Every Biome · Depth Ranges · Unique Resources · Dangers · Recommended Gear · May 2026
Subnautica 2 takes place on an alien ocean world with a layered ecosystem — the deeper you go, the more alien, dangerous, and resource-rich the environment becomes. Each biome is a distinct visual zone with its own creature roster, plant life, mineral deposits, and structural features. Understanding which biome holds which resources is the core knowledge that separates efficient players from those who grind endlessly in the wrong location.
This guide covers all major biomes in the Early Access version of Subnautica 2 (May 2026). For each biome, you will find the depth range, all collectable resources, dangerous creatures, recommended equipment, and specific tips for what to prioritize collecting. Note that biome layouts are procedurally influenced by world seeds — exact positions will vary, but the biome characteristics, resources, and creatures remain consistent.
To reach many of these biomes you will need a proper vehicle. See the Vehicles Guide for depth ratings and which sub to take. For co-op exploration of biomes, see the Co-op Guide.
The Safe Shallows surround your starting escape pod. Sunlight filters all the way to the seafloor, giving it a warm teal glow. This biome is essentially a training ground — resources are plentiful and creature threats are minimal. The two dangers worth knowing are Crashfish (which explode when you approach their nesting holes in the rock wall) and Biters (small aggressive fish that deal minor damage).
What to collect: Harvest Titanium and Copper from limestone outcrops. Collect Table Coral from flat coral formations — you need these for Computer Chips later. Grab Acid Mushrooms for Battery crafting. Pick up Quartz (white crystalline rocks) for Glass.
The Kelp Forest is defined by massive towers of Creepvine — alien kelp strands rising 30–40 meters from the seafloor. These are your primary source of two critical early-game materials: Creepvine Samples (harvested by knifing the vine, used to craft Fiber Mesh) and Creepvine Seeds (the glowing bulbs at the top, used for Silicone Rubber). These two materials look similar but are completely different — beginners frequently confuse them. See the Crafting Guide for details.
Stalkers are the main hazard — large, aggressive marine predators that will pursue and attack you relentlessly. They can be stunned with the Stasis Rifle or distracted by dropping Metal Salvage on the seafloor (they are attracted to shiny objects). Stalkers sometimes drop Stalker Teeth, which are needed for crafting Enameled Glass — a component for vehicle construction.
The Grassy Plateaus are wide, open zones with relatively flat terrain covered in sea grass and outcrops. They are the primary source of Silver Ore and a reliable location for Gold — both are essential for crafting Wiring Kits, Computer Chips, and Advanced Wiring Kits. Shale outcrops here have an excellent loot table, commonly dropping Gold, Silver, and occasionally Lithium.
The main threats are Bone Sharks (armored aggressive predators) and Sand Sharks (buried in the sand, ambush-style attackers). Both respond well to the Stasis Rifle. At the deeper edges (150–200m), Warpers begin appearing — teleporting bio-mechanical creatures that can pull you out of your vehicle.
The Mushroom Forest features enormous bioluminescent fungal structures rising from the seafloor, creating a surreal landscape. The structures themselves can be scaled — Cave Crawlers patrol their surfaces, so be aware when swimming near the mushroom caps. This biome has exceptional Shale outcrop density and is one of the best sources of Gold in the mid-game. You will return here multiple times for Gold and Silver.
The Mushroom Forest also contains Tree Mushrooms — enormous floating fungal islands that are the habitat of several unique creatures worth scanning for blueprints. The underside of Tree Mushrooms hides hidden air pockets where you can replenish oxygen without surfacing.
The Blood Kelp Zone is one of the most striking environmental transitions in Subnautica 2. As you descend into it, sunlight fades and the water fills with dark crimson kelp strands that obscure vision and navigation. Diamond appears here in significant quantities for the first time — a critical material for Reinforced Dive Suit and late-game gear.
The primary danger is juvenile Ghost Leviathans. While smaller than the adults found deeper, these creatures are still lethal to an unupgraded Seamoth. Move quickly, avoid hovering in open water, and use Sonar to detect them before they detect you. Blood Oil is a unique resource found only here — harvest it in bulk when you visit, as it has several crafting uses.
The Deep Grand Reef is the richest mid-game biome for Lithium — a resource you will need in enormous quantities for Plasteel Ingots. The reef structures here are enormous, creating dramatic canyon walls full of shale outcrops. This is also where Crabsnakes live inside Jellyshroom plants — approach Jellyshrooms cautiously, as a Crabsnake ambush at 350m depth can be fatal.
Alien ruins begin appearing in the Deep Grand Reef — scan everything you find. These ruins contain data terminals that unlock advanced blueprints and provide story context. The Deep Grand Reef connects to the Lost River via cave passages — these caves are narrow enough to exclude most Leviathans, making them the safest route to deeper zones. See the Vehicles Guide for recommended vehicle configurations for this depth range.
The Lost River is one of the most spectacular biomes in Subnautica 2 — a vast underground river system flowing through ancient cave networks filled with the fossilized remains of enormous leviathan-class creatures. The brine flows with a ghostly teal glow, and alien plant life illuminates the cave walls. Visually, it is breathtaking. In terms of danger, it is one of the most hostile environments in the game.
