Subnautica 2’s no-killing policy isn’t because it’s ‘a game about pacifism’, says design lead, but because players would ‘master the crappy combat’ over anything else

Subnautica 2 sparked controversy over its “no-killing policy,” which prevents players from killing creatures in the game. Following Discord comments stating the game isn’t a “killing game,” design lead Anthony Gallegos clarified the decision in a recent interview with MinnMax. Contrary to assumptions, the policy isn’t because Subnautica 2 is designed as a pacifist experience.

Instead, Gallegos explained the decision is rooted in practical game design considerations. The developers chose not to include combat mechanics because they recognized that if combat systems were available, players would likely spend time “mastering the crappy combat” rather than engaging with other core gameplay elements. By removing combat as an option entirely, the developers prevent players from defaulting to suboptimal systems.

This design philosophy reflects a broader principle where developers intentionally exclude mechanics they cannot make compelling, rather than including half-baked systems that might become the primary focus. The approach prioritizes guiding player engagement toward the game’s strongest features and intended experience. While being hunted by dangerous ocean creatures without means of defense might seem unsettling, the developers believe this constraint serves the overall game design, encouraging players to focus on survival, exploration, and other non-combat mechanics that form the core of Subnautica 2’s identity.

Sources