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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.

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16 pages

Tools & Databases

Quick Answer

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.

Missing items0
Planner verdict

Choose a target to see the real material chain before you leave base.

  • Pick a goal.
  • Mark owned materials.
  • Gather only what is missing.
MaterialNeededOwnedStill missing
Choose a build goal to calculate materials.
Recipe chainStationIngredientsRoute 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.

Pinned crafts663 visible
Craft tree verdict

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 materialTotal neededOwnedStill 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.

Visible rows18
Decision verdict

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.
MaterialDecisionRoute and gateUsed forPressurePlayer action
Copperearly / electronicsmediumprotect first copystarter cavesScanner, oxygen marginBasic Battery, Copper Wire, Copper Ingot, electronics12 recipes4 route familiesProtect Copper until batteries, wire, and the next electronics gate are pinned.
Quartzearly / glasslowprocess for pinned recipecoral and sandy shelvesStarter oxygenGlass, Scanner, windows, Solar Panel, Tadpole chain9 recipes5 route familiesPin Scanner, Glass, solar, window, or Tadpole needs before processing Quartz.
Silverearly-mid / electronicsmediumprotect first copydeep cave clustersBetter oxygen and clear exitWiring Kit, Silver Ingot, Standard Air Tank, System Chip chain10 recipes4 route familiesSave Silver until the tank, Wiring Kit, System Chip, or Dock need is visible.
Leadearly-mid / tool gatemediumprocess for pinned recipemid-depth ravinesScanner and oxygen upgradeSonic Resonator and equipment lanes3 recipes3 route familiesHold a small stack for Sonic Resonator before treating Lead as extra weight.
Goldmid / advanced electronicshighprotect first copyhot and wreck-adjacent routesHeat Tolerance or short safe sweepsGold Ingot, advanced electronics, Thermal Plant, acid alternate reports7 recipes3 route familiesBank first copies and avoid hot-zone cargo hauls until survival pressure is solved.
Sulfurmid / chemistryhighneeds retesthot route edgesHeat Tolerance, strong exit planRepair Tool and Strong Acid alternate reports4 recipes2 route familiesConfirm the current recipe before spending Sulfur on chemistry or repair paths.
Saltearly-mid / survival powermediumsafe to spendshallow to mid-depth shelvesStarter oxygen and route markerPower Cell, cured food, survival stock4 recipes5 route familiesKeep a vehicle-power stack separate from food and water stock.
Acidic Raion Pouchearly / organic chemistrymediumprotect first copyAcid Raion plant routesScanner, safe plant harvestBasic Battery and Mild Acid3 recipes2 route familiesSave first samples for farm or route stock before making batteries and acid.
Lucifer Rotsacearly / organic rubbermediumprocess for pinned recipeRotsac plant routesScanner and labeled organic storageRubber, fins, Air Bladder, tank paths4 recipes2 route familiesProcess Rubber only after the fins, Air Bladder, or tank lane is chosen.
Fibrous Pulpearly / plant fibermediumprocess for pinned recipesafe plant routesScanner, starter oxygenFiber Mesh, Rebreather, fins4 recipes3 route familiesTurn it into Fiber Mesh only when the oxygen or equipment craft is pinned.
Creature Enamelmid / creature materialhighneeds retestcreature route leadsScanner, safe creature route, storage labelEnameled Glass for depth, armor, Bioscanner, chassis5 recipes2 route familiesAvoid farming until the current recipe and route are calm enough to repeat.
Lithiummid / upgrade mineralhighprotect first copymid-depth cavesHigh Capacity Air Tank or Tadpole supportPlasteel Ingot and advanced equipment3 recipes3 route familiesStore as rare stock until Plasteel or a named upgrade is pinned.
Necrolei Cystmid / organic acidhighprocess for pinned recipeNecrolei chemistry routesProcessor, safe organic storageStrong Acid and Power Cell chain3 recipes2 route familiesProcess only for a visible Strong Acid or Power Cell route.
Celestinedeep / vehicle mineralhighprotect first copyAlien Ruins and deep wall depositsTadpole, Sonic Resonator, depth cautionModification Station, Strontium, Depth Mk. 15 recipes4 route familiesBank first copies for Modification Station, Strontium, and Depth Mk. 1 before experiments.
Strontiumdeep / processed vehicle materialhighprocess for pinned recipeProcessor from CelestineProcessor and Celestine stockCavitation Muffler, Strike Armor, Feedback Resonator, Haul Chassis4 recipes1 route familiesProcess only for a pinned vehicle module, safety module, or Haul Chassis.
Conduit Crystaldeep / advanced tool mineralhighprotect first copyfar-east power and wall routesSonic Resonator, Tadpole, route markerBioscanner, Feedback Resonator, advanced batteries5 recipes3 route familiesHold for Bioscanner, batteries, and upgrade routes until the trip is repeatable.
Troilitelate / late vehicle mineralhighneeds retestMetal Farm and late routesTadpole, safe cargo rulePhotovoltaic Charger, Mangalloy, current-build module checks4 recipes2 route familiesTreat as rare cargo; retest availability and recipe pressure before spending.
Atacamitelate / late upgrade mineralhighneeds retestlate alien and vehicle routesDepth and vehicle supportEcho Location and Mangalloy reports3 recipes2 route familiesTie every Atacamite haul to a saved route and a visible upgrade target.

