This is what a good acquisition looks like.
Krafton, the publisher behind PUBG, is paying Unknown Worlds Entertainment a $250 million earnout because Subnautica 2 absolutely crushed its sales targets. This is the dream scenario for any indie studio getting acquired: make a great game, hit your numbers, get paid.
Let's back up. When Krafton bought Unknown Worlds a few years ago, they structured the deal with an earnout — basically a performance bonus tied to the success of Subnautica 2. If the game sold well, the devs would get a massive payout. If it flopped, Krafton would take the loss.
Well, it didn't flop. It exploded.
Subnautica 2 became one of the biggest surprise hits of the year. The underwater survival-exploration formula that made the original Subnautica a cult classic translated perfectly to a bigger budget and wider audience. And now Unknown Worlds is getting a quarter of a billion dollars for their work.
This is how acquisitions should work. Too often, we see big publishers buy indie studios, strip-mine their talent, force them to work on live service games, and then shut them down when the magic is gone. Electronic Arts has a graveyard of dead studios. Activision turned Blizzard into a Call of Duty support team. It's depressing.
But Krafton let Unknown Worlds do what they do best: make weird, beautiful, atmospheric games about being terrified underwater. They didn't force multiplayer. They didn't demand a battlepass. They just said "make Subnautica 2, but bigger."
And it worked.
The earnout structure is genius because it aligns incentives. had a reason to make the best game possible — their payout depended on it. had a reason to support them — their investment was on the line. Everyone wins when the game is good.




