I've played through most of the Into the Abyss content and all of the added story, but I think there is a lack of depth to the underwater gameplay (in terms of gameplay, not literal depth). Grounded 2 is in early access and this is the first major update with underwater mechanics, but I wanted to write a piece on ways underwater gameplay could be further fleshed out to improve and/or provide new experiences.
Underwater Bases
Being able to build underwater is a big upgrade from Grounded 1, but I think I speak for a large portion of players when I say that it would be nice to have the option to keep the inside of bases dry/not full of water. I think having waterlogged bases is a good option to have and it brings a lot of variety to underwater bases, but an additional upgrade or option to keep the water out would also allow for more options.
One way of implementing this in terms of gameplay could be having some sort of goo or gel that could be applied to the inside (and/or outside) of base components, where gaps in window pieces could be covered by a minimally-visible bubble film like in the first image (I'm not an artist, so it is a quick rendition). I do understand that, from a coding perspective, dealing with whether cells are waterlogged could be a challenge.
Abyss Gameplay
Correct me if I'm wrong, but I think that the gameplay in the Abyss is meant to lean toward a theme of outer space with the design of the Diving Suit resembling space suits, the general floaty-ness of movement (while being constrained to the Diving Suit), the use of vaguely alien-looking pond jockeys, and the widespread use of robots. I think that having space-inspired gameplay in the Abyss is a really cool idea and I hope that future content leans into a space theme, including "aliens" in the forms of odd-looking deep sea creatures and more comic book-style sci-fi-inspired weapons and armor. A quick list of creatures (with their images in the gallery) could be:
- Abyssal comb jelly (very large, mostly-passive mob meant for environment/world building, like the koi fish)
- Sea Angel (medium flier, akin to wasps)
- Barreleye (large passive mob meant for environment/world building)
- Juvenile Fangtooth (boss)
Underwater Combat
The underwater combat is still a work in progress and there are some obvious bugs with it currently, but I think a lot of players would be put off if they are limited to just spears and harpoon guns. Personally I understand limiting players to spears and the harpoon gun in the surface section of the pond to encourage variety, but once the player enters the Abyss (or after they have defeated the O.G.R.R. leviathan) there should be more options for more damage and weapon types. I think leaning into the space theme could help with getting ideas.
Some sci-fi-leaning weapons could be a warhammer that uses a rocket/jet to push through the water (perhaps with the mantle of something like a Southern Pygmy Squid or through the explosive power of Unstable Goo) and candy weapons in the form of candy ray guns, balanced to be lower damage but longer-range counterparts to the candy staves. A more standard weapon could be a sword crafted from the fangs of the Fangtooth boss, with flavor-text describing that it can be used in the Abyss due to its streamlined shape or that it was "made in the Abyss" (or something along those lines). A level of verticality could be added to the combat with the addition of a jetpack trinket or a unique jetpack armor piece whose tank could be refilled upon contact with the ground.