Collector Leviathan
The Collector Leviathan is the first hostile leviathan-class creature revealed for Subnautica 2. It was showcased in Dev Vlog #3 ("Creating the Collector Leviathan", September 16, 2025), with the entire video dedicated to its creation process. A KRAFTON press release accompanied the reveal with concept art and development footage. Leviathans cannot be killed in Subnautica 2, so every encounter with the Collector is about evasion, distraction, or escape.
Design
The Collector is a gargantuan squid-like predator with a deliberately Cthulhu-inspired silhouette. Visual Development Lead Cory Strader began the design process with "multiple rounds of quick, low-detail thumbnail sketches," exploring diverse shapes and silhouettes before settling on the final form. The creature features a split-body glow motif (a bioluminescent pattern that bisects its mantle), making it visible from a distance and both unsettling and beautiful at the same time.

It has two distinct tentacle types: four primary tentacles designed to "grab, crush, swat, and terrify players," and separate mandible tentacles near its mouth used for feeding. The surface is covered in detailed wrinkles, pores, suction cups, and folds. Lead Character Artist Colin Knueppel invested extensive time drawing surface details to ensure the creature looks convincing during the close encounters that tentacle grabs create.
3D Modeling and Animation
Lead Character Artist Colin Knueppel built the 3D model starting from a single sphere in Blender, sculpting outward like traditional clay sculpture. This organic approach produced the creature's flowing, asymmetric proportions rather than the geometric precision of hard-surface modeling.
Principal Animator Colin Knueppel used Unreal Engine 5's Control Rig system for the first time in franchise history. Previous Subnautica games were built on Unity, which used a different animation pipeline. The UE5 Control Rig enabled "previously impossible rigging techniques" that give the Collector more expressive, dynamic movement.

Senior Technical Animator Stefaan Sorensen engineered the tentacle physics entirely within Unreal's framework, designed to "give a sense of weight and flow within water." The tentacles use procedural animation rather than pre-scripted grab sequences, meaning they move and react dynamically based on the environment. Sorensen described the biggest challenge as creating seamless player-tentacle interactions through "custom-built synchronization systems" that coordinate the physics simulation with gameplay mechanics.
Attacks
The Collector has two primary attack types, both designed to create unpredictable, chaotic encounters rather than scripted sequences.
Attack | Description | Effects |
|---|---|---|
Tentacle Grab | Four primary tentacles latch onto players or vehicles using procedural physics | Grabs, crushes, swats, and pries against structures; behavior is unpredictable since tentacles are not pre-scripted |
Roar and Shockwave | Powerful roar accompanied by a shockwave when it detects nearby threats | Disrupts propulsion equipment, scatters nearby silt and fauna; effective even at range |
VFX Artist Laura Nedal designed particle effects that translate gameplay mechanics into visual cues while conveying the creature's alien nature. The shockwave in particular interacts with environmental elements, causing visible disturbance in the water column.
Behavior and AI
AI Gameplay Lead Engineer Antonio Munoz Gallego designed the Collector's behavior system using UE5 behavior trees combined with a custom stimulus system and dual utility reasoning. Gallego stated: "The Collector Leviathan is not just a monster that blindly attacks players. It is an intelligent and highly threatening deep-sea lifeform that actively reacts to player behaviour and pursues them."
Stimulus Response
The Collector constantly re-evaluates its situation in real time. It responds to three main stimulus categories:
Stimulus | Effect |
|---|---|
Light | Torches, headlamps, and vehicle lights attract the Collector's attention. Operating in darkness reduces detection risk. |
Sound | Hull damage, tool usage, and vehicle engines generate noise. The Collector can track sound sources over long distances. |
Movement | Rapid or erratic player movement draws more attention than slow, deliberate movement. |
Personality and Behavior Patterns
The internal design brief describes the Collector as "intelligent but easily irritable" with a strong disdain for "players, tadpoles, tridents, and anything it does not recognise." (The mention of "tridents" alongside the Tadpole vehicle references the cut Trident vehicle that was removed from the Early Access scope.)
Behavior | Description |
|---|---|
Distractible | The Collector can be distracted by other fauna or objects like flares, creating tactical escape opportunities. |
Persistent pursuit | If the player manages to hide after being spotted, the Collector will actively search the area for a period before eventually giving up the hunt. |
Co-op awareness | With up to four players in a session, the AI reads and splits pressure between multiple divers rather than focusing on a single target. |
Game Designer Louis Karim created detailed documentation and storyboards for the Collector's encounter design, mapping out the intended emotional arc of a player's first encounter.
Survival Tactics
Since leviathans cannot be killed, players must rely on avoidance and distraction to survive Collector encounters.
Tactic | How It Works |
|---|---|
Flare distraction | Throw flares away from your position to redirect the Collector's attention. |
Break line of sight | Hide behind terrain features or structures. The Collector will search the area but will eventually give up if it cannot relocate you. |
Light discipline | Turn off headlamps and vehicle lights when in Collector territory. Operating in darkness reduces detection range. |
Sound discipline | Minimize tool usage and avoid taking hull damage near the Collector. Vehicle engines also generate noise that attracts attention. |
Move slowly | Rapid or erratic movement draws more attention than calm, deliberate swimming. |
Habitat
The Collector Leviathan spawns in the Sparse Plains biome, approximately 20,000 to 25,000 units from the player once they enter the area. The Sparse Plains' open terrain and lack of cover make it one of the most dangerous biomes to traverse, since there are few natural features to hide behind. Players entering this biome should prepare flares and plan escape routes in advance.

Differences from Previous Leviathans
The Collector represents a significant evolution in leviathan design compared to previous Subnautica games.
Aspect | Previous Leviathans | Collector Leviathan |
|---|---|---|
AI system | Simple patrol and charge patterns (Reaper), zone guarding (Ghost) | UE5 behavior trees with dual utility reasoning; constant real-time re-evaluation |
Animation | Pre-scripted grab and attack animations (Unity engine) | Procedural tentacle physics; UE5 Control Rig for "previously impossible" rigging |
Distractibility | Could not be meaningfully distracted by items or fauna | Responds to flares and environmental stimuli; can be tactically misdirected |
Player interaction | Scripted grab sequences with fixed outcomes | Dynamic, unpredictable tentacle behavior; procedural physics for unique encounters |
Co-op | Single-player only; no multi-target behavior | Splits attention between multiple players; reads group behavior |
Development Team
Dev Vlog #3 featured the following team members, each responsible for a different aspect of the Collector's creation:
Name | Role | Contribution |
|---|---|---|
Visual Development Lead | Thumbnail sketches, silhouette exploration, final concept art | |
Colin Knueppel | Lead Character Artist | 3D modeling in Blender from a single sphere; surface detail work |
Colin Knueppel | Principal Animator | UE5 Control Rig implementation; first use in franchise history |
Stefaan Sorensen | Senior Technical Animator | Tentacle physics within UE5; custom synchronization systems |
Laura Nedal | VFX Artist | Particle effects translating gameplay into visual cues |
Louis Karim | Game Designer | Encounter documentation and storyboards |
Antonio Munoz Gallego | AI Gameplay Lead Engineer | Behavior trees, stimulus system, dual utility reasoning |
Cut Leviathan
The May 2025 leaked milestone document indicated one additional leviathan-class creature was cut from the Early Access scope. The Collector survived the cuts, but its companion leviathan did not. The cut creature may be added during the 2 to 3 year Early Access development period alongside the two cut biomes.