TL;DR
Food and Water Management
Managing food and water is crucial in survival mode. Early in the game, fish are your main source of sustenance. Peeper fish are particularly valuable for food [1:1]. A grav trap near your life pod can help gather fish easily
[1:2]. Additionally, creating an indoor grow bed with Bulbo trees can provide a sustainable source of food and water
[2:1]. Bleach can be used to create portable water, which is essential for long trips
[4:6].
Resource Management
Solar panels are vital for maintaining power throughout the night [2:1]. Charge fins can prevent battery drain when using the seaglide
[2:2]. Building items with dead batteries will recharge them
[2:2]. The filtration system can be energy-intensive, so only take what you need to manage its demand
[2:5].
Navigating Dangerous Areas
Creatures pose a significant threat, especially in hardcore mode. Carry medkits and keep moving to avoid attacks [4:1]. Reapers are particularly dangerous, found near the Aurora and other key locations
[4:2]. If encountered, head to the surface while strafing to outmaneuver them
[4:2]. The defense module on the Seamoth can deter reaper attacks
[4:2].
Exploration Tips
Maximize exploration efficiency by carrying spare oxygen tanks and utilizing brain coral for oxygen refills [2:1]. Moving diagonally can increase speed, especially useful in the prawn suit
[2:6]. Always bring medkits and maintain audio awareness to avoid unexpected dangers
[4:12].
Survival Mode vs Freedom Mode
Survival mode adds complexity with hunger and thirst mechanics, enhancing immersion and providing stakes [3:9]. While freedom mode allows more focus on exploration without these constraints, survival mode offers a more challenging and engaging experience
[3:2]. Once self-sufficient, managing resources can become tedious, but it contributes to the game's immersive value
[3:5].
These strategies should help you navigate the challenges of Subnautica's survival mode effectively, ensuring a rewarding and immersive gameplay experience.
I’ve only played creative mode and finished the story that way but now I kinda want to try survival anyone got any tips?
Get a grav trap and drop it near your life pod. It helps a lot with food and water in the early game when you're living out of your pod, and can come in handy later in the game for certain resources.
I saw jacksepticeye do that but thanks for reminding since it’s been so long since I watched that series’s
Food and water management is going to be a big difference for you. To get you started:
If you build a bioreactor for power early on:
Perfect tips for a new survival player!
WHOA thanks for the help!
Bruh you finished the story in Creative mode? Jesus
In my defense I watched jacksepticeye play the story Then I played it in creative mode soo the story was already spoiled
Still though it's not just the story, it's the experience of survival and having consequences that make it fun
Go to the area where it is pitch black There are lots of good resources there
I just said I played creative so I know about the three musketeers
:D Thanks!
Don’t die. 🤷♀️
I'm making a list. So far I have:
What are some other helpful tricks?
(For Subnautica, not Below Zero)
Edit: Thanks for your comments guys! I learned some things here today
Wearing charge fins with the seaglide stops the battery from draining. This trick is better early-mid game though. Later game I prefer the speed increase.
Anytime you need to build something that requires a battery/power cell, always build it with a dead battery and it will be full again.
Your hunger meter can go well above 100, its always good to eat a cooked Reginald (most filling fish) when your hunger meter is at like 99, especially before a long trip so your meter can be at like 150.
Sitting down stops hunger and thirst drain. Its good to sit down if you have a lot of PDA’s to catch up on.
Moving straight forward is not the fastest way. Moving at 45° to the left or right of where you are looking at is faster, by pressing both "up" and "left" or "right" at the same time. This is especially noticeable when walking with the prawn suit for example.
How do I sit down ?
Create a damn stillsuit (minor spoiler) >!and keep a look out for 5 special eggs!<
Is a spoiler still a tip for new players?
Ooh the >!Adorable octopi boi!<
Maxing out your food and water meters will start to refill your health meter.
If when you build the filtration system only take out what you need (so one water bottle at a time) and it really negates the high energy demand.
Doesnt depth affect its efficiency?
Solar panels have integrated batteries so if you put enough solar panels on your base then it will have enough power to last you all the way through the night.
