Featured Game Hub
Subnautica 2 Guide Hub: Route Board, Craft Tree, Tools
A Subnautica 2 Early Access dive workspace for route planning, craft trees, material decisions, blueprint tracking, biomod scans, Tadpole readiness, co-op storage, and patch retests.
Popular Checks
7 quick linksPick today's dive, save a checklist, and branch into the right tool before leaving base.
Route Board Open Route BoardSave route presets, mark completed dives, and keep a low-spoiler return rule.
Craft Tree Run Craft TreePin crafts, set target quantity, and calculate missing raw materials.
Finder Find Resource DecisionCheck keep, spend, process, or retest calls before using the last stack.
Tadpole Plan TadpoleChoose a Tadpole goal and calculate missing materials before a cargo route.
Biomod Plan Biomod ScanSave scan progress and pick a retreat rule before chasing a target.
Co-op Plan Co-op StorageSet route caller, storage labels, and rare-spend approval before a group dive.
All Guides
16 pagesTools & Databases
Start a Subnautica 2 session by choosing one dive target, pinning the craft tree, saving key materials, checking route risk, then opening the blueprint, biomod, Tadpole, or co-op tool that matches the next blocker.
Version focus2026 Early Access launch
Current statusGood for Early Access route planning around co-op, materials, recipes, vehicles, bases, map routes, and creature risk. Confirm rare materials, route behavior, and vehicle safety in your current save before spending.
Official pageOpen official page
Tadpole Build Planner
Pick A Vehicle Goal And See Every Material Chain
Select a Tadpole target, add materials you already own, and use the output to decide what to gather, process, scan, or build next.
Choose a target to see the real material chain before you leave base.
- Pick a goal.
- Mark owned materials.
- Gather only what is missing.
| Material | Needed | Owned | Still missing |
|---|---|---|---|
| Choose a build goal to calculate materials. | |||
| Recipe chain | Station | Ingredients | Route note |
|---|---|---|---|
| Recipe chain will appear here. | |||
Craft Tree Planner
Pin A Craft Goal And Expand The Material Chain
Choose the items you are working toward, set the target quantity, save owned counts, and let the board show the raw-material shortfall.
No matching recipes. Clear search, station, or category filters.
Pin a build target, enter owned counts, then gather only the missing materials.
- Starter tools and base stations are pinned by default.
- Remove anything that does not support the next route.
| Raw material | Total needed | Owned | Still missing |
|---|---|---|---|
| Pin at least one craft. | |||
Resource Decision Finder
Search A Material And Decide Whether To Save, Spend, Or Process
Use this before a gathering trip: find the material, check route risk, recipe pressure, gear gate, and the action to take before spending the last stack.
Pick one material, check the gate and spend state, then leave with a route target instead of filling the bag randomly.
- Use search when you know the blocker.
- Use tier, category, and spend state when the route is still fuzzy.
| Material | Decision | Route and gate | Used for | Pressure | Player action |
|---|---|---|---|---|---|
| Copperearly / electronics | mediumprotect first copy | starter cavesScanner, oxygen margin | Basic Battery, Copper Wire, Copper Ingot, electronics | 12 recipes4 route families | Protect Copper until batteries, wire, and the next electronics gate are pinned. |
| Quartzearly / glass | lowprocess for pinned recipe | coral and sandy shelvesStarter oxygen | Glass, Scanner, windows, Solar Panel, Tadpole chain | 9 recipes5 route families | Pin Scanner, Glass, solar, window, or Tadpole needs before processing Quartz. |
| Silverearly-mid / electronics | mediumprotect first copy | deep cave clustersBetter oxygen and clear exit | Wiring Kit, Silver Ingot, Standard Air Tank, System Chip chain | 10 recipes4 route families | Save Silver until the tank, Wiring Kit, System Chip, or Dock need is visible. |
| Leadearly-mid / tool gate | mediumprocess for pinned recipe | mid-depth ravinesScanner and oxygen upgrade | Sonic Resonator and equipment lanes | 3 recipes3 route families | Hold a small stack for Sonic Resonator before treating Lead as extra weight. |
| Goldmid / advanced electronics | highprotect first copy | hot and wreck-adjacent routesHeat Tolerance or short safe sweeps | Gold Ingot, advanced electronics, Thermal Plant, acid alternate reports | 7 recipes3 route families | Bank first copies and avoid hot-zone cargo hauls until survival pressure is solved. |
