Releases: Okabintaro/SubmersedVR
0.2.0 - 2025 Update compatiblilty, haptics, articulated hands and more
Version 0.2.0 - 2025-08-17
Hello, this is a small update in response to the Subnautica 2025 Patch.
The mod is compatible and should work fine with the new update from my limited testing, but I still found some minor quirks I want to fix and polish in the coming weeks.
Additionally, some of the improvements from the BZ Mod by @jbusfield made it into this patch!
You can now enable articulated/tracked hands and game and UI haptics. I still want to improve the haptics though, since I found it vibrating in an alert pattern sometimes without a reason.
Unfortunately, the physical driving system from the BZ Mod was not compatible with the input changes in the original game, but I will try to get it working in a future update again.
Also thanks to @LeeTwentyThree for starting off this update with a pull request and updates for BepInEx.
Features
- Contributions from the BZ Mod (from @jbusfield)
- Optional WIP Haptics
- New Ambient Occlusion
- Articulated / SteamVR Tracked Hands
Bug Fixes
- Sprinting respects the input switch setting now
- Add default bindings for sprinting on Oculus and Holographic (Windows MR)
- You hold one or both grip buttons to sprint
- NOTE: Sprinting is still too slow though, I am working on it
- Add default bindings for sprinting on Oculus and Holographic (Windows MR)
- Remove the early VR-Check which could improve starting issues for some people
Documentation
- Update README with more help and better structure
- Mention Below Zero port in the FAQ
Contributions/Pull Requests
- Added Haptics, Articulated Hands options by @jbusfield in #80
- Update csproj and dependencies for 2025 patch + minor code fixes that shouldn't affect logic by @LeeTwentyThree in #185
New Contributors
- @LeeTwentyThree made their first contribution in #185
Full Changelog: 0.1.6...0.2.0
Version 0.1.6 - 2023-05-10
Version 0.1.6 - 2023-05-10
This is a small update which contains basic snap turning for the Player and some fixes. The snap turning only works for the player at the moment. I might add support for vehicles if it is needed/requested.
We also got Mixed Reality Bindings and an option for Y-Axis Inversion from @Tuupertunut and @philr2, thanks guys!
Enjoy!
Features
- Implement basic snap turning(#39)
- Add bindings for Windows Mixed Reality controllers(#28), Thanks @Tuupertunut
- Added Setting for Y Axis inversion for Seamoth and Cameras(#21), Thanks @philr2
Bug fixes
Version 0.1.5 - 2023-03-08
This update makes the mod compatible with the Steam Deck Update.
Bug fixes
- Remove blackscreen fix, since it was fixed by the devs now.
Version 0.1.4 - 2023-02-13
This is another release with a lot of small tweaks, fixes and some experimental features. Enjoy!
If you got 20 minutes and want to listen to some unscripted commentary or report of this release, you can take a look at this video.
Features
- Virtual keyboard for signs, lockers and more(#1)
- Experimental Health/Oxygen meter on wrist(#11)
- Implement UI Scrolling(#13)
Bug fixes
- Tweak hand rotation(#14)
- Hand aiming for various tools and ExosuitDrill
- Don't scale tooltips with controllers distance
- Show laser pointer in exosuit(#16)
Miscellaneous
- Default bindings for knuckles from PLYSHKA(thanks a lot!)
- Clarify setup, detect incompatible setup(#12)
0.1.3
0.1.2
- Add potential fix for black screen #9 (thanks @IWhoI and Natti for testing)
- Fix(quickslots): update battery charge, lock rotation, fix logspam
- Fix some null pointer errors/logspam(thanks @ihatetn931)
- Add experimental option to attach HandReticle to laserpointer end (from #8, thanks @ihatetn931)
SubmersedVR Version 0.1.1 - 2023-02-02
This release contains two fixes:
- Tweak the seat position of seamoth and exosuit to be 10cm more forward
- Fix laserpointer potentially not showing up
SubmersedVR Version 0.1.0 - 2023-02-01 - First Alpha Release
This is the first alpha release of SubmersedVR, a mod aiming to make Subnautica an immersive VR experience by moderinizing its VR Support.
Features/Tweaks
- Support for motion controls using the SteamVR API/Runtime
- This means you need to start the game using the SteamVR/OpenVR runtime. The Oculus Runtime won't work and is not supported!
- For Airlink Users: You can force the SteamVR runtime by adding
-vrmode openvrto the launch options in steam and launching it via SteamVR.
- For Airlink Users: You can force the SteamVR runtime by adding
- There are default bindings for Oculus Touch and Valve Index Controllers. If you don't have these controllers you will have to make your own bidings. Feel free to submit those in an issue of pull request!
- This means you need to start the game using the SteamVR/OpenVR runtime. The Oculus Runtime won't work and is not supported!
- UI and PDA was adapted to be more usable in VR
- Added a laserpointer that aims using the right controller
- The aim direction changes dependent on the tool and is 45° by default for bare hands.
- QuickSlots are configured in the PDA and are not visible in the HUD
- Added a laserpointer that aims using the right controller
- A Replacement for the QuickSlots that is inspired by the HL: Alyx Menu(Video Demo)
- To use it hold the right thumbstick and flick in the direction of the tool.
- Same thing for Seamoth modules. Select the Upgrade and the press the AltTool Action(Bound to A by default).
- The HUD is fixed/static when driving vehicles
Known Issues/Limitations
This release is far from perfect, but polished enough to get some initial feedback and to have some fun.
The following issues are still present in this release and will be fixed in a later update.
Don't pause while loading!
The game can break if you open your SteamVR dashboard when loading a game.
You will have to restart the game when that happens. It's a known issue and will be fixed soon.
No Roomscale Support(yet)
If you move around your playspace you will notice that if you rotate the player using the thumbstick it rotates yourself weirdly from the center of the playspace.
You can workaround by recentering, whenever you are walking too far from the old center of your play space. Will be fixed very soon.
No virtual keyboard yet
Changing the names of lockers or beacons is not supported yet. Adding a virtual keyboard will be done in one of the next releases.
Button Prompts are wrong
The Button prompts you are seeing on your right hand are not representing the SteamVR Actions, used by the game.
Always refer to your SteamVR bindings to see how to control the game. This might be improved in a future update aswell.