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#subnautica development
bonicle · 6 months
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i love screenshots of prototypes like what the fuck is even happening here
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badlydrawntma · 2 years
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THIS IS A CRIME
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businessboybrick · 18 days
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WHY must EVERY game be early access now? I feel like half the games I own don’t even have an ending. Tearing the concept of early access apart with my TEETH
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gardensandtaverns · 1 year
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The Importance of Interest
It's been a little while since my last "on making a game" installment, and I'm in a mood to talk about interesting things... so why not Points of Interest in light of my current pet project Everwyld?
I'm in the midst of developing a world that has been truly abandoned, where players have few intelligent entities to interact with - no people, gods, robots, or holograms. This is, in a sense, the survival game of survival games: players will only have the tools they can create and knowledge they can accumulate for themselves. And if I'm being honest, I'm taking a not-insignificant amount of inspiration from Subnautica, since they made this vision an excellent reality.
(Going forward, blanket spoiler warning for locations in Subnautica. If you haven't played it and don't suffer from thalassophobia, you certainly should.)
The first challenge, and one that's doubly difficult in the analog format I'll be running this game while I develop the setting, if building player investment through their interactions with the world. Different genres and titles accomplish this in different ways.
The classic survival-crafting game Minecraft has kept players invested over its service life through the addition of new features, biomes, mechanics, the introduction of multiplayer, and a thriving, supported modding community. The multiplayer survival-crafting FPS Rust created interest for players in the world through the inclusion of other players, and the option to cooperate or resort to every-man-for-themself anarchy. Subnautica accomplishes this investment of players in the world through the inclusion of alien environments. This doesn't just mean the alien lifeforms, but the concept of the deep sea and what the various environments look like - which are often shockingly accurate excluding the giant man-eating fish - are alien to so many people who don't have the means or guts to dive through the deep ocean, and I count myself among them.
Something all of these games (and more) include to further create a player interest in the world and exploring it, though, are points of interest. None of them are unbridled wilderness. Minecraft's structures range from thriving villages, to abandoned mineshafts and shipwrecks, to the strongholds. Even the Nether and End dimensions have their own native structures. Subnautica has not only the various debris fields from the Aurora, but the Enforcement Platform, the submarine alien facilities, and the Degasi bases. In Rust, a variety of monuments dot the landscape with various traits, loot, and benefits.
Not only do these structures and points of interest enhance the world, but they change how the player will interact with it. A Subnautica player may build bases near major resource deposits or repurpose existing structures for their benefit. A Rust player may establish their base near an easy resource cache, like the farmable Underwater Rocks. In Minecraft players may use large structures as a base, or as a point of reference when navigating the functionally infinite world.
So what kind of points of interest will I be including in Everwyld? Well, as I said, the world was abandoned. It's a region largely reclaimed by nature, so much so that the artificial blemishes have all but faded. My players will start in a place truly devoid of signs of settlement, a beautiful and serene glade... (which I've taken the liberty of rendering in Unreal Engine 5 here)
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Nearby are most of what they will need to survive: a source of flowing water, a game run that cuts through the forest, but what encourages them to venture from this serene space will be their curiosity as to what happened to them, and how they can hope to get home. This world is full of natural dangers, but if they brave them and survive they may find the remnants of a village where the stones jutting from the ground make odd squared angles, or a monolith that a tree has grown to encompass.
Mayhap they'll uncover something better preserved underground, or through some advanced means, that will hold answers and tools for them to delve deeper into the mystery and find their way home.
Until next time!
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lesbiten · 1 year
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i will always be of the opinion that so many people (men) ended up not liking subnautica below zero purely because the mc is a woman who talks and has opinions on things
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enderpearlgurl13 · 2 years
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When you finish a really good fic with an interesting plot that gave you severe emotional whiplash throughout the shenanigans and cliffhangers that has a satisfying conclusion but then you snap back to reality
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nerendus · 1 year
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I thought I was done with Subnautica once and for all (at least until Below Zero goes on sale)...but my sister who played it said it has been years and she doesn't remember much of it......
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soul-of-rei · 14 days
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nothing like the feeling of getting jumpscared by a ghost leviathan spawning at the corner
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To help everyone understand the gravity of the situation with Unity's recent bullshit, here are some games made in unity:
Cult of the Lamb
Bendy and the Ink Machine
Untitled Goose Game
Road 96
Cuphead
Power Wash Simulator
Genshin Impact
Getting Over It
Inside
Tem Tem
Kerbal Space Program 1
Kerbal Space Program 2
Rust
Rimworld
Outer Wilds
Dream Daddy
Thomas Was Alone
I Am Setsuna
Tunic
Night in the Woods
Pony Island
Return of the Obra Dinn
Among Us
Pokemon Go
Hollow Knight
Ori and the Blind Forest
Ori and the Willow of the Wisps
Vampire Survivors
Two Point Hospital
City Skylines
The Long Dark
Firewatch
Oxenfree
Subnautica
Subnautica: Below Zero
Fall Guys
Many, MANY MORE
Unless you only play tRIpLE A titles this will most likely affect a game you like. Hell, it can even affect really big games like Pokemon Go.
For a long time, starting years and years back, a lot of people have been talking about the preservation of games and being against moving to digital only games for reasons like this, and how the greed of various big companies in the game industry will negatively impact access to games and their preservation. It's happening. This will impact games that are already out. This will impact games being made. This will impact games made in the future. So if you care even a teensy tiny bit about a single game made in unity, or you care about the future of game development period, I suggest you pay very close attention.
A good article from an indie developer detailing the changes and exactly how it screws devs over:
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44gamez · 8 months
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Subnautica 2 Release Date Window Set by Developer
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Subnautica 2 is on its method this yr, based on a latest earnings report from writer Krafton. In improvement by Unknown Worlds Leisure, the aquatic crafting survival sport is coming to PS5, PC, and Xbox Sequence X.
Subnautica sequel coming this yr
Final yr, the Korean writer indicated that it hoped to launch the subsequent Subnautica sport in 2025. Nonetheless, Game Watcher reported that the PUBG writer is now capturing for a 2024 launch date window. Particulars are scarce, however the brand new sport will reportedly take gamers to “a wholly new alien planet.”
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Regardless of the radically totally different climates, Subnautica and Subnautica: Under Zero each befell on Planet 4546B. Whereas Under Zero launched loads of new creatures, there have been additionally a couple of returning faunae. Others had been regional variations or evolutionary relations of creatures gamers encountered within the first sport. Whereas there may be nothing mistaken with that, a brand new planet presumably means a complete new world of issues to find. It can even be fascinating to see how Subnautica 2 continues the favored collection’ ongoing metanarrative. The primary sport noticed gamers racing to search out the treatment for an alien pathogen referred to as the    Kharaa Micro organism. An alien race often known as the Architects got here to Planet 4546B to check the micro organism however deserted the planet after the illness broke containment. Under Zero ended on a cliffhanger concerning the destiny of the Architects, and the brand new sport will hopefully reveal what occurred to them.   Followers will little doubt even be keen to find what occurred to Robin and Al-An, the protagonists of Subnautica: Under Zero. The final sport ended with their arrival on the Architect homeworld. Krafton’s point out of a brand new planet implies that the subsequent Subnautica sport will probably choose up from there. Source link Read the full article
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Folks talking about Game Devs dropping Unity or how it won't hurt small indie devs with under 200,000. Are missing the point.
