Complete Early Access Chapter 1 story progression. Follow the chapters below in order for the best experience.
Subnautica 2 Early Access (EA 1.0) includes the complete Chapter 1 storyline, offering 14-20 hours of narrative gameplay. You wake up after a crash landing on an alien ocean planet with no memory of how you got there. As you explore, you will uncover distress signals, discover ancient alien technology, and piece together the mystery of what happened to the previous expedition.
The walkthrough is divided into four chapters. Each chapter covers a major story beat, key biomes to explore, and the equipment you will need. Follow them in order for the best experience, or jump to a specific section if you are stuck on a particular signal or puzzle.
Before diving into the story, make sure you have completed the basic survival setup: Fabricator, Scanner, Repair Tool, and a small base with power. See the Survival Guide if you need help with early game setup.
EA 1.0 spans four main story chapters. Below is a quick overview of what each chapter covers and the approximate playtime. Each chapter builds on the previous one, introducing new biomes, vehicles, and challenges.
Crash landing, first tools, and establishing your foothold in the Safe Shallows. Duration: 2-3 hours.
First distress signals, exploring Twisty Bridges, and discovering the BioMod system. Duration: 4-6 hours.
Venturing into Purple Vents, building the Tadpole, and encountering leviathans. Duration: 4-5 hours.
Endgame content, the final signal, and what lies beyond EA 1.0. Duration: 3-4 hours.
Throughout your playthrough, your radio will pick up distress signals and mysterious transmissions. Each signal adds a waypoint to your HUD and progresses the story. Here are the key signals in order:
| Signal | Source | Biome | Prerequisites |
|---|---|---|---|
| Lifepod 7 Distress | Repaired Radio | Safe Shallows | Repair Tool |
| Alien Data Terminal | Signal scan | Twisty Bridges | Seaglide recommended |
| Research Base Omega | Data packet | Purple Vents | Tadpole + Depth MK1 |
| Leviathan Graveyard | Omega logs | Deep Spires | Depth MK2 |
| Alien Research Facility | Graveyard data | Deep Spires | Depth MK3, full gear |
Each signal unlocks new blueprints, story logs, or access to previously blocked areas. Scan everything at each location before moving to the next signal. The signals are designed to guide you through biomes in order of increasing difficulty.
Gearing checklist: Chapter 1 = basic tools + fins, Chapter 2 = Seaglide + High Capacity Tank, Chapter 3 = Tadpole + Depth MK1 + Speed Module, Chapter 4 = Depth MK2/MK3 + Wakemaker. Follow this and you will rarely feel underpowered.
You wake up in your lifepod as it breaches the ocean surface. The first objective: step outside and assess your situation. Your lifepod has a Fabricator blueprint pre-installed and basic survival gear. The nearby wreckage of other pods and the distant wreck on the seabed hint at a larger disaster.
Key objectives for Chapter 1:
Chapter 1 serves as an extended tutorial. Take your time here — mastering the Safe Shallows makes everything else easier. Collect at least 20 Titanium and 10 Quartz before leaving the biome.
After repairing the radio, Lifepod 7 distress signal leads you to the Twisty Bridges biome. This is your first major exploration milestone. The Twisty Bridges are visually stunning but more dangerous than the Shallows. Crashfish, Mesmers, and Bonesharks patrol the area.
Key objectives for Chapter 2:
By the end of Chapter 2, you should have a fully operational base, the Seaglide, your first BioMod genes equipped, and a clear direction toward the Purple Vents.
Chapter 3 takes you into the Purple Vents biome, a volcanic region filled with thermal activity, dangerous fauna, and critical resources. This is where the game's difficulty curve steepens significantly. The water takes on a purple hue as you descend, and ambient creature sounds become more menacing.
Key objectives for Chapter 3:
The final chapter of EA 1.0 takes you into the depths of Deep Spires and Crystal Caves. This is endgame content and requires maximum depth upgrades, full equipment, and careful preparation.
Key objectives for Chapter 4:
For the complete, up-to-date changelog with all hotfix details, roadmap, and community impact analysis, visit our dedicated Patch Notes page.
Subnautica 2 launched on May 14, 2026, selling 2 million copies in its first 12 hours with a peak of 651,000 concurrent players. The developers at Unknown Worlds have published an official Early Access roadmap outlining updates through 2026-2027.
The second post-launch patch was significantly larger and addressed creature AI, resource availability, EULA revisions, and several critical bugs. Here are the full patch notes:
Hotfix 3 is expected in early June 2026, with further creature balance adjustments and performance improvements. A FAQ clarifying community questions and Fan Content Creator Guidelines are now available on the official website.
The first post-launch patch addressed critical stability issues and player feedback. Here are the official patch notes:
Hotfix 1 arrived amid community backlash over EULA terms including a mod ownership clause (giving UW rights to mod content), a VPN ban clause, and a reputation clause allowing account restriction without evidence. UW has acknowledged the feedback and promised adjustments in a future EULA update.
