Subnautica 2 devs have heard your 'strong request' for combat, but it's not going to happen: 'Subnautica has always been built around vulnerability, exploration, and survival'
Unknown Worlds says it's not "because we think those players are wrong," but Subnautica 2 just isn't that kind of game.
One of the biggest discussions emerging from Subnautica 2's tsunami of an early access launch is the debate over combat. Just a few days ago, we reported that developer Unknown Worlds says players "are here to exist on this planet, not dominate it." Still, that's not stopped many players from demanding the means to fight back the horrifying sea beasts lurking below the waves.
In a new blog post, the developers spoke on three areas of feedback the game has received so far. Of course, this begins with creatures and combat.
"Right now, some predator encounters feel more frustrating than tense or exciting. Mitigation tools are not always clear, reliable, or satisfying, and players do not always have enough confidence in how to respond when a creature attacks. This is not the experience we want."
Honestly, this doesn't particularly surprise me. I think most players have completely overlooked just how strong the distraction flares can be—they basically pacify any creature. It's more or less your only tool of self-defence early on, though, until you start unlocking a few Biomods, like Electric Discharge or Camouflage.
Luckily, some improvements are already in the works, including "creature aggression timing, aggro range, flare effectiveness, Survival Tool effectiveness, and creature interactions with vehicles and bases." These changes will arrive over various upcoming patches.
And then there's going fisticuffs with fish. "We have heard the strong request for more direct ways to deal with hostile creatures, including the ability to kill them," the devs explain. "We understand where that request is coming from. When avoidance and mitigation tools do not feel effective, it is natural for players to want a more decisive solution."
"Our current direction is not based on judging players who want combat, and it is not because we think those players are wrong. Subnautica has always been built around vulnerability, exploration, and survival rather than traditional weapon-based combat. We believe that this is part of what makes the game unique."
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So no, Unknown Worlds has reaffirmed that creature combat isn't on the bingo cards, and that's a position I can get behind. These sea monsters are only as terrifying as they are because there's little I can do against them but come prepared with flares and get outta dodge when things get hairy. But right now, encounters are more than a little janky, and that's definitely something developers need to address—just not, you know, with guns.
The last point Unknown Worlds addresses is how it's going to handle the early access period, explaining that it's not just about collecting bug reports: "We will not always be able to make every requested change, but we do have a responsibility to listen carefully, explain our decisions respectfully, and show through our actions that player feedback is shaping the game."
Some of those changes and improvements aimed at community concerns will arrive "in the coming weeks".
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Rory has made the fatal error of playing way too many live service games at once, and somehow still finding time for everything in between. Sure, he’s an expert at Destiny 2, Call of Duty, and more, but at what cost? He’s even sunk 1,000 hours into The Elder Scrolls Online over the years. At least he put all those hours spent grinding challenges to good use over the years as a freelancer and guides editor. In his spare time, he’s also an avid video creator, often breaking down the environmental design of his favourite games. If you can’t track him down, he’s probably lost in a cave with a bunch of dwarves shouting “rock and stone” to no end.
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