteration* Evaluation Survival sandbox

Exploration adventure ✓

But why?! ? Brian’s Epic Chart

Descend

Explore

Discover

...

Aliens! Story Main story implicit

Concurrent storylines ✓

Overlapping parts → Nonlinear !

Cut Multiplayer Ecosystems

Terraforming Emergence

Colonization Transfuser

Weather Technical Debt

Survivorship bias Result

Open Development Open Development

Feedback Streamers Revenue Features

Views Games as a Service

Revenue Features

GaaS

Retention Game Development as a Service

Revenue Features

GDaaS

Viewers Early Access is a show

Marketing Youtubers

Twitch streamers

Steam features

Social media

Press Infinite Market Fragmentation

Cluster exhaustion Summary Emotions Streamers Show Summary Build prototypes Design for emotions

Define spikes Listen to your game

Minimum viable product Listen to your players

Get user feedback Listen to your instincts

Iterate

Execution matters Summary Streamers generate traction

Open development

Community management

Early Access is a show

Ship often Thank you!

Jonas Bötel

@codelumpn We’re hiring! https://unknownworlds.com/jobs/