Subnautica 2's 3.8M Wishlists
When Subnautica 2 developers announced in May 2026 that their game had reached 5 million Steam wishlists, the industry paused. This isn't just a pretty number – it's one of the highest marks in platform history, comparable to giants like Hollow Knight: Silksong and Deadlock. And this despite the fact that the game's development was accompanied by loud scandals, firings of key employees, and lawsuits. How did the project not only survive but also become the most anticipated release of the year? We'll figure it out in this article.
5 million wishlists: impressive numbers
To understand the scale of the achievement, you need to look at the numbers in context.
By February 2026, Subnautica 2 led the list of most anticipated games with approximately 3.8 million wishlists. For comparison, Forza Horizon 6 had 2.6 million at the same stage, and Resident Evil Requiem had 2.5 million. The gap from the closest competitor was more than 1.2 million – a colossal difference.
In May 2026, just days before early access, the bar was met: 5 million. Subnautica 2 officially became one of the games with the most wishlists in Steam's history.
After its release on May 14, 2026, the numbers confirmed that the interest was not illusory. One million copies were sold in the first hour after release. The peak of concurrent players on Steam was 467,582 people. And the rating at launch was 91% positive reviews ("very positive").
"I have no doubt that these wishlists will turn into real players," wrote Alinea Analytics analysts before the release. And they were right.
Why 5 million is a lot: the Steam context
The figure of 5 million wishlists is impressive in itself, but its value is revealed only in comparison.
Comparison with 2026 competitors
As of February 2026, Subnautica 2 had 3.8 million wishlists. The closest competitors were Forza Horizon 6 (2.6 million) and Resident Evil Requiem (2.5 million). Subnautica 2 surpassed them by more than a million wishlists. At the same time, Forza Horizon 6 and Resident Evil Requiem were already taking pre-orders and had converted into sales (about 250 thousand and 220 thousand copies, respectively). Subnautica 2, however, went without pre-orders – solely on the pure enthusiasm of fans.
Addition speed ("velocity") - a key signal
An important nuance: Steam ranks games in the wishlist not only by the total number but also by "addition speed" (velocity). This means that a game cannot just "hang" in the list for years and accumulate wishlists – it must constantly attract new users.
The week before release, Subnautica 2 had almost 20,000 new wishlists, while the closest competitor had about 8,000. This indicates that interest in the game did not wane but, on the contrary, grew as the release date approached.
Where such a hype comes from: three main reasons
So why did Subnautica 2 generate such crazy interest? There are several reasons, all related to the series' legacy, technical progress, and a unique offering.
Reason 1. Legacy: 15 million fans of the first part
Subnautica 2's success did not happen out of nowhere. The first Subnautica (2018) sold over 15 million copies across all platforms. Even the standalone expansion Below Zero (2019) is approaching 5 million sales. And, importantly for Steam, two-thirds of all series sales came from this platform.
This means that Subnautica 2 had a huge, loyal, and "warmed-up" audience. Fans had been waiting for the sequel for years – and were ready to add it to their wishlist at the first opportunity.
Reason 2. Co-op – what people have been asking for for years
One of the main complaints about the original Subnautica was: "Why can't I play with friends?" In Subnautica 2, developers finally listened to the fans.
The game supports co-op for up to 4 players with cross-platform play between PC and Xbox Series X|S. This is not a "bolted-on" co-op, but full support for co-op playthrough from scratch. For many players, this news was decisive in adding the game to their wishlist.
Reason 3. Unreal Engine 5 and a new planet
Technically, Subnautica 2 is a huge step forward. Developers switched from Unity to Unreal Engine 5, which allowed them to implement dynamic lighting and global illumination (Lumen) – light behaves realistically, creating a chilling atmosphere of depth; advanced water physics – water interacts with the player and vehicles; and a more complex ecosystem – new biomes, new creatures, a new planet Zezura.
At the same time, the developers retained the recognizable style of the series but raised the visual quality to a new level. This attracted both old fans and new players who were not interested in the series before.
Despite the crisis: how the game survived after dismissals
The most surprising thing about this success is that it happened against the backdrop of a serious internal crisis in the studio.
In the summer of 2025, shortly before the planned early access release, publisher Krafton unexpectedly fired key employees of Unknown Worlds Entertainment. According to reports, the reason was a conflict over a $250 million bonus that Krafton allegedly promised developers for releasing the game by a certain deadline.
In addition, in February 2026, it became known that Unknown Worlds co-founders Charlie Cleveland and Max McGuire sued Krafton, accusing the publisher of breach of contract and an attempt to "usurp" control of the studio and intellectual property.
Despite all this chaos, Subnautica 2 not only did not lose its position but strengthened it. The community rallied around the developers, and the number of wishlists continued to grow. Analysts attribute this to the fact that the audience's interest in the game itself turned out to be stronger than the scandals surrounding its creation.
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