"woah, physics. Hello early access" This is why I love Unknown World's. Instead of trying to hide their bugs to make their unfinished game look pretty, they drop a glitchy spastic vehicle in the ocean and say "we're working on it!" I loved subnautica and I know I'm gonna love this once it's fully released
I agree! They just want to give stuff to us in early stages to see feedback. If people dislike it then why would they as an Indie Studio pay so much time and money on fully developing it. They dont trie to hide it and this is good because that means they are aware of the state of things.
Well you can’t really expect an early access game to be fully stable. Triple A developers just don’t have early access and only release the game once they think that it’s fully stable and complete. Occasionally that’s not the case and then they’ll try to patch it. I remember back in 2015 when Subnautica was just released (in early access) and there were a whole lot of bugs. Some were game breaking but really handy, like terra-forming land if you would just place a habitat. Once they patched that all of my bases were completely ruined so I just stared a new world.
Are you sure? This is the TH-cam channel for Subnautica, so I'm preeeeeettty sure this person, one of the developers of Subnautica, would know if it's a glitch or a feature.
No joke that would be cool and make sense too. The whole idea of this was probably inspired by lizards as some of them are capable of detaching their tail to leave as bait for the predator hunting them.
@@joost18JK There is a decoy module for the original game (cyclops) where it shoots out objects which leviathans are distracted by, if I remember correctly
Gibble Rivedal It should be used when truck is stationary and it should draw a lot of power to prevent it from being overpowered. But it would be really helpful when farming
The Seamoth and Cyclops are your dependable lesbian parents. The PRAWN suit is your crazy badass aunt that gets you into trouble/amazing adventures/barfights/precursor police cars every time you're out somewhere with her.
@@EimiYoshikawa shouldn't the Cyclops be a dad and the Prawn an uncle? I know they don't have an actual gender and can probably be changed to a female voice, but most people gender vehicles with A.I depending on the standard voice. Still, I like your descriptions.
"- Which is useful when studying small creatures and you can interᵃᶜᵗ with them via the storage module." I'm sorry, the voice crack caught me off guard. 2:22
I take this as a sign that they don't want to waste time perfecting or repeating reveal videos like this so they have more time making the game better.
So for the ability to connect the sea truck to a base, it can't really be a seamoth style Bay because of the modules. So instead, I suggest something like a hall-piece that has a male-connection-port (the one on the front of the modules) do you can back you sea truck directly into your base and walk from the seat to the base. It would work with any number of modules and I think would look pretty cool.
Riley Pearce-Mauger That’s actually s great idea, they do something like in the early Star Trek movies with the Enterprise and its docking bay idea. You could pilot the sea truck into a open docking port that the sea truck could flow straight through. Maybe add some windows or small aquariums around it and some computer screens and docking arms for affect.
I come with news from the present future! So Sea Trucks Cabs DO dock with Moonpools, but ONLY the Cab... I'd suggest instead of the MALE connection, as that's what the current endcap Prawn Dock Module uses, a Module Docking Ring instead would be a female connection the front module docks into so you could could use your Sea Truck Modules as part of a Sea Base. As it is right now, you can't really use the Modules separately because they need the Cab to power them, but the drawbacks in creating a huge Sea Truck mostly outweigh it's combined utility as a mobile base.
Nice. Would be awesome if you could dock it with a Habitat. One of the annoying things I found from the base game was ferrying items from the cyclops to a habitat.
It would be awesome if there was a moonpool spwcific blueprint (similar to the vehicle upgrade fabricator from base game) which would add a dock to the moonpool and possible allow you to access you stored contents.
@@johannesalbrecht3351 just imagine having the Atlas (just search for the concept art if you haven't seen it yet). A submarine bigger than the Cyclops with a giant front window over two decks. It's beautiful and could probably store two vehicles (or a sea truck with a couple of attached modules? Would be possible). Sadly the Atlas is pretty big - probably too big....
@@laurencebarnes5361 Atlas would ruin the atmosphere. It's so big you really wouldn't feel scared of anything anymore while you're in it. You're supposed to feel like a small being exploring a large alien world. Plus the atlas adds nothing to the game. It's just a bigger cyclops with no unique selling point. Wanting the atlas would be like wanting a faster seamoth. The cyclops IS the big sub, we don't need anymore big subs :/
@@GoldenShadowYT Exactly the reason why I prefer indie-games these days more and more. They are actually done with the soul and heart, not with the greed. Makes you wanna support them in any way you can, unlike AAA titles, who just can find a sponsor and roll with the punches.
@@Yaori999 I wouldn't call Unknown Worlds an indie studio anymore but they definitely fit the "fun and community feedback over money and popularity" bill most indie devs have.
A secondary engine module? something to be at the back of the seatruck. you wouldn't be able to attach anything behind it. This module would increase speed by 25 or 50%
There is a afterburner and a horse power upgrade for the Truck. The end piece isn't shown, but there is a Bed mod as well as a Docking mod that attaches to the back end and lets you tow a Prawn
Given the slight learning curve for piloting the Cyclops, I'm surprised they didn't just make you accurately reverse the sea truck into the modules, like you'd have to do with real trucks and trailers.
Well I mean not really. You arent affected by gravity as much cause you are being held up by water so it's much reduced weight. Not to mention the guy has spent days to weeks to even months just swimming, and was already in shape beforehand, so he might've found a more effective technique for pulling things.
@@krakkywakky863 You still have inertia to deal with. For me, the two ports on the back of the Seatruck look like they could be arms reaching back for the module, and that pulls the separated module into place. That would be a nice idea though, where the character grabs a strong cable from the Seatruck, attaches it to the module, and the Seatruck pulls the new module close so the arms can attach it. Or just rule that the modules have a small emergency power system that includes a pair of small thrusters to aid in their movement. In-game this would be represented as slowing down the movement of the character, while ignoring power demand. In 'real-life' (aka the world inside the game) this would be a small Power Cell that is not available to the SeaTruck's power systems, and is solely used to move the module around.