Some of these Unity games can't change to another engine because they have years of code piled on top of each other at this point. aka POKEMON GO. They'd basically have to rebuild the game from scratch.
Not to mention Unity is mostly used by phone app games or Indie's that are lucky enough to get picked up by console. Indie games on Mobile easily pass 200,000 downloads. Temple Run 1 and 2 are in Unity, Crossy Road, Angry birds 1 and 2, and Hearthstone. All of these past 200,000 downloads years ago but aren't bringing in money now except hearthstone.
The Developers will do what happened to the first Angry birds app. They'll take it down, build it in a new engine for "HD", and add a shit ton of micro transactions. We are about to lose countless original versions of the OG pre lootbox mobile games.
We are also about to lose some of the biggest Indie games of the last decade. Among Us, Plague Inc., 7 Days to die, the original Slenderman game and it's sequel, I am Bread, Ori and the Blind Forest, Dream Daddy, Overcooked 1 & 2, Pathfinder online, Cup Head, Bendy and the Ink Machine, Oxygen Not Included, Bloons Tower Defense 6, Beat Saber, Subnautica, The Stanley Parable, Untitled Goose Game, Power Washing Simulator, Fall Guys, Inscryption, Phasmophobia
And the big one FUCKING HOLLOW KNIGHT. Silk song has already been pushed back out of this year specifically because it's being made by a team of like 3 people. It is so close to being finished and now they are being told they have to start over from scratch basically. Hollow Knight got over 200,000 downloads from being on playstation and was eventually put on Playstations subscription service. Every cent they made from hollow knight has gone back into making silk song. Which might now be delayed by multiple years and oh they are going to have to use some of that funds to pay unity now. Or find a way to get out of a contract with playstation. Because folks will keep downloading Hollow Knight for free and Unity will send the Hollow Knight team the bill.
oh and there's one more teeny tiny game made in Unity that you guys might not want to suddenly disappear. One with almost 3 years of monthly code updates, one with 139 million downloads to date, and 4.8 million monthly users.
Genshin. Guys Genshin Impact is made completely in Unity and that's not a game that can have it's code just copy and pasted to another engine.
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dezertvideogames · 6 months
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The Subnautica of other fears
Subnautica is a game infamous for it's almost all ocean planet, underwater worldbuilding, and deep sea gameplay. It's also the bane of all thalassaphobia peeps.
So here's the subnautica of other phobias
Claustrophobia Fear of Tight/Cramped Spaces - The Forest Series : After a plane crash leaves you stranded in a strange forests, something increasingly becomes... wrong. The caves around don't help.
Scopophobia Fear of being watched or the center of attention - Brighter Day : A weirdcore horror game where something is definitely watching you and definitely following you.
Entomophobia/Arachnophobia - Grounded : You play a group of kids who are stuck in a "honey I shrunk the kids" incident. They are forced to venture across their yard, and survive the various common insects around.
Megalophobia Fear of very very very big things - The Utility Room : An experience. More of an experience then a game and fever dreamish, worth it, and mysterious all the way. It's almost as if the universe accidentally left one strange dev room behind.
Nyctophobia Fear of darkness - Amnesia: The Bunker (from the Amnesia series) : It's a first-person survival horror. You play a French man trapped in a bunker during WW1, while being hunted by something inside its darkness.
Autophobia Fear of being/feeling alone - Firewatch : You work in a national park in order to watch out for fires. Traveling across the Wyoming wilderness takes a complicated turn.
Hemophobia Fear of blood or bleeding - Iron Lung : What awaits you in the deep of a strange moon. Trapped in a submarine you have no choice but to find out.
Amaxophobia Fear of car accidents or being run over - Decimate Drive : After freeing yourself from a kidnapping, the world you wake up to is full of hostile cars.
Final Boss Games:
Lethal Company
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Fun with friends :D
Genre: Indie Comedy Horror
Takes place on alien planets in outerspace
It's multiplayer, and very fun, but as soon as it hits the fan the sound design works hard to immerse you in the sudden loneliness. The games sound design is one the major players of Lethal Company's fear. As soon as a friend walks away the proximity chat teaches you just how separated you now are.
Before you know it you have had something unfriendly following behind you, and finally finding the silhouette of a friend in the dark you are betrayed by the creatures of the Lethal Company universe.
Fear of Darkness
Fear of Loneliness
Fear of Being Watched
Fear of Outerspace
The Metro Series
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Genre: Survival Horror Shooter
You play the beautiful and amazing Artyom Chynornyj in the post-apocalyptic world of Metro. Developed by Ukrainians and based off the Russian book series + Polish fanon writing community.
The world of Metro is unfair and unforgiving, full of mutated creatures, and the leftover souls that the destruction of humanity left in it's wake. Crawl across the underground of Russian cities, or panic across the even more dangerous world of the destroyed above.
Fear of Darkness
Fear of Wild Animals
Fear of Deep Water
Fear of Ghost/The Supernatural
Fear of Insects/Spider
Fear of Heights
Fear of Dead Bodies
Fear of the Cold
No Man's Sky
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The scariest game I've ever played. I don't know why, but this game freaks me out. I know the picture I chose was harmless, but I did that on purpose.
This game is beautiful, but don't let that fool ya. This world will leave you no hesitation lost in the unpredictable randomly generated horrors of space. From planet that are all water, to colossus creatures you see for only a split second, to the infinite colorless expanse of space.
Megalphobes and astrophobes, this is your subnautica
Fear of Outerspace
Fear of Darkness
Fear of Cramped Spaces
Fear of the Unknown
Fear of Very Very Very Big Things
Fear of Deep Water
Fear of Loneliness
Fear of Caves
Fear of the Supernatural
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alexriesart · 1 year
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Development of the Ventgarden for Subnautica: Below Zero.
I always liked the idea of worlds within worlds.
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velikaja · 1 month
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different subnautica stuff, including robin, al-an and my silly guy
ah yes apparently me and my friend developed a strange addiction to leviathans
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V if you're reading this it's us
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defectivevillain · 3 months
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every tomb, every sea (spit the blood from your teeth)
pairing: Hannibal Lecter/Reader
summary:
Your head throbs and you bring a hand up to your temple, frowning when your hand comes back spotted with blood. Your ears are still ringing and a dull ache travels through your cheekbones and across your jaw. ALERT: This PDA (Personal Digital Assistant) has now rebooted in emergency mode with one directive: to keep you alive on an alien world.
