Biomes
Subnautica 2 takes place on Proteus, an ocean moon in the Eido-Thea binary red dwarf system. The world is divided into several distinct biomes, each with unique ecosystems, resources, creatures, and dangers. The game is only 4 days into Early Access, and more biomes will be added over time.
Note: Many biome names from pre-release materials use development codenames that differ from the actual in-game names. This guide uses the confirmed in-game names.
Region 1: Coral Gardens (Starting Area)
The Coral Gardens is the starting region containing the Lifepod and the first biomes players encounter.
Shallows
| Field | Details |
|---|---|
| Depth Range | 3–224 m |
| Danger Level | Low |
| Key Resources | Copper, Titanium, Quartz, Silver, Metal Salvage |
The Shallows is the first biome players encounter after crash-landing. A vibrant, shallow area with coral formations including distinctive Coral Domes. Rich in early-game resources and home to most small fauna.
Creatures: Halfmoon, Hammerhead, Nibbler Mango, Water Slug, Coral Crab, and more.
Points of Interest: Lifepod, Welcome Center
Plateaus
| Field | Details |
|---|---|
| Depth Range | 23–119 m |
| Danger Level | Low |
| Key Resources | Copper, Silver, Titanium |
A large, multilayered biome characterized by blue and purple jelly creatures, especially the massive BFJ (Behemoth Finger-Legged Jelly).
Points of Interest: Camp One, Old Habitat
Graveyard
| Field | Details |
|---|---|
| Depth Range | 0–266 m |
| Temperature | 80–140°C |
| Danger Level | High |
| Key Resources | Sulfur, Gold, Lithium, Salt, Titanium |
A thermally active biome with murky yellow-orange water caused by abundant sulfur deposits and thermal vents. Home to a larger, more dangerous Marrowbreach variant that triggers a cinematic attack. Thermal vents will damage the player until the Heat Tolerance adaptation is acquired.
Creatures: Halfmoon, Houndgar, Jelly Ring, Marrowbreach (large variant)
Points of Interest: Tailings Village, Tadpole Pens, Cicada Wreck
Anemone Hills
| Field | Details |
|---|---|
| Depth Range | 0–151 m |
| Danger Level | High |
| Key Resources | Titanium, Copper, Silver, Quartz, Lead |
Characterized by anemone-dominated terrain. Features several dangerous predators including Sandspear (launches uranium-tipped tusks at 20 m/s) and Marrowbreach.
Creatures: Marrowbreach, Sandspear, Foureye, Hammerhead, Jetocaris, Nibbler Mango
Necrolei Hills
| Field | Details |
|---|---|
| Key Resources | Copper, Necrolei Cyst, Titanium |
| Danger Level | Medium |
Dominated by the eponymous Necrolei organisms. Home to the Hycean — a flying predator that is a hydrogen-filled gasbag descended from squid ancestors.
Dolerite Spires
| Field | Details |
|---|---|
| Key Resources | Lithium, Titanium, Copper, Silver, Gold, Quartz |
| Danger Level | Medium |
Rocky biome with sparse plant life and large volcanic spires that pierce the ocean surface. Home to the Great Jaw — an enormous omnivorous clam with a dangerous beak.
Points of Interest: Wrecks, Pioneer Seabases
Lead Zone
| Field | Details |
|---|---|
| Depth Range | 34–65 m |
| Key Resources | Copper, Lead, Titanium, Deepwing Egg Clump |
A shallow atoll formation with high concentrations of Lead ore. The Deepwing Brooder (Leviathan-class) nests here, though it appears non-hostile.
Points of Interest: Atoll, Atoll Cave, Nook, Wreck
Blighted Coral
| Field | Details |
|---|---|
| Location | West of Shallows (~186m from Lifepod) |
| Key Resources | Metal Salvage, Lucifer Rotsac, Acidic Raion Pouch, Fibrous Pulp |
A corrupted sub-biome within the Coral Gardens containing an Angel Comb infected with Bloom Cankers. The Bloom Cankers must be destroyed using a Sonic Resonator before the Angel Comb can be used for DNA adaptation.
