This is a sub-page of Proto:Subnautica.
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This prototype is documented on Hidden Palace. |
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A prototype of Subnautica built on the 10th of April, 2014 for PAX East. It contains a lot of differences with models, sounds, textures, etc. when compared to the first Early Access release in December of the same year, and also features a completely different, linear gameplay loop of completing set objectives.
This build of the game contains a 6 and a half minute demo timer that, when finished, displays a "Thank you for playing Subnautica" graphic on screen, though nothing else will happen. This demo timer can be turned off easily by pressing F7. The demo also includes a .bat file that runs the game, and subsequently reruns it repetitively, which is most likely what was used inside the booth this demo would've been played in.
Console Commands#
Much like every subsequent version of Subnautica, there is an accessible developer console when you hit `. This version of the game, however, has a completely different command list, with some commands that ended up being removed by Earliest Access, and a handful of others that function differently than retail or simply don't work at all. A list of this demo's console commands can be found below:
Name |
Parameters |
Function |
|---|---|---|
biome |
None |
Non-functional as there is no code for this command, despite being registered. |
blocky |
None |
Non-functional, leftover from cut procedural generation system, would have changed rendering quality. |
bubbles |
None |
Spawns a bubble. |
buoyoff |
None |
Disables debugging for a buoyancy mechanic related to the Cyclops |
buoyon |
None |
Enables debugging for a buoyancy mechanic related to the Cyclops |
cross |
None |
Non-functional, would've done something to the hand symbol in the HUD. |
crush |
None |
When executed inside the Cyclops, it will cause the camera to shake violently and play a random heavy damage sound. |
day |
None |
Non-functional, would have set the time to day. |
flood |
None |
Non-functional, would have made Cyclops start to flood. |
flooded |
None |
Prints to the Unity console how much the Cyclops has flooded. |
floodmask |
None |
Command for the devs to help create a mask for the flooded Cyclops. |
fog |
None |
Non-functional, would have toggled fog on or off. |
food |
Int 0-100 |
Non-functional, would have set hunger level according to the code. |
fstep |
None |
Command for Cyclops flooding that acts as a stopwatch that also resets flooding when executed. |
gcc |
None |
Collects GCC info. |
item |
None |
Gives you specified item. |
kill |
None |
Kills you when executed (and yes you can die by normal means in the demo). |
limitshadows |
Int |
Limits shadow casting to an amount of metres set by the user. |
lootgrid |
None |
Unfortunately non-functional as it is tied to the cut procedural world generation system. |
madloot |
None |
Gives you a Survival Knife, Glass, Metal, Zinc, Emery, Neoprene, Rutile, Titanium and a Mercury crystal. |
night |
None |
Non-functional, would have set the time to night. |
nobloom |
None |
Disables bloom effects. |
nofood |
None |
Non-functional, would have toggled the hunger mechanic on or off. |
noshadows |
None |
Disables shadows. |
oxygen |
None |
Works the exact same as the final game, toggles oxygen drain. |
perf |
None |
Logs performance stats and warnings in the Unity console, this isn't visible outside the Unity editor. |
prime |
Int |
Command for performance, it is unknown what this does. |
propboost |
None |
Non-functional, command is self-explanatory. |
ratingui |
None |
Makes a star rating GUI pop up when executed. |
rebuild |
None |
Reloads the map, this also introduces a bug where map items are duplicated, which can become a serious detriment to performance the more this is executed. |
region |
Int |
Teleports the player to specified region on the map through user-inputted ID. |
replate |
None |
Non-functional, leftover from cut procedural generation system, would have regenerated a chunk in front of the camera. |
replateall |
None |
Non-functional, leftover from cut procedural generation system, would have regenerated all chunks. |
scene |
String |
Related to prefabs with lightmapping, valid values are currently unknown. |
seaglide |
None |
Spawns a Seaglide in front of you. |
seal |
None |
Sets swimming speed to 5x. |
seeall |
None |
Non-functional, would have something to do with vision. |
seed |
Float 0-200 |
Non-functional, related to Creepvine growth mechanic. Kelp Forests aren't in the demo. |
shark |
None |
Sets swimming speed to 10x. |
sizeref |
None |
Spawns a model of Ryley as a size reference for mapping. |
sonic |
None |
Sets swimming speed to 50x, comparable to a certain blue animal. |
spawn |
None |
Unlike retail, this command will simply teleport you inside your exact map position with a random deviation of .5 map units. |
speed |
Float 0-10 |
Sets game speed to user-specified value, also affects demo timer. |
sub |
String (cyclops) |
Spawns in specified sub, the Cyclops is the only working sub in the demo. |
swimx |
Float |
Sets swimming speed to specified number, including decimal points. |
takedamage |
Int |
Makes you take damage with the specified number of HP. |
tech |
None |
Unlocks a craftable item and plays a sound, this command is useless as crafting isn't in the demo. |
testoverlay |
None |
Non-functional as the overlay is always enabled in the demo. |
tsgui |
None |
Toggles a GUI for texture streaming diagnostics. |
tsram |
Int |
Limits/increases allocated VRAM for texture streaming. |
warpme |
None |
Teleports you to the spawn or last entered Cyclops, just like the final game. |
Oddities#
This demo has quite a few oddities that not only suggests that the demo was potentially rushed out the door, but also exposes additional content not available in the build.
Main Menu#
The filename of the background seen in the main menu is 'WallpaperDownload.png', suggesting that an employee at Unknown Worlds had downloaded a wallpaper on the internet to use as a placeholder before using the game's concept art.
Additionally, the loading screen can easily break by pausing or opening the developer console while it appears, if it's done shortly before loading is finished (but not too late either) you'll get yourself softlocked as it will skip the line of code that enables movement. Opening those two menus during loading will always, without fail, get rid of the screen entirely. This doesn't happen in the prototypes, for whatever reason.
Reference to 'Beetle' sub#
In the code for the sub command, there's a line that adds an error to the Unity editor logs when a non-valid value is entered in, which states to "specify sub name (beetle, cyclops)."
Despite this, the only valid value in the demo is the Cyclops, and it is unknown what the 'Beetle' sub is. However, it might be referring to the "Beatle" submarine from prototype 6 of Subnautica, which could indicate that "Beatle" is a misspelling of the word "beetle".