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Image reference (original game): Subnautica · original-game artwork, provided by IGDB. Image rights remain with their respective owners. This illustrates the referenced original game, not the actual visuals of this rewrite or mod.

Source maintainer: kuba001-pl · Revision: 55f16714753c · Catalogued: 2026-10-12

Source license: MIT · LICENSE-APACHE · LICENSE-MIT · Article: Source README (format adapted)

The source README follows, with formatting adapted for this site and images replaced by source links. Feature, completion and testing claims belong to its authors and have not been independently playtested here. The Traditional Chinese translation was prepared with AI assistance.


README image:subnautica-rs

subnautica-rs

An unofficial, from-scratch Rust reimplementation of the Subnautica engine for
desktop. It reads data from your own installed copy of Subnautica at
runtime. This repository contains no game files, and never will.

Unofficial fan project, not affiliated with or endorsed by Unknown Worlds or
Krafton. You need a legally owned copy of Subnautica. Developed with heavy
use of AI coding agents; see AGENTS.md for the rules they follow.

Status: early (active development). The desktop client (sn-client) streams
terrain, materials, world objects, lighting, and player movement; gameplay
systems and multiplayer are in progress. Architecture and roadmap are in
docs/DESIGN.md, and file format findings in
docs/formats/.

What works

Tested on Windows 11 with game build 10 (Steam):