Region 2: Sparse Plains
Sparse Plains
| Field | Details |
|---|---|
| Depth Range | 0–250 m |
| Danger Level | Extreme |
| Key Resources | Large Celestine Deposit, Large Titanium Deposit, Large Copper Deposit |
A largely empty trench between Coral Gardens and Karakorum, with table-like rock formations. The Collector Leviathan patrols this trench — it detects players via shockwave, charges at high speed, and grabs with a tentacle for an instant kill. This is the primary obstacle to reaching the mid-game area.
Warning: The Sparse Plains is the most dangerous area in the current EA build for progressing players. A Tadpole vehicle is strongly recommended.
Region 3: Karakorum (Mid-Game)
The Karakorum region contains ancient Axum civilization ruins and infrastructure. Players must cross the Sparse Plains (past the Collector Leviathan) to reach it.
Observatory Island
| Field | Details |
|---|---|
| Depth Range | 0–600 m |
| Danger Level | Medium |
| Key Resources | Titanium, Copper, Silver, Gold, Sulfur, Lead, Quartz |
A central map biome featuring Gateway Spires throughout the surface. Contains an abandoned Alterra base and the massive Axum Observatory.
Points of Interest: Axum Observatory, Alterra Pioneer base (with Fabricator, Processor, Biobed), Rosetta Stone, Ruby's Blackbox, Alien Ruins
Root Canyon
| Field | Details |
|---|---|
| Depth Range | 364–750 m |
| Danger Level | Extreme |
| Key Resources | Celestine, Atacamite, Silver, Gold, Sulfur, Fulgur |
The deepest accessible biome in the current EA. A canyon system dominated by Axum ruins with a contaminated sub-zone containing an active Blight outbreak that makes creatures more aggressive. Multiple Collector Leviathans patrol this area.
Creatures: Collector Leviathan (multiple), Bullethead (swarm predator), Epicurean (voracious omnivore), Twin Sitaray (electropredator)
Points of Interest: Control Room, Resonator Wreck, Blighted Wreck, Blight Nodes
Karakorum Power Plant
| Field | Details |
|---|---|
| Depth Range | 0–827 m |
| Key Resources | Quartz, Conduit Crystal |
An Axum power generation facility. Contains an Angel Comb for the Axum Vision adaptation.
Karakorum Metal Farms
| Field | Details |
|---|---|
| Depth Range | 0–500 m |
| Key Resources | Atacamite, Troilite, Celestine, Metal Farm Blueprint |
A large Axum metal farming facility with multi-layered basins. Scanning the metal farm structures unlocks the Metal Farm base module blueprint. The Collector Leviathan patrols above 350m but won't notice players below that depth.
Special Areas
World Tree (Currently Inaccessible)
| Field | Details |
|---|---|
| Height | 2+ km tall, nearly 3 km wide |
| Location | ~2,400 m N-NW from Lifepod (beyond map boundary) |
| Classification | Titan Class Lifeform (Mundusilithae titanicae) |
An enormous living structure visible from the Lifepod. Not actually a tree — surface analysis is inconclusive. Spectral analysis suggests it may be dormant or dying. Currently blocked by the EA world border and Shiver Leviathans. Has full collision and modeling (accessible in Creative mode).
Not Yet Implemented
The following biome names appeared in development files or pre-release leaks but are not present as separate biomes in the current EA build:
| Name | Status |
|---|---|
| Kelp Forest | Not implemented — may be a sub-biome of Coral Gardens or planned for a future update |
| VepZone | Not implemented — no associated creatures spawn in EA |
Early Access Notice: Biome layouts, creature populations, resources, and depths are subject to change. The roadmap confirms biomes as a primary area of future content expansion. This page reflects EA data as of May 2026.
Sources: wiki.subnautica.com/sn2/Biomes, Subnautica Wiki (Fandom)