Useful modules I can think of... -Decoy Module: Similar to the decoy item, but specifically intended to attract leviathans and hold out a little longer than other modules. Giant sea predators aren't interested in little fish, after all; if you want to give one the slip you need bait that is suitably tempting. Also drops bait balls to attract predators below the leviathan class; some predators are far less likely to attack living prey if some other food item is available. -Autopilot Module: In the event you need to separate from the rest of the modules, the Autopilot Module with hold on to the module directly behind it and attempt to return to beacon designated by the player. Could be very useful with a bit of creativity and a Decoy Module. -Drive Module: Does not increase the Sea Truck's maximum speed, but _reduces_ how much additional modules slow it down. -Survey Module: No, it's not a mobile scanner room. That would be the _Scanner_ Module. The Survey module is designed to make navigating in the dark easier by providing a number of "visibility enhancement" features, such an active and passive sonar, _really_ bright search lights to illuminate your surroundings, and a thermal imaging suite for detecting organisms and thermal vents. -Scanner Module: A mobile scanner room. Diverts power from the engines to function, meaning it can't be used while moving. -Panic Module: When you're pretty sure there's no way out of the pile you've just stepped it, book it to the panic module, set your heading, and hit the Big Red Button. You'll then be sent rocketing out into the open, encased in a small, steerable capsule that will break open and release you after about two seconds. Cross your fingers and hope that's enough. -Defense Module: The module itself is simple enough to build, but the two Defense Charges it uses are _not_ so cheap, and it only load one at time. When activated, the Defense Module detonates a tranquilizer or irritant bomb; each with a different effect. Tranquilizer bombs will sedate nearby wildlife, with the intent of making it easier to gather samples from otherwise dangerous fauna, or flee from them while they're out of it. Note that larger organisms are less affected and will recover more quickly. Irritant bombs fill the local water with a foul mixture chemical agents that sting the eyes and olfactory membranes of anything swimming through it, in addition to smelling and tasting _awful._ All but the most determined and resilient predators will want to be somewhere else in a hurry.
I like these ideas and I’m thinking that you could have a nuclear, thermal or bio reactor modules to generate power when not moving. This could be useful when getting out of the sea truck to scan or collect items
I'm pretty sure the module ejection button is the devs' vision of a "panic button", giving you a choice. Besides, you really don't want to leave the core seatruck.
While I advocate the engine module, I don't there should be a bio/nuclear reactor module for the sake of having the idea that you still need a permanent outpost versus the original Cyclops.
At release now, only a single "Sea Truck Horsepower" upgrade THAT DOESN'T EVEN STACK... I'd have an Engine/Thruster Module be an alternate End Cap like the Prawn Suit Docking Module. Another "Power Plant" Module would be able to power other attached Modules without needed the Cab, but it auto levels everything docked to it so you can't have a huge tower of perpendicular Modules. The Power Plant Module itself acts Thermal Plant, has a reduced capacity Bio-Reactor, and hold one additional Power Cell for the whole as well as two charging slots for Batteries. This, plus a Seabase Module Docking Ring to plug it into, would allow one to intermittently power a small, single I-tube Seabase as long as they had either a Thermal Source or a supply of Bio-fuel.
-A bedroom module, tough I dont see if it would fit -A green house module. To grow crops for survival or plants for studying. -A kamikaze module. Loaded with explosives. A special module to place at the end of the truck with a special button or lever in the cab to detach it when being chased by a leviathan. it will kill it or at least hurt it to make it flee. - Battery charge module. A module with solar panels and battery slots for charging. - For multiplayer mode. Defensive module. A module with a stasis cannon on top operated by another player to paralyze attacking leviathans. An actual gun would be better but you know, the company deactivated all the real weapons...again.
they are actually planning a bedroom module, plus a teleportation module (to where you could teleport in case of emergency with a device useing alien technology) and an end module to which you could attach your prawn suit. Instead of the teleportation module I would rather like to see in the game a scanning room module with eyebots and a module by which the whole seatruck could be attached to the moonpool and gave an easy access to it without one having to swim between the base and the seatruckall the time - both have been suggested by others too in the comment section .
Why is it me or dis man just did a great commentary on the sea truck. That’s why I love subnautica and their crew also I might enjoy a ore vacuum like the aquarium but for mini ores like limestone and stuff
They also have the storage chest from the Lifepod from Subnautica in it. I think that should be functional too so you can store a small amount without having to have a storage module.
Exploding depth charge or time based module - ditch it to do aoe damage after some time or when it sinks to a certain depth Propulsion module - make the seatruck move faster (maybe no cap?) Energy module - attach to another module so it keeps it's power when disconnected (thinking you could drop a scanner module with a power source down a crevace and let it scan for you for some amount of time) Vacuum module - sucks up debris on the ocean floor and stores it for you Tiller module - breaks apart deposits that are run over and harvests plantlife Just a few ideas ;)
@The Infidel I can see why they would want to prevent the players from having an "all-in-one" vehicle, make them dependent on the environment a little more, etc, I just hope the pre-made modules won't have any annoyingly absent stuff.
A few modules that would be amazing are A: Observation module, a module coated in glass B: Charging module, basic module with a charging station that can charge tools and the Snowfox directly, batteries, and power cells, maybe even has some form of energy production strait to the truck, and C: Boost module, just increases the Seatruck's speed. Thank you for reading and praise the Noot Fish.
Isn't an Observation and glass coated module basically the same thing ? The charging station for tools isn't really neccesary as they don't use up your battery that fast, you can always carry spare batteries and after an adventure come back home and charge them in your base. Also you can't charge the SnowFox with the SeaTruck, the Snowfox can't move in the water and the Seatruck can't move out of water, so that won't work, besides they have their own charging stations already. Also they already have a boost upgrade in the making so check✔.
@@nicholasharvey4393 Aaahhh i see now, yea that makes alot more sense now, excuse me for missreading that as i was really tired and it was very late in the night. Thanks for clarifying that for me.
@@nicholasharvey4393 Yea, guess it happens to the best of us huh XD, but seriously thanks for telling me this and not insulting me or acting like people usually do on the internet, i'm guilty myself of such actions at times but for good reason. I really do apreciate you for being so kind.
Well, underwater if an item isn't sinking or rising you can move it (despite how small you are) because there isn't enough friction to stop you. But it would be much slower than it is in the video.