Nickel Ore is found almost exclusively in the Lost River — this makes it a mandatory destination for players building PRAWN Suit upgrades and advanced vehicle modules. Enter via the narrow cave passages from the Deep Grand Reef — these tunnels are too small for Ghost Leviathans to follow, making them the safest entry route.
The Lost River also contains critical story content — alien structures and data terminals that reveal major lore about the planet's history. Explore thoroughly and scan everything. Don't rush this biome; the story content here changes how you interpret the entire game.
The Lava Zone is divided into two sub-biomes. The Inactive Lava Zone (600–900m) is geologically calm — ancient basalt formations and fossilized lava tubes, relatively stable to navigate. The Active Lava Zone (900m+) is a living hell — rivers of flowing magma, constant geyser eruptions, and the most dangerous creature in the game.
The Sea Dragon Leviathan patrols the Active Lava Zone. This creature is enormous — large enough to grip and lift even the PRAWN Suit. Do not fight it; use Torpedo Arms to distract it and sprint past. It is territorial and will disengage if you leave its patrol area.
Lava Larvae are a subtle but devastating hazard — small creatures that attach to your PRAWN Suit and drain its power cells. In the Active Lava Zone, a PRAWN Suit with attached Lava Larvae can be drained completely in minutes. Brush them off with the Suit's arms immediately upon detection.
The final story objectives of Subnautica 2 are located in the Active Lava Zone — in the Primary Alien Containment Facility. Bring Ion Power Cells, fully upgraded depth modules, and a plan. This is not a zone to casually explore. In co-op, bring all four players — having teammates covering different threat vectors makes the Sea Dragon Leviathan encounters survivable.
Follow this sequence to progress efficiently through Subnautica 2. Deviating (going deeper than your gear supports) is the number one cause of vehicle loss and player death.
| Stage | Biome(s) | Depth | Unlock Requirement | Goal |
|---|---|---|---|---|
| Stage 1 | Safe Shallows | 0–50m | Starting gear only | Gather Titanium, Copper, Table Coral; build Scanner, O2 Tank, Knife |
| Stage 2 | Kelp Forest | 0–100m | Survival Knife, basic O2 | Bulk collect Creepvine Samples and Seeds; Fiber Mesh stockpile |
| Stage 3 | Grassy Plateaus | 50–200m | Seamoth (base depth) | Silver Ore for Wiring Kits; Gold for Computer Chips; establish base |
| Stage 4 | Mushroom Forest | 100–300m | Seamoth + Depth Mk1 | Gold stockpile; Magnetite for Stasis Rifle; scan fragments |
| Stage 5 | Blood Kelp + Deep Grand Reef | 150–400m | Seamoth + Depth Mk2 | Diamond; Lithium for Plasteel; Nickel for PRAWN upgrades |
| Stage 6 | Lost River | 300–600m | PRAWN Suit or Seamoth Mk3 | Nickel Ore; story content; Alien structures and data terminals |
| Stage 7 | Inactive Lava Zone | 600–900m | PRAWN Suit + Depth Mk2 | Kyanite; Ion Crystals; Alien tech; prepare for endgame |
| Stage 8 | Active Lava Zone | 900m+ | PRAWN Suit + Depth Mk3 + Ion Cells | Final story objectives; Primary Containment Facility |
Use this as a quick reference to find any resource. Resources listed in bold indicate the primary source biome for that material.
| Resource | Primary Biome(s) | Depth Range | Form |
|---|---|---|---|
| Titanium | Safe Shallows, All Biomes | 0–200m | Orange limestone rocks, shale outcrops |
| Copper Ore | Safe Shallows, Kelp Forest | 0–200m | Green-spotted rocks |
| Quartz | Safe Shallows, Kelp Forest | 0–100m | White crystalline rocks |
| Table Coral | Safe Shallows | 0–50m | Flat coral formations |
| Acid Mushroom | Safe Shallows, Kelp Forest | 0–100m | Mushroom-type fauna |
| Creepvine Samples | Kelp Forest | 0–100m | Knife the kelp vine strands |
| Creepvine Seeds | Kelp Forest | 0–100m | Glowing bulbs atop creepvine |
| Silver Ore | Grassy Plateaus | 50–250m | Shale outcrops |
| Gold | Mushroom Forest, Grassy Plateaus | 100–350m | Shale outcrops (high drop rate) |
| Lead | All mid biomes | 50–200m | Dark grey rocks with radiation markers |
| Magnetite | Mushroom Forest, Mountains | 100–300m | Dark volcanic rocks |
| Lithium | Deep Grand Reef, Grassy Plateaus | 100–400m | Lavender-purple rocks |
| Diamond | Blood Kelp, Deep Grand Reef | 200–500m | Shale outcrops + large deposits |
| Nickel Ore | Lost River | 300–600m | Orange-brown rocks on river floor |
| Uraninite | Lost River, Active Lava Zone | 400–900m | Green-glowing rocks |
| Kyanite | Inactive/Active Lava Zone | 600–900m | Blue crystal clusters on cave walls |
| Ion Crystals | Active Lava Zone, Alien Structures | 800m+ | Alien containment units |
| Cave Sulfur | Crash Zone, Kelp Forest caves | 0–100m | Dropped by Crashfish |
| Stalker Teeth | Kelp Forest | 0–100m | Dropped by Stalkers near Metal Salvage |
| Blood Oil | Blood Kelp Zone | 150–300m | Unique kelp strands in Blood Kelp |