| Sulfurmid / chemistry | highneeds retest | hot route edgesHeat Tolerance, strong exit plan | Repair Tool and Strong Acid alternate reports | 4 recipes2 route families | Confirm the current recipe before spending Sulfur on chemistry or repair paths. |
| Saltearly-mid / survival power | mediumsafe to spend | shallow to mid-depth shelvesStarter oxygen and route marker | Power Cell, cured food, survival stock | 4 recipes5 route families | Keep a vehicle-power stack separate from food and water stock. |
| Acidic Raion Pouchearly / organic chemistry | mediumprotect first copy | Acid Raion plant routesScanner, safe plant harvest | Basic Battery and Mild Acid | 3 recipes2 route families | Save first samples for farm or route stock before making batteries and acid. |
| Lucifer Rotsacearly / organic rubber | mediumprocess for pinned recipe | Rotsac plant routesScanner and labeled organic storage | Rubber, fins, Air Bladder, tank paths | 4 recipes2 route families | Process Rubber only after the fins, Air Bladder, or tank lane is chosen. |
| Fibrous Pulpearly / plant fiber | mediumprocess for pinned recipe | safe plant routesScanner, starter oxygen | Fiber Mesh, Rebreather, fins | 4 recipes3 route families | Turn it into Fiber Mesh only when the oxygen or equipment craft is pinned. |
| Creature Enamelmid / creature material | highneeds retest | creature route leadsScanner, safe creature route, storage label | Enameled Glass for depth, armor, Bioscanner, chassis | 5 recipes2 route families | Avoid farming until the current recipe and route are calm enough to repeat. |
| Lithiummid / upgrade mineral | highprotect first copy | mid-depth cavesHigh Capacity Air Tank or Tadpole support | Plasteel Ingot and advanced equipment | 3 recipes3 route families | Store as rare stock until Plasteel or a named upgrade is pinned. |
| Necrolei Cystmid / organic acid | highprocess for pinned recipe | Necrolei chemistry routesProcessor, safe organic storage | Strong Acid and Power Cell chain | 3 recipes2 route families | Process only for a visible Strong Acid or Power Cell route. |
| Celestinedeep / vehicle mineral | highprotect first copy | Alien Ruins and deep wall depositsTadpole, Sonic Resonator, depth caution | Modification Station, Strontium, Depth Mk. 1 | 5 recipes4 route families | Bank first copies for Modification Station, Strontium, and Depth Mk. 1 before experiments. |
| Strontiumdeep / processed vehicle material | highprocess for pinned recipe | Processor from CelestineProcessor and Celestine stock | Cavitation Muffler, Strike Armor, Feedback Resonator, Haul Chassis | 4 recipes1 route families | Process only for a pinned vehicle module, safety module, or Haul Chassis. |
| Conduit Crystaldeep / advanced tool mineral | highprotect first copy | far-east power and wall routesSonic Resonator, Tadpole, route marker | Bioscanner, Feedback Resonator, advanced batteries | 5 recipes3 route families | Hold for Bioscanner, batteries, and upgrade routes until the trip is repeatable. |
| Troilitelate / late vehicle mineral | highneeds retest | Metal Farm and late routesTadpole, safe cargo rule | Photovoltaic Charger, Mangalloy, current-build module checks | 4 recipes2 route families | Treat as rare cargo; retest availability and recipe pressure before spending. |
| Atacamitelate / late upgrade mineral | highneeds retest | late alien and vehicle routesDepth and vehicle support | Echo Location and Mangalloy reports | 3 recipes2 route families | Tie every Atacamite haul to a saved route and a visible upgrade target. |
No matching route. Clear search or tier filter.
Blueprint Tracker
Track The Scans And Data Cards That Actually Unlock Progress
Mark fragments, stations, modules, and Bioscanner progress so your next route has a concrete unlock target.
Mark completed scans to see the next useful unlock route.
No matching blueprint rows. Clear search or filters.
Biomod Scan Planner
Choose The Biomod Before You Risk The Scan
Filter by active/passive biomods and risk, then pick a scan target that is worth the oxygen, cargo, and predator pressure.
Choose a target whose biomod value is worth the route risk; leave high-risk scans for a prepared vehicle or co-op watcher.
- Medium risk: scan after one movement cycle.
- High risk: mark the route and return prepared.