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.

Complete0/2121 visible
Next unlock

Mark completed scans to see the next useful unlock route.

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.

Visible biomods160 scanned
Scan verdict

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.
ScannedBiomodScan targetValueRouteRetreat advice
Dashactive / lowDefault slotBiolab / default biomod slotEmergency dodge and scan escapestarter setupKeep it equipped for first dangerous scans.
Pathfinderactive / lowDefault slotBiolab / default biomod slotRoute breadcrumbingstarter setupUse it when a cave or wreck route is still unreadable.
Sonic Echoactive / very highCollector LeviathanBioscanner + BiolabOre awareness after a high-risk scanSparse Plains patrolMark the sighting, leave first, and return with vehicle support and empty cargo.
Electric Dischargeactive / mediumElectric GeordieBioscanner + BiolabPredator deterrence while swimmingPower Plant / thermalScan from distance and leave after the scan; do not test it as Tadpole defense.
Chum Cloudactive / mediumToxic Sponge + HoundgarBioscanner + BiolabCreature distraction routesponge and Marrowbreach warningTreat Houndgar as a warning marker before treating it as a scan target.
Sea Skimmerpassive / lowDefault slotBiolab / default biomod slotFaster repeat swims near surfacesstarter setupKeep if it shortens safe resource loops.
Oxygen Controlpassive / lowDefault slotBiolab / default biomod slotStill scanning and controlled cave movementstarter setupUse when reading routes or scanning calmly matters more than speed.
Heat Tolerancepassive / highStory / heat routeStory progression, not normal bioscanHot-zone resource and route gatethermal routeDo not turn heat zones into cargo routes until this gate is clear.
Bioluminescencepassive / mediumSandspear + Electric GeordieBioscanner + BiolabDark cave visibilitythermal and Power PlantScan only after survival and vehicle blockers are solved.
Camouflagepassive / highBulletheadBioscanner + BiolabPredator avoidanceKarakorum predatorReturn later with route marker, oxygen, and no rare cargo.
Water Retentionpassive / highCoral CrabBioscanner + BiolabWater managementcoral pressureDelay until safer targets are complete.
Homing Sensepassive / highSurge Jelly + HammerheadBioscanner + BiolabNavigation and return supportjelly and Hammerhead routesScan the safer target first and delay Hammerhead until the route is calm.
Threat Sensepassive / mediumHoverthornBioscanner + BiolabThreat warning for repeated routesHoverthorn routeGood after Bioscanner if oxygen and exit are stable.
Dermal Gardenpassive / highNeedler MangoBioscanner + BiolabSlow food generationNeedler routeReturn with oxygen and a visible escape path.
Slow Metabolismpassive / highNibbler Mango or EpicureanBioscanner + BiolabFood drain reductionpredator / Mango routeScan without chasing and leave if the target pulls you from the exit.
Water Secretionpassive / mediumWater SlugBioscanner + BiolabWater supportorganic routeLower-risk utility scan once Biolab exists; keep the exit visible.

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.