Put an indoor grow bed in your base or Cyclops and grow Bulbo trees, you'll never run out of food or water again. Bulbo is also great for bioreactor fuel.
Your Seamoth goes faster if you go up, down or sideways at the same time as going forward.
How do you go sideways and forward? I’m on console so R1 and L1 moves you up and down while the analog stick moves you directionally
Not sure, I play on PC. Perhaps moving the analog stick diagonally up and left/right?
On this sub, it seems like everybody is playing in Survival mode. I have been playing this game for a long time, but always in Freedom mode and never in Survival. I understand that hunger adds some difficulty, but for me, it just makes the game too hectic and limits the time I can spend exploring and farming. Since it is so popular, I'm interested to hear some arguments for Survival and some explanations for why everybody plays it.
I just think it’s clear that survival is the intended way to play.
If there were traditional difficulty settings like easy - normal - hard then it’s self explanatory as to which game modes in subnautica fit those descriptions.
Playing on freedom would be like playing Super Mario with unlimited health, or playing COD without having to reload your ammo. Still fun? For sure. But it removes some important nuances to the intended gameplay.
I think Survival is for playing the game. The challenge, the stakes, etc. Freedom is for enjoying the world, literally playing in a sandbox. Survival gives you stakes and makes it more immersive. Freedom lets you chill and build extravagant bases and play.
Hardcore is for masochists.
I never begrudge anyone for playing a more accessible version of a game. I get most of the pleasure out of Subnautica from achieving more exploration by discovering and using tools and resources. But it's still just a big beautiful world to explore and build in. Do you!
When I play games, if there is an option to turn off something that I find tedious, I'll turn it off. I don't find food and water mechanics tedious, so I'm happy to play with them. I will turn on options that let me keep my inventory on death whenever I can, I hate feeling like I'm "wasting" resources. Subnautica is okay because even though you can drop items, you keep your main tools and while it may require a bit of searching, you can find the stuff you dropped, they won't despawn.
I appreciate you. I often feel like less of a gamer because I play on easy more often than not and if hunger/thirst is a thing and I can turn it off, I absolutely will. I might give it a go but it never lasts long turned on.
It's reassuring that there are gamers who don't care if others play differently
Survival mode turned me off Subnautica for a long, long time, and then a couple months ago I started a save on freedom mode and learned the game that way. Once it started to get boring a little bit I started over in survival, and it was way easier to enjoy the game knowing what to do and how to do it.
Plus, I love gardening and plants, and I wanted garden beds all over my base. 👍🏻
I did multiple survivals without dying, but i can't even imagine myself doing a hardcore. Hell no. And i'm playing on Switch so one bug and i'm done for lol
HC is my jam. I get a sick enjoyment out of dying to something dumb. Like a damn crash fish or that manatee guy that poops poison.
Those damn crash fish cause more problems than the leviathans I swear
I found that freedom mode obviates the need for like a third of the game’s mechanics and a bunch of exploration. And obviously this isn’t a completely realistic game, but for me, having to manage hunger and thirst adds to the immersion value. I started at the very first playing on Freedom mode and I was having a hard time getting into the game. But switching to Survival really pulled me in and made the story of the game feel more direct and personal.
Once you're able to be self-subsitent with food and water, the mechanics become tedious tbh.
I played with health and oxygen enabled but hunger and thirst off, so still had some limits but not all. Mainly I wanted as much inventory space as possible for collecting resources, the only consumables I had to carry were medkits.
When I started playing Below Zero I enabled hunger and thirst and every time I log on I’m reminded why my playthrough of this game with hunger off was more fun
I've tried it four times already and always end up dying because something stupid killed me. I keep a close eye on my hunger, thirst, and oxygen. It's the damn creatures that always get me. Any advice?
If your health is at the max the only creatures that can one shot you are late in the game, so carry one or two medkits at all times. Other than that the most dangerous creatures are the reapers. You can avoid these by not loitering on their home turf - (front, back and east side of the Aurora, the back of the Mountain Island and the Dunes). If you do encounter one, head for the surface and *strafe* as you go - you will usually outwit the stupid fish AI. Finally, you could add the defence module to your Seamoth - reapers will drop you like a hot potato once you activate it.
