Guides

Subnautica 2 Vehicles: Tadpole Planner and Durability

GuidesSubnautica 2VehiclesExploration2026

Quick Answer

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.

Version focus 2026 Early Access launch
Subnautica 2 vehicles guide underwater exploration artwork

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.

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.

Vehicle Safety Verdict

Decide Whether The Vehicle Can Carry Cargo Safely

Use the same vehicle console on both vehicle pages: Tadpole status, route confidence, 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.

Vehicles in Subnautica 2 should make a known route safer. Use the Tadpole Build Planner above before loading cargo or testing a new route: choose a goal, check the recipe chain, and count what you still need before leaving base. If you came here looking for all vehicles, how many vehicles are in Subnautica 2, the best vehicle, the next vehicle, or whether vehicles have durability, start by separating confirmed current-build transport from old claims, wishlists, and screenshots without a patch context.

Use the Subnautica 2 map guide to name routes, the resources guide to decide what cargo matters, the base building guide to place outposts, the vehicle durability guide before carrying rare cargo, and the creatures guide before driving into a new danger zone.

Vehicle names, counts, costs, upgrades, durability, repair rules, and depth behavior can change during Early Access. Confirm them in the current build before treating a route as final.

Quick Answer

Prepare the route before the vehicle. Build an all-vehicles list from the current build, mark each transport option as craftable, unlockable, reported, or unconfirmed, then use the Tadpole planner verdict to decide whether to scout empty, carry common materials, repair first, or avoid rare cargo.

Vehicle Count Quick Check

Do this before trusting any “all vehicles” list. Early Access pages, previews, screenshots, and older Subnautica habits can mix confirmed transport with expected future additions.

SearchBest answer right nowWhat to verify
how many vehicles are in Subnautica 2Count only craftable or pilotable current-build entriesRecipe, station, name, and build date
all vehicles in Subnautica 2Use the status table below, not a final encyclopedia listConfirmed, reported, future, or unconfirmed
Subnautica 2 best vehicleThe best vehicle depends on route jobScout, cargo, deep staging, co-op, or danger zone
next vehicle in Subnautica 2Treat as update-watch until official notes or the current build confirms itPatch notes, unlock menu, or official post
vehicles you can makeCheck the crafting station and recipe, not only screenshotsMaterials, depth, upgrades, and repair

All Vehicles Status Table

Use this table before treating any vehicle list as complete. Replace the status labels with exact names only after the current build confirms them.

Vehicle or transport entryRoleUnlock/status checkRoute useLoadout checkBefore-you-dive note
Vehicle you can craft nowDaily transportConfirm recipe and build station in your saveRepeatable resource or base routeRepair support, storage rule, beacon noteTest near base before cargo trips
Newly unlocked vehicleProgression transportConfirm depth, upgrade slots, and control feelLonger route or deeper stagingEmpty inventory, fallback oxygen, return markerDo not enter a new biome on the first trip
Co-op transport planGroup movementConfirm who drives, scans, gathers, and navigatesShared objective routeRole callouts, storage split, regroup pointEveryone should know the retreat call
Community-reported vehicleNeeds checkingVerify in-game or from official notesDo not plan around it yetNo rare cargo until confirmedTreat screenshots without patch dates as clues
Future or unconfirmed vehicleNot route-readyWait for official or live-build confirmationNone yetNone yetDo not include it in progression planning

Tadpole Route Safety Checklist

CheckWhy it matters
Route purposePrevents aimless deep dives
Return pathKeeps the vehicle from becoming a rescue problem
Repair or recovery planReduces the cost of mistakes
Cargo ruleStops greedy resource trips
Base or outpost supportGives the trip a safe anchor
Current-build verificationAvoids relying on old depth or upgrade details

Durability And Repair Checks

If your question is whether vehicles wear down as you use them, use the focused vehicle durability guide. The short version is simple: do not test damage while carrying rare cargo.

Durability questionFirst check
Does normal travel damage the vehicle?Run a short known route near base and watch indicators
Do creatures damage it?Scout creature zones empty, then retreat early
Do collisions matter?Avoid forced crashes; note accidental terrain hits
Can it be repaired?Check prompts, tools, and materials in the current build
Does damage persist?Save, reload, and inspect before the next trip

Vehicle Role Table

RoleBest useDo first
Scout supportReading a biome edge safelyTest turning, visibility, and exit paths
Cargo runRepeating a known material routeDefine one resource target
Deep stagingReaching a route that swimming cannot supportPlace or identify a safe pause point
Co-op transportKeeping players on one objectiveAgree on who drives, scans, and gathers

First Vehicle Test Route

  1. Start near the main base.
  2. Drive a short route you already know.
  3. Practice stopping, turning, and returning under mild pressure.
  4. Check how storage or cargo changes your trip.
  5. Return before the route becomes risky.
  6. Write down what the vehicle actually improved.

