
SomeRandomGuy
10.7K posts

SomeRandomGuy
@SomeRandoFellow
Just an account for posting replies + some. Still lots of replies



Trans isn't a mental illness. You were born that way. x.com/IntegralAnswer…


Don’t be daft. The older I get the more self serving I realise the right is.



What the Helen of Troy role most requires is luminous beauty, and there’s nothing inherently wrong with casting actors such as Lupita Nyong’o in roles that don’t match their ethnicity. | @RichLowry nationalreview.com/2026/05/does-i…




Christians be like: “yes i will kill my son if god wished I do” Religion is mental illness



Subnautica 2 is a pacifist ideology woven into a game. Players have noticed you cannot defend yourself against attacking fish. Not even in self defense. Only passive means are available. This was by design. You can't kill anything because the devs feel it would support gun violence and aspects of colonialism: "Subnautica is one vote towards a world with less guns. A reminder that there is another way forward." "We want people to feel like they're learning to adapt to the world, rather than being a conqueror or dominator." "We aren't a killing game. Go play Sons of the Forest or something if you want to kill." The anti-violence stance got stronger from Subnautica 1 -> 2, which now has a complete "no kill" policy even when the fish can still kill *you*.








Subnautica 2 does not allow players to kill fish or other sea creatures using weapons or tools. Unknown Worlds developers have confirmed no plans to add lethal combat mechanics in future patches. Gameplay design lead Anthony Gallegos explained the game’s philosophy: “The tone of the game we’re making is that you are here to exist on this planet, not to dominate it. You’re not the conquering colonist here. The goal here is not for you to master the world and bend it to your will.” Players can still capture small fish for cooking. Defense relies only on tools like flares to distract predators and the multitool to repel creatures. The studio is improving these non-lethal options in response to feedback but won’t add lethal tools. Developers view this as core to the game’s identity and are not planning a combat-heavy experience.