Route readScout edge0 saved
SaveDoneRouteGoalRiskCarryAbort rule
Starter Shelf Loopstarter shelf / shallowTitanium, Copper, Quartz, survival stocklownoScanner, food/water, one empty storage rowReturn when the first target is found or oxygen margin feels tight.
Old Habitat ScanOld Habitat / early-midProcessor, Sonic Resonator, station checksmediumoptionalScanner, better tank, beacon or route markerLeave after the planned scan instead of turning it into cargo cleanup.
Cicada Wreck Scanwreck route / midmodule, blackbox, and blueprint route checksmediumhelpfulScanner, repair habit, oxygen margin, empty cargoReturn after the unlock note; do not keep looting once the route gets messy.
Coral Dome EdgeCoral Domes / shallow-midHammerhead route marking and safe material checkshighnoScanner, light cargo, clear exitLeave on first serious pursuit cue; scan later without rare cargo.
Alien Ruins Upgrade RouteAlien Ruins / deepModification Station, Celestine, module planninghighvehicleTadpole, Sonic Resonator, repair check, rare-cargo unload planReturn before depth pressure or cargo value exceeds the route confidence.
Karakorum Depth RouteKarakorum / deepDepth Mk. 1 and late-route readinesshighvehicleTadpole, depth module, repair tool, low cargoDo not branch into side cleanup until the depth route and return path are proven.
Power Plant Biomod RoutePower Plant / deep-lateElectric Geordie, Conduit Crystal, power-chain checkshighvehicleBioscanner, Tadpole, repair, route marker, empty rare storageScan one target or gather one material lane, then leave before heat or creature pressure stacks.
Metal Farm Rare CargoMetal Farm / lateTroilite, Atacamite, Mangalloy route checksvery-highvehicleTadpole, repair, charger plan, unload storage, no side errandsReturn when the named rare target is found; never turn it into a full exploration route.
Next action

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.
Open next page
RouteBiomeGoalTargetAbort
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.

Retest rows5
Watch itemSystemsRowsPlayer action
Early Access patch watch2026-06 / needs-retestresources, craftingsilver, system-chip, tadpole-dockRecheck Silver route density and keep raw Silver flexible until the next electronics or vehicle need is visible.
Rare material route watch2026-06 / needs-retestresources, vehiclestroilite, atacamite, mangalloy-ingot, photovoltaic-chargerTreat Troilite and Atacamite as bank-first materials until your save confirms the recipe and route.
Vehicle safety watch2026-06 / needs-retestvehicles, creaturestadpole, power-cell-route, damage, hammerheadRun an empty Tadpole test before rare cargo if vehicle damage, creature pressure, or power behavior changed.
Scan route watch2026-06 / needs-retestcreatures, biomodselectric-geordie, sandspear, hoverthorn, homing-senseScan one target per trip and leave after the scan until current creature behavior feels repeatable.
Base and route watch2026-06 / needs-retestbase, mapmoonpool, tadpole-dock, power-plant, old-habitatRecheck 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.

