Anthony Gallegos
Reporting and statements that mention Anthony Gallegos.
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You still can't kill fish in Subnautica 2, but starting tomorrow you'll at least be able to 'stun'…
Subnautica 2 is receiving a 1.1 update that introduces a stun system for aggressive creatures, allowing players to temporarily incapacitate them with the sonic resonator instead of killing them. Creative director Anthony Gallegos revealed the change, which also includes improved creature flinches when hit with the survival multi-tool. This update aims to address player feedback regarding creature interactions and transitions from passive to aggressive states.
Subnautica 2's first proper update is coming tomorrow, bringing in much needed creature behaviour changes and more
Subnautica 2's first major update, launching July 8th, introduces significant changes to creature behavior, including improved flinches and stunned states, to make player interactions more impactful. The update also adds more early-game biolabs for Biomod swapping, creature scanning for passive biomod slots, clearer PDA navigation with audio log playback, and new personal storage options.
Subnbautica 2, counting 4M players, teases multiplayer improvements and the next major content release
Krafton's Unknown Worlds has announced that Subnautica 2 has sold four million copies in early access. Future updates will include improvements to the biomod system, wrecks, blight encounters, and voice-over priority. The developers are also working on multiplayer enhancements like emotes and less-laggy proximity voice chat, alongside a major content drop featuring a new zone, creatures, resources, and story.
Subnautica 2 studio "hard at work" on new updates as it shares more details on the features its 4 million players can expect next
Developer Unknown Worlds is actively working on updates for Subnautica 2, which has reached 4 million players. Upcoming improvements include enhancements to the Biomod system, wrecks, parasite encounters, and voiceover priorities. New social features like proximity voice chat and character customization are also planned, alongside the first major early access content drop featuring a new region, creatures, resources, and a new chassis. The studio aims to implement these changes without requiring players to restart their existing saves.
What to expect from Subnautica 2 update 1.1
Unknown Worlds is preparing the 1.1 update for the early access survival game Subnautica 2, which will introduce new creatures, resources, a new biome called "The home of the Collector Leviathan," and the return of the Prawn Suit. This update will also include a progression and story-driven extension to the game's adventure, with Design Lead Anthony Gallegos describing it as the "scariest the game has been yet."
Subnautica 2's next region will be its "scariest" yet, but it hides the chassis we've all been waiting for
Unknown Worlds Design Lead Anthony Gallegos shared details about the upcoming first major early access update for Subnautica 2, Update 1.1. This update will introduce a new, "scariest" region featuring the Collector Leviathan and a highly requested chassis, likely the PRAWN Suit. The update also includes improvements to the Biomod system, performance, multiplayer features like emotes and proximity voice chat, and expanded player customization.
Subnautica 2's first major update "brings back one of the most requested player experiences" and will be…
Unknown Worlds design lead Anthony Gallegos teased that Subnautica 2's next major content drop for its early access version will reintroduce a highly requested player experience, likely the PRAWN Suit. The update will also feature a new region with creatures and resources, aiming to be the scariest the game has been yet, and will include quality-of-life improvements like proximity chat.
Subnautica 2 promises to add 'one of the most requested' features, but sorry, it's not a knife you can…
Unknown Worlds Entertainment is planning future updates for the early access survival game Subnautica 2, including the highly requested Prawn Suit from the original game. While a combat knife for players to kill hostile creatures is not planned, creature aggression has been balanced. The developer is also working on improving multiplayer proximity chat and adding emotes.
Unknown Worlds talk about what’s coming to Subautica 2 in Early Access
Unknown Worlds has detailed upcoming updates for Subnautica 2's Early Access period, focusing on expanding core systems, adding co-op features like proximity voice chat and character customization, and introducing new content such as a vehicle and explorable region. The developers are prioritizing player feedback, particularly regarding the game's approach to vulnerability and survival over traditional combat, aiming to improve creature encounters and player mitigation tools.
Subnautica 2 devs were glad it worked out after all the scary headlines about delays, but they weren't paying much…
Lead designer Anthony Gallegos expressed relief that Subnautica 2 succeeded despite significant development challenges, including delays and a lawsuit involving parent company Krafton. He stated that the development team remained focused on creating the best possible game, driven by their passion for the Subnautica franchise.