  • Decoding all 5,416 terrain octree batch files (.optoctrees, ~1.1 GB):
    669,150 octrees, every one structurally validated, in under a second.
  • Spatial layout of the octree data (child order, octree order, +Y up),
    confirmed from seam continuity.
  • Reading the world index (index.txt): world, octree and batch dimensions.
  • Turning terrain into meshes (surface nets) and exporting them as OBJ for
    Blender. Meshes of neighbouring batches join without holes.
  • Reading Unity’s containers: all 5,467 asset bundles and the player’s
    .assets files (423,677 objects), matching UnityPy’s listing exactly.
  • Decoding the game’s textures (matches UnityPy pixel for pixel on a 506-texture
    sample) and finding every terrain material (233 types, 211 textures).
  • Reading where every world object is placed (sn-inspect entities): all
    4,581 placement files, 419,846 objects, each resolved to its prefab name
    (prefabs.db), in about a second.
  • Loading prefabs through the Addressables catalog and decoding their meshes
    (sn-inspect prefab, exported as OBJ to out/prefabs/): all 1,369 placed
    prefabs and their 3,263 meshes, matching UnityPy on every vertex and
    triangle count.
  • Reading the biome map and the water settings of all 145 biomes
    (sn-inspect biomes, sn-inspect biomes --at X Y Z).
  • Reading gameplay data (headless, not used by the client yet): all 463
    recipe/item entries of Balance/TechData, the prefab → tech type map,
    the player’s numbers (oxygen, health, swim and walk speeds) and the
    starting blueprints and unlocks (PDAData) from the main scene
    (sn-inspect techdata, sn-inspect player), and every collider of the
    placed prefabs (sn-inspect prefab --colliders).
  • The player’s body: the suit models the game shows in a new game,
    animated by the game’s controller with its empty-hand rules (walking,
    swimming, surface, falling, death), turned and bobbed with the view as
    the game does; the head casts a shadow but is not drawn in first
    person; the camera sits at the game’s eye (sn-inspect player --body; in sn-client look down to see it, --third-person for a
    debug camera behind the player). Its motion has not been compared
    with the game side by side.
  • Reading what the game keeps only in its code, from the player’s own
    Assembly-CSharp.dll with our own .NET reader (sn-inspect code): all
    793 tech type names, the 7 crafting menus (159 nodes; --trees prints
    them) and TechData’s defaults; every method body of the DLL decodes.
  • Collision (sn-sim): the player’s capsule swept against the
    full-resolution terrain and the placed objects’ colliders, one-sided as
    the game’s. sn-inspect swim swims from the lifepod into the nearest
    Kelp Forest along the seabed; for seeds 1–5 it arrives with 0
    penetrations, at about 13–19 µs per step.
  • The player, with the game’s numbers: walking with gravity, steps and
    slopes in the lifepod and on land; swimming with the game’s speeds,
    drag and surface rules. The lifepod’s hatches play the game’s
    cinematics: the hatch opens, the body climbs with the pod’s animation,
    and the camera follows the game’s anchor (sn-inspect walk/dive
    check the durations on seeds 1–5; in sn-client press E at a hatch, or
    --use-hatch SECONDS[,SECONDS…] to have it done, --hatch-name to
    pick which, --hold-forward SECONDS to walk on afterwards). After a death the camera
    follows the head (--kill SECONDS to see it). sn-inspect walk runs
    pod → water → pod headless with 0 penetrations. In sn-client you are the player (the fly camera is
    --free-cam). Playing it with keyboard and mouse is not tested by the
    agent.
  • Oxygen, suffocation, health, death and respawn in the lifepod, with
    the game’s numbers (45 units, 1 / 1.5 / 2 per second by depth, refill
    30 per second at the surface, 8 s to pass out). sn-inspect dive runs
    a dive to the seabed until the player dies and respawns, then a dive cut
    short by surfacing; seeds 1–5 pass. The mouse look uses the game’s rule,
    default sensitivity and ±87° pitch limit. sn-client shows a HUD of our
    own: oxygen and health bars, depth, the black-out overlay. The HUD
    layout and the look in play are not tested by the agent.
  • sn-client: a desktop window (Bevy), first person or a fly camera. Terrain streams in
    and out as you move, with four levels of detail out to 1.2 km, textured
    with the game’s own terrain materials, blended between neighbouring
    materials the way the game does it (layers per chunk, soft ragged borders,
    cap/side transitions by slope), with the world’s placed objects (coral,
    plants, rocks, wrecks; about 15,000 around the lifepod) streamed in with
    it, plus what the game’s spawn slots fill with when a new world starts
    (resource outcrops, eggs, fragments; picked with a fixed seed,
    --slot-seed), and the grass the terrain grows within ~100 m (sea grass,
    the Grassy Plateaus’ red seaweed, small corals; the game’s placement
    rules and grass shader: tints, height gradient, waving), and the scenes
    the game spawns at start: the Aurora (intact as in a new game, swapped
    for the wreck on the game clock with the game’s countdown rule,
    --aurora-countdown, --time-scale, or held with --aurora intact | exploded) and the Precursor bases and Lost River trees its
    scene holds, and Lifepod 5 at a start point drawn the game’s way (from its
    map of valid starts; seeded, --lifepod-seed, or --lifepod X Z) with
    its fabricator, radio, medical cabinet and power cells; the camera starts
    where the player does; seen through the game’s own water fog model (colours and distances
    per biome) under the game’s sun and sky light following the session clock
    (--time sets the start; --time-scale 0 freezes it), with the game’s water surface (simulated or baked waves, foam,
    reflection, refraction, sun glint; from above and below) under the
    game’s sky (scattering, sun, clouds, planet, moon; day to night), lit
    the way the game lights surfaces (caustics, sunlight dimmed under water,
    the game’s ambient; SIG coral/rocks with their specular and glow channels,
    capped rocks with separate top/side textures and normal maps; objects with their specular maps, glow maps with day
    and night strengths, and each biome’s ambient settings; renderers on layers the game’s camera
    skips, e.g. the alien bases’ occluder shells, left out; the point, spot and
    directional lights placed objects carry, e.g. glowing coral, without their
    shadows; the fake light glows on ion crystal pedestals and under Precursor
    lights with the game’s decoded shader and its transparency compositing,
    coloured by their lights as the game’s script does; the Precursor consoles’
    holograms and the cache doors’ force fields with the game’s decoded effect
    shader (scrolling textures, soft edges, deformation, refraction); the
    objects the game spawns from prefabs’ placeholders, e.g. the cache doors,
    key terminals and pedestal crystals; none of these compared with the game
    on screen yet); the game’s animators on objects (M7f4: its own
    controllers, transitions and layers run every frame; animated Transforms
    move, skinned meshes bend on the GPU, blend shapes follow their animated
    weights; e.g. Lifepod 5’s hull, eggs, Precursor terminals, the waving
    brain corals and jewelled disks; not compared with the game on screen
    yet); objects and scenes switch between their levels of detail by
    distance with the game’s LODGroups, its High quality lodBias and its
    60° field of view (--no-lod, --fov; Unity’s documented rule, not
    compared with the game on screen yet); Lifepod 5’s own light: its sky
    lights the pod (and, while you are inside, everything without a sky of its
    own) and its lighting states set the sky and the red-alert lamps
    (--lifepod-state, default damaged as after the intro; not compared with
    the game on screen yet). Flying from the lifepod
    to the crater edge
    keeps memory under 1.6 GiB, at about 220 fps on average on an RTX 3080
    (about 100 fps in the dense start area).