@@John-uw2je I think it's at a good speed, for a person that's working in the cold 24/7 and has been there for a while i think she can build enough strength, even if that's not tje case i'm pretty sure they would atleast make it so the subs don't weight alot to make it easier to transfer.
I would love to see the Seatruck behaving like a snake or eel as it maneuvers, with each module having some degree of flex as it's attached to the others, allowing it to get into some very tight spots without having to worry about the tail swinging wildly on you. Whatever the final looks like, I'm definitely hyped for it. Keep up the great work guys, really loving everything I see.
I like these styles of update videos. It feels like they’re a TH-camrs and not straight up a corporation. Shows off the feature despite being a little buggy, showing it needs work, and allows fans to give feedback. Good video
Truck driver here. Would love to see a feature added where we could dock the sea truck (and its modules) to docks like I do in real life (backing up a trailer to a dock door to load and unload freight), and be able to detach from the modules once they're docked to the habitat (like unhooking from a trailer and leaving it docked to go pick up a different trailer. Would make it easy to select which modules to take with us when we go out to do stuff, and would allow us to easily access their contents while at base.
I like this idea, i actually already have a good mental picture of how it would work, imagine the moonpool as a room, and where you would usually have windows instead you would get some locked metal doors like the Seatruck has, and those will lock on to the Seatruck modules when you back into it like the original comment said, once you do you hear a certain lock sound that bumps into your truck letting you know your attached. Once you are you then have the option to either get out the truck or detach the cabin to move on to the next load or just move by pressing a button. When you pick the option to move on you hear a certain sound like you were propelled off the module. I good example of what i'm saying is what happens when rockets attach to space stations and how they lock on and lock off. I think it should be like tat but in a smooth underwater like style. You can get into the room and go towards the module you want that's docked. The doors will open once you dock the module, and to make it easier there names will be displayed at the top of the door.
@@zackbot_ I'm 21, and I talk a lot with clients at my job, I have to talk more in one day than I used to in a whole week before I got the job, and my voice gives up every now and then too
You should add a “Home” module for the Sea Truck. So it is kind of like home away from home. In which you can make a bed and some essentials this module could be the size of 2 of the other sea Truck modules put together.
Make some sort of "Flexible module" just a thinn springy thing so you can make it swim like an eel or how a snake slithers (for tight gaps and plus it just looks cooler)
[mild spoiler] At some point in Subzero early access you can find a bed and rest to turn the clock ahead. I didn't ever try that in the original game. It is cool since I hate swimming in the dark unless there is a lot of fluorescent nonhostile wildlife.
That looks awesome!!! It might be an idea to have a sort of botanical module? I’m not sure how much you’ll involve coral and plant life, but being able to grow and investigate new specimens as you travel would be invaluable
A dining room module would be fun. Basically a snack vendor and a bench with a small solid table to sit at. Would then be a little like a train with a restaurant part lol
The lever to detach the modules should be accessible while you are driving. An interesting module that should be added is a Energy one (it probably should came in 3 forms), one for solar power and one for thermo power. Love your games, keep it up
A “Dead Wire” module when having this module you will gain the capability to completely wipe out all power systems on the sea truck, making you invisible to predators but it comes at a price a few second “power up” phase. This can all be done at the front of the sea bus, as you only need to have the module. This is kinda like a EMP.
Kinda pointless really.... you don't really escape your just stuck until you turn back on and the creature that was attacking you will just be right next to you....
Kevin Fortin for starters creatures can move away from you, creatures as seen in the original subnautica will go back to their specific biome so if your making your way through biomes and attracting a bunch of creatures hitting this switch will make them go back to their biomes. Doing this can also give you a breather if your swarmed buy a bunch of animals, calm things down, let animals get a bit farther away and then continue on your journey
As a guy who has played through the original game TWICE, I look forward to this. It looks cool and I have no doubt that by release it will be essential to survival
A thruster module to increase speed whilst towing modules would be a cool idea. Maybe it needs to be powered too like nuclear rods, power cells, solar or bio.
I think the modules should slow down the seatruck's movement and turning because more weight and larger surface area (aka less hydrodynamic) but there could be an engine module that can greatly increase speed and help the turning a little too and there could also be a gyroscope module that massively help turning. Both of these modules would need a separate power source. Other module ideas would be: The defense module: Has an electric coil on the outside,when a hostile creature attacks the seatruck it zaps the creature stunning,damaging and scaring it. Scanner module: has a large holomap of everything nearby and shows nearby resources and middle to large creatures Hatch module: you can get in the seatruck from this module as well as the main cab. Emergency module:equipped with a health pack dispenser, a communicator, and a small storage container. If the seatruck gets destroyed this module locks up and ejects then floats up to the water surface ,then re-opens These are just some suggestions but I think they would be usefull
I was blown away by this game when it was released to the PS4 and it remains one of my favorite games of all time. I really hope guys will release Below Zero on the PS4 as well.
Sea truck boster module whould be nice so the sea truck doesn't get too slow when you add too many modules. any maybe add sea truck trailers to sort of organize your sea truck, and have sort of module presets you can swap out. Although at that point it would become more of a sea snake then a truck
I would love to see a decoy module for when you detach it predator would be drawn away from your see truck cabin and be guaranteed to follow the detached module. It could possibly stun the creature as well.
I feel that having a disconnect button that you can use while actually piloting the sea truck would be better than having to stop to disconnect. Perhaps like the cyclops’ semi free-looking camera used to click on speeds/lights
I have been in the computer industry since 1971 and have held every position from computer operator to general manager of a variety of businesses. You guys are the best development staff I've seen in a very long time. Keep up the good work. P.S. most of my employees have said that I'm too demanding ;)
"woah, physics. Hello early access"
This is why I love Unknown World's. Instead of trying to hide their bugs to make their unfinished game look pretty, they drop a glitchy spastic vehicle in the ocean and say "we're working on it!" I loved subnautica and I know I'm gonna love this once it's fully released
was going to comment exactly the same thing that i love they do not hide bugs that are still around. Open and honest you can't go wrong ;)
I agree! They just want to give stuff to us in early stages to see feedback. If people dislike it then why would they as an Indie Studio pay so much time and money on fully developing it. They dont trie to hide it and this is good because that means they are aware of the state of things.
