Since the massive early access launch of Subnautica 2 last week, a vocal group of players has voiced frustration over a specific limitation: the inability to kill predatory sea life. While some fans are demanding more lethal agency to clear out the ocean, the developers at Unknown Worlds aren't planning on changing their tune. In fact, they suggest that if you want a sandbox focused on slaughter, you might be looking at the wrong survival game.
Why You Won't Be Killing Fish in Subnautica 2
The decision to limit player lethality isn't a technical oversight; it is a core design philosophy. In an interview with PC Gamer, the development team explained that granting players the ability to kill fish outright would fundamentally break the experience they are trying to build.
Gameplay design lead Anthony Gallegos emphasized that the game’s tone focuses on coexistence rather than conquest. "The tone of the game we're making is that you are here to exist on this planet, not to dominate it," Gallegos stated. "You're not the conquering colonist here. The goal here is not for you to master the world and bend it to your will."
While players cannot go on a massive killing spree, they aren't entirely defenseless against the deep. Subnautica 2 provides several methods to manage hostile marine life:
- Flares: Craftable items designed to distract ocean predators.
- Resource Tools: Upcoming tools for harvesting that can also be used to forcefully repel creatures.
- Resource Gathering: Players can still collect biological matter—such as shoving fish into pockets—to serve as food or fuel for bioreactors.
Learning from the Lessons of Subnautica 1
Unknown Worlds' stance on the sequel is heavily informed by the player behavior seen in the original title. In the first game, players could use survival knives to kill even the most massive creatures, leading to unintended gameplay shifts. Unknown Worlds creative media producer Scott MacDonald noted that this ability fundamentally altered the game's atmosphere.
Even though developers implemented massive health bars for leviathans to discourage combat, many players viewed those bars as a challenge to be overcome. Once players realized they could systematically purge the oceans of predators, the core tension of the game vanished. The sea life stopped being a terrifying threat and simply became an "inconvenience to be eliminated."
"You do the work of killing Leviathan and now it's perfectly safe. But you also end up robbing the game of its tension," Gallegos added. He noted that Unknown Worlds co-founder Charlie Cleveland was often saddened by how players used in-game tools specifically for "murdering things."
Maintaining the Alien Dynamic
By restricting the ability to kill fish, the developers hope to maintain a more balanced dynamic between the player and the alien ecosystem. Keeping predators present ensures that the player never feels like they have truly conquered their environment.
"Making sure the leviathans are always kind of present reinforces the idea that you're not the master of this world," Gallegos explained. "You're really meant to coexist with them."
If you find yourself still craving a more violent survival experience, your best bet is to look toward the modding community—because a developer patch for Subnautica 2 likely won't change this fundamental design vision.