Base readStart small
Build action

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.
Open next page
Base moduleTypeRoleRecipe laneBuild note
Corridoravailable/base recipestructureHabitat Builderstarter spineTitanium laneUse to keep the first base readable before expanding rooms.
Roomscan/data-box reportedstructureHabitat Buildermain workshopTitanium laneBuild when you can power stations and label storage inside it.
Hatchavailable/base recipestructureHabitat Builderentry safetyTitanium + Quartz lanePlace where the route home is obvious from outside.
Windowavailable/base recipestructureHabitat BuildervisibilityGlass laneUseful after power and storage, not before route function.
Nooksave-check leadstructureHabitat BuilderobservationTitanium + Glass laneTreat as optional until the base already shortens a route.
Half Round Roomsave-check leadstructureHabitat Builderlarger habitatTitanium + Glass laneUse for a later observation or workshop expansion.
Moonpoolsave-check leadvehicleHabitat Buildervehicle entryTitanium laneLeave extra clearance before attaching Tadpole support.
Tadpole Docksave-check leadvehicleHabitat Buildervehicle parkingTitanium Ingot, Silver Ingot, Copper Wire laneBuild after the Moonpool has space around and below it.
Vehicle Fabricatorsave-check leadvehicleHabitat BuilderTadpole buildTitanium Ingot, Copper Ingot, Glass laneIf placement fails, expand clearance rather than forcing the route.
Fabricatoravailable/base recipestationHabitat Buildertools and food1 Titanium, 1 Copper, 1 QuartzKeep close to craft-next and survival restock storage.
Processorscan reportedstationHabitat Builderingots and acids2 Titanium, 1 Mild Acid, 1 Copper WireHigh crafting value; power it before batching processed materials.
Modification Stationsave-check leadstationHabitat Builderupgrades and modules2 Titanium, 2 Celestine, 2 CopperNeeded for Bioscanner and vehicle module planning.
Biolabsave-check leadstationHabitat Builderbiomods3 Titanium, 1 Copper Wire, 1 Mild AcidBuild when you have real biomod scan targets ready.
Battery Terminalsave-check leadpowerHabitat Buildertool battery reset2 Titanium, 2 Quartz, 1 Copper WirePlace beside tool storage for scanner and resonator routes.
Power Cell Terminalsave-check leadpowerHabitat Buildervehicle power reset3 Titanium, 3 Copper, 1 Wiring KitCore for repeated Tadpole cargo routes.
Power Storagesave-check leadpowerHabitat Builderpower bufferBase power laneAdd before running several high-draw stations together.
Solar Panel / Duplex Solar Panelsave-check leadpowerHabitat Buildershallow base power1 Titanium, 2 QuartzBest for shallow bases and early craft stability.
Bioreactorsave-check leadpowerHabitat Builderorganic power2 Titanium Ingot, 2 Copper IngotUseful only if your organic stock is renewable and labeled.
Thermal Plantsave-check leadpowerHabitat Builderdeep power3 Titanium, 3 Copper, 3 GoldNeeds safe access and power transmission planning.
Hydroelectric Turbinesave-check leadpowerHabitat Buildercurrent power3 Titanium, 3 Copper, 3 SilverUse only where natural current and transmission are reliable.
Power Transmittersave-check leadpowerHabitat Builderremote power link1 TitaniumPlan the route between generator and base before building.
Wall Lockersave-check leadstorageHabitat Builderlabeled storageTitanium laneUse for craft-next, rare hold, survival restock, and route kits.
Floor Lockersave-check leadstorageHabitat Builderbulk storageTitanium laneGood for common materials, not for unlabelled rare caches.
Storage Cachesave-check leadstorageHabitat Builderroute cacheBase storage laneUse for outpost route kits only after the route repeats.
Signsave-check leadstorageHabitat Builderco-op labelsTitanium + Copper laneSmall cost, high value for shared storage discipline.
Habitat Beaconavailable/base reciperouteHabitat Builder/Fabricatorreturn markerDeployable laneMark the base before exploring outward.
Scanner Stationsave-check leadstationHabitat Builderresource and wreck reach3 Titanium, 1 System Chip, 1 Wiring KitReserve power before treating it as route support.
NoA Terminalsave-check leadstationHabitat Buildermission support3 Titanium, 1 Glass, 1 Copper WireKeep story systems away from messy storage sprawl.
Biobedsave-check leadsupportHabitat Builderbackup point3 Titanium, 1 Glass, 1 Copper WireUseful once the base is a real route anchor.
Metal Farmsave-check leadproductionHabitat Builderlate material loopMangalloy + Axum route leadsDo not build until the current recipe and surrounding route are safe.
Growbed / Plantersave-check leadproductionHabitat Builderorganic restockTitanium / plant laneUse for food, acid, or organic stock only after first samples are scanned.
Work Light / Spotlightsave-check leadrouteHabitat Builder/FabricatorvisibilityDeployable/electronics lanePlace on repeat work routes, not blind exploratory dives.

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.