| Scanned | Biomod | Scan target | Value | Route | Retreat advice |
|---|---|---|---|---|---|
| Dashactive / low | Default slotBiolab / default biomod slot | Emergency dodge and scan escape | starter setup | Keep it equipped for first dangerous scans. | |
| Pathfinderactive / low | Default slotBiolab / default biomod slot | Route breadcrumbing | starter setup | Use it when a cave or wreck route is still unreadable. | |
| Sonic Echoactive / very high | Collector LeviathanBioscanner + Biolab | Ore awareness after a high-risk scan | Sparse Plains patrol | Mark the sighting, leave first, and return with vehicle support and empty cargo. | |
| Electric Dischargeactive / medium | Electric GeordieBioscanner + Biolab | Predator deterrence while swimming | Power Plant / thermal | Scan from distance and leave after the scan; do not test it as Tadpole defense. | |
| Chum Cloudactive / medium | Toxic Sponge + HoundgarBioscanner + Biolab | Creature distraction route | sponge and Marrowbreach warning | Treat Houndgar as a warning marker before treating it as a scan target. | |
| Sea Skimmerpassive / low | Default slotBiolab / default biomod slot | Faster repeat swims near surfaces | starter setup | Keep if it shortens safe resource loops. | |
| Oxygen Controlpassive / low | Default slotBiolab / default biomod slot | Still scanning and controlled cave movement | starter setup | Use when reading routes or scanning calmly matters more than speed. | |
| Heat Tolerancepassive / high | Story / heat routeStory progression, not normal bioscan | Hot-zone resource and route gate | thermal route | Do not turn heat zones into cargo routes until this gate is clear. | |
| Bioluminescencepassive / medium | Sandspear + Electric GeordieBioscanner + Biolab | Dark cave visibility | thermal and Power Plant | Scan only after survival and vehicle blockers are solved. | |
| Camouflagepassive / high | BulletheadBioscanner + Biolab | Predator avoidance | Karakorum predator | Return later with route marker, oxygen, and no rare cargo. | |
| Water Retentionpassive / high | Coral CrabBioscanner + Biolab | Water management | coral pressure | Delay until safer targets are complete. | |
| Homing Sensepassive / high | Surge Jelly + HammerheadBioscanner + Biolab | Navigation and return support | jelly and Hammerhead routes | Scan the safer target first and delay Hammerhead until the route is calm. | |
| Threat Sensepassive / medium | HoverthornBioscanner + Biolab | Threat warning for repeated routes | Hoverthorn route | Good after Bioscanner if oxygen and exit are stable. | |
| Dermal Gardenpassive / high | Needler MangoBioscanner + Biolab | Slow food generation | Needler route | Return with oxygen and a visible escape path. | |
| Slow Metabolismpassive / high | Nibbler Mango or EpicureanBioscanner + Biolab | Food drain reduction | predator / Mango route | Scan without chasing and leave if the target pulls you from the exit. | |
| Water Secretionpassive / medium | Water SlugBioscanner + Biolab | Water support | organic route | Lower-risk utility scan once Biolab exists; keep the exit visible. |
No matching biomod. Clear search or filters.
Route Board
Pick Today's Dive Route Before You Leave The Hatch
Filter by goal, risk, and spoiler level, then save the route, mark completion, or build a custom note for tomorrow's session.
| Save | Done | Route | Goal | Risk | Carry | Abort rule |
|---|---|---|---|---|---|---|
| Starter Shelf Loopstarter shelf / shallow | Titanium, Copper, Quartz, survival stock | lowno | Scanner, food/water, one empty storage row | Return when the first target is found or oxygen margin feels tight. | ||
| Old Habitat ScanOld Habitat / early-mid | Processor, Sonic Resonator, station checks | mediumoptional | Scanner, better tank, beacon or route marker | Leave after the planned scan instead of turning it into cargo cleanup. | ||
| Cicada Wreck Scanwreck route / mid | module, blackbox, and blueprint route checks | mediumhelpful | Scanner, repair habit, oxygen margin, empty cargo | Return after the unlock note; do not keep looting once the route gets messy. | ||
| Coral Dome EdgeCoral Domes / shallow-mid | Hammerhead route marking and safe material checks | highno | Scanner, light cargo, clear exit | Leave on first serious pursuit cue; scan later without rare cargo. | ||
| Alien Ruins Upgrade RouteAlien Ruins / deep | Modification Station, Celestine, module planning | highvehicle | Tadpole, Sonic Resonator, repair check, rare-cargo unload plan | Return before depth pressure or cargo value exceeds the route confidence. | ||
| Karakorum Depth RouteKarakorum / deep | Depth Mk. 1 and late-route readiness | highvehicle | Tadpole, depth module, repair tool, low cargo | Do not branch into side cleanup until the depth route and return path are proven. | ||
| Power Plant Biomod RoutePower Plant / deep-late | Electric Geordie, Conduit Crystal, power-chain checks | highvehicle | Bioscanner, Tadpole, repair, route marker, empty rare storage | Scan one target or gather one material lane, then leave before heat or creature pressure stacks. | ||
| Metal Farm Rare CargoMetal Farm / late | Troilite, Atacamite, Mangalloy route checks | very-highvehicle | Tadpole, repair, charger plan, unload storage, no side errands | Return when the named rare target is found; never turn it into a full exploration route. |
No matching route. Clear the search or broaden risk/spoiler filters.
Name the route from your base, record the entry landmark, and leave before the route becomes a rescue problem.
- Start with one safe landmark.
