Subnautica 2 · published · build 23922166

Hello Subnauts,
Subnautica 2’s Early Access 1.1 update, Adaptive Measures, is out now! This update includes a ton of quality-of-life fixes, including the much-requested FOV slider, and adds targeted improvements to the game.
Anything marked with a 🤿 indicates a change that came directly from community feedback!
The Adaptive Measures update should appear as a free, automatic download. If the update doesn’t appear for you, you may need to restart Steam. If you continue to experience issues, please contact our support team here.
Alongside this update, we’ve also added higher-quality versions (MP3 and FLAC) of the tracks on the Subnautica 2 soundtrack available for purchase.
And, in case you missed it, you can also watch Design Lead Anthony Gallegos walk you through some of the changes we’ve made with this update over on YouTube.
If you’ve landed on this post and are interested in playing Subnautica 2, head over to the Steam store page now to check it out!
Have ideas you’d love to see in Subnautica 2? Submit them on our Nolt.io page and upvote other suggestions from the community. Experiencing bugs? Let us know through the in-game reporting tool or on our support website. Don’t forget to join our official Discord to chat and share all your theories, speculation, and thoughts about Subnautica 2 with other fans. Keep Diving!
Smoothed out Biomod progression throughout the early game to give players more opportunities to discover and use the Biomod system.
Added two more Biolabs, one in Coral Gardens and one in Axum Ruins.
Players can now unlock a total of six Biomods from Biolabs found throughout the world, up from four previously.
Players can now unlock additional passive Biomod slots by scanning creatures with the Bioscanner.
Players can now see the number of scans required for each slot unlock and their total number of Bioscans.
Creative mode now unlocks all Biomods by default.
Added unlock badges to display newly unlocked items in the Biolab.
Improved the wreck exploration experience with additional traversal and oxygen puzzles.
Ensured visual language on doors and buttons is more consistent throughout wreck interiors.
Moved and added rewards to reflect the various puzzle changes better.
Applied general cleanup, visual adjustments, and standardization across wreck environments.
Players are now able to sprint when out of the water, either on the surface or in their base.
Added default sprint mapping to allow players to remap sprint in settings.
Reduced default walk speed to balance with the new sprint speed.
🤿 Added proper fleeing behaviour for most creatures when attacked by the Survival Multitool, preventing retaliation except defensively for a period afterward.
🤿 Added a brief dizzy state for most creatures after being hit by the Sonic Resonator, preventing retaliation except defensively for a period afterward.
Improved particle fish grouping when swimming in groups.
Added missing scan data icon for Periscopic Clowncrab.
Added missing scan data icon for Necrolei.
Revised the Creature Naming and Discovery System to align with the previous game.
Improved Bloom Parasite behavior implementation and made it the primary encounter creature.
Balanced the Bloom encounter in Coral Gardens and Ruins areas to better align with game progression.
Adjusted several resources to ensure they have the correct Resonatable and Breakable data.
🤿 Applied additional Silver updates in Coral Gardens.
🤿 Added a Silver hint dialogue line when near Silver areas.
🤿 Increased the max deconstruct size of bases.
🤿 Addressed user experience issues with the Vehicle Dock and Fabricator to improve placement ease and clarity when the build area is obstructed or docking is unavailable.
Changed the placement of the Vehicle Dock and Fabricator to fit into smaller rooms and align with hatches and other base elements.
Reduced the size of the Vehicle Dock platform and rails to require less space during placement.
🤿 Improved the readability of placement ghosts when positioned behind objects or intersecting the water surface.
Added additional feedback messages to clarify when the Moonpool needs to be enlarged for vehicle fabrication or docking.
Added a new storage base buildable that does not contribute to nearby crafting systems, allowing stored items to be excluded from recipe completion.