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    Home›Gaming News›Subnautica 2 Players Say Immortal Fish Are Breaking Immersion — And a Dev’s Response Didn’t Help
    Gaming News

    Subnautica 2 Players Say Immortal Fish Are Breaking Immersion — And a Dev’s Response Didn’t Help

    By Krushna Vasudeva · May 17, 2026 · 8 min read
    Subnautica 2 Featured 2

    Subnautica 2 has only been in early access since May 14, 2026, and it’s already drawn a wave of criticism over one specific design choice: the complete removal of killable fauna. While the game launched to an impressive peak of 467,582 concurrent players on Steam and currently holds a “Very Positive” review rating, a vocal portion of the community is pushing back hard on Unknown Worlds Entertainment’s decision to make all creatures in the game unkillable — and a developer’s response on Discord managed to pour fuel on the fire rather than cool things down.

    Table of Contents

    Toggle
    • What’s the Problem? Subnautica 2 Fauna Cannot Die
    • The Reddit Post That Sparked the Conversation
    • The Thermoblade Problem
    • The Developer’s Discord Response Made Things Worse
    • Why Unknown Worlds Made the Call
    • Where the Community Stands

    What’s the Problem? Subnautica 2 Fauna Cannot Die

    In the original Subnautica and its standalone expansion Below Zero, the game was designed around a mostly pacifist philosophy. You weren’t meant to go around hunting Leviathans for sport — the tools to do so were limited, the rewards were basically nonexistent, and the game generally pointed you toward exploration over combat. That said, killing was still possible. Small fish could be caught, killed, and cooked for food. Larger predators could technically be fought off with enough effort and the right equipment, most notably the Thermoblade, a knife upgrade that let players instantly kill and cook small fish while also dealing meaningful damage to bigger threats.

    In Subnautica 2, Unknown Worlds has gone a step further and removed the ability to kill any fauna entirely. Not just Leviathans — everything. Players can stun aggressive creatures temporarily using tools like the Sonic Resonator or distract them with flares, but nothing in the game can be permanently killed. Small creatures will disappear after being hit, but they aren’t truly “dead” in any meaningful sense. It’s a clean break from how the series handled combat before, and not everyone is on board with it.

    Subnautica 2 Featured 2

    The Reddit Post That Sparked the Conversation

    A few days after launch, Reddit user DinosAndBearsOhMy posted on r/Subnautica arguing that the change makes the game world feel fundamentally less believable. The post was careful to acknowledge that they never went out of their way to kill fish in the original — but the option existing was still important to how the world felt alive and reactive. Without it, the sequel’s creatures feel more like scripted obstacles than actual living things sharing an ecosystem with the player.

    The post pulled in over 2,600 upvotes and hit the front page of r/Subnautica on May 15, suggesting this isn’t just one person’s hot take. A meaningful chunk of the community clearly shares the frustration. Players in the thread elaborated with specific examples of why immortal fauna feels off in a survival context. One of the most-upvoted comments put it plainly: “I don’t exactly like the process of being eaten alive” — arguing that a character stranded on a hostile alien ocean world should at minimum be able to fight back when something is actively trying to eat them. The pure pacifist framing feels tonally inconsistent with the survival horror atmosphere the series built its reputation on.

    The immortal fish is an immersion issue more than anything
    byu/DinosAndBearsOhMy insubnautica

    The Thermoblade Problem

    Beyond the general immersion complaints, there’s a more practical concern that came up in the discussion: the possible permanent loss of the Thermoblade. In both original Subnautica and Below Zero, the Thermoblade was a fan-favorite tool that let players instantly kill and cook small fish with a single strike, saving inventory space and streamlining the food loop. It also doubled as an upgraded weapon against larger creatures, making it genuinely useful in actual dangerous situations.

    With damage to fauna completely removed from Subnautica 2, there’s no mechanical foundation for the Thermoblade to exist. You can’t “instantly kill” something that can’t be killed at all. Several players pointed this out as a secondary loss — not just a philosophical objection to pacifism, but the genuine removal of a useful piece of kit that a lot of people relied on in previous playthroughs. If Unknown Worlds ever reverses course on unkillable fauna or adds some form of limited combat, the Thermoblade could theoretically return. But as the game currently stands in early access, there’s no room for it.