What doesn’t work yet

The water clip map (no water inside the lifepod and bases,
shore foam); water settings per pixel (the
camera’s are used everywhere); Lifepod 5 floating on the waves, its
intro, and its modules’ emission by power state;
the Aurora’s explosion effects, sounds and warnings, fire and smoke;
the player’s saved detail level and field-of-view options (High and 60°
assumed); terrain grass
beyond ~100 m, and grass tufts in the game’s exact spots (the amount and
spread follow its rules; our own random numbers); for world objects: reflections of the biome
sky’s cube map, cave/interior skies chosen by atmosphere volumes,
animated lights, materials and script values, remaining unsupported object
shaders (Lost River brine, sand and lava falls and other effect
meshes not yet decoded are flat; matched original-game SIG rock/coral comparisons are not tested;
docs/formats/materials.md), creatures (including the
~100,000 the spawn slots would add); the intro cinematic, tools, the PDA and IK, tanks and fins changing
speeds, the game’s own HUD and damage effects; audio,
multiplayer (so far the headless sn-server and bot players, also with
the player’s own rules and collision, over UDP on one machine; the game
client runs its own in-process server even in solo play, and can host
(--host) or join (--join) a game: other players’ bodies, animations,
hatch cinematics, deaths and respawns are synced; tested with two
clients on one machine, not yet over the internet; no encryption, for
friends on trust).
Linux/macOS: not tested.

Try it

You need Rust (stable) and, on Windows, Visual Studio with the C++ tools and
the Windows SDK.

# Point at the folder that contains Subnautica.exe
export SUBNAUTICA_DIR="D:/SteamLibrary/steamapps/common/Subnautica"   # PowerShell: $env:SUBNAUTICA_DIR = "..."

cargo run -p sn-inspect -- index            # world dimensions
cargo run -p sn-inspect -- octree 12 18 12  # statistics for one terrain batch
cargo run -p sn-inspect -- octree --all     # decode and validate every batch
cargo run -p sn-inspect -- orient 7 17 10   # show how octree data maps onto space
cargo run -p sn-inspect -- mesh 12 18 12 --radius 1   # Safe Shallows → out/*.obj
cargo run -p sn-inspect -- mesh 12 18 12 --radius 1 --lod 2   # coarser level of detail
cargo run -p sn-inspect -- voxel 0 -10 0    # what's at a world position, surfaces below
cargo run -p sn-inspect -- unity --types resources.assets   # what's inside a Unity file
cargo run -p sn-inspect -- unity --all      # parse every Unity file of the game
cargo run -p sn-inspect -- textures --census          # texture formats in the game
cargo run -p sn-inspect -- terrain-materials          # terrain type → material → textures

cargo run -p sn-client                      # fly around, starting in the lifepod
cargo run -p sn-client -- --view 2000       # see further
cargo run -p sn-client -- --flythrough 1700 -80 0   # automated test flight to the crater edge

# Multiplayer (experimental, M10): play together, see "Play together" below.
cargo run --release -p sn-client -- --host                   # host on UDP 27420
cargo run --release -p sn-client -- --join 192.168.1.20 --name Ann   # join it
cargo run --release -p sn-server -- --port 27420             # or a headless server
cargo run --release -p sn-inspect -- bots 127.0.0.1:27420 --count 8 --seconds 60
cargo run --release -p sn-inspect -- coop 127.0.0.1:27420   # bots with the player's rules, lan/internet/bad

cargo test --workspace                      # tests that don't need the game
cargo test -p sn-octree -- --ignored        # full-world test (needs SUBNAUTICA_DIR)

sn-inspect only reads the game folder; it never writes to it. Exports go to
out/, which is gitignored. They are derived from your game files: don’t
share them.