Yeah I totally agree with you on this one
YEE
Well you can’t really expect an early access game to be fully stable. Triple A developers just don’t have early access and only release the game once they think that it’s fully stable and complete. Occasionally that’s not the case and then they’ll try to patch it.
I remember back in 2015 when Subnautica was just released (in early access) and there were a whole lot of bugs. Some were game breaking but really handy, like terra-forming land if you would just place a habitat. Once they patched that all of my bases were completely ruined so I just stared a new world.
Those disconnected modules are probably more dangerous than the leviathan you would be escaping from
yeah that's why you disconnect them
to absolutely terrify and destroy the leviathan
If it explodes, anything near it would be dead. It's op
the sea truck modules will fight the leviathan
It’s not a glitch, the modules were designed to spaz out in case of emergency to distract the enemy.
Brilliance.
Are you sure? This is the TH-cam channel for Subnautica, so I'm preeeeeettty sure this person, one of the developers of Subnautica, would know if it's a glitch or a feature.
r/ Scott W Pilgrim whooosh
@@Quacker050 r/stillwasntfunny
No joke that would be cool and make sense too.
The whole idea of this was probably inspired by lizards as some of them are capable of detaching their tail to leave as bait for the predator hunting them.
*aquarium module*
"That's lame"
*finds out it sucks fish into the aquarium from outside*
"okay that's awesome"
Even if it didn't catch fish, I still like the idea of storing food for the long haul and the aquarium only reinforces that.
free pets!
Free lunch
@@real2120 oh
AKA "The Bottomless Lunchbox"
the modules even shake and squirm like a dethatched lizard tail what an incredible feature.
I am not sure what u meam
@@haiko5764 some lizards can have their tails fall off to distract predators and they still move around after being cut off
@@memes9627 yes i know but there are no bugs in this game
@@haiko5764 that was in early access that doesn't happen anymore
That detached container will kill a leviathan with its spasms lol
Get enough of them together and it is a leviathan
It is the best thing in subnautica
imagine being a leviathan eating that thing whole. its going to shake the leviathan apart.
This does give me an idea... not sure how it would work, but some sort of self-destruct module, or maybe more fitting with the game: a decoy module.
@@joost18JK There is a decoy module for the original game (cyclops) where it shoots out objects which leviathans are distracted by, if I remember correctly
I would like to see a scanner room module. That would be cool
I was just going to comment this. Nice!
That’s exactly what I was thinking!
Yes yes Yes!
That would be overpowered by itself, but maybe it would have to "park" against the ground or something to get a super accurate readout
Gibble Rivedal It should be used when truck is stationary and it should draw a lot of power to prevent it from being overpowered. But it would be really helpful when farming
So the sea truck is basically what happens if the Cyclops and seamoth had a baby. I like it.
Exactly
You like having babies
The Seamoth and Cyclops are your dependable lesbian parents. The PRAWN suit is your crazy badass aunt that gets you into trouble/amazing adventures/barfights/precursor police cars every time you're out somewhere with her.
@@EimiYoshikawa shouldn't the Cyclops be a dad and the Prawn an uncle? I know they don't have an actual gender and can probably be changed to a female voice, but most people gender vehicles with A.I depending on the standard voice. Still, I like your descriptions.
"- Which is useful when studying small creatures and you can interᵃᶜᵗ with them via the storage module."
I'm sorry, the voice crack caught me off guard.
2:22
Jajajaajaj
"...and you can interᵃᶜᵗ with them..."
XD
I did not notice that at first
I take this as a sign that they don't want to waste time perfecting or repeating reveal videos like this so they have more time making the game better.
So for the ability to connect the sea truck to a base, it can't really be a seamoth style Bay because of the modules. So instead, I suggest something like a hall-piece that has a male-connection-port (the one on the front of the modules) do you can back you sea truck directly into your base and walk from the seat to the base. It would work with any number of modules and I think would look pretty cool.
Riley Pearce-Mauger
That’s actually s great idea, they do something like in the early Star Trek movies with the Enterprise and its docking bay idea. You could pilot the sea truck into a open docking port that the sea truck could flow straight through. Maybe add some windows or small aquariums around it and some computer screens and docking arms for affect.
nice idea :D
I like that one
I love this idea!
I come with news from the present future!
So Sea Trucks Cabs DO dock with Moonpools, but ONLY the Cab...
I'd suggest instead of the MALE connection, as that's what the current endcap Prawn Dock Module uses, a Module Docking Ring instead would be a female connection the front module docks into so you could could use your Sea Truck Modules as part of a Sea Base.
As it is right now, you can't really use the Modules separately because they need the Cab to power them, but the drawbacks in creating a huge Sea Truck mostly outweigh it's combined utility as a mobile base.
You guys are legitimately the most trustworthy earlier access game devs out there
And ghost ship games
Eli the admin
Rock and stone to the bone!
@@quietbirb for Karl
Nobody knew (ironic)
Don’t forget Red Hook!
Nice. Would be awesome if you could dock it with a Habitat.
One of the annoying things I found from the base game was ferrying items from the cyclops to a habitat.
This is exactly what I'd love to see.
That would be a amazing feature
It would be awesome if there was a moonpool spwcific blueprint (similar to the vehicle upgrade fabricator from base game) which would add a dock to the moonpool and possible allow you to access you stored contents.
@@Luckysquirrel1256 some sort of storage integrator ferrying item would be absolutely amazing as a quality of life improvement
If there is one last update made for the original Subnautica, I hope it's a Cyclops/Habitat docking module!
Omg, I love it so much! Especially the aquarium module and the fact that it has windows! That was something I was missing on the cyclops..
Ahrihub i like a new ciclops in the game
@@vickygarcia1835 really? I really like the old one
@@johannesalbrecht3351 just imagine having the Atlas (just search for the concept art if you haven't seen it yet). A submarine bigger than the Cyclops with a giant front window over two decks. It's beautiful and could probably store two vehicles (or a sea truck with a couple of attached modules? Would be possible). Sadly the Atlas is pretty big - probably too big....
