The second Subnautica 2 update drifts ever closer, and with it comes a growing sense of unease. We’re due to head into the survival game’s “most terrifying biomes to date,” with the most obvious threat being the tentacled Collector Leviathan that calls this realm home. There’s plenty to look forward to there, from all-new resources and lore, to the ability to finally craft an ultra-versatile successor to Subnautica’s Prawn Suit. You’ll need to stay sharp if you’re going to keep out of reach of that giant hunter’s grasp, however.
“The new region in early access update two obviously has a bigger sense of scale,” Subnautica 2 World Lead Sebastian Spatzek remarks in a new developer diary. “It provides a better stage for the Collector that can shine more, and there is a lot more to explore space-wise, with new tools for the player as well.” As we delve deeper into the waters of Proteus, we’ll learn more about the Axum, and gain access to the new Seafrog Chassis, which straps arms and legs to the Tadpole to create an exosuit that resembles the Prawn Chassis from the first game.
The Seafrog Suit is extremely versatile, capable of strong jumps, dashes, and even climbing over walls and rocks. Spatzek calls it “a dream come true” for the level design team. “You add a massive new tool to their toolkit that they can now use to build more interesting spaces, do more interesting puzzles, and add another layer of depth to our world.” As an example, he suggests caves that might require you to scale up a wall to access the nodes inside, or completely different methods of interacting with the environment.
In terms of learning about Proteus, Art Director Michał Piatek says the new zones “really tip the scales, where the deeper you go, the more of the Axum you’ll be able to understand, see, and explore.” World Art Lead Ben Kelly adds, “The most successful environments are where the player can come into the space and understand a little bit of the story just by looking at the set dressing. Before they have to read a PDA entry or spend time learning the lore of the space, they should be able to understand just by the placement of props.”
The new region’s rock outcroppings, caverns, and structures are more than just places to gather rare materials or learn about the planet’s history, however; they’re also safety. The Collector prowls its territory looking for trophies, and Unknown Worlds has done “a lot of bespoke work” to ensure it looks, feels, and moves around like a natural part of the environment, according to Animation Programmer Sam Dark.
The Collector’s four long tentacles are now “completely physically simulated, using accurate water physics,” Dark explains. “We are now able to direct all four tentacles of the Collector independently, to reach out, grab surfaces, and pull itself along. It can not only respond to the physics of the world, but also affect the physics of the world as well.”

If you’re looking for some semblance of safety from the Collector’s far-reaching grasp, the environments and nature will provide your best clues towards survival. “In safer areas, or areas where the players should feel that they can rest, or maybe a good place to build a base, we might use slightly warmer hues, and when it’s dangerous, then we might go for cooler hues of blue,” Kelly notes, “we will make the area feel bleak.”
Gathered around the warm glow of Ignis Coil plants, you’ll find bulbous green creatures known as Descenders. These are friendly and playful, which Animation Lead Daniel Lilleberg points out is designed to make you feel comfortable around them. “So when it gets scared, you should get scared.” Creature Designer Louis Karim reveals that these critters are good at spotting the Collector approaching, and will stare straight in its direction before attempting to “hide from it as far as it can.” I’d recommend following suit.




