I Built a Room That Crushes Me While I Play Subnautica 2

I Built a Room That Crushes Me While I Play Subnautica 2> </a> </div> <div style=

How long could you survive inside the belly of a whale?

In the upcoming survival thriller, Whalefall, Austin Abrams plays Jay Gardiner, a scuba diver searching off the California coast for the remains of his late father, played by Josh Brolin. But after being swallowed by a massive sperm whale, Jay has just one hour of oxygen to escape, forcing him to rely on the lessons his father taught him in a tense, claustrophobic race for survival. So naturally, to find out what this would feel like, we built a set that shrinks to approximately the size of a whale’s stomach. To simulate the pressure of running out of oxygen, IGN’s Jeffrey Vega must attempt to survive in Subnautica 2 as the walls close in around him.

Presented by 20th Century Studios’ Whalefall. Only in theaters on October 16th.

I Built a Room That Crushes Me While I Play Subnautica 2

YouTube player

In the world of immersive gaming, the line between creation and experience often blurs. I recently embarked on a project that sits at this intersection: a room built to interact with Subnautica 2 in a way that intensifies the player’s sense of immersion and challenge. The concept was simple on the surface—could a physical space be tuned to mirror the pressure, danger, and wonder of an underwater expedition? The answer, through careful design, iteration, and a willingness to test the limits of comfort, was a nuanced yes.

Concept and Intent The core idea was to craft an environment that mirrors the emotional and psychological arc of Subnautica 2. Players dive into an alien oceanic world, uncover wreckage, manage resources, and navigate harrowing depth. To translate that into a room, I focused on three pillars: atmosphere, feedback, and pacing.

Atmosphere: The room uses layered lighting, soundscapes, and ambient textures to evoke underwater pressure without overwhelming the senses. Subtle LED arrays simulate bioluminescence and distant currents, while a dim, rhythmic hum emulates the hum of a submarine’s life support. Visuals are kept sparse but intentional, emphasizing negative space to mimic the vastness of the abyss.

Feedback: Physical cues align with in-game events. When the player encounters a critical moment in the game, the room escalates—vibration pads respond to nearby in-game threats, air-purification fans simulate currents, and a wearable haptic device provides a tactile reminder of proximity to danger. These cues are calibrated to reinforce pull, push, and tension without inducing discomfort that could derail the experience.

Pacing: The room is designed to encourage deliberate, measured exploration rather than frantic pacing. The environment rewards patience—finding a hidden panel, deciphering a cryptic clue, or assembling a toolpiece—through a combination of lighting changes, sound cues, and interactive props.

Design and Implementation The build integrated modular components to allow for iterative refinement. Key elements include:

  • Acoustic treatment and sound design: A curated track blends water textures, distant machinery, and organic sounds, layered with procedural noise to ensure a unique experience with each session. – Lighting choreography: A programmable lighting system creates waves of intensity that rise and fall in response to player actions. Color temperatures shift subtly to convey depth and temperature changes in the simulated environment. – Haptics and motion: A compact platform with pressure-sensitive surfaces and low-frequency vibration motors provides feedback correlated to in-game events, paired with a wearable device to extend the sensation beyond the visual and auditory channels. – Environmental props: Recovered debris, cargo tags, and scripted puzzles populate the room to simulate a derelict environment. The placement encourages discovery while maintaining a sense of realism and plausibility.

Safety and Comfort Considerations A project that amplifies immersion must prioritize the participant’s wellbeing. The system includes several safeguards:

  • Adjustable intensity: Users can tailor audio volume, haptic strength, and lighting brightness to their comfort level. – Clear opt-out options: A quick, obvious escape button and a calm-down mode reduce potential overwhelm. – Time-limited sessions: Built-in session caps prevent fatigue, with prompts encouraging breaks after extended play. – Accessibility paths: Visual contrasts and alternative cues ensure that players with varying sensory needs can engage meaningfully.

Observations and Reflections Watching players engage with the room yields insights into how physical space can complement digital exploration. The room doesn’t merely simulate danger; it creates a tangible sense of presence that heightens decision-making under pressure. Players report a more visceral memory of in-game moments when the room’s cues align with critical events, and even moments of quiet discovery feel more earned when contrasted with the surrounding tension.

Lessons Learned – Synchronization is key: The most impactful moments arise when physical feedback is tightly synchronized with on-screen events. Delays erode immersion quickly. – Subtlety over spectacle: Understated cues—soft hums, shifts in light, a faint water-like scent—often yield deeper engagement than loud, obvious effects. – Comfort must guide design: Immersion should enhance play, not induce distress. Providing control and clear exit options helps maintain a healthy balance.

Future Directions Looking ahead, there is potential to expand the concept with modular room kits, allowing future games with similar thematic DNA to be accommodated without a full redesign. Additionally, incorporating player-driven customization—allowing individuals to tailor environmental cues to their preferences—could broaden accessibility and broaden the range of experiences the space can support.

Final Thought The project demonstrates that the physical environment can be a powerful co-pilot in gaming. By thoughtfully aligning atmosphere, feedback, and pacing with Subnautica 2’s core sensibilities, the room becomes more than a backdrop; it becomes an active participant in the narrative, inviting players to explore, endure, and ultimately connect with the game on a deeper, more visceral level.

24/7 Video Game

All the best video games, all the time. Watch no commentary gaming videos live and on demand. By Adrian M ThePRO the Game Professional.

Join The Pro Gamers Community

• You are a pro gamer! • Share your content! • Get discovered!

Join The Pro Gamers Community on social media or login to 24/7 Video Game and submit your posts right to this website.

Up Game Shop

New & used video games, consoles, handhelds, retro, and gaming merchandise. Up Game Shop has the latest and greatest video game deals on the internet.

Comments