The reader's race and gender are ambiguous; no pronouns or physical descriptors are used.
word count: 7.5k | ao3 version
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author's notes: This was supposed to be Hannibal-focused, but Subnautica quickly took hold of my brain and didn’t let go. Sorry not sorry. This is super self-indulgent and I am not ashamed.
This will not be canon compliant, because I haven’t finished the game yet. (Please please please don’t spoil it for me, I will cry.) PDA messages (except for the last one) are taken directly from the game! And to maintain biblical accuracy (haha), I wrote the beginning from the game’s opening scene.
warnings: mentions of cannibalism; blood/violence, ocean exploration (swimming, strange creatures); prolonged isolation; derealization, depression, hopelessness, survivor’s guilt, and contemplating life and death; panic attacks, hyperventilation, dry heaving; and some spoilers for Subnautica. Just… the trauma of crashing on an alien planet…! Being alone for so long..! It’s so crazy!111!
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During your time on the Aurora, you never expected it to malfunction. And maybe that was optimistic of you but… hell, it’s a brand new-ship! As an employee of Alterra, you were privy to the majority of the ship’s construction process. The organization was unusually methodical with this particular ship’s development, ensuring that everything was up to regulation before dispatching the vehicle. You suppose you can understand that—after all, there were about 150 passengers designated to the ship. Even a commercial giant like Alterra can understand the potential fallout of losing that many lives—especially ones tied to the company’s inner workings. 
Safe to say, when you first heard the alarm sound off, you thought it was a drill. That notion was quickly dispelled, however, when you noticed how your companions scrambled about to ensure their safety. It seemed that this was no drill. A voice coming from the comms urged you to abandon ship, striking fear into your heart and forcing you into motion. You raced down the hall and towards the nearest escape pod, climbing down the ladder and finding the nearby seat before pressing the button to launch the pod. Restraints immediately swept down over your shoulders, anchoring you to the seat. Immediately, you felt the pod shake as it separated from the Aurora; when you glanced up, you could catch a glimpse of the ship through the hatch in the ceiling. For an awful moment, everything seemed to fall to a horrible silence. Frozen, you watched through the hatch as the sky was suddenly overtaken with a rusty crimson—loud booming sounds confirming your fears that the Aurora was exploding. You grasped at the restraints with sweaty hands as the pod continued to tremble and shake around you. The fire extinguisher wrenched its way off of the wall and the cover for the control panel flew off, bouncing around the space as the pod hurtled down through the sky with increased speed. Alarms blared and red lights flashed menacingly. You could hardly take a breath before the metal lid of the control panel suddenly rushed towards you, sending a harsh pain through your head and submerging your vision in an overwhelming darkness.
The first sensation you register when you wake is an uncomfortable heat stinging your skin. As you blink your dry eyes open, you realize that you’re still strapped into your seat—restrained as fire roars along the pod. You frantically press at the button to release you, and it takes a few moments before the device finally lifts from your shoulders and leaves you to get off of the seat. Smoke has already settled in the air, and the flames have overtaken nearly half of the pod already. You don’t think you have much time. Coughing, you make a grab for the fire extinguisher—which lies precariously near the fire—and attempt to extinguish the flames. Within a minute, the flames have died down—leaving you to take in the tarnished lifepod around you. The control panel is shooting sparks and the smoke is slowly fading from the air. Taking a deep breath, you pull out your Personal Digital Assistant (PDA) and tap on the screen with a shaking finger. Immediately, the screen turns blue and displays a message: 
[BOOTING IN EMERGENCY MODE]
[LOADING…]
100%
Your head throbs and you bring a hand up to your temple, frowning when your hand comes back spotted with blood. Your ears are still ringing and a dull ache travels through your cheekbones and across your jaw. 
PDA ALERT: You have suffered minor head trauma. This is considered an optimal outcome. 
You blink dazedly and grab at the ladder in the middle of the pod, needing to regain your balance. You’re not sure how long you stand there, the far too calm programmed voice of the PDA droning in your ears. Moments later, when spots stop dancing before your eyes, you regard the PDA in your hand and read the alert. 
PDA ALERT: This PDA has now rebooted in emergency mode with one directive: to keep you alive on an alien world. 
Back on the Aurora, you mainly used the PDA to monitor your health—while occasionally glancing at the Databank feature to do research on your intended destination. You never explored the device at length, because you didn’t think you would need to. Of course, you regret that now—as you’re scrolling through the device’s interfaces and attempting to learn how to use it. As the alert mentioned, it appears that you’re stranded on an alien planet. Dread coiling in your chest, you finally glance up at the hatch on the ceiling of the pod. You spot a flash of movement—likely a bird of some sort—but it is quickly lost in the overwhelming canvas of blue sky. 
PDA ALERT: Please refer to the databank for detailed survival advice. Good luck. 
You huff a wry laugh. You’re going to need all the luck you can get. Shaking your head, you swallow hard and start climbing up the ladder. While you’d like to hide in your pod forever, you know that you’ll need to survey your surroundings for resources. The pod has a radio that is definitely damaged; one fabricator for crafting raw materials into items and another for medical kits; and a limited amount of rations—with only two bottles of water and two nutrient blocks. It’s abundantly clear to you, in that moment, that the pod isn’t meant for long-term habitation. Taking a deep breath, you ascend up the ladder and stand on the ceiling of your pod, only to find vivid turquoise waters all around you. You look around frantically, only to realize that there’s no land in sight. The only disruption from the crystal waves of the ocean… is the fiery, crumbling wreckage of the Aurora. Smoke billows from several areas of the ship, and flames race across the surface. You feel something tighten in your throat and you choke on a breath, tears falling down your cheeks as you try to come to terms with the horrible reality you’re faced with. 
PDA ALERT: The Aurora suffered orbital hull failure. Cause: unknown. Zero human life signs detected. 
Zero signs of life. You fall down to your knees and grasp at the wet railing at the top of the ladder, fighting for breath. Your chest feels tight, your eyes burn, and you’re overcome with emotion. One thought cuts through all the static in your mind: you have no fucking idea what you’re doing. You can hardly survive in optimal conditions! How in the hell are you going to survive in the middle of the ocean, with no food or clean water in sight? 
You desperately scan the horizon for other escape pods, but all you can see is the ocean. There’s no sign of any human life, except for you. The thought is nauseating enough to make you dry heave. You cough and hack until you regain your breath, then get to your feet once more and attempt to push away your spiraling thoughts. Sitting around and moping won’t do you any good. You suppress the urge to curl into a ball and descend down the ladder of your pod to survey its condition. Besides the broken control panel and radio, everything appears to be functioning properly. You decide to look through your PDA again, paying special attention to the section titled “Survival Package.” You read through the attached “Survival Checklist” and attempt to remain calm, despite everything in you screaming that you aren’t ready for this. 
