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Subnautica 2 Biomes Guide — All Areas and Resources on Proteus 2026
Subnautica 2 · Early Access May 14, 2026 · Image: Steam Official
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📖 Lore Primer — Read This First

Subnautica 2 takes place on Proteus — an ocean moon orbiting a gas giant in the binary-star Eido-Thea System. Many guides incorrectly call it a planet, or invent names like "Cesura" that do not exist in the game. The three things you need to know:

Where You Are
Proteus
Ocean Moon (orbits a gas giant)
The playable world. An ocean moon in the Eido-Thea System. Your lifepod landed here after CICADA broke apart in its atmosphere. Every biome in this guide is on Proteus.
The Intended Destination
Zezura
Desert Planet (never reached)
The colonization target — a desert planet the ~40,000 colonists aboard CICADA were bound for. The ship's AI "NoA" redirected mid-journey. The colonists never arrived.
What Crashed
CICADA
Alterra Colony Ship (destroyed)
The Alterra corporation colony ship carrying ~40,000 colonists. It broke apart in Proteus's atmosphere. Survivors' lifepods scattered across the ocean surface — including yours.
📌 The Central Threat — The Blight

The Blight is a mysterious bacterium present on Proteus that mutates local flora and fauna. It is the central story threat of Subnautica 2. Several biomes show heavy Blight mutation. Understanding and ultimately countering the Blight drives the game's main progression.

⚠️ Adaptation-Gated Biomes

Unlike the original Subnautica, some biomes in Subnautica 2 cannot be entered simply by swimming deeper. Several areas are locked behind Adaptations (Biomods) — biological modifications your character acquires through gameplay. For example, the Graveyard requires the Heat Tolerance adaptation before you can survive inside it. Depth alone is not the gating factor for all biomes.

🧭 No In-Game Map

Subnautica 2 has no in-game map. Navigate by compass and landmarks. Directional references in this guide (N, NE, E, NW) are relative to your starting Lifepod. Memorize key visual landmarks in each biome to aid orientation.

Subnautica 2 takes place on Proteus, an alien ocean moon with a layered ecosystem. The world is divided into distinct regions, each containing multiple biomes. This Early Access guide covers the two confirmed accessible regions: the starting Coral Gardens region and the distant Karakorum region to the east.

All depth ranges are from the current Early Access build and may shift with future patches. The World Tree is visible from the ocean surface but is inaccessible in the current Early Access build.

Region 1
Coral Gardens — Starting Region
Surrounds the Lifepod landing zone · Multiple sub-biomes within swimming / early-vehicle range

The Shallows

🏖️
The Shallows
Your starting zone — bright, warm, and the safest area on Proteus
Surface – ~200m Danger: Low
Key Resources
Titanium Copper Quartz Fibrous Pulp Medical Gel Sacs
Dangers
Early Blight mutations

Notes
Lifepod landing zone Safest biome

The Shallows is the Coral Gardens region's primary safe zone, stretching from the ocean surface down to approximately 200m. Sunlight illuminates the water column fully, giving it a warm, teal-blue hue. This is where your Lifepod landed after CICADA broke apart in Proteus's atmosphere, and it is the natural starting point for all exploration.

Key early priorities: Titanium and Copper form the backbone of your first tools and structures. Fibrous Pulp is the Proteus equivalent of fiber mesh. Medical Gel Sacs are a critical early healing resource — stockpile them before venturing into more dangerous biomes.

💡 Depths are Early Access Estimates
The ~200m lower boundary of The Shallows is from the current Early Access build. These depth ranges may shift as Unknown Worlds continues to iterate on the game.

The Plateaus

🐟
The Plateaus
Flat seafloor shelves north and northeast of Lifepod — notable for giant jellyfish-like creatures
Seafloor ~70m Danger: Low-Medium
Location
N / NE of Lifepod Flat seafloor shelves

Notable Features
Giant jellyfish-like creatures Open terrain
Depth
Seafloor at ~70m

Navigation
Compass heading: N / NE Open visibility

The Plateaus are wide, flat seafloor shelves sitting at approximately 70m depth, located north and northeast of the starting Lifepod. The terrain is open and well-lit, making navigation straightforward — one of the few biomes where you can see clearly in all directions without lighting equipment.