Unknown Worlds has committed to a 2-3 year Early Access window before full 1.0 release. The price is currently $29.99 and will increase at full launch.
A notable design choice in Subnautica 2 is that players cannot directly kill fish. Developers have stated: "You are here to exist on this planet, not to dominate it." Environmental artist "uly" has indicated the conversation is ongoing, but no changes are currently on the roadmap. This design philosophy extends to leviathans — you cannot kill apex predators with EA 1.0 equipment.
During Chapter 3, you will encounter a locked door at the Tadpole Pens facility. The door requires a passcode that is not immediately obvious. Here is how to find it:
The area around Zip's Black Box is patrolled by aggressive fauna. Bring a Seaglide or Tadpole with a Speed module for a quick escape. Drop a beacon at the cave entrance so you can find your way back.
One of the most complex puzzles in EA 1.0 is activating the Alien Power Plant (Karakorum) and the Observatory. This multi-step process requires several upgrades and adaptations:
To clear Bloom Cankers, you need the Feedback Resonator. Find its two fragments:
Craft the Feedback Resonator at the Fabricator. It fires projectiles that destroy armored Bloom Cankers from a safe distance.
Travel approximately 1,800 meters east of the Lifepod to the Alien Ruins. You will find a large Angel Comb covered in Bloom infection with 4 shielded Bloom Cankers protecting it.
At the Karakorum Power Plant, you will find a damaged turbine that needs repair:
Once the turbine is repaired, enter the control room and rotate the symbols to match their correct positions. This activates the Alien Observatory, which reveals the location of Xanadu — a new region teased for future content updates.
Many players complete the symbol puzzle and orrery sequence and assume the Observatory is finished — but there is a hidden lever in the upper chamber. After the orrery spins, swim up to the top of the Observatory dome and look for a small alcove with a lever. Pulling it triggers the true ending cutscene. This is the most commonly missed step in EA 1.0.
The Power Plant repair requires a massive resource investment. Stockpile Titanium, Celestine, and Manganese before starting. Build a forward base near the Alien Ruins to avoid repeated long-distance travel. A single trip can take 15-20 minutes each way without a forward base.
Subnautica 2 EA 1.0 has some performance considerations to be aware of:
For the most current bug list with status tracking, detailed workarounds, and community fixes, visit our dedicated Bug Tracker page.
As an Early Access title, Subnautica 2 has its share of bugs and technical issues. Below is a community-maintained list of known problems, workarounds, and which ones have been patched. We keep this updated as new hotfixes roll out.
| Bug | Status | Workaround |
|---|---|---|
| AMD GPU / DirectX 12 crash on startup Game crashes instantly on launch with black screen or "DX12 Not Supported" error |
Hotfixed (May 19) | Update to Hotfix 1. If still crashing: roll back AMD drivers to version 26.3.1. Versions 26.5.1 and 26.5.2 are known to cause issues. |
| Frame Generation → PC shutdown After a few minutes of play, the entire PC shuts down or restarts. Caused by GPU voltage spikes when Frame Generation is enabled, triggering PSU overcurrent protection. |
Hotfixed (May 22) | Update to Hotfix 2. If still occurring: disable Frame Generation in graphics settings. Cap FPS and lower preset to Medium. NVIDIA users update to driver 595.71 or newer. |
| Ping feature crash Infrequent crash when using the Ping system, especially in co-op sessions |
Hotfixed (May 19) | Update to Hotfix 1. If still occurring, avoid rapid ping spamming. |
| Multiplayer disconnect crash Game crashes when losing connection from a multiplayer session. |
Hotfixed (May 22) | Update to Hotfix 2. |
| Infinite oxygen bug Dying of hunger or thirst while piloting a Tadpole grants infinite oxygen upon respawn — fun but potentially save-corrupting. |
Hotfixed (May 22) | Update to Hotfix 2. Also fixed a related crash in the late-game region. |
| Random late-game crash Occasional crash when entering the Root Canyon / Metal Farm area. |
Hotfixed (May 22) | Update to Hotfix 2. Performance on Epic settings also improved. |
| Teleported back to base while piloting Tadpole Players are occasionally teleported back to their base for no reason while exploring in a Tadpole, losing all progress since last save. |
Hotfixed (May 22) | Update to Hotfix 2. This was a physics collision desync issue that has been resolved. |
| Cannot dismantle room ("attachments exist") Habitat Builder refuses to deconstruct rooms, claiming attachments exist even when nothing is inside. Caused by ghost links persisting after moving lockers/fabricators. |
No fix yet |
1. Refund Base — Hidden option removes bugged structures. Empty storage first! 2. Remove distant attachments — Try removing objects elsewhere in the base (wall lockers, lights, solar panels). 3. Shrink rooms gradually — Segment-by-segment shrinking can refresh structural data. 4. Isolate the room — Disconnect the affected room from the main base before removal. 5. Avoid terrain clipping — Bases built too close to rocks/terrain are more prone to this bug. |