It’s a good thing first aid is listed as the first item on the list—you had entirely forgotten about your head wound. You take a first aid kit from the medical fabricator and apply it, successfully getting rid of the pulsating feeling that was concentrated in your temple. The steps after that are fairly self-explanatory, but it’s nice to have a formal list to hold yourself accountable. Feeling a bit overwhelmed, you take a deep breath and look around the pod. There are a few existing blueprints on your PDA—one of which is a repair tool that will supposedly fix the radio. The radio is probably your priority right now, although you have a gnawing feeling deep in your chest that a rescue party won’t arrive. Unsurprisingly, you need several materials to make the repair tool—titanium, silicone rubber, and cave sulfur. You don’t have the faintest idea how to get any of those items, but you suspect they must be contained in the seemingly unending ocean you landed in. 
Heart racing, you climb down the side of the pod and take a deep breath, before submerging yourself under water. Thankfully, it looks like your pod landed in a relatively safe and shallow area. There are sand banks that rise and fall in peaks and cliffs, with brightly colored coral scattered about their surfaces. You spot a grey-brown rock nearby and swim up to it, surprised to find that it yields copper ore when you strike at it. The moment you receive the copper ore, your PDA scares the life out of you by providing commentary. 
PDA ALERT: Copper is an essential component of all powered equipment. Your probability of survival has just increased to unlikely, but plausible. 
You shake your head in disbelief, gritting your teeth and swimming back up for air. Thankfully, you were provided a standard oxygen tank. Unfortunately, it doesn’t last very long—forcing you to return to the surface rather frequently to regain your breath. Now that you have copper, you just need titanium—which is supposedly a common resource here—and silicone rubber. The silicone rubber can be crafted from creepvine seeds from the nearby plants, and you manage to swim over and grab some without disturbing the scary creature that resembles a crocodile. Along the way, you find scraps of metal that can be converted into titanium. By the time you’re back in your pod, the sun has set and you have all the materials you need to make the repair tool. It takes you a few minutes to craft everything correctly, but soon enough, you have a repair tool.
The device is rather cool, you have to admit. It stitches things back together at an atomic level, which is pretty fascinating to watch. You don’t have much time to devote to admiring its power, however, as you focus your efforts on sending a distress message through the newly-repaired radio. Once that’s done, you eat a bit of one of the nutrient blocks and sip on some water. Soon, food and water are going to be your biggest problems. While you remember the Aurora having a rather large cafeteria, the food was likely destroyed in the fires. 
You’re soon torn out of your thoughts by a blinking red light on your radio. Hope brewing in your chest, you jump and immediately press the button to play the message you just received. 
RADIO: This is Aurora. Distress signal received. Rescue operation will be dispatched to your location in 9….9….9….9…9 hours. 
You stare ahead at the radio in disbelief. A helpless, disbelieving laugh wrenches its way out of your throat. Surely that must’ve been a glitch. There’s- there’s no way help will take that long to arrive. Right? You bite the inside of your cheek hard enough to taste blood, before deciding that you’ll save that problem for the morning (whenever that is). From what you can tell, the planet has periods resembling day and night. Admittedly, you’re exhausted. And, if a small part of you hopes that this is all just a dream, and you’ll wake up in your bed on the Aurora… 
You dispel the thought and take a seat, before breathing in through your nose and closing your eyes. Despite everything that has happened—and the practically unquestionable fact that your chances at survival are horrifyingly low—you fall asleep.
In the days following your landing, it’s easy to lose track of time. You have no idea how many days you’ve spent on this planet… and you find that you don’t really care to keep track. You’ve been forced to focus on your own survival, especially as you slowly but surely make your way out of the biome you landed in and explore nearby. Once you craft a Scanner, you’re able to get blueprints from fragments of technology you find on the sea floor—in addition to scanning flora and fauna to learn more about them. The Scanner is very helpful, as you’re able to learn what plants and fish are edible without testing them yourself. 
You’ve crafted some other useful items with the help of the fabricator in your pod, including a rebreather to conserve oxygen, fins, and a radiation suit; a flashlight; and a waterproof locker for increased storage. Ultimately, you haven’t had much time to focus on crafting items—you’ve been busy ensuring you have enough food and water. Not to mention, since you repaired your radio, you’ve received a few transmissions from other life pods—which has led you to explore the waters as you search for survivors. 
The first lifepod you come across is Lifepod 3. They shared their coordinates through the radio, expressing the desire for someone to rescue them. Fortunately, their pod isn’t far from your own—and you swim over to the area with the guidance of your PDA, only to realize that Lifepod 3 is completely underwater. It rests innocuously on the edge of a small cliff. As you swim down, wary of the Stalkers that explore the waters nearby, you feel inexplicably apprehensive. It isn’t until you’re at the pod’s level that you discover the source of your apprehension. Lifepod 3 appears fine from above, but one side of the pod has been torn apart. There is no one inside—absolutely no sign that anyone even inhabited it, aside from the abandoned PDA resting on the ground and the metal scraps scattered throughout the sand. Needing air, you grab the PDA and swim up to the surface. Breathless, you tread water and look through the abandoned PDA, only to find a voice log from the two inhabitants. They were discussing a Seaglide—one of the forms of transport that you only have half of the blueprints for. There was a clear sense of fear in their voices, even as they evidently attempted to remain calm. 
You don’t know how to handle this revelation: the utter absence of any survivors (or even their remains)… the giant hole in the Lifepod, as if it had been swiftly ripped apart by some large creature… You feel sick to your stomach. Somehow, you manage to make it back to your pod. Honestly, you don’t remember swimming back from Lifepod 3. The wreckage is burned into your mind’s eye. Every time you blink, you see the pod getting attacked by a Leviathan—a class of organism you recently learned about after seeing the Reefback Leviathan in all its massive glory. Thankfully, the Reefback Leviathan—a positively humongous creature reminiscent of a squid—only feeds on plankton. You have an awful feeling whatever attacked Lifepod 3 had a much more voracious appetite.
Against all odds, you manage to keep moving forward in the wake of what you saw. It certainly isn’t easy, and you’re sure that the feelings you’re compartmentalizing will come rushing back eventually. But you have no choice. Survival on this planet takes up nearly all of your energy. You don’t have time to think about all of the death and destruction. You can’t slow down, can’t stop even for a moment. Otherwise… you fear you’ll lose yourself in the tragedy of it all. 