- Return before oxygen pressure turns the route into a rescue.
| Route | Biome | Goal | Target | Abort |
|---|---|---|---|---|
| No saved routes yet. | ||||
Patch Retest Board
Check What Needs A Current-Save Retest
Use this after a patch or a long break. The board points to materials, routes, creatures, and vehicle behavior that should be confirmed before spending rare goods.
| Watch item | Systems | Rows | Player action |
|---|---|---|---|
| Early Access patch watch2026-06 / needs-retest | resources, crafting | silver, system-chip, tadpole-dock | Recheck Silver route density and keep raw Silver flexible until the next electronics or vehicle need is visible. |
| Rare material route watch2026-06 / needs-retest | resources, vehicles | troilite, atacamite, mangalloy-ingot, photovoltaic-charger | Treat Troilite and Atacamite as bank-first materials until your save confirms the recipe and route. |
| Vehicle safety watch2026-06 / needs-retest | vehicles, creatures | tadpole, power-cell-route, damage, hammerhead | Run an empty Tadpole test before rare cargo if vehicle damage, creature pressure, or power behavior changed. |
| Scan route watch2026-06 / needs-retest | creatures, biomods | electric-geordie, sandspear, hoverthorn, homing-sense | Scan one target per trip and leave after the scan until current creature behavior feels repeatable. |
| Base and route watch2026-06 / needs-retest | base, map | moonpool, tadpole-dock, power-plant, old-habitat | Recheck Moonpool clearance, route markers, and power support before treating old route notes as routine. |
Base Planner
Score Power, Storage, Scanner Reach, And Route Distance
Plan the first base like a route anchor: power margin, labeled storage, scanner/outpost purpose, co-op labels, and travel distance.
Build storage, crafting, and power before decorating or committing to a far outpost.
- Start with storage, power, and a clear return marker.
- Delay outposts until the route repeats.
| Base module | Type | Role | Recipe lane | Build note |
|---|---|---|---|---|
| Corridoravailable/base recipe | structureHabitat Builder | starter spine | Titanium lane | Use to keep the first base readable before expanding rooms. |
| Roomscan/data-box reported | structureHabitat Builder | main workshop | Titanium lane | Build when you can power stations and label storage inside it. |
| Hatchavailable/base recipe | structureHabitat Builder | entry safety | Titanium + Quartz lane | Place where the route home is obvious from outside. |
| Windowavailable/base recipe | structureHabitat Builder | visibility | Glass lane | Useful after power and storage, not before route function. |
| Nooksave-check lead | structureHabitat Builder | observation | Titanium + Glass lane | Treat as optional until the base already shortens a route. |
| Half Round Roomsave-check lead | structureHabitat Builder | larger habitat | Titanium + Glass lane | Use for a later observation or workshop expansion. |
| Moonpoolsave-check lead | vehicleHabitat Builder | vehicle entry | Titanium lane | Leave extra clearance before attaching Tadpole support. |
| Tadpole Docksave-check lead | vehicleHabitat Builder | vehicle parking | Titanium Ingot, Silver Ingot, Copper Wire lane | Build after the Moonpool has space around and below it. |
| Vehicle Fabricatorsave-check lead | vehicleHabitat Builder | Tadpole build | Titanium Ingot, Copper Ingot, Glass lane | If placement fails, expand clearance rather than forcing the route. |
| Fabricatoravailable/base recipe | stationHabitat Builder | tools and food | 1 Titanium, 1 Copper, 1 Quartz | Keep close to craft-next and survival restock storage. |
| Processorscan reported | stationHabitat Builder | ingots and acids | 2 Titanium, 1 Mild Acid, 1 Copper Wire | High crafting value; power it before batching processed materials. |
| Modification Stationsave-check lead | stationHabitat Builder | upgrades and modules | 2 Titanium, 2 Celestine, 2 Copper | Needed for Bioscanner and vehicle module planning. |
| Biolabsave-check lead | stationHabitat Builder | biomods | 3 Titanium, 1 Copper Wire, 1 Mild Acid | Build when you have real biomod scan targets ready. |
| Battery Terminalsave-check lead | powerHabitat Builder | tool battery reset | 2 Titanium, 2 Quartz, 1 Copper Wire | Place beside tool storage for scanner and resonator routes. |
| Power Cell Terminalsave-check lead | powerHabitat Builder | vehicle power reset | 3 Titanium, 3 Copper, 1 Wiring Kit | Core for repeated Tadpole cargo routes. |
| Power Storagesave-check lead | powerHabitat Builder | power buffer | Base power lane | Add before running several high-draw stations together. |
| Solar Panel / Duplex Solar Panelsave-check lead | powerHabitat Builder | shallow base power | 1 Titanium, 2 Quartz | Best for shallow bases and early craft stability. |
| Bioreactorsave-check lead | powerHabitat Builder | organic power | 2 Titanium Ingot, 2 Copper Ingot | Useful only if your organic stock is renewable and labeled. |
