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Steam News24 January 20265mo ago

Sub Navigation Explanation

Hi everyone! I just wanted to show some progress on how the submarines will be controlled in the game. Please keep in mind these are work-in-progress images.

Full notes

Full Abyssal Rust update

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What changed

0 fixes2 additions5 changes0 removals
  • Balance
  • Maps
  • Gameplay
  • UI and audio
changedNavigation ElementsManometer: Indicates internal pressure. This represents the submarine's hull status. If the indicator rises into the caution area, it is time to go outside and check the hull for small fractures. If left unchecked, it will reach the danger area, drastically increasing the chance of flooding.
changedNavigation ElementsWorld Map: Shows the entire map and your current position.
changedNavigation ElementsAscent and Descent: The map is 3D, but navigation uses 2D depth layers. Changing from one layer to another is the equivalent of moving to a different biome or area.
changedNavigation ElementsManeuver Lever: Allows for precision movement, but at a higher energy cost.
addedNavigation ElementsPower Indicator: Shows remaining energy in the generator. Once depleted, it is time to insert a new uranium rod.
changedDiegetic UIThe goal is that, with few exceptions, all functions will be represented in-game without a HUD or on-screen menus. The position of the equipment and the camera are adjusted so the player can quickly see overall information at a glance.

Hi everyone! I just wanted to show some progress on how the submarines will be controlled in the game. Please keep in mind these are work-in-progress images.

Navigation Elements

Here are the main controls you will use to pilot the sub:

  • Manometer: Indicates internal pressure. This represents the submarine's hull status. If the indicator rises into the caution area, it is time to go outside and check the hull for small fractures. If left unchecked, it will reach the danger area, drastically increasing the chance of flooding.

  • Radar: Displays creatures and beacons. The player can adjust the detection interval to avoid attracting too many dangerous creatures.

  • Scanner: Since there are no windows, this screen shows a point-cloud representation of the outside world.

  • World Map: Shows the entire map and your current position.

  • Terminal: Here, you can plot routes for automatic navigation. You can then sleep to "fast travel"; depending on the route, you might arrive safely at your destination, or wake up to an emergency!

  • CommunicationsWhen close enough to a beacon, this will beep to indicate a recorded message is available to play.
  • Ascent and Descent: The map is 3D, but navigation uses 2D depth layers. Changing from one layer to another is the equivalent of moving to a different biome or area.

  • Speed Lever: Adjusts the speed or switches to reverse.

  • The Yoke: Steers the submarine while moving forward or backward.

  • Maneuver Lever: Allows for precision movement, but at a higher energy cost.

  • Power IndicatorShows remaining energy in the generator. Once depleted, it is time to insert a new uranium rod.

There are many ways to make navigation realistic, but I want to keep it simple so players can focus on other aspects of the game.

Diegetic UI

The goal is that, with few exceptions, all functions will be represented in-game without a HUD or on-screen menus. The position of the equipment and the camera are adjusted so the player can quickly see overall information at a glance.

I believe this will add to the horror of being just a person alone, interacting with a mechanical submarine.

Next Update

I'm currently working on the interior areas of the submarine, such as the crew quarters, life support systems, and the escape trunk. In the next update, I hope to show a little more of the game world to give context on where you are and why.

Thanks for reading!

Source

Steam News / 24 January 2026

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