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Subnautica

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Article

Plus: Biomutant Attacks, Elite's Odyssey Perplexes

This analysis examines the performance and market expectations for premium PC and console games during the third week of May 2021.

  • THQ Nordic’s Biomutant generated significant AAA-level anticipation, securing approximately 182,000 Steam followers and two million wishlists despite being developed by a team of only twenty people.
  • The launch of Elite Dangerous: Odyssey underperformed on Steam, debuting with a 36% positive review rating due to widespread technical bugs and performance issues.
  • Sony’s PC port of Days Gone demonstrated strong market momentum, accumulating over 3,000 positive reviews on Steam within its first four days of release.
GameDiscoverCoJun 2021
Cover of Krafton to Submit IPO Application This Month
Article

Krafton to Submit IPO Application This Month

Krafton, the South Korean developer and publisher behind the PUBG franchise, has navigated significant corporate milestones between 2021 and 2026.

  • Krafton reported $1.49 billion in 2020 revenue, a 54% year-over-year increase, with operating profits rising 115% to $690 million.
  • In 2020, Krafton's mobile revenue reached $1.2 billion, representing a 145% year-over-year increase, while PC and console revenue declined 41% to $237 million.
  • Krafton is set to pay a $250 million performance bonus to Unknown Worlds following the successful early access launch of Subnautica 2, which sold over 4 million copies in its first five days.
Game World ObserverApr 2021
Cover of The Design of Subnautica
63 min
Game Developers Conference63 min

The Design of Subnautica

Subnautica represents a deliberate departure from the hyper-competitive, combat-heavy shooter genre, shifting the focus toward the emotional resonance of exploration and the thrill of the unknown.

  • Subnautica achieved commercial success with over four million units sold after a five-year development cycle and a $10 million budget.
  • The development team utilized an iterative 'Minimum Viable Product' approach, specifically employing 'Minimum Crappy Playable' prototypes to rapidly test and refine core systems.
  • Designers replaced traditional combat mechanics with a scanner tool, successfully incentivizing environmental engagement and curiosity over violence.
Game Developers ConferenceJul 2019
Cover of Subnautica Postmortem
62 min
Game Developers Conference62 min

Subnautica Postmortem

The development of Subnautica serves as a definitive case study in the efficacy of transparent, iterative production within the survival genre.

  • Unknown Worlds Entertainment utilized an 'open development' model for Subnautica, releasing daily experimental builds to the public to facilitate free, continuous playtesting and rapid bug fixing by thousands of users.
  • The development of Subnautica spanned five years with a team of 25 people and a total budget of $10 million, significantly exceeding the original scope and timeline.
  • The studio prioritizes 'designing for emotions'—such as wonder, fear, and tension—as a core principle, using these feelings to guide development decisions rather than relying on traditional market research.
Game Developers ConferenceMay 2019
Cover of FY2026 2Q & 1H Earnings Results: KRAFTON
Financial report17 pages

FY2026 2Q & 1H Earnings Results: KRAFTON

Krafton’s financial performance for the first half of 2026 demonstrates significant growth, driven by the continued expansion of the PUBG franchise and the successful early access launch of new intellectual property.

  • Krafton achieved record-high 1H 2026 revenue of KRW 2.7 trillion, a 73.3% year-over-year increase, with operating profit rising 38.3% to KRW 972.5 billion.
  • The PUBG franchise remains the primary growth driver, utilizing content platformization and World of Wonder UGC tools to successfully reactivate user engagement.
  • The early access launch of Subnautica 2 validated Krafton's franchise growth model, selling over 5 million units within 22 days.
Krafton

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