    The Developer’s Discord Response Made Things Worse

    What really set the community off wasn’t just the design decision itself — it was how a developer at Unknown Worlds Entertainment responded when players raised the issue on the official Discord. When one player wrote “Why can’t we kill in Subnautica 2? That makes zero sense. If not, modders will do it,” a developer replied:

    “We aren’t a killing game. Go play Sons of the Forest or something if you want to kill.”

    That response landed badly. The player asking the question had been entirely civil, and telling your own customers to go play a different game is not a great look — especially during an early access period where community feedback is supposed to be part of the development process. The comment spread quickly, spawned a wave of memes mocking the Subnautica 2 protagonist as weak compared to the original game’s survivor, and generally made the optics around this design decision significantly worse than they needed to be.

    To Unknown Worlds’ credit, the studio has since acknowledged the criticism and confirmed that some form of response to the issue is planned for a future update. The specifics haven’t been revealed yet, but it sounds like they’re at least aware the current implementation isn’t landing well with everyone.

    Why Unknown Worlds Made the Call

    To be fair to the developers, the reasoning behind unkillable fauna isn’t totally without logic — even if it hasn’t been spelled out in a detailed blog post or developer commentary yet. The most obvious factor is Subnautica 2’s built-in co-op. The original games were solo experiences, which naturally limited how much damage a single player could do to the ecosystem or to major threats. In a co-op setting with up to four players, that calculus changes dramatically.

    Leviathans, for example, have AI that can only track a single target at a time. In a solo game, that creates a tense cat-and-mouse dynamic. In a four-player session with everyone wailing on the same creature with weapons and vehicles? That Leviathan goes from terrifying apex predator to a damage sponge that gets farmed for sport. Making fauna unkillable keeps the ecological threats relevant regardless of group size, and ensures that even a coordinated squad can’t simply eliminate every major hazard and turn the ocean into a playground.

    There’s also the broader design argument that an unkillable ecosystem makes the world feel genuinely “other” — a place where the rules don’t bend to the player’s will, where you have to adapt and move around threats rather than just removing them. That fits the Subnautica DNA pretty well on paper. The problem is execution: players on the official feedback board and in Reddit threads have noted that immortal fish can start to feel less like a living ecosystem and more like a bunch of cardboard obstacles that exist purely to annoy the player. The immersion cuts both ways.

    Where the Community Stands

    It’s worth keeping this debate in proportion. Subnautica 2 is doing genuinely well — nearly half a million concurrent players at peak, a strong review score, and plenty of positive coverage of its new biomes, co-op mechanics, and expanded crafting systems. The unkillable fauna complaint is coming from a vocal minority, not a majority revolt. Most players seem to be enjoying what Unknown Worlds has built.

    That said, “vocal minority in early access” is exactly the kind of feedback that should be taken seriously. This is the period where the game can still change significantly before its full 1.0 release, and the community feedback board already has detailed suggestions — ranging from making fauna killable but introducing consequences like predator hotspots, to simply giving Leviathans massive health pools that make killing them technically possible but extremely impractical for average players.

    The developer’s confirmation that a fix or adjustment is coming is a step in the right direction. Whether it involves reintroducing some form of damage to smaller fauna, bringing back something like the Thermoblade, or building out a more nuanced consequence system for killing creatures, there’s clearly room to find a middle ground between “go on a killing spree” and “nothing can ever die.” Subnautica 2 is still early in its access period, and Unknown Worlds has a history of listening to player feedback over the long haul. This one feels like it’ll get addressed — the developer’s Discord response just made the road there a little bumpier than it needed to be.

    For more gaming coverage, check out our full breakdown of GTA 6’s confirmed new and returning vehicles, the latest on GTA 6 Trailer 3, pre-orders, and Summer 2026 marketing, and the One Piece Chapter 1183 release date and color spread details.

    ← Previous GTA 6 Vehicles: Every New and Returning Car, Bike, Boat, and Aircraft Confirmed So Far Next → Pokemon TCG Live’s New Build and Battle Mode Explained — Schedule, Rewards, and How It Works

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