1- option Modular 1 ship with different componnents that you attach further you go in the story you upgrade ship and compenants while proccessing the minerals that you gather along the way. 2- multiple ships that can obtainable by big corpo while you move into the story 3- Big vessel ship carrier that carries small submarines that player can explore and mine through by terraforming obstacles. opens the way to the big vessel gameplay. A - you are a robot only thing you need is energy (electric) B - you are human that needs resources, food, clean, water, and shelter, life support systems inside the ship. B-1 you are human assited with AI and supported with robotics robots inside the vessel. B-2 you are human with cybernatics that can get your nutrition through a plug to the wall. Complete overhaul graphics style change to subnautica lookalike so deeper darker Complete overhaul stage by stage gameplay to openworld where player needs to find and its way through sonar, radar, by swimming finding a good way or terraforming through. Main selling point thallasaphobia and psycological horror 1-Main carriage vessel needs to be bigger so interior should be more verstile habs, quarters, (beds), cockpits, bridges, or component rooms a-too much lights on vessel (exterior) 2-those subtubs passing through each other it shouldnt be like that we can make the vessel bigger and those subtubs can rotate like clockwise 3-Cockpit dashboard for every vehicle should be exactly like subnautica deep meter needs accurate its buggy also meters are not correctly measured. 4-Terraforming looks great but there are no visible mining ores patches embeded. there are bugs work more on it(like pixaleted lefover terrain) a- subtub should contain some kind of suction device on left so right device is drill or laser, left should suck minarels or ores into the subtub there should be systems for mining and storing ore, selling or processing it, and using refined materials to craft upgrades for the submarine, mining equipment, storage, and other useful tools for underwater exploration. (designer should consider carefully implementing new mechanics) player can swim player can jump down freely from moon pool player can exit from subtubs for swimming, there should be oxygen O2 on HUD when in water. subtub models looks really good but needs rework more detailed real glass shaders and so on. needs a proper propeller that rotates while swimming. there needs to be a inventory system where player can equip different tools or guns.(in the future) The vessel also needs to controllable not automatically goes through the gap that we opened. Thats the gameplay mechanic too. Need a proper Neumorphistic UI elemets. v2.2 finished. Add a complete new mechanic where player can place furnitures or fabricator, refinery, or whatever created objects. Nutrition loss is too rapid needs to be more slow decrease. There should be biomass where nutrition in the vessel needs to be refilled. So player needs to collect fish or biological fauna from the see to fill it up so player can live, the vessel shouldnt unlimited storage of nutrition. Vessel should be controllable just like the subtubs with mouse, but according to its scale. inside vessel 26 degree celcius perfect for human insive vessel should not be water effects and fish clipping inside. while using subtub for some reason I coulnd go deeper or move as freely as if I hit some unvisible wall the terrain is too small for the gameplay we need a bigger map more free space to explore the vessel is moving a bit slow set max speed 1.0 m/s subtubs suction device and drill device should be all-in-one player first drill then suck it up the ores this way we have opened the left side free. there should be dashboard in subtubs where it shows clearly the cargo hold visually transparant ore pipes inside vessel while subtub docked cargo unload. so we can see the ores move through the pipes into the cargo bay> from car bay> (cargobay creates box)into carriage box. player needs to take the ore box pyhsically to put into ore refinery to process it. this system is upgradable where player can craft industrial robotics arms like devices to automize the process while in progress. A natural next step is porting it to Unreal: the carrier and the terrain carving map directly onto a UE project.