| Thermal Plantsave-check lead | powerHabitat Builder | deep power | 3 Titanium, 3 Copper, 3 Gold | Needs safe access and power transmission planning. |
| Hydroelectric Turbinesave-check lead | powerHabitat Builder | current power | 3 Titanium, 3 Copper, 3 Silver | Use only where natural current and transmission are reliable. |
| Power Transmittersave-check lead | powerHabitat Builder | remote power link | 1 Titanium | Plan the route between generator and base before building. |
| Wall Lockersave-check lead | storageHabitat Builder | labeled storage | Titanium lane | Use for craft-next, rare hold, survival restock, and route kits. |
| Floor Lockersave-check lead | storageHabitat Builder | bulk storage | Titanium lane | Good for common materials, not for unlabelled rare caches. |
| Storage Cachesave-check lead | storageHabitat Builder | route cache | Base storage lane | Use for outpost route kits only after the route repeats. |
| Signsave-check lead | storageHabitat Builder | co-op labels | Titanium + Copper lane | Small cost, high value for shared storage discipline. |
| Habitat Beaconavailable/base recipe | routeHabitat Builder/Fabricator | return marker | Deployable lane | Mark the base before exploring outward. |
| Scanner Stationsave-check lead | stationHabitat Builder | resource and wreck reach | 3 Titanium, 1 System Chip, 1 Wiring Kit | Reserve power before treating it as route support. |
| NoA Terminalsave-check lead | stationHabitat Builder | mission support | 3 Titanium, 1 Glass, 1 Copper Wire | Keep story systems away from messy storage sprawl. |
| Biobedsave-check lead | supportHabitat Builder | backup point | 3 Titanium, 1 Glass, 1 Copper Wire | Useful once the base is a real route anchor. |
| Metal Farmsave-check lead | productionHabitat Builder | late material loop | Mangalloy + Axum route leads | Do not build until the current recipe and surrounding route are safe. |
| Growbed / Plantersave-check lead | productionHabitat Builder | organic restock | Titanium / plant lane | Use for food, acid, or organic stock only after first samples are scanned. |
| Work Light / Spotlightsave-check lead | routeHabitat Builder/Fabricator | visibility | Deployable/electronics lane | Place on repeat work routes, not blind exploratory dives. |
No matching base module. Clear search or filters.
Vehicle Safety Verdict
Decide Whether The Vehicle Can Carry Cargo Safely
Use the same vehicle console on both vehicle pages: Tadpole status, route checks, cargo risk, repair state, and co-op driver rules.
Use a short known route first. Load rare cargo only after repair, return path, and parking rules are proven.
- Run empty cargo before hauling materials.
- Inspect damage after creature contact or tight caves.
| Vehicle lane | Type | Status | Role | Recipe lane | Check before route |
|---|---|---|---|---|---|
| Tadpole submersible | vehicle | officially named | mid-route vehicle | 2 Titanium Ingots, 1 Glass, 1 System Chip, 1 Power Cell | Steam names the Tadpole. Verify your save's blueprint, fabrication, power, repair, cargo, and depth behavior before a long push. |
| Tadpole fragments | unlock | save-check lead | vehicle unlock | Scan three fragments | Treat fragment routes as scan routes; do not turn the first attempt into a cargo run. |
| Base Tadpole depth | depth | save-check lead | safe-depth check | No module | Community wiki reports a 250m base crush-depth lane; verify in your save before pushing below that. |
| Tadpole Depth Module Mk. 1 | module | save-check lead | deeper route unlock | Celestine, Enameled Glass, System Chip lane reports | Reported to raise safe depth to 450m and to be the practical Survival-mode depth priority. |
| Tadpole Depth Module Mk. 2 | module | creative/current-build check | do not rely on in Survival | Dedicated Core, Troilite, Mangalloy lane reports | Multiple community sources flag Mk. 2 as Creative-only or current-build limited; do not plan a Survival route around it. |
| Engine Efficiency Module | module | save-check lead | range and power | Titanium Ingot, Glass, System Chip lane reports | Suggested as stackable power reduction; use it for long route planning, not as a reason to ignore return rules. |
| Cavitation Muffler | module | save-check lead | creature-noise control | Titanium + Strontium lane reports | Suggested to reduce noise and creature attention; prioritize before routes with large aggressive fauna. |
| Strike Armor | module | save-check lead | damage mitigation | Enameled Glass + Strontium lane reports | Suggested to reduce physical damage from hits and collisions; still inspect after creature contact. |
| Photovoltaic Charger | module | save-check lead | surface power support | Copper Ingot, Strong Acid, Troilite | Suggested as daylight/shallow recharge support; useful for surface-adjacent routes but not a deep-route safety plan alone. |
| Echo Location watch | module | save-check lead | mid-to-late route awareness | Quartz, Mild Acid, Atacamite lane reports | Some current route notes mention it as a later module; verify unlock and recipe in the current build. |