@@laurencebarnes5361 Atlas would ruin the atmosphere. It's so big you really wouldn't feel scared of anything anymore while you're in it. You're supposed to feel like a small being exploring a large alien world.
Plus the atlas adds nothing to the game. It's just a bigger cyclops with no unique selling point. Wanting the atlas would be like wanting a faster seamoth.
The cyclops IS the big sub, we don't need anymore big subs :/
Holy shit I just realized that Below Zero was released more than 2 years ago. Time really flies.
Oh wow your right
cant wait for the full release
And it’s still shit
@@humanhuman5024 really? I haven’t played it yet so please don’t spoil the story and whatnot, but what’s the issue with it?
@@jogolord8122 From the looks of it, they might be trying to resell subnautica with a winter reskin lmao
New Spinoff Game:
Subnautican Sea Truck Simulator.
Extraterrestrial Truck Simulator: Underwater
Truck simulator: diver update
SeaRunner
*YES*
yesssss please
I didn’t know this was a Developer I thought it was a regular TH-camr
When the dev is better than the youtuber at doing the job of presenting everything perfectly lmao
Same XD
i forgot it was a dev too i thought i was just watching some random youtuber covering the new update
Astroman3042 Gkvgjgch I didn’t realise I was a dev until he said we
Omg same I was so confused
Guts to post a buggy trailer. I love it.
I do like how honest and transparent they are with their early access games. It's refreshing.
I love it too, it proves they're hard at work and willing to show progress!
Unlike some other companies...
@@GoldenShadowYT Exactly the reason why I prefer indie-games these days more and more. They are actually done with the soul and heart, not with the greed. Makes you wanna support them in any way you can, unlike AAA titles, who just can find a sponsor and roll with the punches.
@@Yaori999 I wouldn't call Unknown Worlds an indie studio anymore but they definitely fit the "fun and community feedback over money and popularity" bill most indie devs have.
A secondary engine module? something to be at the back of the seatruck. you wouldn't be able to attach anything behind it. This module would increase speed by 25 or 50%
I think there is a horsepower and speed upgrade for the sea truck itself. Haven't tried them yet, but it might solve the problem.
There is a afterburner and a horse power upgrade for the Truck. The end piece isn't shown, but there is a Bed mod as well as a Docking mod that attaches to the back end and lets you tow a Prawn
@@Benesato I like the idea of a really powerful module that is far more effective than the upgrades.
@@fiveoneecho or having all those power adding modules to able upgrade them
I love your way of thinking!
Wow must be inhumanly strong to be able to move a module while swimming with such ease lol.
Got to balance belivability with fun.
Given the slight learning curve for piloting the Cyclops, I'm surprised they didn't just make you accurately reverse the sea truck into the modules, like you'd have to do with real trucks and trailers.
Well I mean not really. You arent affected by gravity as much cause you are being held up by water so it's much reduced weight. Not to mention the guy has spent days to weeks to even months just swimming, and was already in shape beforehand, so he might've found a more effective technique for pulling things.
@@krakkywakky863 You still have inertia to deal with. For me, the two ports on the back of the Seatruck look like they could be arms reaching back for the module, and that pulls the separated module into place. That would be a nice idea though, where the character grabs a strong cable from the Seatruck, attaches it to the module, and the Seatruck pulls the new module close so the arms can attach it.
Or just rule that the modules have a small emergency power system that includes a pair of small thrusters to aid in their movement. In-game this would be represented as slowing down the movement of the character, while ignoring power demand. In 'real-life' (aka the world inside the game) this would be a small Power Cell that is not available to the SeaTruck's power systems, and is solely used to move the module around.
Useful modules I can think of...
-Decoy Module: Similar to the decoy item, but specifically intended to attract leviathans and hold out a little longer than other modules. Giant sea predators aren't interested in little fish, after all; if you want to give one the slip you need bait that is suitably tempting. Also drops bait balls to attract predators below the leviathan class; some predators are far less likely to attack living prey if some other food item is available.
-Autopilot Module: In the event you need to separate from the rest of the modules, the Autopilot Module with hold on to the module directly behind it and attempt to return to beacon designated by the player. Could be very useful with a bit of creativity and a Decoy Module.
-Drive Module: Does not increase the Sea Truck's maximum speed, but _reduces_ how much additional modules slow it down.
-Survey Module: No, it's not a mobile scanner room. That would be the _Scanner_ Module. The Survey module is designed to make navigating in the dark easier by providing a number of "visibility enhancement" features, such an active and passive sonar, _really_ bright search lights to illuminate your surroundings, and a thermal imaging suite for detecting organisms and thermal vents.
-Scanner Module: A mobile scanner room. Diverts power from the engines to function, meaning it can't be used while moving.
-Panic Module: When you're pretty sure there's no way out of the pile you've just stepped it, book it to the panic module, set your heading, and hit the Big Red Button. You'll then be sent rocketing out into the open, encased in a small, steerable capsule that will break open and release you after about two seconds. Cross your fingers and hope that's enough.
-Defense Module: The module itself is simple enough to build, but the two Defense Charges it uses are _not_ so cheap, and it only load one at time. When activated, the Defense Module detonates a tranquilizer or irritant bomb; each with a different effect. Tranquilizer bombs will sedate nearby wildlife, with the intent of making it easier to gather samples from otherwise dangerous fauna, or flee from them while they're out of it. Note that larger organisms are less affected and will recover more quickly. Irritant bombs fill the local water with a foul mixture chemical agents that sting the eyes and olfactory membranes of anything swimming through it, in addition to smelling and tasting _awful._ All but the most determined and resilient predators will want to be somewhere else in a hurry.
I like these ideas and I’m thinking that you could have a nuclear, thermal or bio reactor modules to generate power when not moving. This could be useful when getting out of the sea truck to scan or collect items
The panic module will send to you the nearest base that has power
I'm pretty sure the module ejection button is the devs' vision of a "panic button", giving you a choice. Besides, you really don't want to leave the core seatruck.
Really cool module ideas. The panic module will probably be switched with an upgrade, or the module detach lever will be more useful, we'll see.
Yo this is sick!
This is so cool. I'd love if each section was hinged, so the seatruck could move through the water like a snake.
Yes!
y e s
I think they are working on that...
