July was an ugly month for and developer Unknown Worlds. In the course of fewer than 30 days, the studio's leadership was gutted, the anticipated early [[link]] access release was delayed, harsh words were exchanged, and a lawsuit was filed. The dispute turns largely on whether or not Subnautica 2 is ready for early access release: The ousted leaders of Unknown Worlds , but Krafton says it before it's ready to see the light of day.
It's obviously not an ideal situation, but during the company's Q2 FY2025 earnings call, Krafton said its willingness to delay the game amidst all the furor is actually a good sign because it proves the company's commitment to getting it right.
"And so because we've managed the whole [[link]] milestone process very rigorously within the company, we were able to make the decision that we made regarding Subnautica 2. And because we felt that the game was not up to par, not up to the level that we had wished it to be—I think that case really goes to show that our milestone process is being rigorously managed."
There's some logic to that I suppose, although managing a milestone system isn't the same as leading the development of a game. Whether or not a project is ready for an early access release is also a big, very opinion-driven question: If there's one thing we learned from Baldur's Gate 3, after all, it's that being short on content and long on jank isn't necessarily the kiss of death.
And really, we saw the same thing with Subnautica, a game that presented as "" when we first saw it in early 2015 and came out the other end as a memorable journey to "" three years later. I have no idea what's going on behind the scenes at Krafton but I do know that Unknown Worlds put out an absolute banger with Subnautica, through early access warts and all, and my inclination would be to trust
them to do it again with the sequel.
Of course, Krafton has good cause to claim that it knows what it's doing, too: The company said the first half of its 2025 fiscal year was its , with revenues up nearly 12% to 1.536 trillion Korean won ($1.1 billion), and operating profit increasing 9.5% to 703.3 billion won ($505 million). The company attributed the growth to a strong mobile business driven by Battlegrounds Mobile India and the continued success of PUBG: Battlegrounds.

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