This is one of my solutions to the fact that Sun doesn’t shine at the deep waters and heat vents are not everywhere:
It’s a 150m tall tower, to put the solar cells close to the surface. The game is marketed as a “survival sandbox” with lot of abilities to create things. Except you aren’t needed to be any creative – besides for vanity and art – because you can get infinite water, energy and food from a simple room with a bioreactor in the middle with a water filter and a growbed on the side which spawns stupid amount of potatoes to eat and to fuel the bioreactor. So why bother with any of these things the devs put endless hours into, just follow the story which is so sparse that a writer could make it in a few hours. There are no great dialogs, there are no great cutscenes like in story-games, you just get a radio message and a beacon to the next location. Or not even that.
This is visible in the Steam Charts, where the game hovers around 2-3K players (PUBG has 1400K). While the toy is extremely well written and the graphics is AAA (if your computer is fast enough to handle the load), the game you play with the toy is shallow and non-repeatable. You put a couple dozen hours into the toy, then get bored and quit. Not rage-quit, just “well, this was fun, let’s move on” quit. Also, a toy can’t get a good word-of-mouth advertising, since those who enjoy it are aware of the fact that their fun comes from their own creativity. They can’t go around: “this is an awesome game where you can pwn n00bs” or “this is some hard nut to crack but I manage, let’s see how do you fare”. “I built this vanity base with funny items and a huge bed underwater” isn’t a good marketing line.
My hopes are high that the changes I’ll propose get implemented, because I make the testing myself, providing very low workload to the devs, and the game is single-player, allowing multiple difficulties, so there is no “yes, but we’d lose a bunch of casuals who can’t catch fish” argument, as the existing modes would be unaffected.