Bring your sea moth to a complete stop before exiting.
Keep an eye on your oxygen.
Carry fresh peepers to throw at reapers if they get too close.
So I guess being run over by your own seamoth is universal then lol
Of the few hard core playthroughs that ended too soon that I've seen. The majority ended by being run over by the Sea Moth on exiting.
My best tip for hardcore is don’t die because then you lose your world :)
nah, make a copy of the safe file and simply place it back when ever you die. (if you got it on pc)
Wow thanks for the groundbreaking advice. 🙃
Food: go to the degasi island. Water: Bleach Creatures: Have medkits and keep moving when swiming. Get the reinforced suit. Leviathans: Run.
Bleach is best for portable water. However you can have water at your bases easily enough with an indoor growbed and marblemelons.
For the life of me I can’t remember where to get that blueprint. I just end up having it
I usually find the reinforced dive suit in that wreck by lifepod 19
I always have to remind myself to bring med kits, and always have audio whenever possible
Dear survivor,
You have found yourself marooned, disoriented, and in shock at what has transpired to land you in this situation.
This can very overwhelming at first glance. It is good to acknowledge this. It means you understand the gravity of the situation.
Now what do you do about it?
Do you give up and yield yourself to cruel fate or when life knocks you down, do you stand back up?
Before making this ultimate decision I want to remind you of the S.T.O.P. method. You may remember it from your basic survival training. It's used in every survival situation whether it's finding food and water or planning your long-term survival. Here is a refresher:
S — Stay Calm. Don't panic. Gather your your thoughts and steel your nerves so you can can think clearly. Verbalize the problem, if it helps. Remember, fear is a good thing in small doses. It heightens your awareness and helps you perform better.
T — Think. You have assessed the problem. Now think about what you need to do. Establish immediate, short-term, and long-term goals. Examples: Am I in immediate danger and need to flee, if so where? How do I get food and water? Do I need any tools? How do I get a steady supply of provisions? And so on.
O — Observe. Can I use anything around me to help me meet said goals? Identify where the best places are to get raw materials, food, etc, as well as safe areas and any potential hazards. Make mental notes of the surrounding areas, landmarks, and familiarize yourself with them. If possible, can you make visual markers that you can quickly identify later on?
P — Plan. After identifying your immediate, short-term, and long-term goals — plan and prioritize them. Ask yourself, "What do I need to do to meet this goal?" Do I have all the materials that I need? Do I need extra provisions if I need to search for them? Formulate a plan to meet your highest priority goal then execute it to the best of your ability. Always be as efficient as you can on supply runs. Take only what you need to survive and any necessary equipment. Otherwise you end up wasting your resources, which risks your life needlessly. Always have a contingency plan in mind in case something catastrophic goes wrong because eventually it will.
Last, but certainly not least. We are social creatures who appreciate fine aesthetics. In your spare time, surround yourself in thought provoking items that are both mentally and visually stimulating to you. Have a companion, whether tangible or imagined. It is essential for your mental health and just may be the difference between life and death. A healthy mind is essential for a healthy body — do not neglect it.
Our distant ancestors left the oceans and evolved to live on land by consuming water. We are creatures born from the sea. The salt from the ocean is literally in your blood that is currently being pumped by your heart. This is your original home and home is where the heart is.
Every planet, every moon, every person you ever knew, and even yourself are all made from the stars blowing themselves to dust in supernovae. Think about it — the atoms in your right arm were formed from different stars than your left arm.
To me, there is something very appealing and humbling to that, perhaps even poetic. The stars are a part of us and we are a part of them.
Finally, do not underestimate the strength of the human spirit. Many generations ago, a saying was coined while we were taking our first baby steps in space, "Failure is not an option." That gives me hope that you will prevail.
Good luck.
It's all fun and games until the first reaper attack. Jk, but seriously, this is really well written!
The priority in that situation is, "run like hell."
Thank you for the kind words. :)
STOP FLOET? You want us to sink???
So I'm working on a new video with some of the tips I figured out during a few playthroughs and I wanted to see what other tips people had. Some of mine are.