Subnautica 2 tries to be more like Alien: Isolation than Silent Hill 2, which is why the leviathans are invincible now
Subnautica 2's design lead Anthony Gallegos explains that making leviathans invincible is inspired by games like Alien: Isolation, not a commitment to pacifism. This design choice aims to maintain tension and threat by removing the option to fight, drawing parallels to how players often mastered combat in games like Silent Hill 2 rather than engaging with its horror elements.
Part of me wishes we could see the Subnautica 2 the devs scrapped: The Dwarf Fortress of ecosystem simulators
Subnautica 2 game design lead Anthony Gallegos revealed that Unknown Worlds explored numerous scrapped ideas for the sequel, including an ecosystem simulator and a more expansive planetary exploration model similar to No Man's Sky. While some concepts, like a complex clam and urchin ecosystem simulation, were deemed too difficult to convey to players, others were considered before the team settled on the current direction for the game.
Subnautica 2's no-killing policy isn't because it's 'a game about pacifism', says design lead, but because players would 'master the crappy combat' over anything else
Subnautica 2's design lead, Anthony Gallegos, clarified that the game's no-killing policy is not about pacifism but a design choice to prevent players from mastering combat over exploration. He explained that removing combat encourages players to engage with the world and maintain the intended tension, drawing inspiration from games like SOMA and Alien: Isolation.
Subnautica 2 Dev Addresses 'Misunderstanding' Around Decision Not to Let Players Kill Predators
Subnautica 2 design lead Anthony Gallegos addressed player concerns regarding the decision to disallow killing predators in the upcoming underwater survival game. Gallegos clarified the developers' intent behind this design choice, aiming to resolve misunderstandings about the game's direction.
The demand for weapons in Subnautica 2 reveals the difficulty of separating open worlds from conquest
This analysis explores the design of Subnautica 2's open world, contrasting it with conventional genre tropes and discussing its thematic implications of colonialism and player agency. Designer Nikhil Murthy's insights highlight how the game attempts to move away from 'amusement park' design by de-emphasizing player conquest and focusing on a narrative of disposable labor and environmental interaction.
Subnautica 2 dev apologises for telling combat-seeking players to "go play Sons of the Forest or something"
Subnautica 2 developer Unknown Worlds has apologized for a previous dismissive comment regarding player requests for more combat options. The studio clarified that while combat is not the focus, they are working on improving creature behavior and player mitigation tools to make encounters feel fairer. The game has seen significant success in Early Access, despite a past legal dispute with former co-publisher Krafton.
Subnautica 2 "creature mitigation" a priority for updates as dev is stunned by players with no sense of danger: "I don't think we thought people would build by wolves"
Unknown Worlds Entertainment plans frequent updates for Subnautica 2's Early Access, focusing on 'creature mitigation' after being surprised by players building bases near dangerous creatures. Design lead Anthony Gallegos stated that while major updates will add new content, minor updates will address issues like creature aggression and player feedback. The studio is committed to improving in-game feedback for creature interactions and creature 'downtime' rather than introducing player weapons.
‘We aren’t a killing game’: Subnautica 2 doesn’t reeeaaally want players mass-murdering fishies
Developers at Unknown Worlds are discussing the combat and creature interaction mechanics for Subnautica 2, aiming to provide robust deterrence options rather than direct player weaponry. The team is exploring ways to make encounters with predators more engaging without encouraging mass culling of underwater wildlife. This comes amidst player feedback and internal discussions about the game's design philosophy regarding player agency and interaction with the environment.
Don't expect to kill fish in a future Subnautica 2 patch: 'You are here to exist on this planet, not to…
Unknown Worlds developers have stated that players are not intended to kill wildlife in Subnautica 2, emphasizing a theme of coexistence rather than domination. While tools exist to repel creatures, the studio aims to maintain tension and a sense of the player not mastering the world, a lesson learned from player behavior in the original Subnautica.
The Subnautica 2 fish self-defence debate rages on, as the game’s non-violent themes clash with player desire to fend off underwater threats
Subnautica 2's emphasis on non-violence, where players must evade rather than fight aggressive creatures, is causing frustration among some players who desire defensive options. While developers Unknown Worlds, including lead game designer Anthony Gallegos, are committed to this design choice, they are open to ideating on new ways for players to defend themselves without resorting to killing. This clash between developer intent and player desire for self-defense, particularly against smaller threats, is a recurring point of discussion within the community.