And just as you think things can’t get worse… they do. You’re forced to watch from afar as the Aurora experiences quantum detonation, sending the reactor into a critical state and releasing radiation into the nearby area. Soon you’re crafting a radiation suit and proceeding as if things are normal. According to your PDA, the radioactive fallout from the ship will have irreversible effects on the ecosystem. Even worse, there’s nothing you can do right now. You would need a hundred fire extinguishers to quench all of the flames on the ship. Not to mention, when you do attempt to get close to the Aurora, you’re intercepted by a Leviathan organism. You have no idea what it is—all you know is that it’s extremely long with four pincers, deep, soulless black eyes, and sharpened teeth. You just barely manage to escape the thing’s grasp by swimming along the surface of the water… but you take some damage in the process. The creature bites your arm before you can swim out of range. Even after you’re safely concealed in your pod, your heart is positively pounding out of your chest. 
You’re beginning to find that you’re very lucky, for a variety of reasons: your pod’s landing at the surface, first of all; not to mention, you sustained minimal injuries in the crash. The other survivors weren’t nearly as fortunate, you slowly learn. With each new radio transmission, you adventure out to the depths and find another Lifepod utterly wrecked and torn apart. You have yet to find a single living person. Instead, you’re forced to chase after ghosts—scavenging the wreckage and collecting the abandoned PDAs. 
At some point, you have to wonder: is any of this worth it? Is all of this effort really worth your survival? Moreover, why are you the one who has survived so long? What supernatural force decided that you get to live, while all of the other passengers you’re finding are banished to increasingly cruel fates? The survivor’s guilt you feel only increases with each empty Lifepod you find. The names begin to blur together. You can’t even count how many pods you’ve come across at this point—the thought is just too soul-crushing. And try as you might to avenge each person in your continued fight for survival… sometimes you just feel as if it’s all pointless and hopeless. 
That guilt is only exacerbated by a rescue party’s arrival into the atmosphere. You reach a nearby island where they’re supposed to land, only for alien technology to attack the ship upon its entry into the atmosphere. You’re forced to watch once more as a ship of innocent people explodes before your very eyes. 
Ultimately, you find yourself getting trapped in a never-ending routine. First, you find a clue that points to something that could help your chances at survival: a blueprint for some device or weapon, another Lifepod, a promise of rescue. Then, you investigate—only to realize that the device isn’t as useful as you thought, that the Lifepod is just a tattered shell, that rescue isn’t coming. Then grief wins. Eventually, something in you fights off the sadness and pushes you to keep going. You find hope in something new… and the brutal cycle continues. 
Somewhere along the way, though, you start to lose the feeling of hope altogether. After all, there are only so many times you can hope for something that will never happen. It’s a devastating blow to your psyche to constantly have the promise of survival ripped away from you. To protect yourself, you stop hoping for the best and start expecting the worst. This leads you to become some sort of husk of your former self.
Even the prospect of a new island isn’t enough to trigger any positive feelings in you. You just feel… empty. The beautiful scenery doesn’t provoke any sentiment in you. You don’t feel anything as you trudge up the hill that almost appears to have a worn footpath. You don’t feel anything as you enter a base and find an empty desk, an indoor growth bed, and a fabricator. You don’t feel anything as you search through the abandoned PDA and listen to the voice logs of more people who likely died in the time since the recording. 
Then a shadow passes across the floor at your feet, and the void of emotion in your chest is swiftly replaced with bone-deep fear. You tried to be cautious as you explored this island—looking around at the nearby wildlife to ensure there wasn’t anything that could hurt you. Was there an unseen predator lurking in the shadows? Your PDA did say that there were subtle signs of life here, but you had dismissed the message. Your heart thundering in your chest, you slowly turn around—only to find a shadowed figure in the doorway of the base. 
You flinch hard, hitting the wall behind you as you instinctively backpedal. When the figure takes another step closer, you immediately brandish your survival knife and hold it up threateningly. In the first few days since the crash, you wouldn’t have seen a need for the survival knife past retrieving samples from coral and creepvines. However, it’s been a long time since then—and you aren’t so foolish as to think that this alien planet will welcome you with open arms. You don’t belong here and you never have. Each day in this world, in these crystal waters, is an act of defiance against the aliens that reside here and the creatures that roam the dark depths.
The figure takes another step forward and the light from the base illuminates their face, revealing… another human. The two of you stare at one another in shock and disbelief. The man stares at you, eyes roaming up your body before finally settling on your face. You scrutinize him in the same regard, taking note of his unruffled appearance. He’s wearing a dive suit just like yours, but his hair is perfectly coiffed—as if he hasn’t gone underwater in several days. His eyes are a warm brown, with flecks of crimson. There’s something in his expression that you can’t quite pin down—and it unsettles you enough to hold your knife out in an attempt to keep the distance between you. “Don’t come any closer,” you warn him. 
PDA ALERT: Your vitals are rising past normal levels, despite your stationary position. Take caution and move to distance yourself from the stressor. 
Curse your PDA and its unfortunate timing. The stranger only seems amused by the commentary, as he holds his hands up in mock-surrender before posing a question. “How did you get here?” He asks, eyes flitting about the base as if looking for signs of your forced entrance. It takes you a few moments to realize that he’s asking about your arrival to the island in general—not necessarily his base. 
“I swam,” you respond sarcastically. Very little of your frustration is pointed at him, but venting about your situation to another living, breathing human takes some of the pressure off. You take a deep breath and try to summon some better manners. He’s the only human you’ve come across so far—and he may be the only one you ever find. You need to make a decent impression if you want to collaborate with him. “From my pod.” You explain. 
“You landed in the ocean,” he states, his brows climbing up his face in evident disbelief. 
“The flotation device was activated, so I landed on the surface.” You answer. You’re not sure why you’re telling him so much, especially when you don’t exactly have a reason to trust him yet. Of course, you want nothing more than to have another human to work with—but this is a matter of life and death. And hell, you haven’t met the aliens of this planet yet. Maybe they have shapeshifting abilities. The thought sounds rather ridiculous, you have to admit. 
“Are you from the Aurora too?” The man questions, confirming your suspicions that he was stranded due to the ship’s crash—just like you. 
“Yes,” you admit. Really, the crash is the only logical explanation for a human’s presence here on this planet. 
“I’ve never seen you before,” the man continues, staring at you intently. He seems surprised that the two of you didn’t cross paths on the Aurora. But there were more than 150 people on it, after all. You tell him as much and he seems to accept that explanation. Although, secretly, you’re wondering the same thing. 
The man’s gaze flits down to your knife, nonverbally questioning if you still need to be pointing the weapon at him. You shrug, not making a move to lower it. Instead, you gesture at him expectantly. “What’s your name?”
“Hannibal Lecter,” the man answers. Somehow, that name seems to fit him. “And yours?”
You tell him your name and he hums, staring at you as if trying to fit your face to your name. Eventually, you grow tired of his staring and continue walking through the base. Surprisingly, within a few moments, you hear Hannibal following behind you. You try to ignore him, but it grows increasingly more difficult. 
