Subnautica has bought over 2 million copies on its first day of early entry, with over 600K concurrent gamers in its opening hours.
The sequel to the massively in style survival sport entered early entry on Thursday. Simply over one hour after the sport’s launch, the Subnautica X account posted an announcement that the sport had bought over 1 million copies.
Simply hours later, developer Unknown Worlds introduced that the sport had bought over 2 million copies in simply twelve hours as the sport topped charts all over the world.
Based on SteamDB, the sport managed a peak Steam concurrent participant depend of 467,582 gamers. This makes Subnautica 2 the sport with the twenty ninth highest concurrent participant depend in Steam historical past.
This quantity doesn’t embody gamers who’re enjoying Subnautica 2 through Xbox Sport Preview or through the Epic Sport Retailer. Based on a press launch from Unknown Worlds, the height concurrent participant depend throughout all platforms has topped 651,000.
Earlier than the sport’s launch, Subnautica 2’s growth cycle was mired in a authorized saga that noticed the management workforce of developer Unknown Worlds fired.
Earlier this 12 months, writer Krafton was accused of ignoring a court docket order by saying to employees that the sport was releasing in Could, regardless of such a call seemingly being the duty of the newly reinstated CEO Ted Gill.
Gill, co-founder and inventive director Charlie Cleveland, and co-founder and technical director Max McGuire have been fired by Krafton final 12 months, with the writer accusing the trio of an “absence of core management” and claiming it felt “a profound sense of betrayal by their failure to honor the belief positioned in them by our followers”.
The three claimed, nevertheless, that Krafton had betrayed them by firing them proper earlier than delaying Subnautica 2, a transfer they allege was designed to intentionally stop its Early Entry launch, and keep away from it promoting properly sufficient to set off a $250 million bonus for the event workforce.