Yess with real jack knifing mechanics!😯
@@madscientistshusta agreed
It's so cool to see that you are showing updates for the new game and I am so hyped to play it
Deebledoo42 you do realize you can play the game right now, right? You can get the early access.
I don't have a PC I have to wait for console
@@Deebledoo haha
I had to play Subnautica on console to, you poor thing I can feel for you
A scanner module would be very useful so you can be aware of your surroundings wherever you go
“You’ve been hit by”
“You’ve been struck by”
“Truck”
“OWWWWW”
#1 way to kill anything that wants to kill me, is truck
Nuclear/bioreactor modules?
What about engine/thruster modules (to go faster when you have lots of modules on the seatruck)
Idk lol
Wow cool
Yeah think about 4 big spinning engine or maybe 1 engine module
While I advocate the engine module, I don't there should be a bio/nuclear reactor module for the sake of having the idea that you still need a permanent outpost versus the original Cyclops.
@@lorenzpacis3249 a cool one would be a mobile habitat that you can just deploy
At release now, only a single "Sea Truck Horsepower" upgrade THAT DOESN'T EVEN STACK...
I'd have an Engine/Thruster Module be an alternate End Cap like the Prawn Suit Docking Module.
Another "Power Plant" Module would be able to power other attached Modules without needed the Cab, but it auto levels everything docked to it so you can't have a huge tower of perpendicular Modules.
The Power Plant Module itself acts Thermal Plant, has a reduced capacity Bio-Reactor, and hold one additional Power Cell for the whole as well as two charging slots for Batteries.
This, plus a Seabase Module Docking Ring to plug it into, would allow one to intermittently power a small, single I-tube Seabase as long as they had either a Thermal Source or a supply of Bio-fuel.
Alterra's true fear were never the Leviathans, but the rampaging truck modules. *You don't mess with the modules*
Simeon Jones it doesn’t really apply
Modules Uprising event update when?
Holding penglings>Seatruck
But actually they are all amazing
3:25 Guys! He found the Sea Truck Leviathan!
Cool
Be careful its very dangerous
IT HAVE MIND ON IT'S OWN!
This is an underrated comment😂😂
sssssshhhhhhhhhhhh its for the full release of the game!
What made me happy was that the developers were showing off the bugs instead of covering them up, big ups to you Unknown Worlds!
I like how clean the design is. Really neat. And yeah, having a sea truck in an open-world ocean is definitely a nice feature! Kudos!!
Seatruck module leviathan confirmed?
Lol
Top 10 most scariest leviathans in subnautica
I want a seatruck module with solar panels & with battery charger
Or thermal power charger
You can slap a solar panel on top after you have the habitat builder, I don’t know if it actually powers the truck but hey
That would be handy and balanced, only useful close to the surface and comes with the downside of moving slower.
-A bedroom module, tough I dont see if it would fit
-A green house module. To grow crops for survival or plants for studying.
-A kamikaze module. Loaded with explosives. A special module to place at the end of the truck with a special button or lever in the cab to detach it when being chased by a leviathan. it will kill it or at least hurt it to make it flee.
- Battery charge module. A module with solar panels and battery slots for charging.
- For multiplayer mode. Defensive module. A module with a stasis cannon on top operated by another player to paralyze attacking leviathans. An actual gun would be better but you know, the company deactivated all the real weapons...again.
they are actually planning a bedroom module, plus a teleportation module (to where you could teleport in case of emergency with a device useing alien technology) and an end module to which you could attach your prawn suit. Instead of the teleportation module I would rather like to see in the game a scanning room module with eyebots and a module by which the whole seatruck could be attached to the moonpool and gave an easy access to it without one having to swim between the base and the seatruckall the time - both have been suggested by others too in the comment section .
Just built the sleeping module. The model isn't finished yet, but it's functional. :)
I think that that last one would be better suited for a mod.
theres not gonna be multiplayer mode
You could have a bedroom module by having wall mounted sleeping bags similar to on the ISS.
I love this type of videos from the Devs, I will be doing another playthrough of this series for sure, such a great game!
Why is it me or dis man just did a great commentary on the sea truck. That’s why I love subnautica and their crew also I might enjoy a ore vacuum like the aquarium but for mini ores like limestone and stuff
I love the emergency jettison button simply because it exists. I hoard way too much crap to actually use it though
AHAHA same....
@Cole Pratt yeap
There should be a medipack-fabricator in the fabricator module.
I think so too.
They also have the storage chest from the Lifepod from Subnautica in it. I think that should be functional too so you can store a small amount without having to have a storage module.
Good idea
I think fabricator and medipack fabricators should be upgrades not modules
Should have some storage with it as well.
*Hits Lever*
Be Free, modules! Go out and live your own life!
So why you still here writing
**Detach right behind the cab**
Exploding depth charge or time based module - ditch it to do aoe damage after some time or when it sinks to a certain depth
Propulsion module - make the seatruck move faster (maybe no cap?)
Energy module - attach to another module so it keeps it's power when disconnected (thinking you could drop a scanner module with a power source down a crevace and let it scan for you for some amount of time)
Vacuum module - sucks up debris on the ocean floor and stores it for you
Tiller module - breaks apart deposits that are run over and harvests plantlife
Just a few ideas ;)
I liked the whole "JK I love my job" thing in the arctic peeper.
So I assume the habitat builder can't be used in modules?
I liked making my cyclops a cosy little camping vehicle with it.
@The Infidel I can see why they would want to prevent the players from having an "all-in-one" vehicle, make them dependent on the environment a little more, etc, I just hope the pre-made modules won't have any annoyingly absent stuff.
It would be good if like the cyclops it was a mid-to-late game module.
The only problem with the cyclops is that you can't have an aquarium or water filtration machine in it.
@@Droobie03 you can put an aquarium in it, just not the big alien containment unit.
same loved the Cyclops it became a mobile base for me. I can't imagine using the cyclops without all the extra storage and things i added to it,.
Oh. How about a module attachment where you can view holograms of various creatures to learn about them?
*cough* Penglings
Or just a penguin collector module :D
Like the scanner?