“Might I ask what you’re looking for?” Hannibal asks calmly. At least, you think he’s trying to sound calm—but there’s an air of annoyance veiled within his tone. You continue surveying the space, looking for anything that could be useful. You’re not going to take anything from him—you just want to ensure that you’re gaining all of the necessary resources from this island. 
“Anything, really,” you remember to respond, after you turn around and nearly crash into him. You quickly take a step back, beginning to suspect that Hannibal enjoys these small displays of intimidation. You really can’t be bothered by your own pride, so you decide to let him have them. “Is this your base? I saw others…” You trail off, crossing your arms over your chest. Something about this conversation is making you feel more vulnerable than normal. You attribute it to a lack of human contact.
“This one is mine,” Hannibal replies. You can sense he’s nearing the end of his patience, so you eye the door and plan to walk out of the base. Hannibal doesn’t move from his position in the doorway of the multipurpose room, forcing you to brush past him as you walk by. With your back turned to him, you roll your eyes and walk back outside. 
But again, he’s following you. At first, you pretend that you don’t notice. But your patience is quickly worn thin, and you turn on your heel to level him with a wary glare. “Why are you following me?” 
Hannibal remains silent, but somehow, you can sense what he’s thinking from the minute signs written across his form: the furrow of his brow, the pull of his lips. 
“This isn’t your island,” you feel the need to assert. “None of this is yours. We’re not meant to be here—you should know that.” So stop following me around, you think to yourself. But even this harsh dismissal is not enough to dissuade Hannibal, as he instead smiles an infuriatingly patient smile and continues to follow behind you.
Eventually, you give up on trying to get him to go away—and the two of you manage to strike up a conversation (albeit an awkwardly stilted and tense one). You both recount your descents from the Aurora, your crash landings on this planet, and the ensuing efforts at survival. Hannibal had landed near the island that the two of you are standing on now, which provided him with a safe haven from the sea monsters that lurked nearby. You trade blueprints and stories with him, finding his presence to be comforting. It’s been so long since you’ve had someone to talk to. And even if Hannibal seems a little off for reasons you can’t quite pinpoint—even if he is kind of a smug bastard—he’s still someone to talk to. Plus, he seems to warm up to you once you’re done exploring the bases on the island. The two of you even catch a few fish and cook them up for dinner. 
“You should stay,” he suggests after your shared meal, “It’s late.” His eyes flit to the water and you immediately understand what he’s trying to say. You don’t want to test the creatures that roam the night. You take a shuddering breath in, pushing past the inexplicable stab of fear that strikes at you, and decide to take him up on the offer. Hannibal seems strangely relieved after you agree, as if he was genuinely concerned that you wouldn’t survive the night. That’s an entirely fair concern to have, of course. You’re just surprised that he’s worried about you in the first place. You didn’t exactly get the impression that he liked you. 
Since you decide that you’re spending the night, you create a simple outfit using the fabricator in his base and remove your dive suit. Despite its efficiency in the water, the suit is incredibly uncomfortable to sleep in. With that in mind, you’re quick to change into your new clothes: a simple tank top and sweatpants. Hannibal returns moments later, only to stare at you silently for several moments. Growing self-conscious, you ask him what’s wrong. 
The man is still quiet. Then, suddenly, he lurches forwards—breaking the distance between you and looking you up and down. The thought sends a shiver down your spine, until you realize that he’s cataloging the scars littered across your arms. Hannibal seems to take particular interest in the bite mark on your shoulder—from the Leviathan creature that you later learned to be aptly named a Reaper. 
“How did you get this?” He breathes, his hand coming to grasp your shoulder. You barely resist the urge to flinch. You’ve grown to forget casual human contact in the wake of the crash. Physical touch since then could only be categorized as harmful: fish biting at you with sharp teeth, serpentine creatures brushing past you… 
“A Reaper Leviathan,” you respond after a second. His eyes are fixed on the mark with worrying intensity. “I was trying to get close to the ship.” At his silence, you continue. “...It’s kind of ugly, I know.” You grimace. 
Hannibal’s thumb brushes along the mark and his eyes meet yours. “It’s beautiful,” he murmurs, before turning his attention to the scar once more. “A mark of your continued survival.” You’re not sure why he seems so fascinated by it. Maybe he hasn’t seen a Reaper before? You can’t be sure. You suppose you’re just fortunate that he didn’t seem disgusted by the scar. 
“If you say so,” you choke out, lost for words. A prolonged silence settles over the space. 
“I don’t have a spare bed, I apologize,” Hannibal then says, his eyes falling to the room down the hall. It must be his bedroom, you think. This notion is confirmed when he motions for you to follow after him, as he leads you into the room. It’s a fairly nondescript room, with a desk off to one side and a bed in the corner. You must’ve missed this room when you were exploring before. 
“It’s fine,” you say, when you remember the conversation. “I can sleep on the floor.” That’s really the last thing you want to do, but he doesn’t need to know that. 
“Nonsense,” he says with a shake of his head. “You can sleep here.” He says, moving to sit on the right side of the bed and leaving the left half for you. 
You stare at the space he’s left for you for a long moment. Eventually, your fatigue wins against your apprehension. “...Okay.” You acquiesce, moving to sit next to him and tugging the covers over you. For a moment, the air falls silent. As you’re closing your eyes, you’re struck with the urge to maintain some semblance of mundanity. “Goodnight.”
“Pleasant dreams.” He responds, his voice sounding weirdly thick. You’re not so deluded to think that the emotion in his voice is because of you. But, regardless, you think you understand the sentiment: the confirmation that you aren’t completely alone in this world is reassuring and overwhelming in equal measure. 
Despite these thoughts and countless more musings, you manage to drift off in no time. When you open your eyes that morning, you find Hannibal staring at you. You freeze and stare at him back, unsure of what to do. After a moment, you inch backwards slightly and he lurches forward, his jaw suddenly snapping open to reveal rows of impossibly sharp teeth. You scramble backwards with a scream caught in your throat… 
…and fall to the ground, jolting awake. Your mind still can’t tell the difference between the waking world and a nightmare, and you feel yourself backing up to the corner of the dark room—holding your hands in front of you in a futile attempt at protecting yourself. Your chest is rising and falling with frightening speed, making your vision blur around the edges. You blink and suddenly Hannibal is kneeling before you, slowly inching his way closer until he’s wrapping his arms around you. You desperately want to resist the gesture, but your pride and dignity went out the window the moment you crashed on this planet. Relenting, you tilt your head down and close your eyes; Hannibal’s hand comes to bracket the back of your head as he presses you to his chest. You’re clutching at him, desperate for the sole reminder of your humanity. 