| Scout Ray Chassis | chassis | save-check lead | speed and exploration | Plasteel, Advanced Wiring Kit, Dedicated Core, Strong Acid reports | Treat as a fast exploration chassis after the base Tadpole route is safe. |
| Tadpole Haul Chassis | chassis | save-check lead | cargo and passengers | Titanium Ingot, Strontium, Enameled Glass, Dedicated Core reports | Cargo value is high, but test empty because larger chassis may need more Moonpool clearance. |
| Seafrog Chassis watch | chassis | future/current-build check | future attachment | Not stable in current public reports | Do not build routes around it until it is live and craftable. |
| Vehicle docking and fabrication | base | roadmap/QOL watch | base support | Moonpool + dock + fabricator route | Roadmap coverage points to docking and fabrication improvements, so keep vehicle bases easy to adjust. |
| Moonpool support | base | save-check lead | vehicle base support | Titanium lane reports | Use as a base-planning gate: if parking, repair, and power are awkward, the vehicle route is not ready. |
| Tadpole Dock | base | save-check lead | parking and docking | Titanium Ingot, Silver Ingot, Copper Wire lane reports | Build after checking clearance and power; bad placement turns route resets into chores. |
| Vehicle Fabricator | base | save-check lead | Tadpole build path | Titanium Ingot, Copper Ingot, Glass lane reports | Build only when the base can support the vehicle loop, not just because the blueprint appears. |
| Moonpool placement clearance | base | community troubleshooting | placement caveat | Extra space below and around Moonpool | Player reports mention finicky clearance; expand room and under-space before assuming the blueprint is bugged. |
| Power Cell route | power | save-check lead | range and recovery | Basic Batteries, Strong Acid, Salt lane | Carry and charge around route length; a Tadpole with no power should be treated as stranded cargo. |
| Power Cell Terminal | base | save-check lead | recharge support | Base power/electronics lane | Build before repeated Tadpole routes so every run starts with known power. |
| Damage and repair pass | durability | current-build check | durability | Repair Tool + safe test route | Test near base with empty cargo; then inspect after creature pressure, collisions, save reload, and co-op handoff. |
| Repair tool habit | durability | save-check lead | post-hit recovery | Repair Tool lane | Check after every creature hit, collision, and deep route before parking far from base. |
| Rare cargo rule | cargo | route-planning rule | cargo safety | Saved route + unload storage | Load rare cargo only after repair state, route marker, parking rule, and unload plan are proven. |
| Empty vehicle test | cargo | route-planning rule | first route | No rare cargo | Run a short known route first to test power, collision, exit, and parking. |
| Common cargo run | cargo | route-planning rule | repeat material loop | Titanium/Quartz/Copper only | Move to common cargo only after an empty test succeeds. |
| Co-op driver and navigator | coop | official co-op + route rule | group safety | Named driver, navigator, cargo owner | Name the driver and navigator before a vehicle route so directions and retreat calls are not split. |
| Side-handle passengers | coop | save-check lead | group travel | Base Tadpole passenger handles | Use only with a clear retreat call; passengers should not distract the driver during predator pressure. |
| Haul passenger rule | coop | save-check lead | four-player travel | Haul Chassis route | The cargo chassis makes co-op hauling easier, but only after driver, cargo, and unload roles are clear. |
| Future vehicle watch | future | planned expansion | do not plan around yet | Unknown | Future updates are expected to add a new vehicle, but do not build routes around it until it is live. |
No matching vehicle lane. Clear search or filters.
Steam Deck Check
Test Handheld Comfort Before A Long Save
Check label, frame pacing, readability, controls, battery, base menus, and cloud save before treating Deck as your main setup.
Start with an FPS cap, conservative effects, and a short route before committing to a main save.
- Test inventory and crafting text before a long save.
- Use a short base-and-route loop as the first benchmark.
Guide Map
Choose the route that fits your save.
Start with the problem in front of you, then move sideways into the next useful guide.
Start & Setup
Early Access, first-hour survival, system specs, settings, and Steam Deck comfort.
Play Subnautica 2 Early Access now if you enjoy unfinished survival sandboxes, co-op testing, base building, and update-driven discovery. Wait if you want a complete story, final balance, stable saves, and a polished first playthrough.
Beginner Guide Subnautica 2 Beginner Guide 2026: First Hour Route and Early SurvivalIn your first Subnautica 2 session, keep the loop small: stabilize oxygen, food, water, scanning, one safe resource route, and one practical base plan before chasing deep biomes or rare materials.