A few modules that would be amazing are A: Observation module, a module coated in glass B: Charging module, basic module with a charging station that can charge tools and the Snowfox directly, batteries, and power cells, maybe even has some form of energy production strait to the truck, and C: Boost module, just increases the Seatruck's speed. Thank you for reading and praise the Noot Fish.
Isn't an Observation and glass coated module basically the same thing ? The charging station for tools isn't really neccesary as they don't use up your battery that fast, you can always carry spare batteries and after an adventure come back home and charge them in your base. Also you can't charge the SnowFox with the SeaTruck, the Snowfox can't move in the water and the Seatruck can't move out of water, so that won't work, besides they have their own charging stations already. Also they already have a boost upgrade in the making so check✔.
Kevin Fortin I think that they meant that the observation module is a glass coated module, not that you have two different ones.
@@nicholasharvey4393 Aaahhh i see now, yea that makes alot more sense now, excuse me for missreading that as i was really tired and it was very late in the night. Thanks for clarifying that for me.
Kevin Fortin 👍 I've been there :)
@@nicholasharvey4393 Yea, guess it happens to the best of us huh XD, but seriously thanks for telling me this and not insulting me or acting like people usually do on the internet, i'm guilty myself of such actions at times but for good reason. I really do apreciate you for being so kind.
2:22 Gotta love that voice-crack! xD (Sorry!) The video was great, and I'm tears over this beautiful new vehicle.
Yeah I noticed that as well lol
interACT
Guys, all you needed to do was put us in the ice and give us more story. You're really going above and beyond!!
*Player picks up baby*
Pengwings: you what mate?
Thas some gangsta Pengwins
Gang pengwings
So nobody is gonna mention that the player has Hulk strength to swim around with a submarine in their hands?
Lol.
Well, underwater if an item isn't sinking or rising you can move it (despite how small you are) because there isn't enough friction to stop you. But it would be much slower than it is in the video.
Could be small maneuver thrusters on the parts.
Uhhh no ?
@@John-uw2je I think it's at a good speed, for a person that's working in the cold 24/7 and has been there for a while i think she can build enough strength, even if that's not tje case i'm pretty sure they would atleast make it so the subs don't weight alot to make it easier to transfer.
*_Seatruck modules detached. Engaging AI-Mode._*
*gets in the glitchy modules* Welcome back pilot manual controls engaged
Oh that would be AWESOME!
Indeed.
I would love to see the Seatruck behaving like a snake or eel as it maneuvers, with each module having some degree of flex as it's attached to the others, allowing it to get into some very tight spots without having to worry about the tail swinging wildly on you.
Whatever the final looks like, I'm definitely hyped for it. Keep up the great work guys, really loving everything I see.
a battery module so you can attach more batteries for extra long missions and an engine module to make it faster
Now the modules have a life on their on
Probably a clue that the last bost Will be a seatruck module
What about calling it the Sea Lynx? Be a play on words with how modules link up, and gives it a more conventional creature name?
I think that's a cool idea but the sea truck is a bit better rolling off the tounge
When you say it it sounds like ceilings lol
Moth, Cyclops, Prawn, Lynx... I like it.
All the creatures.
You guys don't know about the wild herds of trucks roaming the savanna? More common than elephants. Trucks are majestic creatures
A lynx is a type of cat and cats hate water
i think you should make a way for it to dock to a base like the seamoth dose with the moon pool also a module that makes like and inflatable base
You can detach the main module and put it in the Moonpool.
There is a module which can dock the prawn suit but it's not in early access
I think he means to dock the actual sea truck like atatch it to a base
I agree with the docking mechanism, but not the inflatable base
I like these styles of update videos. It feels like they’re a TH-camrs and not straight up a corporation. Shows off the feature despite being a little buggy, showing it needs work, and allows fans to give feedback. Good video
I can't wait for the full version! I'd love to see a module that acts as a docking bay of sorts for a smaller vehicle
Truck driver here.
Would love to see a feature added where we could dock the sea truck (and its modules) to docks like I do in real life (backing up a trailer to a dock door to load and unload freight), and be able to detach from the modules once they're docked to the habitat (like unhooking from a trailer and leaving it docked to go pick up a different trailer.
Would make it easy to select which modules to take with us when we go out to do stuff, and would allow us to easily access their contents while at base.
Amazing idea. I honestly hope this gets implemented.
I like this idea, i actually already have a good mental picture of how it would work, imagine the moonpool as a room, and where you would usually have windows instead you would get some locked metal doors like the Seatruck has, and those will lock on to the Seatruck modules when you back into it like the original comment said, once you do you hear a certain lock sound that bumps into your truck letting you know your attached. Once you are you then have the option to either get out the truck or detach the cabin to move on to the next load or just move by pressing a button. When you pick the option to move on you hear a certain sound like you were propelled off the module. I good example of what i'm saying is what happens when rockets attach to space stations and how they lock on and lock off. I think it should be like tat but in a smooth underwater like style. You can get into the room and go towards the module you want that's docked. The doors will open once you dock the module, and to make it easier there names will be displayed at the top of the door.
"Study small creatures, and you could interACt with them"
Lmao it happens to the best of us
2:20
LMAOOOOOOO yea I'm 13 and I don't go a sentence without cracking lol.
@@zackbot_ I'm 21, and I talk a lot with clients at my job, I have to talk more in one day than I used to in a whole week before I got the job, and my voice gives up every now and then too
@@Morrov lol
Lol
The ZACKBOT same! :)
Also a scanner room module and if you use the radio for later on story, a radio station module would be sick!
You should add a “Home” module for the Sea Truck. So it is kind of like home away from home. In which you can make a bed and some essentials this module could be the size of 2 of the other sea Truck modules put together.
They did lol
Easily the best game series of our time, thanks for the updates guys!
Make some sort of "Flexible module" just a thinn springy thing so you can make it swim like an eel or how a snake slithers (for tight gaps and plus it just looks cooler)
I thought it would be better if the whole sea truck is flexible because right now driving a sea truck feels awkward.. and feels like its not in water.
This is an IQ 10000 feature. Don't know who had the idea, but good job.
It would be cool if you had a bedroom moduel if you are going on a far adventure so you can at least sleep so it becomes day
MasterDroper 2812 there is
There is one in the file but not yet available.