You’re not sure how long Hannibal remains on the floor with you. All you know is that, at some point, your back starts to hurt. You murmur that the two of you should probably get up, and Hannibal tentatively backs away and pushes himself up to his feet—before offering you a hand. After he pulls you up, the two of you head back to the bed. You’re briefly hit with embarrassment, but the feeling fades when Hannibal reassures you that it’s alright. You have no choice but to believe him as you close your eyes and fall asleep once more. 
Despite the events of that first day, your time with Hannibal on the island is rather uneventful. You’re lured into a false sense of security by the lush plant life, the calm breeze flowing through the trees, the sparkling waters, and his glittering eyes. You start to think that maybe, just maybe, things will be alright. You find yourself spending more time on the island and less time at your pod (although you do return whenever you need resources)... But it isn’t all good. There’s still one glaring problem: you can’t sleep well. 
You were sleeping just fine back on your pod and at your base, but here, you spend hours lying awake as Hannibal sleeps next to you. There’s something in you that just doesn’t want to let your guard down in front of him—some irrational part of you that sees him as another predator, just the same as the ones in the ocean. And at least those monsters are straightforward—they have sharp teeth, so you know to avoid them. But humans are entirely different. They’re all appearances. Hannibal looks non-threatening, but you just can’t shake away that initial wariness. It’s cruel of you to doubt him, after he went out of his way to comfort you that first night. But you can’t quite suppress your skepticism—especially considering it’s a survival mechanism that has gotten you this far. 
Wariness, coupled with a restless energy, leads you to step out of his bedroom late one night. You don’t really have an endgame—you just want a breath of fresh air and a break from the shared darkness that always seems to be watching you. Outside, the air does feel nicer. A blanket of stars covers the sky and the waves gently lap at the shore. You rub a hand over your face, turning on your flashlight and navigating down the admittedly treacherous and unstable hillside. You’re not sure where you’re going; you just want to keep moving. Being stationary is dangerous on this planet. To survive, you have to be moving constantly—whether that’s swimming through the water or prioritizing the tools and devices you need to make with the fabricator. If you’re not making progress, then you’re convenient prey. 
You soon find yourself near the main base of the island and, after a moment’s hesitation, you decide to explore the multi-purpose room. Back when you first arrived, Hannibal kept a very close eye on you as you investigated. With him breathing down your neck, it was hard to concentrate. Now that you’re alone, you find that you can really take everything in. As you look around, you remember the abandoned PDA you first found on the island, which contained a voice log from the Degasi Crash. The three survivors built the bases around the island (including the one you’re exploring right now). You weren’t able to glean anything else from the voice log, as it mainly contained recordings of the three of them bickering. You would’ve found that humorous in a different situation. 
Regardless, that’s the extent of your knowledge regarding the island. But as you remember how Hannibal ushered you through the bases with puzzling rapidity, you have to wonder why he was so eager to get you out of them. Did he think you would stumble upon something incriminating?  You contemplate the thought as you look around the space, eyes catching on an abandoned PDA near the far wall. You download the data and listen to the attached voice log, which only makes your heart thud against your ribs quickly. 
[DATABANK]
Degasi Voice Log #5 - An Unwelcome Guest
PAUL: There was a new arrival to the island yesterday. He says his name is Hannibal Lecter. 
BART: He says he came from the crash. He’s a little…
MARGUERIT: Suspicious. He’s very suspicious. 
PAUL: Eccentric is probably a better word. 
MARGUERIT: No, he seems dangerous. 
BART: How do you know? 
MARGUERIT: Trust me, kid.
BART: I’m not a fucking kid!
PAUL: Settle down, you two. 
PAUL: We’ll take him in. He could have valuable information.
MARGUERIT: I don’t like this.
PAUL: Frankly, I don’t either. But we don’t have much of a choice, do we?
MARGUERIT: Are you fuckin’ kidding? Of course we have a choice! We can just march down there and take him on! Three on one, no way he’s winning.
PAUL: (sighs)
The transmission clicks off. You stare at the wall in front of you in disbelief, your stomach stewing with anxiety. That gut feeling that something was off… You think you know what it is now. After all, the voice log posits that Paul, Marguerit, and Bart were the first ones on the island. Hannibal arrived after them. That timing is extremely significant. Assuming the three didn’t leave the island, there is only one explanation: Hannibal did something to the three survivors. After all, you haven’t caught even a glimpse or trace of any of them in your time on the island. 
Despite your misgivings, you decide to give Hannibal the benefit of the doubt. Maybe the three survivors went off on a sea expedition and encountered a Leviathan or a predator. That is certainly possible—although you think they would’ve mentioned a departure on the voice log if they truly planned to leave. You contemplate the thought as you explore the remainder of the main base. When you turn the corner into a new hall, your eyes catch on a murky crimson-brown stain splattered across the wall… and all of your excuses fade into obscurity. You’re forced to accept the truth: Hannibal killed the three survivors from the Degasi Crash. And judging by the utter lack of remains, he either buried them, threw their corpses into the ocean, or… ate them. 
You contemplate running away—heading for your escape pod, taking your Seamoth and moving as fast as you can. But you know you won’t be able to escape Hannibal. The two of you have the same blueprints and nearly the same resources. He has a Seamoth too—and it wouldn't take him long to notice your absence. Plus, there are countless organisms throughout the seas that could kill you in the blink of an eye. The ocean isn’t exactly any safer than this island—and that’s truly a terrifying thought. 
And there’s a notion that’s even more frightening: do you even want to escape him? Hannibal is the only other human you’ve come across in your time since the crash—and you’ve discovered countless pods scattered across the sea floor, in varying states of disarray. The chances of finding another survivor are astronomically low. You’re sure you would be able to get by on your own—you survived before him, and you can survive after him. But would that be good for you? There’s only so long a person can go without social interaction. 
“What are you doing?” You nearly have an out-of-body experience at the sudden noise. Heart racing, you freeze in place and keep your back turned to Hannibal—attempting to hide the abandoned PDA you’re holding from his view. “It’s late.” He says. 
You study the expression on his face and decide you’re too tired for mind games—too exhausted to attempt to conceal your knowledge from him. Perhaps that’s a stupid decision, but you can’t find it in yourself to care. If he kills you, he kills you. You don’t have much to lose—or live for—at this point. Knowing that, you turn around and meet his gaze head-on. “You killed them.” You say, your voice eerily calm. “Are you going to kill me too?” 
Hannibal tilts his head curiously. Despite the fact that he’s blocking the doorway, he doesn’t seem to be holding any weapons. There is no outright violence in his posture—only defensiveness. “No,” he promises. There’s nothing but sincerity in his expression, but you still can’t trust it. Besides, he completely ignored your accusation—which is essentially a confirmation that he did murder the Degasi survivors who found this island before him. 
“How can I trust you?” You decide to voice your thoughts. 
