Why No Killing in Subnautica 2
You've landed on an alien planet. You're drowning, suffocating, starving. And all around you swim huge, toothy creatures that want to devour you. Logic dictates: give me a knife, a gun, a harpoon—anything! But the developers of Subnautica 2 from Unknown Worlds Entertainment stubbornly reply: no. And it's not that they "don't understand" players. Behind the refusal of violence lies a deep philosophy, rooted in the tragic events of 2012. Let's figure out why you can't kill fish in Subnautica 2, how the developers explain their position, and what they plan to change so the game doesn't become a "frustration simulator."
The Conflict That Divided the Community
Immediately after Subnautica 2's early access release on May 14, 2026, a serious dispute erupted within the community. Players found that predators in the game were too aggressive, and there were critically few tools for defense. Stun, scare away, trick—sure. Kill—no.
The tension peaked after a comment in the game's official Discord server. One of the developers, level designer Artem "Artie" O'Reilly, responded to a disgruntled player: "We are not making a game about killing. Play Sons of the Forest or something similar if you want to kill."
The reaction was swift. Part of the community considered the comment rude and disrespectful, accusing the developers of being closed off from feedback. Others, on the contrary, supported the studio, stating that "gathering feedback" and "doing everything players demand" are not the same thing. In the end, the developers apologized for the harshness, promising that early access should be "a dialogue, not a one-sided explanation from the development team."
However, on the core issue—the ban on killing—the studio's position remained unwavering. Why?
The Root of the Philosophy: Sandy Hook and "Weaponless Games"
The answer lies in the studio's history. Unknown Worlds Entertainment co-founder Charlie Cleveland made games about violence before Subnautica—the Natural Selection series. In December 2012, a tragedy occurred in the US—the Sandy Hook elementary school shooting. This event deeply affected Cleveland.
"I never believed that violence in video games leads to violence in the real world," he wrote in his Steam blog during the development of the first Subnautica. "But I couldn't just sit there and 'add more guns' to this world. So Subnautica is my voice for a world with fewer guns. A reminder that there is another way. A way where we use non-violent and more creative solutions to our problems. A way where we are not at the top of the food chain."
This quote became the manifesto of the series. That's why there are no automatic weapons, pistols, or grenades in Subnautica. You are not a hunter, a colonizer, or a conqueror. You are a survivor trying to adapt to an alien and hostile world, not to remake it for yourself. As lead game designer Anthony Gallegos explains: "We want players to feel like they are learning to live in this world, not being its conquerors."
"You'll Never Get a Weapon, Sorry"
If you hope that a submarine shotgun will appear in a future update, you're mistaken. Unknown Worlds has made its position crystal clear.
In a Discord discussion, Gallegos explicitly stated: "You will never get a real weapon, sorry. I'm sure mods will add it, but we intend to offer more reliable defensive options without making you the lord of the sea."
The studio is well aware that this decision will be "a point of constant resistance" throughout the game's development. However, the game designers consider this "an important and interesting limitation" that forces players to think outside the box, rather than acting on the "saw a problem, shot it" template.
They are even ready to fight the "metagame" that has developed around the first part. Gallegos sadly recalls how players in Subnautica 1 would enter a location with a specific goal: "How do I kill this Leviathan so it won't bother me anymore?" "It's sad," he says, "because it kills all the suspense of the region. But players do it because it's the optimal strategy. In the sequel, we are trying to move away from this, showing that you must coexist with these creatures."
Why Players Are Angry (and That's Okay)
Of course, philosophy is great, but when a toothy fish tears you to pieces for the fifth time and you can't even fight back, emotions take over.
Unknown Worlds admits: in the current early access version, the balance system is "broken." Predators are too aggressive, their reaction time is instantaneous, and evasion and deterrence tools work poorly or are unclear. "When avoidance and mitigation tools don't work, players naturally want a more decisive solution—that is, to kill the enemy," the developers wrote in an open letter.
Players also complain about excessively strong aggression (the radius in which a creature notices you), as well as the foolish behavior of creatures that attack bases built, it would seem, in a safe place.
This is not a design error, but a matter of refinement. "The problem is that right now, the player doesn't feel like they've affected the creature when they hit it," says Gallegos. "That will change."
One of the amusing things developers discovered while gathering statistics: players build bases too close to predators. "I don't think we ever anticipated people building homes next to wolves and then complaining loudly that they're getting bitten by wolves." Nevertheless, the studio acknowledges that if the behavior of the "wolves" is illogical and they attack too often, it's also their fault, and they will fix it.
Our Services for Streamers
Our Services for Content Creators