The defining visual feature of The Plateaus is the presence of giant jellyfish-like creatures drifting above the seafloor. These are some of the most visually striking fauna in the early game. Scan everything you encounter for Adaptation and recipe unlocks.

Necrolei Hills

🦠
Necrolei Hills
Shallow biome NW of Lifepod — heavy Blight mutation, Copper and Silver deposits
Shallow depth Danger: Medium (Blight)
Key Resources
Necrolei Cysts Copper Silver
Location
NW of Lifepod

Hazard
Heavy Blight mutation Mutated flora and fauna

The Necrolei Hills sit northwest of the starting Lifepod and represent your first encounter with serious Blight mutation. The Blight bacterium has heavily altered the flora and fauna here — expect visually corrupted creatures and plant life. The "Necrolei" designation comes from the characteristic Necrolei Cysts, growths produced by Blight-mutated organisms.

Despite the Blight presence, the Necrolei Hills are worth visiting for Copper and Silver deposits. Silver is essential for mid-game crafting. Exercise caution: Blight-mutated creatures may behave differently from their baseline counterparts in The Shallows. Keep an eye on the visual corruption markers that indicate Blight-heavy zones.

⚠️ Blight Exposure
The Necrolei Hills have the highest Blight concentration near the starting area. The full implications of Blight exposure for your character are central to the game's story — pay attention to any environmental warnings and scan Blight-mutated organisms.
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Lead Zone

⛏️
Lead Zone
Cave system east of Lifepod — primary source of Lead in the early game
Caves ~60m Danger: Low
Key Resources
Lead deposits
Location
E of Lifepod Cave system at ~60m

The Lead Zone is a cave system located east of the starting Lifepod, with cave entrances accessible at approximately 60m depth. Lead is an essential early-to-mid game resource used in radiation suits and several key crafting recipes. This is your most reliable local source.

The caves are relatively safe compared to other Coral Gardens sub-biomes. Bring a light source — cave interiors lose natural sunlight. Because there is no in-game map, mark the cave entrance with a beacon on your first visit so you can return efficiently.

💡 Beacon Your Cave Entrances
The Lead Zone caves are easy to lose sight of from the surface. Drop a beacon at the entrance on your first visit. Since Subnautica 2 has no map, beacons are your primary navigation tool for returning to known locations.

Dolerite Spires

🗿
Dolerite Spires
Maze of jagged volcanic pillars — disorienting and dark, bring light sources
Shallow–Mid depth Danger: Medium (navigation)
Key Features
Jagged volcanic pillars Maze-like terrain Deep shadows
Primary Hazard
Disorientation risk Low visibility

Essential Gear
Light source (mandatory) Compass

The Dolerite Spires are a field of tall, jagged volcanic rock formations that rise from the seafloor in dense clusters. The tight spacing between spires creates a maze-like environment that is easy to get turned around in — particularly dangerous in a game with no map. The volcanic rock blocks sunlight, creating deep shadow channels between pillars.

Always bring a light source into the Dolerite Spires. Without one, visibility drops to near zero in the deeper shadow zones between pillars. Use your compass to maintain a consistent heading, and drop beacons at entry points to ensure you can find your way back out.

Graveyard

💀
Graveyard
Hot zone rich in Gold — locked behind the Heat Tolerance Adaptation
Shallow-Mid Danger: High (heat) Requires: Heat Tolerance Adaptation
Key Resources
Gold deposits
Entry Requirement
Heat Tolerance Adaptation

Hazard Type
Extreme ambient heat

The Graveyard is one of the clearest examples of an Adaptation-gated biome in Subnautica 2. It is a thermally active hot zone — the ambient heat will damage and kill you without the Heat Tolerance Adaptation (Biomod). You cannot enter simply by swimming there; you must have acquired the correct biological modification first.

