Finally Trying The Game
In part prompted by comments from a few people who watched my playthrough of Outer Wilds in February 2022 (a game that I ended up finding very stressful and anxiety-inducing), I decided to play Subnautica for the first time in mid March.
Sitting at the main menu (with the nose-diving Aurora), I was quietly preparing myself for an unpleasant and stressful experience, full of anxiety and jumpscares.
What I got was the exact opposite. Not once did I find the game stressful or scary - there was one jump scare, but it was caused by a perfect alignment of factors, and was quite minor - and in fact I was loving it from the very beginning. Subnautica perfectly matched the kind of exploration gameplay I love, the kind I have only rarely found, present in only a few other games (with Satisfactory being a notable recent example).
I spent the next three or so weeks extensively exploring the map - well beyond that which was strictly necessary to complete the story - and was quite disappointed once the supply of new content was exhausted.
Sea To Sea
Having completed the Subnautica storyline and progression, I realized that the majority of the map was not actually necessary for that purpose, which meant that a great many players would miss out on a huge number of interesting locations and their associated content. In my own case, I visited very little of the open biomes (Dunes, Crash Zone, Mountains, Sea Treader Path) before I consciously decided to do so after completing the story, and much the my other exploration I had done ultimately was unnecessary as well.
I decided to make a mod that changed this, adding new content to many of the less-well-traveled regions, and redesigning much of the techtree to make it depend on that new content.
An intermediate flowchart of the new progression (disorganized nodes and connections being new content or changes).
That mod became Sea To Sea, and its set of features grew enormously to accommodate its goal. So much so, in fact...