System Requirements Subnautica 2 System Requirements 2026: PC Specs and Settings AdviceCheck the Steam store page first for current Subnautica 2 system requirements. If your PC is near minimum, start at 1080p with conservative settings and wait for launch reports before assuming stable performance.
Best Settings Subnautica 2 Best Settings: FPS Boost and Graphics SetupThe best Subnautica 2 settings are the ones that keep frame pacing, visibility, and input response stable. Start conservative, cap FPS if needed, lower shadows and water effects first, avoid unverified launch commands, then retest in a busy biome and base area.
Steam Deck Subnautica 2 Steam Deck: Best Settings, FPS, and CompatibilityBefore buying Subnautica 2 mainly for Steam Deck, check the current Steam compatibility label and recent player reports. If you already own it, start with an FPS cap, conservative effects, readable UI checks, and a short map-and-base test route before committing to a long save.
Routes & Map
Route board presets, low-spoiler map planning, biome checks, and safe return rules.
Use the blueprint tracker and route planner before opening a full spoiler map: mark fragments or data cards, choose one route goal, set a turn-back rule, save the route note, then return with enough oxygen to repeat the path later.
Biomes Subnautica 2 Biomes Guide 2026: Spoiler-Light Routes and Safety ChecksApproach Subnautica 2 biomes in stages: scout the edge, mark the return path, gather one target, leave with oxygen margin, and only then return for deeper exploration.
Crafting & Resources
Craft trees, owned counts, material decisions, storage rules, and first-copy protection.
Use the recipe pinboard first. Pin the crafts you actually want, enter owned material counts, check the merged missing list, then craft survival utility, scanning tools, storage, and route upgrades before comfort items.
Resources Subnautica 2 Resources Guide: Routes, Save, SpendUse the resource route finder first: search the material, filter by tier or use, check the gear gate and warning, then save the exact route target before spending rare deep-route items.
Base Building Subnautica 2 Base Planner: Power, Storage, OutpostsBuild the first Subnautica 2 base as a practical return point: storage, crafting, power, route access, module purpose, and clear labels before decoration or far-out biome outposts. Use the planner to decide whether to build, wait, fix power, move safer, or stage a route.
Creatures & Biomods
Creature pressure, scan checklists, biomod value, and retreat timing.
Vehicles & Co-op
Tadpole planning, vehicle durability, power support, cargo rules, and shared-save roles.
Use the Tadpole build planner before loading cargo. Pick a build goal, enter owned materials, check the missing recipe chain, then verify names, costs, upgrades, depth rules, durability, and repair behavior in the current build.
Vehicles Subnautica 2 Vehicle Durability: Repairs and Wear ChecksUse the vehicle safety verdict before treating any Subnautica 2 vehicle as safe for deep routes. Test durability, collision damage, creature damage, repair options, upgrade slots, and recovery rules near base with empty cargo first.
Co-op Subnautica 2 Co-op Guide: Roles, Bases, and SurvivalSubnautica 2 supports solo play and online co-op for up to four players according to Steam. Co-op works best when the group agrees on storage labels, upgrade priority, route calls, and base ownership before the first deep dive.
Subnautica 2 works better when the next dive has a narrow job. Pick the target, pin the craft, save or protect the materials, choose the route risk, then leave before cargo, oxygen, or creature pressure turns the trip into a rescue.
Quick Answer
Use the Dive Readiness Board above first. The strongest flow is: choose today’s dive target, open the Craft Tree Planner, check the Resource Decision Finder, save a route on the Route Board, then branch into Blueprint Tracker, Biomod Scan Planner, Tadpole Planner, or Co-op Roles.
Popular Checks
| Check | Open when | Player action |
|---|---|---|
| Titanium / Copper / Quartz | The first base, Scanner, Glass, or electronics chain is blocking you | Spend only after the pinned craft tree shows what is missing |
| Silver | Tank, Wiring Kit, System Chip, or Dock needs are close | Save first stacks until the exact craft is visible |
| Celestine / Troilite / Atacamite | A vehicle module, rare route, or late material lane appears | Bank first copies and retest the route before experiments |
| Tadpole / Scout Ray / Haul Chassis | You want a deeper push or larger cargo run | Check power, repair, parking, and unload rules before rare cargo |
| Old Habitat / Cicada Wreck | You need station, fragment, or data-card progress | Enter with one scan goal and leave after the unlock note |
| Karakorum / Power Plant | You are pushing upgrade or biomod routes | Bring vehicle support, one target, and a strict return rule |
| Hammerhead / Electric Geordie / Sandspear / Hoverthorn | A scan target or predator route is tempting | Mark the route first; scan only when oxygen and exit are calm |
Start With These Tools
| Tool | Use it when | What it saves |
|---|---|---|
| Route Board | You know the route family but need the safest version | Low-spoiler filters, saved route rows, completion marks, carry list, and abort rule |
| Craft Tree Planner | A craft or module is blocking the next route | Target quantity, raw material totals, owned counts, missing counts, and reset |
| Resource Decision Finder | You are about to spend, process, or haul a material | Keep/spend/process/retest state, risk, route family, recipe pressure, and saved target |
| Blueprint Tracker | You need the next fragment, data card, station, or module | Saved unlock progress, priority filters, and next useful route |
| Biomod Scan Planner | A creature scan might be worth the risk | Risk filters, active/passive type, scan checklist, and retreat advice |
| Tadpole Planner | You are building, upgrading, or hauling with the vehicle | Goal selection, material chain, owned counts, power and repair readiness |
| Co-op Storage Roles | A group save is starting or getting messy | Route caller, builder, scout, storage labels, and rare-spend approval |
First Save Priorities
Start with a save you are willing to adjust. In the first two sessions, your job is not to reach the deepest biome. Your job is to learn which routes are repeatable, which materials block upgrades, and which return paths are readable under pressure.