Once you have Heat Tolerance, the Graveyard offers concentrated Gold deposits. Gold is a mid-game crafting essential for electronics. The biome's name reflects its visual character — it is a grim, geothermally scarred landscape of dead or dying organisms that could not survive the heat, contrasting sharply with the lush Shallows nearby.

⚠️ Do Not Attempt Without Heat Tolerance
The Graveyard's heat will cause continuous damage immediately upon entry if you lack the Heat Tolerance Adaptation. Unlike deep-water zones where you can retreat by ascending, there is no safe depth range inside this biome without the Biomod. Acquire the Adaptation first.
Region 2
Karakorum — ~1,000m East of Start
Reached by sustained eastward travel · Major progression landmark · Depths to 750m+

Root Canyon

🏔️
Root Canyon
Deepest currently explorable biome — rare and exotic resources at significant depth
~365m – 750m Danger: Very High
Key Resources
Celestite Gold Sulfur Silver Atacamite Conduit Crystals Angel Combs
Depth Range
~365m upper entrance ~750m deepest floor

Status
Deepest EA biome Requires vehicle depth upgrades

Root Canyon is the deepest currently explorable biome in the Early Access build of Subnautica 2, accessible from around 365m and plunging to approximately 750m at its lowest point. Located within the Karakorum region (~1,000m east of the starting Lifepod), reaching Root Canyon is itself a significant logistical achievement.

The resource roster here reflects its late-progression status: Celestite, Atacamite, Conduit Crystals, and Angel Combs are unique to this depth range and unavailable elsewhere. Gold and Silver appear in quantity for players who have not exhausted shallower sources. Sulfur deposits support thermal energy systems.

Depth ranges are from the current Early Access build and may shift with patches.

⚠️ Vehicle Preparation Essential
At 750m, you are beyond base vehicle depth limits. Ensure your vehicle has appropriate depth upgrades before attempting Root Canyon's lower sections. A vehicle implosion at 700m is an extremely costly setback.

Observatory Island (The Observatory)

🔭
Observatory Island / The Observatory
Alien structures at ~300m — a story-critical location in the Karakorum region
~300m Danger: Medium
Key Features
Alien structures Story content Data terminals
Depth
~300m

Region
Karakorum region

The Observatory (also called Observatory Island) sits at approximately 300m depth within the Karakorum region. It is defined by the presence of alien structures — evidence of pre-human activity on Proteus. Like all alien structure locations in Subnautica 2, scanning everything here is essential for story progression and blueprint unlocks.

The structures appear designed for observation, consistent with the name. Their purpose ties into the broader lore of who built them, what they were observing, and how it relates to the Blight. Do not rush through — absorb the environmental storytelling.

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Karakorum Power Plant

Karakorum Power Plant
Major progression landmark in the Karakorum region — key story and mechanics milestone
Karakorum region Danger: High
Significance
Major progression gate Story landmark
Region
Karakorum (~1,000m E)

The Karakorum Power Plant is one of the most significant landmarks in the Karakorum region and a major waypoint in game progression. Reaching and interacting with it is a key story milestone. Specific mechanics tied to the Power Plant may involve activating systems, acquiring resources, or unlocking new areas — detailed walkthroughs are available in the main guide.

The Power Plant's scale and purpose reflect the scope of whatever civilization used Proteus before the CICADA survivors arrived. It is not a human installation.

Thermal Vent Clusters

🌡️
Thermal Vent Clusters
Hot zones in Karakorum — Gold deposits and excellent thermal power generation
Karakorum region Danger: High (heat) Check Heat Tolerance req.
Key Resources
Gold

Energy Potential
Thermal power (abundant)
Hazard
Extreme heat (hot zone)

Best Use
Thermal reactor base location Gold farming

The Thermal Vent Clusters in Karakorum are classified as hot zones — approach with the same caution you would apply to the Graveyard in Coral Gardens. Verify whether your Heat Tolerance Adaptation is required before entering vent-proximate zones; this may vary by specific cluster location.