So cool ideas
[mild spoiler]
At some point in Subzero early access you can find a bed and rest to turn the clock ahead. I didn't ever try that in the original game. It is cool since I hate swimming in the dark unless there is a lot of fluorescent nonhostile wildlife.
That looks awesome!!! It might be an idea to have a sort of botanical module? I’m not sure how much you’ll involve coral and plant life, but being able to grow and investigate new specimens as you travel would be invaluable
A dining room module would be fun. Basically a snack vendor and a bench with a small solid table to sit at. Would then be a little like a train with a restaurant part lol
The lever to detach the modules should be accessible while you are driving. An interesting module that should be added is a Energy one (it probably should came in 3 forms), one for solar power and one for thermo power. Love your games, keep it up
Unknown World's accidentally release an AI to the game.
skynet lives ^_-
A “Dead Wire” module when having this module you will gain the capability to completely wipe out all power systems on the sea truck, making you invisible to predators but it comes at a price a few second “power up” phase. This can all be done at the front of the sea bus, as you only need to have the module. This is kinda like a EMP.
Kinda pointless really.... you don't really escape your just stuck until you turn back on and the creature that was attacking you will just be right next to you....
Kevin Fortin for starters creatures can move away from you, creatures as seen in the original subnautica will go back to their specific biome so if your making your way through biomes and attracting a bunch of creatures hitting this switch will make them go back to their biomes. Doing this can also give you a breather if your swarmed buy a bunch of animals, calm things down, let animals get a bit farther away and then continue on your journey
Kevin Fortin Creatures a little bit farther away is still better than right on your bum
3:26
Seatruck modules: *Ight I’m done being on the screen gotta go take care of my kids*
Below Zero just dropped on PS4 and it is blowing my mind! Thank you, Unknown Worlds! You make the most amazing games. I cannot rate you highly enough.
As a guy who has played through the original game TWICE, I look forward to this. It looks cool and I have no doubt that by release it will be essential to survival
Ryan Mallet only twice LMAO
As someone who has 250+ hours in Subnautica i am SO hyped for Below Zero
Playing the game TWICE ?!! COME ON DUDE THAT'S WEAK!!!
You guys are all amateurs. I didn't step out of the lifepod once and finished the game
@@henrikgostomski286 PFFFF
That voice crack tho 2:23
InterAct with them
PhantomPlayz it makes the trailer even better XD
thank you for your beautiful game. and thank you to everyone who helped make this amazing game a reality
You need to make the lockers from the storage module much bigger
That theme song has a special place in my heart. I remember the first time I hopped out the pod and heard it... Best game I have played to date.
I've been playing Subnautoca since 2014, (the original) keep up the great game guys!!
The actual update trailer is for some reason still private guys, it's coming
OMG YES UNDERWATER TRAINS
TRUCKS
A thruster module to increase speed whilst towing modules would be a cool idea.
Maybe it needs to be powered too like nuclear rods, power cells, solar or bio.
The Seatruck is a literal moving mini base
I’m still annoyed that they didn’t call it “sub zero”
That would be Flawless
Its confusing, cause we are so used to "sub zero" by default
Every time I hear subzero, it makes me think of mortal combat. That’s probably why they didn’t use the name.
yeah subzero sounds way better and sometimes i almost call it that
I love how they accept the bugs lol
Resting compartment with bed so you can sleep and a nuclear reacter compartment so you can charge the sea truck when your driving it
Nuke would be too op ... i guess a solar charger module would be good as it involves skill at least
@@amineabdz Yeah or thermal generator so you could only do it in certain spots
Love your team, love the transparency, and love that you basically made my soul game
loved the design of Seatruck!
Legit the interior does look cozy
Disconnect modules and them they become "crazy" could be a distraction for the sea monsters.
Idea
Bring some modules with you,leave them there. Come back to the spot and reattach. Now you have a temporary base
I think the modules should slow down the seatruck's movement and turning because more weight and larger surface area (aka less hydrodynamic) but there could be an engine module that can greatly increase speed and help the turning a little too and there could also be a gyroscope module that massively help turning.
Both of these modules would need a separate power source.
Other module ideas would be:
The defense module:
Has an electric coil on the outside,when a hostile creature attacks the seatruck it zaps the creature stunning,damaging and scaring it.
Scanner module: has a large holomap of everything nearby and shows nearby resources and middle to large creatures
Hatch module: you can get in the seatruck from this module as well as the main cab.
Emergency module:equipped with a health pack dispenser, a communicator, and a small storage container.
If the seatruck gets destroyed this module locks up and ejects then floats up to the water surface ,then re-opens
These are just some suggestions but I think they would be usefull
He does mention in the video that the more modules you have, the slower your seatruck gets.
I was blown away by this game when it was released to the PS4 and it remains one of my favorite games of all time. I really hope guys will release Below Zero on the PS4 as well.
All hail Fred and his magnificent moustache
Now all we need now is a “oh shit! There’s a leviathan here!” module
*disconnects main cabin*
“ALL ABORD”
*crazy train starts playing*
You should add the scanner module like a big scanner room attached to the sea truck
FIRST
Gotta love how you guys openly admit to how weird the physics are. Idk why, but it just makes me feel like you're not trying to hide anything from us.
That is, as always, entirely amazing. Keep up the awesome work!
Sea truck boster module whould be nice so the sea truck doesn't get too slow when you add too many modules. any maybe add sea truck trailers to sort of organize your sea truck, and have sort of module presets you can swap out. Although at that point it would become more of a sea snake then a truck
I would love to see a decoy module for when you detach it predator would be drawn away from your see truck cabin and be guaranteed to follow the detached module. It could possibly stun the creature as well.
I feel that having a disconnect button that you can use while actually piloting the sea truck would be better than having to stop to disconnect. Perhaps like the cyclops’ semi free-looking camera used to click on speeds/lights
I have been in the computer industry since 1971 and have held every position from computer operator to general manager of a variety of businesses. You guys are the best development staff I've seen in a very long time. Keep up the good work. P.S. most of my employees have said that I'm too demanding ;)
A water purifier module would be a great idea, allowing you to make that much needed water on the go!