His brows furrow. The muscles work in his jaw as he contemplates the question. “I find myself craving your companionship,” Hannibal eventually answers. Judging from the way he’s looking at you, he desires more than your companionship. But, in an alien world with no realistic promise of rescue, that’s the least of your concerns. 
“And because of that, you won’t kill me?” You ask, not bothering to hide your doubt. 
“I have only my word,” Hannibal says regretfully. He takes a few steps forwards, effectively breaking the distance between you. In the blink of an eye, he’s pressing a survival knife into your hand before pulling your hand—and the knife—to rest against his neck. “But, should I go back on it… you may end my life.”
You can feel Hannibal’s pulse—steady and unyielding, even when faced with the truth. His posture is open and honest; there is no trace of deception anywhere to be found. Somehow, that is just as frightening as his lies of omission. Your heart thunders in your chest as you come to terms with what he’s offering you. It’s not what you want. You don’t want to kill him. After managing to shake off his grip, you return your hand to your side and level him with a cautious look. 
“I’m not going to kill you.” You say. Your voice sounds foreign. And your word is binding—you don’t plan to kill Hannibal (even if it would be karmic). You need him and he needs you: a symbiotic relationship like that of the Reefback Leviathan and the plants living on its back. The thought is distressing. You don’t want to have to rely on anyone else—don’t want to have to let down your mental defenses, only for your trust to be swiftly broken. 
It would be extremely stupid of you to kill one another, and you both seem to know that. That recognition sinks into the air between you, clinging to your clothes and sending a prickling feeling across your limbs. 
As if coming to an unspoken agreement, Hannibal nods and turns on his heel, evidently retreating back to his bedroom. Somehow, you can sense the intended meaning behind the gesture: he trusts you enough to let you explore on your own. You poke around the base for a bit longer, but at some point, you have to accept the inevitable and return to Hannibal’s bedroom. 
When you return, you find Hannibal’s eyes are closed as he lets out calm breaths. Swallowing hard, you try to be as quiet as possible as you move to take the left side of the mattress. After a few moments dominated by indecision, you pull the covers over you and recline back against your pillow.  Left to the rushing waves and your racing thoughts, the loneliness you’ve been fighting off suddenly comes rushing back, leaving you to feel terribly alone as you lie next to the only other human on the planet. 
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endnotes: Oh, you thought that being stranded on an alien planet meant you were safe from cliche tropes like sharing a bed? Mwahahhaha… never!!!
I know clothes aren’t a thing in Subnautica, but just let me have it… I just wanted unresolved tension and scars and intimacy… don’t look at me like that.
Sorry not sorry for the somewhat uncertain ending. I tried writing a happier one, but it just felt off. On the off chance that I do write another chapter (no promises), I wanted this to be realistic. I felt it wouldn’t be right if the reader just brushed off the fact that he killed three people. That’s a big deal! They need time to process that.
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thanks for reading! <3
check out my other works, sorted by fandom.
general taglist: @its-ares @excusemeasibangmyheadonawall @kingkoku @the-ultimate-librarian @gayaristocrat
friendly reminder that i don't give permission for my writing to be shared to other sites, stolen, copied, translated, or used in any way. thanks!
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transhoverfish · 8 months
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OK SO IM LATE BUT. MORE SUB3 NEWS!!!
so a few days ago, krafton (their publisher), apparently had this like presentation of their plans over the next like 2 years. and during that they talked a bit about sub 3!
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and this obviously creates a LOT of questions. not to worry, though, because unknown worlds added on to this:
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im honestly not surprised by this. iirc, when below zero released they said it would be a WHILE before the next game, and they only announced this back in like... january? now, the first game's release was in january, and bz was in may, so it's definitely possible early access with be in spring of 2025. those games did not have multiplayer aspections tho! its possible we'll wait until mid 2025, and full release will likely not be until 2026. but who knows? the first game took like ten to be fully finished!!
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and honestly. THANK GOD. i can't imagine any subnautica game having BATTLE PASSES or LOOT BOXES. i would have just straight up ignored this game 😭
i do wonder what these updates will entail! "many years to come" is definitely something interesting to me, because other than bug fixes... i dont remember sub or bz getting many updates post full release. is this referring to bug fixes, or is it implying that it will be in a state of early access for much longer? are they going to just keep adding new things (like the building update for sub1) and taking fandom suggestions? very interested!!
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maybe this is an unpopular opinion, but i actually,,,, dont want multiplayer. now i do like bz, and these games arent really intended to be horror games, but also bz is very noticeablely less scary than sub1. and some of it i think definitely has to do with all the extra characters and dialogue. its hard to feel isolated when you know al-an and marg are nearby. so im very happy that it's optional, bc i know i will probably enjoy single player a lot more enjoyable!!
so now... SPECULATION.
so the first thing im curious about that the development team didnt mention:
"uncover the mysteries on an entirely new alien planet"
apprently we are NOT returning to 4546b. which im kind of sad about!! ik the story is very obviously done there, but it feels weird that its going to be some other planet this time around. THERE WONT BE PEEPERS!!!! (well there could be but it would be weird if some other random planet had the exact same lifeforms)
now my next immediate thought is: is this a direct continuation of below zero? my opinion is: no. probably not.
mostly because it mentions up to four players, and robin and alan are, if you look very closely, only two people. now they COULD just create two new characters to go alongside them (my fanfic brain loves the au idea of marg and ryley 🥺) but im just going to assume that with the addition of a new planet, we're going to drop the old storylines. which means no more degasi, sunbeam, aurora, or ayou sisters. we might move away from architects/precursors altogether! (my basis on this is absolutely nothing and i could be wrong, this is 100% just theorizing)
also, i imagine that it would be difficult to keep the plot the exact same with two established characters and then two new ones, depending on how this multiplayer aspect works. if its another crash, it would be a lot easier to just have the extra players die/survive, then try to work in a balancing act of one guy playing al-an.
(also i like keeping the ending of bz vauge. if they show up again, they would have to mention what happened to the rest of the architects, and i think it's much more fun if thats a mystery!)
((also also, im gonna drop a bomb on u all for a second. i actually,,, dont like al-an. i have a deeper connection to probably every single other character in bz. i think they really fumbled al's character and story and he is so incredibly bland to me. it feels like they go nowhere with how he was responsible for the kharra outbreak because the game ends immediately after he confesses! it would be nice to give him another chance, sure, but i personally dread the idea of even more al-an. sorry everyone for this horrible news))
HERE'S A CONCEPT IMAGE
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i hope they bring back some cut content creatures for this!! i noticed this new area looks VERY similar to the safe shallows, and several of the fish seem to be variations of ones we've already seen (im already seeing bladderfish and hoopfish color pallettes, and the shark resmbles some early concept art for the shadow leviathan, but with the ice worm's colors...)
will there be more land areas?? is it going to entirely underwater?? more kharra?? NO DISEASE AT ALL?? AAAAAA!!!!
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