Gold concentrates around active thermal vents. More practically, these clusters are ideal locations for thermal power generation — outpost bases built near active vents can run thermal reactors at high efficiency with no ongoing fuel cost. A forward base here provides excellent staging for deeper Karakorum exploration.

💡 Thermal Base Strategy
The Karakorum Thermal Vent Clusters are among the best locations in the current Early Access build for thermal reactor output. If you are establishing a forward operating base in the Karakorum region, build it near a vent cluster for free, sustained power.

Biome Progression Order

Follow this sequence to progress efficiently through Subnautica 2 on Proteus. Some biomes require Adaptations (Biomods) — depth alone is not always the gating factor.

Stage Biome Region Unlock Requirement Goal
Stage 1 The Shallows Coral Gardens Starting gear only Titanium, Copper, Quartz, Fibrous Pulp, Medical Gel Sacs
Stage 2 The Plateaus Coral Gardens Basic dive gear; N/NE heading Explore open terrain, scan jellyfish-like creatures
Stage 3 Lead Zone Coral Gardens Basic dive gear; E heading Lead deposits for early crafting recipes
Stage 4 Necrolei Hills Coral Gardens Basic dive gear; NW heading Silver, Copper; first heavy Blight encounter; scan mutations
Stage 5 Dolerite Spires Coral Gardens Light source, compass Navigate maze terrain; scan unique geological formations
Stage 6 Graveyard Coral Gardens Heat Tolerance Adaptation required Gold deposits; blocked entirely without Biomod
Stage 7 Observatory Island Karakorum (~1,000m E) Vehicle capable of ~300m + eastward range Alien structures; story lore; blueprint unlocks
Stage 8 Thermal Vent Clusters + Power Plant Karakorum Heat Tolerance (for vent zones); vehicle depth Gold; thermal base setup; Power Plant story progression
Stage 9 Root Canyon Karakorum Vehicle with depth upgrades to 750m Celestite, Atacamite, Conduit Crystals, Angel Combs — deepest EA content
📌 Early Access Note

This progression table reflects the current Early Access build. Additional biomes, regions, and Adaptation gates will be added as development continues. The World Tree is visible but not yet accessible.

Master Resources by Biome Table

Use this as a quick reference to find any resource. Resources in bold indicate the primary or exclusive source biome for that material in the current Early Access build.

Resource Primary Biome(s) Region Notes
TitaniumThe ShallowsCoral GardensMost abundant near Lifepod
CopperThe Shallows, Necrolei HillsCoral GardensEssential for early electronics
QuartzThe ShallowsCoral GardensWhite crystalline deposits
Fibrous PulpThe ShallowsCoral GardensFiber Mesh equivalent for Proteus
Medical Gel SacsThe ShallowsCoral GardensCritical healing resource; stockpile early
LeadLead Zone (caves ~60m E)Coral GardensPrimary local source
SilverNecrolei HillsCoral GardensMid-game crafting essential
Necrolei CystsNecrolei HillsCoral GardensBlight mutation product; unique to this biome
GoldGraveyard (Heat Tol. req.), Thermal Vent Clusters, Root CanyonBoth regionsMultiple sources; Graveyard requires Biomod
SulfurRoot CanyonKarakorumThermal energy systems
CelestiteRoot CanyonKarakorumUnique to Root Canyon depth range
AtacamiteRoot CanyonKarakorumRare; Root Canyon exclusive in EA
Conduit CrystalsRoot CanyonKarakorumUnique to Root Canyon depth range
Angel CombsRoot CanyonKarakorumUnique to Root Canyon depth range
📌 Also see
For complete crafting recipes using these resources, visit the Crafting Guide. For how to build a base near resource-rich biomes, see the Base Building Guide. For vehicle depth requirements to access deep biomes, see the Vehicles Guide.