Subnautica 2 has sold 2 million copies in 12 hours, with 9x the players as the first, and at this point I figure that Krafton CEO is already on his second bottle

Subnautica 2 Surges Past Two Million Sales in Record Time

In an impressive display of market enthusiasm, Subnautica 2 has achieved a remarkable milestone, selling two million copies within just 12 hours of its launch. This achievement follows a swift ascent to one million copies sold in the first hour, showcasing the game’s immense popularity and anticipation among players.

A press release shared with PC Gamer revealed that peak concurrent players across platforms—including Steam, the Epic Games Store, and Xbox—surpassed 651,000, with Steam alone accounting for over 467,000 concurrent users. This figure is approximately nine times greater than the all-time peak concurrent player count of the original Subnautica, which debuted in 2018.

The backdrop to this success is marked by a tumultuous period for Unknown Worlds, the studio behind the franchise. Recent controversies have surrounded CEO Kim, who faced accusations of ousting the studio’s former leadership over a potential 0 million payout tied to the game’s sales performance. Allegations also surfaced that Krafton, the parent company, intentionally delayed the game’s release to sidestep the payout window.

During a cross-examination, it was revealed that Kim sought guidance from ChatGPT regarding the complexities of the earn-out agreement. In a message to Maria Park, Krafton’s head of corporate development, Kim noted, “Now, ChatGPT [is] start[ing] to answer that it is difficult to cancel the earn-out.”

In a significant legal development, a judge has ordered the reinstatement of former Unknown Worlds CEO Ted Gill due to a “material breach of contract” by Krafton. The ruling mandates that Krafton fulfill its financial commitments and “can—and must—act in good faith to navigate their remaining contractual relationship.” The success of Subnautica 2 is now pivotal to ensuring that these contractual obligations are met.

While the specific criteria for the reinstated leadership to receive their payout remain unclear, the rapid sales of two million copies in such a short timeframe undoubtedly positions them favorably in meeting those requirements.

As the dust settles on the legal disputes and corporate maneuvering, one can’t help but reflect on the implications of attempting to undermine a highly anticipated game launch. The fallout from such actions raises questions about the value of maintaining healthy working relationships and the wisdom of relying on AI for strategic decisions. The unfolding narrative of Unknown Worlds and its leadership is a compelling case study in the intersection of business ethics and creative enterprise.

AppWizard
Subnautica 2 has sold 2 million copies in 12 hours, with 9x the players as the first, and at this point I figure that Krafton CEO is already on his second bottle