Readiness70%
Vehicle call

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.
Open durability
Vehicle laneTypeStatusRoleRecipe laneCheck before route
Tadpole submersiblevehicleofficially namedmid-route vehicle2 Titanium Ingots, 1 Glass, 1 System Chip, 1 Power CellSteam names the Tadpole. Verify your save's blueprint, fabrication, power, repair, cargo, and depth behavior before a long push.
Tadpole fragmentsunlocksave-check leadvehicle unlockScan three fragmentsTreat fragment routes as scan routes; do not turn the first attempt into a cargo run.
Base Tadpole depthdepthsave-check leadsafe-depth checkNo moduleCommunity wiki reports a 250m base crush-depth lane; verify in your save before pushing below that.
Tadpole Depth Module Mk. 1modulesave-check leaddeeper route unlockCelestine, Enameled Glass, System Chip lane reportsReported to raise safe depth to 450m and to be the practical Survival-mode depth priority.
Tadpole Depth Module Mk. 2modulecreative/current-build checkdo not rely on in SurvivalDedicated Core, Troilite, Mangalloy lane reportsMultiple community sources flag Mk. 2 as Creative-only or current-build limited; do not plan a Survival route around it.
Engine Efficiency Modulemodulesave-check leadrange and powerTitanium Ingot, Glass, System Chip lane reportsSuggested as stackable power reduction; use it for long route planning, not as a reason to ignore return rules.
Cavitation Mufflermodulesave-check leadcreature-noise controlTitanium + Strontium lane reportsSuggested to reduce noise and creature attention; prioritize before routes with large aggressive fauna.
Strike Armormodulesave-check leaddamage mitigationEnameled Glass + Strontium lane reportsSuggested to reduce physical damage from hits and collisions; still inspect after creature contact.
Photovoltaic Chargermodulesave-check leadsurface power supportCopper Ingot, Strong Acid, TroiliteSuggested as daylight/shallow recharge support; useful for surface-adjacent routes but not a deep-route safety plan alone.
Echo Location watchmodulesave-check leadmid-to-late route awarenessQuartz, Mild Acid, Atacamite lane reportsSome current route notes mention it as a later module; verify unlock and recipe in the current build.
Scout Ray Chassischassissave-check leadspeed and explorationPlasteel, Advanced Wiring Kit, Dedicated Core, Strong Acid reportsTreat as a fast exploration chassis after the base Tadpole route is safe.
Tadpole Haul Chassischassissave-check leadcargo and passengersTitanium Ingot, Strontium, Enameled Glass, Dedicated Core reportsCargo value is high, but test empty because larger chassis may need more Moonpool clearance.
Seafrog Chassis watchchassisfuture/current-build checkfuture attachmentNot stable in current public reportsDo not build routes around it until it is live and craftable.
Vehicle docking and fabricationbaseroadmap/QOL watchbase supportMoonpool + dock + fabricator routeRoadmap coverage points to docking and fabrication improvements, so keep vehicle bases easy to adjust.
Moonpool supportbasesave-check leadvehicle base supportTitanium lane reportsUse as a base-planning gate: if parking, repair, and power are awkward, the vehicle route is not ready.
Tadpole Dockbasesave-check leadparking and dockingTitanium Ingot, Silver Ingot, Copper Wire lane reportsBuild after checking clearance and power; bad placement turns route resets into chores.
Vehicle Fabricatorbasesave-check leadTadpole build pathTitanium Ingot, Copper Ingot, Glass lane reportsBuild only when the base can support the vehicle loop, not just because the blueprint appears.
Moonpool placement clearancebasecommunity troubleshootingplacement caveatExtra space below and around MoonpoolPlayer reports mention finicky clearance; expand room and under-space before assuming the blueprint is bugged.
Power Cell routepowersave-check leadrange and recoveryBasic Batteries, Strong Acid, Salt laneCarry and charge around route length; a Tadpole with no power should be treated as stranded cargo.
Power Cell Terminalbasesave-check leadrecharge supportBase power/electronics laneBuild before repeated Tadpole routes so every run starts with known power.
Damage and repair passdurabilitycurrent-build checkdurabilityRepair Tool + safe test routeTest near base with empty cargo; then inspect after creature pressure, collisions, save reload, and co-op handoff.
Repair tool habitdurabilitysave-check leadpost-hit recoveryRepair Tool laneCheck after every creature hit, collision, and deep route before parking far from base.
Rare cargo rulecargoroute-planning rulecargo safetySaved route + unload storageLoad rare cargo only after repair state, route marker, parking rule, and unload plan are proven.
Empty vehicle testcargoroute-planning rulefirst routeNo rare cargoRun a short known route first to test power, collision, exit, and parking.
Common cargo runcargoroute-planning rulerepeat material loopTitanium/Quartz/Copper onlyMove to common cargo only after an empty test succeeds.
Co-op driver and navigatorcoopofficial co-op + route rulegroup safetyNamed driver, navigator, cargo ownerName the driver and navigator before a vehicle route so directions and retreat calls are not split.
Side-handle passengerscoopsave-check leadgroup travelBase Tadpole passenger handlesUse only with a clear retreat call; passengers should not distract the driver during predator pressure.
Haul passenger rulecoopsave-check leadfour-player travelHaul Chassis routeThe cargo chassis makes co-op hauling easier, but only after driver, cargo, and unload roles are clear.
Future vehicle watchfutureplanned expansiondo not plan around yetUnknownFuture updates are expected to add a new vehicle, but do not build routes around it until it is live.

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.

Deck readTest first
Settings action

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.
Open settings

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.

Routes & Map

Route board presets, low-spoiler map planning, biome checks, and safe return rules.

Crafting & Resources

Craft trees, owned counts, material decisions, storage rules, and first-copy protection.

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.

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.