| Bloom Canker soft-lock / Axum Vision interaction bug Players cannot interact with the Angel Comb or Axum Vision mutation even after clearing all Bloom Cankers. Sometimes the mature comb's cankers won't open at all. |
Partial fix |
First, make sure you destroyed all 3 juvenile combs (hidden one inside Cicada shipwreck is most commonly missed). If still stuck: 1. Save and fully restart the game 2. Leave the biome and come back 3. Restart co-op lobby (desync issue) If the Axum Vision mutation itself won't interact — no player-side fix exists yet, wait for a patch. |
| Save file corruption / deletion Game freezes during save or locker naming, and the entire save file is missing on restart. Reported in both single-player and co-op. |
Under investigation |
Manual backup is essential! Copy your saves from:%LOCALAPPDATA%\Subnautica2\SavedAvoid editing locker names during auto-save. Verify game files via Steam if save is lost. |
| Co-op blueprint scan not syncing When a teammate scans a fragment, the blueprint does not always unlock for all players in the session. |
No fix yet | Save and reload — the host's scan progress will propagate. Both players should scan the same fragment if possible. |
| Missing hotbar (UI bug) Hotbar or inventory UI fails to render after respawning or fast travel |
No fix yet | Return to main menu and reload the save. This usually resolves the issue. |
| Permanent drowning visual effect The drowning overlay (blue tint, vignette) stays stuck on screen even after surfacing. |
No fix yet | Respawn (if safe to do so) or reload the save. |
| Stuttering / FPS drops in Purple Vents Significant frame drops in the Purple Vents biome, especially on mid-range hardware. |
No fix yet | Install on SSD (NVMe preferred). Disable Depth of Field. Enable DLSS/FSR. Cap FPS to stabilize frame times. |
| Early Access zone boundary death loop Venturing beyond the orange boundary lines causes persistent death. The boundary pop-up freezes movement, making escape nearly impossible. |
Working as intended | Do not approach the orange boundary lines. If you see the Shiver Leviathan, you have gone too far. Lost inventory beyond the boundary may be unrecoverable. |
For the latest official patch notes, check Steam or the official Unknown Worlds Discord. If you encounter a bug not listed here, report it on the For Hotfix 2 details see the roadmap section below.
For the latest official patch notes, check Steam or the official Unknown Worlds Discord. If you encounter a bug not listed here, report it on the official Subnautica 2 forums.
Troilite is one of the most critical endgame resources in Subnautica 2 and the subject of the #1 new-player trap: it is a finite resource with no natural respawn. Multiple players have soft-locked their saves by using all their Troilite before building a Metal Farm. Here is everything you need to know.
Troilite spawns in only one location in EA 1.0: the Metal Farms area in Root Canyon (approximately 2,000+ meters east-northeast of the Lifepod, depth ~450m). You need the Tadpole Depth Module MK1 to reach this area.
Hotfix 2 (May 22) added more Troilite spawns in this area, but the total is still finite.
| Item | Recipe |
|---|---|
| Mangalloy Ingot | 1 Titanium Ingot + 1 Atacamite + 1 Troilite (Processor) |
| Metal Farm | 1 Mangalloy Ingot + 1 Axum Bacterial Culture (Habitat Builder) |
| Ultra High-Capacity Air Tank | 1 High-Capacity Tank + 3 Troilite + 3 Atacamite |
| Entangled Power Cell | 1 Conduit Crystal + 1 Strong Acid + 1 Gold Ingot + 1 Troilite |
| Photovoltaic Charger | 1 Copper Ingot + 1 Strong Acid + 1 Troilite |
| Tadpole Depth Module MK2 | 2 Dedicated Core + 2 Troilite + 2 Mangalloy Ingot |
The Metal Farm is a deployable structure that duplicates ores over time. It is the only way to get infinite Troilite:
| Duration | Resources Produced |
|---|---|
| 2 minutes | Titanium (5x), Copper (3x), Quartz (3x), Salt (3x) |
| 10 minutes | Silver, Gold, Sulfur, Lead (3x); Lithium, Conduit Crystal, Celestine (2x) |
| 20 minutes | Troilite (2x), Atacamite (2x) |
Never use your last piece of Troilite! Always keep at least 1 in reserve to seed your Metal Farm. Axum Bacterial Cultures are also finite (only ~5 exist per save). And note: if a farmed ore node falls through the floor geometry (a known rare bug), the ore is lost — save before harvesting.
In response to Unknown Worlds' firm "no weapons" stance, community modder jibotron released the Killable Creatures mod on Nexus Mods. It allows players to deal damage to hostile creatures using existing tools: the Survival Multitool hammer deals 20 damage per swing, and the Sonic Resonator deals 50 damage per blast. The mod requires UE4SS as a prerequisite and has been widely discussed as a classic example of the modder-developer tension around creative vision vs. player agency. The mod does not add loot drops from killed creatures, so the benefit is purely one of defense and satisfaction.
EA 1.0 contains several hidden areas not marked by story signals. Check our chapter-specific pages for details on:
Each chapter page contains detailed story spoilers. Read only as far as you have progressed in the game to avoid ruining the narrative experience.