If the answer is “nothing yet,” you may not need a deeper vehicle route. You may need better map notes or a better base location.

Loadout Planning

Trip typeBring or prepareLeave behind
ScoutingRoute notes, repair support, empty inventory spaceRare items you do not need
CargoOne material target, storage plan, return ruleRandom gathering goals
Deep pushBackup supplies, known exit, outpost planExperimental side objectives
Co-opClear roles, shared route calloutsFour players improvising separately

Vehicle Mistakes

  • Testing a new vehicle in a new biome.
  • Carrying rare materials on a blind scout.
  • Assuming cargo capacity means you should fill it.
  • Ignoring base placement because the vehicle feels fast.
  • Treating old upgrade information as current after a patch.

Before The First Deep Trip

Use the first vehicle unlock to reduce risk, not to erase caution. Before a deep trip, run the route as if you might have to swim part of it home.

Prep checkWhat you want
Known start pointBase or outpost you can find quickly
Known turn-back markerA landmark, depth, hazard, or route fork
Empty cargo planSpace reserved for one material target
Repair expectationMaterials or tools checked in the current build
Emergency behaviorYou know when to abandon the objective

If the vehicle makes you feel invincible, shorten the trip. Confidence is useful only when it is attached to a route.

Cargo Discipline

Vehicle storage can make resource runs efficient, but it also encourages messy trips. Decide what the cargo is for before leaving.

Cargo planGood useBad use
Single-resource runRepeating a known material routeFilling every slot with mixed items
Outpost restockMoving planned supplies to a staging pointDumping leftovers with no labels
Scan supportCarrying backup supplies for a scouting routeTreating the trip as a loot sweep
Co-op haulGroup agrees on target and storageDriver decides alone mid-trip

When you return, unload cargo immediately. A vehicle full of old materials is not storage; it is a missing container on wheels.

Co-op Vehicle Jobs

Vehicles can make co-op smoother if the group treats them as shared tools.

JobResponsibility
DriverKeeps route, retreat, and parking safe
NavigatorCalls landmarks and return timing
ScannerLeaves the vehicle only for agreed targets
Cargo leadTracks what enters and leaves storage

Rotate jobs if people get bored, but do not let everyone improvise at once. The vehicle should make the group calmer, not faster in four directions.

Current-Build Vehicle Notes

At launch, avoid trusting hard claims about final vehicle names, exact upgrade numbers, and permanent depth limits unless they are checked in-game or from official notes. Write your own save notes around function: which route the vehicle supports, what it can carry safely, what it cannot survive yet, and which base or outpost makes it useful.

Park Before You Explore

When you reach a new area, park at the edge before leaving the vehicle. Face the exit, unload anything unrelated to the scout, and decide whether the trip is a scan, a resource pass, or a retreat. A parked vehicle should point you home, not sit somewhere you have to search for while oxygen pressure rises.

Parking habitWhy it helps
Point toward the exitMakes emergency retreat faster
Stop outside tight spacesReduces awkward turns and damage risk
Keep cargo sortedPrevents loot confusion after the trip
Leave with one objectiveStops the vehicle from becoming a wandering base

Vehicle Data To Verify Later

DetailPublish only after checking
Exact vehicle namesIn-game or official confirmation
Crafting costsCurrent build recipe
Depth behaviorCurrent build testing
Upgrade effectsCurrent build menu or test
Repair requirementsCurrent build materials

Sources

FAQ

What vehicles are available in Subnautica 2?

Check the current Early Access build before relying on a fixed all-vehicles list. Use this page to track every transport option your save can craft, pilot, upgrade, and recover safely.

How many vehicles are in Subnautica 2?

The count can change during Early Access. Treat any number as current-build information and verify it in-game or from official update notes before planning a deep route around it.

Do Subnautica 2 vehicles have durability?

Test durability in the current build before carrying rare cargo. Check health or damage indicators, repair prompts, creature damage, collision damage, and whether damage persists after save and reload.

What is the best vehicle in Subnautica 2?

The best vehicle is the one that solves the route in front of you: scouting, cargo, deep staging, co-op travel, or creature-zone safety. Do not pick by name alone.

When should I use vehicles in Subnautica 2?

Use them when a proven route needs better range, cargo support, depth safety, or recovery options.

Which vehicle route should I try first?

Start with a safe route you already know, then test controls, cargo, repair habits, and the return path before pushing into deeper biomes.

Do vehicles replace base planning?

No. Vehicles work best with bases and outposts that make travel safer.