Subnautica 2 adding "better callouts for Silver" in first patch as players struggle to find any
Have you seen my silver?
If you're among the likely hundreds of thousands of players who've wondered how to find Silver in Subnautica 2, take comfort in the fact that developer Unknown Worlds is aware that this hotly demanded resource can be tricky to track down, and is working on a clarity fix of some kind.
Unknown Worlds member Anthony, speaking in the game's official Discord, recently assured players that, "The first patch should have some better callouts for Silver, but honestly we've been looking at a holistic resource [sic] of the resource flow." (I'm assuming Anthony meant a more holistic overhaul or restructuring of the resource flow, or something to that effect.)
A hotfix for Subnautica 2 has already been released; Anthony seems to be referring to the first proper update, although not one of the major updates that will be released every few months.
Gathering silver is essential, especially in the early hours of Subnautica 2, in no small part so you can make a decent air tank. Shortly after the game launched, countless players quickly dogpiled forums to ask where the heck they could find any.
As a test case for early access changes, it'll be interesting to see how the devs adjust this particular resource bottleneck. Is it a scarcity issue? Just put some silver spawns closer to the starting point? Is it a visibility issue – should silver deposits be more obvious at a glance or from farther away, or is the resource falling into a UX hole? Or is it a matter of economy – that is, is silver currently used in too many crafting recipes, or does each node not yield enough silver?
I'd imagine silver and other resources in Subnautica 2 could see changes from any of these approaches, or from a different angle entirely. But for an early access game, it is encouraging to see even smaller pain points like this singled out even while the devs face the larger problem of players hungry for fish murder.
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Austin has been a game journalist for 12 years, having freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree. He's been with GamesRadar+ since 2019. They've yet to realize his position is a cover for his career-spanning Destiny column, and he's kept the ruse going with a lot of news and the occasional feature, all while playing as many roguelikes as possible.
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