Visual performance baselines

For a fixed-camera benchmark with saved settings and numerical scene counts,
use a new baseline name and an explicit source revision/build label:

# SUBNAUTICA_DIR must point to your install. Choose a new name for each run.
cargo run --release -p sn-client -- --benchmark 300 --baseline shallows-review-1 --baseline-revision working-tree --warmup 120 --resolution 1600 900 --start 0 -10 0 --look 60 -40 60 --fov 60 --view 1200 --lifepod-seed 1 --slot-seed 1 --time 9.6 --time-scale 0 --aurora intact --water-quality high --color-grading off --gpu-timings

This saves report.txt, frames.csv and capture.png under
out/baselines/run-shallows-review-1/. An existing name is rejected. Replace
working-tree with your revision and change label to identify the build.
Names/labels accept letters, digits, - and _. Named baselines require a
solo benchmark; they default to 120 consecutive settled warm-up frames.
--resolution specifies physical pixels. Frame timings use real, unclamped
time; the report includes median/p95/p99, scene counts, camera, fog, sky, water
time and recent GPU diagnostic averages.

Three 300-frame runs at these settings matched the static scene counts and
1600 × 900 capture size. Median frame times were 17.69–17.86 ms on the RTX 3080
(above the 16.7 ms target). Animation, waves and foam history remain live:
--time-scale 0 freezes the game clock, not those effects. These reports
are performance baselines, not proof of pixel-identical captures or a match
to the original game. Original-game visual comparison: not tested.

Play together (experimental)

Each player needs their own installed copy of Subnautica, the same game
build, and this project built from the same version (the join is refused
otherwise, with the reason). Nothing from the game is sent over the
network: only positions, animation values, events and checks.

  • Host: sn-client --host (or --host PORT; default UDP 27420).
    The host’s flags decide the world (--lifepod-seed, --slot-seed,
    --time, --aurora…). A headless sn-server works too.
  • Join: sn-client --join ADDRESS[:PORT] --name NAME. The host’s
    world replaces your world flags.
  • Over the internet: the host forwards UDP port 27420 on their
    router to their PC (or both are on one LAN or a VPN). There is no
    relay or NAT punching: it would need a third-party service.
  • Synced: each player’s position, look, swimming and walking
    animations, the lifepod hatch cinematics (doors and climbing: logged, not yet checked by eye), deaths
    and respawns, the game clock and the Aurora. Not yet: items,
    inventory, crafting, saves, creatures, chat, players colliding.
  • Trust: no encryption and no password in the client yet: for
    friends, not public servers.
  • Tested: two clients on one machine (also with simulated latency
    and loss). Not tested: two machines over the internet.

Layout

Path What
crates/sn-octree Reader/writer for terrain octrees (pure, no dependencies)
crates/sn-world World layout: index.txt, batch addressing
crates/sn-mesh Surface nets mesher and mesh topology checks (pure, no dependencies)
crates/sn-terrain Terrain batches → meshing fields → meshes (pure)
crates/sn-unity Unity containers: UnityFS bundles, serialized files (pure)
crates/sn-assets Finds Unity objects across bundles; terrain materials
crates/sn-install Finds the game folder and reads its files (read-only)
crates/sn-protocol Multiplayer messages and their binary codec (pure, no dependencies)
crates/sn-net Multiplayer transport over UDP: connections, reliable and latest-only channels; a simulated network for tests
crates/sn-session Multiplayer logic without sockets: the server (join, clock, event order, checks), the client (clock sync, drawing other players) and the shared world state
apps/sn-inspect Command-line inspector and validator
apps/sn-client The desktop client (Bevy)
apps/sn-server Headless multiplayer server (experimental): reads the host’s install, listens on UDP
docs/ Design, roadmap, file format notes

Client controls

Hold the right mouse button (or press M) to look around. WASD moves, Q/E go
down/up, Shift is fast, and the mouse wheel changes speed.

Licence

Our code is dual-licensed under MIT or
Apache-2.0, at your option. Subnautica and its assets
belong to their owners and are not part of this project.

Credits

Projects we learn from (reading, not copying): Nitrox,
Subnautica-TerrainPatcher, UnityPy, AssetStudio, OpenMW, hl2-rs, benilla,
gang-beasts-rust, and the AI Game Modding Guides.


License and provenance

The README and its translation retain MIT terms. Changes comprise translation, links and formatting. Editable Markdown, the original README, LICENSE and NOTICE files are included in the linked bundle. This grants no rights to the original games, their assets or trademarks.

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