CheckOpen whenPlayer action
Titanium / Copper / QuartzThe first base, Scanner, Glass, or electronics chain is blocking youSpend only after the pinned craft tree shows what is missing
SilverTank, Wiring Kit, System Chip, or Dock needs are closeSave first stacks until the exact craft is visible
Celestine / Troilite / AtacamiteA vehicle module, rare route, or late material lane appearsBank first copies and retest the route before experiments
Tadpole / Scout Ray / Haul ChassisYou want a deeper push or larger cargo runCheck power, repair, parking, and unload rules before rare cargo
Old Habitat / Cicada WreckYou need station, fragment, or data-card progressEnter with one scan goal and leave after the unlock note
Karakorum / Power PlantYou are pushing upgrade or biomod routesBring vehicle support, one target, and a strict return rule
Hammerhead / Electric Geordie / Sandspear / HoverthornA scan target or predator route is temptingMark the route first; scan only when oxygen and exit are calm

Start With These Tools

ToolUse it whenWhat it saves
Route BoardYou know the route family but need the safest versionLow-spoiler filters, saved route rows, completion marks, carry list, and abort rule
Craft Tree PlannerA craft or module is blocking the next routeTarget quantity, raw material totals, owned counts, missing counts, and reset
Resource Decision FinderYou are about to spend, process, or haul a materialKeep/spend/process/retest state, risk, route family, recipe pressure, and saved target
Blueprint TrackerYou need the next fragment, data card, station, or moduleSaved unlock progress, priority filters, and next useful route
Biomod Scan PlannerA creature scan might be worth the riskRisk filters, active/passive type, scan checklist, and retreat advice
Tadpole PlannerYou are building, upgrading, or hauling with the vehicleGoal selection, material chain, owned counts, power and repair readiness
Co-op Storage RolesA group save is starting or getting messyRoute 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.

SessionPractical goalStop when…
First hourLearn oxygen rhythm, starter materials, and safe return pathsYou can repeat one resource loop without getting lost
First baseBuild storage, crafting, and power around a useful routeThe base reduces travel time instead of creating chores
First co-op nightAssign roles and label shared storageEveryone knows what not to spend
First deep pushScout a biome edge, record danger, then retreatYou still have enough oxygen margin to leave calmly

Current Build Checks

If this changed or feels offCheck before spendingSafe action
Silver route densityTank, Wiring Kit, System Chip, and Tadpole Dock needsKeep raw Silver flexible until the craft tree confirms the target
Troilite or Atacamite routePhotovoltaic Charger, Mangalloy, late oxygen, and module lanesBank first copies and do not haul them into blind predator routes
Tadpole handling or damagePower, repair, parking, chassis, and cargo behaviorRun an empty vehicle test before rare cargo
Hammerhead or other predator behaviorScan timing, pursuit range, route pressureMark the danger and return without cargo before forcing a scan
Moonpool or vehicle base setupClearance, docking, power, and unload flowFix parking and storage before long material routes

Guide Map

GuideMain topicBest use
Subnautica 2 MapRoute Board and Blueprint TrackerSave low-spoiler routes, complete dives, and track unlocks
Subnautica 2 CraftingCraft Tree PlannerCalculate raw material gaps before processing flexible stock
Subnautica 2 ResourcesResource Decision FinderDecide what to save, spend, process, or retest
Subnautica 2 VehiclesTadpole PlannerPlan vehicle build, modules, cargo, power, and repair
Subnautica 2 CreaturesBiomod Scan PlannerPick scan targets, filter risk, and save scan progress
Subnautica 2 Base BuildingBase PlannerBuild power, storage, scanner reach, and vehicle support
Subnautica 2 Co-opCo-op rolesSet storage and route rules for 1-4 players
Subnautica 2 Early AccessBuy/play timingDecide whether the current build fits your tolerance
Subnautica 2 Best SettingsStability setupTune performance, readability, and input comfort
Subnautica 2 Steam DeckHandheld checkTest FPS, text, controls, battery, and cloud saves
Subnautica 2 System RequirementsPC readinessCompare specs before a long save
Subnautica 2 Beginner GuideFirst-hour routeLearn safe loops before deeper routes
PageWhy it matters
Subnautica 2 MapRoute and blueprint tracking keeps each dive focused
Subnautica 2 CraftingCraft tree math prevents wasted processing
Subnautica 2 ResourcesMaterial decisions protect first copies and rare cargo
Subnautica 2 CreaturesBiomod scans need risk, value, and retreat timing
Subnautica 2 VehiclesTadpole routes need power, repair, storage, and unload rules
Subnautica 2 Co-opShared 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.