subnautica
Released in 2014
Phobias That Can Be Triggered in subnautica
Achluophobia / Nyctophobia – Fear of the dark
Trigger: Deep ocean zones with little to no natural light (e.g., the Lost River or void biomes)
Why: Darkness underwater is even more disorienting than on land, making it hard to see incoming threats or navigate safely.
Acousticophobia / Phonophobia – Fear of loud or sudden sounds
Trigger: Sudden roars, Reaper Leviathan screams, base breaches, or hull damage alarms
Why: Subnautica’s sound design uses jarring audio cues to signal danger, heightening tension and startle responses.
Agoraphobia – Fear of wide or open spaces
Trigger: Swimming in vast, open ocean with no land in sight
Why: The scale and emptiness of the ocean can feel overwhelming, evoking helplessness in the face of an expansive, unknowable space.
Asthenophobia – Fear of weakness or being helpless
Trigger: Running out of oxygen, food, or energy in hostile biomes
Why: The game emphasizes player vulnerability — especially when far from safety — which can induce panic or anxiety in stressful survival situations.
Autophobia – Fear of being alone
Trigger: Total solitude on an alien planet with no other humans
Why: Subnautica builds an atmosphere of extreme isolation, where you’re constantly reminded that no one is coming to help.
Bathophobia – Fear of deep places (specifically deep water)
Trigger: Descending into trenches or abyssal zones like the Void or Lava Lakes
Why: The sensation of sinking into the unknown, with nothing below or around, is deeply disturbing for many players.
Claustrophobia – Fear of confined spaces
Trigger: Navigating tight cave systems, wreck interiors, or base tunnels
Why: These areas can be disorienting and difficult to exit, especially if you’re running low on oxygen, adding to the sense of being trapped.
Hemophobia – Fear of blood
Trigger: Injuries from creatures, red lighting or fluids during creature attacks
Why: While not graphic, implied trauma or damage from Leviathans or crush depth incidents can trigger this fear.
Ichthyophobia – Fear of fish
Trigger: Aggressive aquatic life like Reaper Leviathans, Bone Sharks, or Crabsquids
Why: Subnautica’s alien fish are massive, hostile, and often designed with exaggerated or grotesque features, making encounters terrifying.
Megalohydrothalassophobia – Fear of large underwater creatures in vast water spaces
Trigger: Encounters with Leviathans, especially in open biomes like the Dunes or the Void
Why: The size difference between the player and these creatures, paired with the openness of the ocean, creates a primal feeling of dread.
Mysophobia – Fear of germs or contamination
Trigger: The Kharaa bacterial infection subplot
Why: The game introduces a planet-wide infection affecting both you and the ecosystem, which can cause discomfort for those with contamination fears.
Scopophobia – Fear of being watched
Trigger: Sensing Leviathans nearby, hearing sounds without seeing the source
Why: Constant ambient noise, sonar pings, or creature tracking creates the impression that something is observing you from the dark.
Submechanophobia – Fear of submerged man-made objects
Trigger: Exploring sunken wrecks, derelict bases, and the crashed Aurora
Why: The eerie silence and haunting presence of submerged structures can feel uncanny or disturbing to players with this fear.
Thalassophobia – Fear of the deep ocean
Trigger: Almost every biome past the starting safe shallows — especially the Void, Dunes, Blood Kelp Zone, and the Inactive Lava Zone
Why: Subnautica is one of the most well-known games to provoke this fear due to its immersion in vast, alien oceanic depths full of unknown threats.
Thanatophobia – Fear of death
Trigger: Being attacked by Leviathans, drowning, or dying due to poor preparation
Why: The fear of helplessness and permanent loss in dangerous underwater zones contributes to anxiety around player death.
Trypophobia – Fear of clusters of small holes or irregular patterns
Trigger: Coral textures, mushroom forest terrain, or alien skin designs
Why: Certain environmental textures — especially those involving coral or hive-like structures — may resemble hole clusters that can disturb sensitive players.