| Session | Practical goal | Stop when… |
|---|---|---|
| First hour | Learn oxygen rhythm, starter materials, and safe return paths | You can repeat one resource loop without getting lost |
| First base | Build storage, crafting, and power around a useful route | The base reduces travel time instead of creating chores |
| First co-op night | Assign roles and label shared storage | Everyone knows what not to spend |
| First deep push | Scout a biome edge, record danger, then retreat | You still have enough oxygen margin to leave calmly |
Current Build Checks
| If this changed or feels off | Check before spending | Safe action |
|---|---|---|
| Silver route density | Tank, Wiring Kit, System Chip, and Tadpole Dock needs | Keep raw Silver flexible until the craft tree confirms the target |
| Troilite or Atacamite route | Photovoltaic Charger, Mangalloy, late oxygen, and module lanes | Bank first copies and do not haul them into blind predator routes |
| Tadpole handling or damage | Power, repair, parking, chassis, and cargo behavior | Run an empty vehicle test before rare cargo |
| Hammerhead or other predator behavior | Scan timing, pursuit range, route pressure | Mark the danger and return without cargo before forcing a scan |
| Moonpool or vehicle base setup | Clearance, docking, power, and unload flow | Fix parking and storage before long material routes |
Guide Map
| Guide | Main topic | Best use |
|---|---|---|
| Subnautica 2 Map | Route Board and Blueprint Tracker | Save low-spoiler routes, complete dives, and track unlocks |
| Subnautica 2 Crafting | Craft Tree Planner | Calculate raw material gaps before processing flexible stock |
| Subnautica 2 Resources | Resource Decision Finder | Decide what to save, spend, process, or retest |
| Subnautica 2 Vehicles | Tadpole Planner | Plan vehicle build, modules, cargo, power, and repair |
| Subnautica 2 Creatures | Biomod Scan Planner | Pick scan targets, filter risk, and save scan progress |
| Subnautica 2 Base Building | Base Planner | Build power, storage, scanner reach, and vehicle support |
| Subnautica 2 Co-op | Co-op roles | Set storage and route rules for 1-4 players |
| Subnautica 2 Early Access | Buy/play timing | Decide whether the current build fits your tolerance |
| Subnautica 2 Best Settings | Stability setup | Tune performance, readability, and input comfort |
| Subnautica 2 Steam Deck | Handheld check | Test FPS, text, controls, battery, and cloud saves |
| Subnautica 2 System Requirements | PC readiness | Compare specs before a long save |
| Subnautica 2 Beginner Guide | First-hour route | Learn safe loops before deeper routes |
Related Guides
| Page | Why it matters |
|---|---|
| Subnautica 2 Map | Route and blueprint tracking keeps each dive focused |
| Subnautica 2 Crafting | Craft tree math prevents wasted processing |
| Subnautica 2 Resources | Material decisions protect first copies and rare cargo |
| Subnautica 2 Creatures | Biomod scans need risk, value, and retreat timing |
| Subnautica 2 Vehicles | Tadpole routes need power, repair, storage, and unload rules |
| Subnautica 2 Co-op | Shared saves need storage labels and rare-spend approval |
Sources
FAQ
What should I do first in Subnautica 2?
Start with oxygen, food, water, and safe resource loops, then move into deeper biomes only when your gear can support longer dives.
Is Subnautica 2 co-op?
Public store information describes optional co-op support, but progression and balance details can evolve during early access.
What is the biggest early mistake in Subnautica 2?
Diving too deep too soon without reliable oxygen, navigation, and crafting backups.
Which Subnautica 2 guide should I read after this hub?
Most players should open resources, biomes, and crafting together, then use base building and vehicles once depth pressure increases.