Contents
Quick answer
Hotfix 3 says it fixes clients sometimes loading into a previous location when rejoining a multiplayer session, including cases where that position was far from the base. After updating, have every player restart, recreate the session, send a fresh invite, and load a short test save before touching the main save. On the first rejoin, call out position, oxygen, distance to base, and vehicle location before anyone swims off.
Why this deserved its own page
The bug was specific
This is not a vague co-op fix. Unknown Worlds named a client rejoin position problem, which makes it worth separating from the general multiplayer checklist.
Base distance is the scary part
Loading far from base is not just annoying. It can strand a player without oxygen, tools, or a clear route back to the group.
Fresh invite beats stale invite
After a hotfix, stop reusing an old invite chain. Restart the host session and create a clean join attempt.
Visual notes and source media
Original route art
Abyss Guides uses original chibi deep-sea art for page visuals instead of copying wiki screenshots or fan uploads.
Source: Abyss Guides original artwork
Official Subnautica 2 gameplay trailer
Use the trailer for mood, vehicles, and biome context. Do not treat trailer scenes as exact farming coordinates.
Source: Official Subnautica YouTube embedA safer rejoin routine
Start with a clean session
Have the host close the game, reopen it, and create a fresh session. If a friend was joining through an old invite, replace it.
Use a test save first
A short test save tells you whether the fix is working on your install and platform setup. It is faster than arguing over the main save.
Call the load position out loud
When a client loads in, they should say where they are, how much oxygen they have, and whether the base or vehicle is visible. Do this before anyone starts gathering.
Check vehicle and beacon positions
If the player rejoined correctly but the group is scattered, use Beacons, Tadpole location, and base route names to regroup before continuing.
Record repeat failures
If the same client still loads far from base, write down platform, host, save, build version, and whether a fresh invite was used. That is the useful bug-report version.
Rejoin sync card
Patch
Hotfix 3
Client rejoin position fix.
First test
Short save
Protect the main co-op file.
Callout
O2 + base
Say oxygen and distance before moving.
Rejoin symptom table
| Symptom | Best next check |
|---|---|
| Client loads into an old location | Confirm every player updated to Hotfix 3, then retest with a fresh invite. |
| Client appears far from base | Stop the team, call out oxygen, and route back using Beacons or vehicle position. |
| Invite fails before loading | Use the general multiplayer checklist: same build, platform service, fresh host session. |
| Only one save has the issue | Test a short save so you can separate save-specific trouble from session trouble. |
| Co-op feels fixed but messy | Name routes, lockers, and vehicles before the group splits again. |
Do not let everyone swim off immediately
The first minute after a rejoin is where a fixed bug can still turn into a player-made mess. Confirm positions, oxygen, and the vehicle before the team goes back to four different errands.
FAQ
What co-op rejoin issue did Hotfix 3 fix?
Unknown Worlds says Hotfix 3 fixes clients sometimes loading into a previous location when rejoining a multiplayer session, including positions far away from base.
Should I delete my co-op save if rejoin is broken?
No. Update, restart, use a fresh invite, and test a short save first. Deleting or replacing the main save should be a last resort.
Does this replace the multiplayer not working checklist?
No. Use this page for the rejoin-position problem. Use the multiplayer checklist when invites, platform services, or joining fails before the player loads in.
Why mention oxygen on a bug-fix page?
Because loading far from base can become dangerous quickly. The practical fix is not only technical; it is also a safe regroup routine.