Do not go anywhere yet
Hardest instinct to fight. Drop into the world, look around, find the immediate landmarks. Original Subnautica players will recognize the move: oxygen is your clock, the surface is your home.
A spoiler-light 60-minute play for launch night. Works whether you are solo, two-player, or running a full 4-person co-op crew. Updated once we have hands-on hours in the EA build.
Hardest instinct to fight. Drop into the world, look around, find the immediate landmarks. Original Subnautica players will recognize the move: oxygen is your clock, the surface is your home.
Scanning unlocks recipes. The fastest way out of the early "I have nothing" wall is to scan three or four nearby objects and watch what your fabricator suggests next. Ignore the deep-zone stuff for now.
Not a base in the impressive sense. A single room, a locker, a water filter or food cooker, a beacon. Something that turns "swim back to spawn" into "swim back to a safe room with my stuff in it".
End the hour with a single sentence answer: next session I am going to do X. Could be a depth upgrade, a better tool, a Seamoth-class vehicle if you have unlocked the recipe, or splitting roles with your co-op group.
No rush. Lean into scanning and a tight survival loop. Most original-Subnautica strategies port over directly.
Split it: one stays at the surface base on storage and recipes, one goes scouting. Switch after the first deep dive.
Builder, explorer, gatherer, plus a fourth on vehicles or emergency supplies. Pick before launch night, not during.
Resist autopilot. Recipe chains may have changed and creature behavior will be different. Treat scans as your first source of truth, not memory.