Guides
Subnautica 2 Vehicles: Tadpole Planner and Durability
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.
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. | |||
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. |
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.
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.
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.
| Search | Best answer right now | What to verify |
|---|---|---|
| how many vehicles are in Subnautica 2 | Count only craftable or pilotable current-build entries | Recipe, station, name, and build date |
| all vehicles in Subnautica 2 | Use the status table below, not a final encyclopedia list | Confirmed, reported, future, or unconfirmed |
| Subnautica 2 best vehicle | The best vehicle depends on route job | Scout, cargo, deep staging, co-op, or danger zone |
| next vehicle in Subnautica 2 | Treat as update-watch until official notes or the current build confirms it | Patch notes, unlock menu, or official post |
| vehicles you can make | Check the crafting station and recipe, not only screenshots | Materials, 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 entry | Role | Unlock/status check | Route use | Loadout check | Before-you-dive note |
|---|---|---|---|---|---|
| Vehicle you can craft now | Daily transport | Confirm recipe and build station in your save | Repeatable resource or base route | Repair support, storage rule, beacon note | Test near base before cargo trips |
| Newly unlocked vehicle | Progression transport | Confirm depth, upgrade slots, and control feel | Longer route or deeper staging | Empty inventory, fallback oxygen, return marker | Do not enter a new biome on the first trip |
| Co-op transport plan | Group movement | Confirm who drives, scans, gathers, and navigates | Shared objective route | Role callouts, storage split, regroup point | Everyone should know the retreat call |
| Community-reported vehicle | Needs checking | Verify in-game or from official notes | Do not plan around it yet | No rare cargo until confirmed | Treat screenshots without patch dates as clues |
| Future or unconfirmed vehicle | Not route-ready | Wait for official or live-build confirmation | None yet | None yet | Do not include it in progression planning |
Tadpole Route Safety Checklist
| Check | Why it matters |
|---|---|
| Route purpose | Prevents aimless deep dives |
| Return path | Keeps the vehicle from becoming a rescue problem |
| Repair or recovery plan | Reduces the cost of mistakes |
| Cargo rule | Stops greedy resource trips |
| Base or outpost support | Gives the trip a safe anchor |
| Current-build verification | Avoids 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 question | First 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
| Role | Best use | Do first |
|---|---|---|
| Scout support | Reading a biome edge safely | Test turning, visibility, and exit paths |
| Cargo run | Repeating a known material route | Define one resource target |
| Deep staging | Reaching a route that swimming cannot support | Place or identify a safe pause point |
| Co-op transport | Keeping players on one objective | Agree on who drives, scans, and gathers |
First Vehicle Test Route
- Start near the main base.
- Drive a short route you already know.
- Practice stopping, turning, and returning under mild pressure.
- Check how storage or cargo changes your trip.
- Return before the route becomes risky.
- 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 type | Bring or prepare | Leave behind |
|---|---|---|
| Scouting | Route notes, repair support, empty inventory space | Rare items you do not need |
| Cargo | One material target, storage plan, return rule | Random gathering goals |
| Deep push | Backup supplies, known exit, outpost plan | Experimental side objectives |
| Co-op | Clear roles, shared route callouts | Four 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 check | What you want |
|---|---|
| Known start point | Base or outpost you can find quickly |
| Known turn-back marker | A landmark, depth, hazard, or route fork |
| Empty cargo plan | Space reserved for one material target |
| Repair expectation | Materials or tools checked in the current build |
| Emergency behavior | You 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 plan | Good use | Bad use |
|---|---|---|
| Single-resource run | Repeating a known material route | Filling every slot with mixed items |
| Outpost restock | Moving planned supplies to a staging point | Dumping leftovers with no labels |
| Scan support | Carrying backup supplies for a scouting route | Treating the trip as a loot sweep |
| Co-op haul | Group agrees on target and storage | Driver 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.
| Job | Responsibility |
|---|---|
| Driver | Keeps route, retreat, and parking safe |
| Navigator | Calls landmarks and return timing |
| Scanner | Leaves the vehicle only for agreed targets |
| Cargo lead | Tracks 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 habit | Why it helps |
|---|---|
| Point toward the exit | Makes emergency retreat faster |
| Stop outside tight spaces | Reduces awkward turns and damage risk |
| Keep cargo sorted | Prevents loot confusion after the trip |
| Leave with one objective | Stops the vehicle from becoming a wandering base |
Vehicle Data To Verify Later
| Detail | Publish only after checking |
|---|---|
| Exact vehicle names | In-game or official confirmation |
| Crafting costs | Current build recipe |
| Depth behavior | Current build testing |
| Upgrade effects | Current build menu or test |
| Repair requirements | Current build materials |
Related Pages
- Map Guide for route planning.
- Biomes Guide before deep trips.
- Resources Guide for cargo targets.
- Vehicle Durability for repairs, wear, and damage checks.
- Base Building Guide for outpost timing.
- Subnautica 2 Hub for all current guides.
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.