You’ll also need to wait for research to finish, which operates on a timer of 15 minutes or more that goes down no matter what you're doing. In addition to tediously waiting for your air to refill, you also have to wait for crafting to finish, which involves watching a bar slowly fill as you do nothing at all. The idea of limited air supply works a lot better in a game like Subnautica because when you’re running low on air all you have to do is swim straight up for a quick breather before returning to the interesting things you were doing. Then I'd travel back out and get a few minutes of work done (if I was lucky) either exploring or gathering resources before I had to go fill up my oxygen again. Generally I had far less time than that to explore and gather before I needed to retreat to a source of air… then tediously wait for my air supply to refill, which can take two minutes. Your ticking clock will peak at only around 10 or 15 minutes, and that’s if you devote lots of inventory space to oxygen refills. That's because everything you do is limited by your air supply, which you have to constantly keep an eye on. Which is good, since you tend to go back and forth through the same parts of them over and over and over. The layout of the early survival areas is one of Breathedge's greatest strengths, feeling both very deliberately designed and like they could be real places. Many of the ruined spaceships that make up its world and the environments within it are designed quite well, with new things to find often hidden nearby or enticingly placed in plain view across a distance that you're not sure how to cross yet. It's amusing to snag floating resources out of the debris field that surrounds you. It was fun to putter a round in microgravity at first, bouncing off things and peeking behind asteroids. Breathedge’s main contribution to survival games is its movement, which is at least different enough to make the early routine novel.
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