If you're in an overhead environment (like a cave), remember your rule of thirds
1/3 of your tank to go in, 1/3 of your tank coming out, and 1/3 for when you eventually get lost and need to find the exit before you drown
You can carry more than one oxygen tank
Eh with an ultra high capacity tank and a rebreather you really don’t need to do that
True, but I'm going for super early game with these tips. Once you get that tank though, you definitely wouldn't need it.
Damn, I had never even thought of that one, with like 300 hours in the game. I'm dumb sometimes.
lol arent we all sometimes with this game
Your primary directive is NEVER to swim closer to that beautiful creature...
I fucking hate Mesmers lol.
Brain corals release bubbles that give extra oxygen. That was a lifesaver for me one time I got stuck in a cave system
Personally, I prefer always using survival, even at the cost of hours of time, and handfulls of hair.
So many survival-only folks here. I do a lot of trial and error stuff and the endorphins I get by successfully using a thing in survival I designed and tested in create are enough for me.
Survival. Always. Klang accepts no weakness.
Survival all the way there's something magical about welding together your janky, half-baked contraption with limited resources, barely dodging death, only to see it actually fly (or explode gloriously).
Me building the new ship.
I use creative to make blueprints, as any engineer would do in a CAD software. Then I 'adjust' them in survival.
Yep, I always make the first working model in creative and then build in survival to work out all the kinks. There's always so much to remember to do. A trial-by-fire approach tends to find issues pretty quickly.
Survival all the way.
Clang shall see that we don't fear the consequences, we embrace them and make them work.
That's why we are Engineers
I usually made everything in Survival. Now ihave a grown up job and stuf ans I lack the time to play survival. Now I just play creative now and again. Did make some solid ships there. I am very proud of my nimble Corvette. with a good pilot it can really pack a punch.
What would your general strategy be if you were actually living the SN experience?
For me: I wouldn't travel more than 10 feet from the rescue pod as soon as I heard the Sunbeam was on the way. Then I would slowly become more adventurous after the sunbeam fell through...
Setup small bases everywhere with brain coral in many places. Each would contain extra battery, air tank, seaglide, water, food, bioreactor + fuel, and fabricator
Setup larger bases with moonpool above the entrance of every place that I planned to descend or extended exploration (i.e. above jellyshroom caves, blood kelp trench, aurora, etc)
I would extensively scout out the lost river using sea moth long before taking the cyclops in.
I never really felt comfortable in the prawn suit, even with grappling arms. I feel like flying through the water with limited control would make me a tempting snack for leviathans. So I would probably only use that for limited travel in lava zone.
All that being said, I would probably end up spending far too much time and energy preparing for expeditions and being overly careful, with every extra day would increase the odds that I end up making a small mistake or get unlucky...
go outside lifepod
nearly die
make scanner and constructor
accidentally enter floating island looking for seaglide fragments
make base on island
happy
die from kharraa
Might slowly explore from the islands as I was able to fabricate better items, but once you can clear the crabs you can live on that island for a very long time before dying, most likely from the virus, but still.
tbh id actually most likley swim towards the aurora to scavenge stuff, die from radiation.
With u on the prawn suit. I don't like it much for travel.
That being said, I most likely wouldn't be able to travel to the lost river simply cause all the entrances r quite deep and I wouldn't have the courage to go that deep, especially if I ever see a leviathan.
Also, survival in subnautica is easy enough that it really isn't that difficult just being satisfied near the surface and accepting the planet as my new home. I'm simply not that adventurous or into exploration irl.
Funny thing is, the prawn is probably the fastest mode of transportation with grapple, jump jets and timing your latches right.
If you don’t believe me, try grappling one of those schools of fish 😉
It's not about the speed for me but the awkward movement and lack of control. Cruising in the seamoth is just so much more relaxing
You would stay in the rescue pod and die when provisions run out. You wouldn't explore anything that's deeper than 20 or 30 meters (which means you won't build any of those shiny toys) because someone forgot to tell the game about water pressure and divers sickness (for good reason)
Isnt the suit we have supposedly preventing all that?
Otherwise it does feel rather ridiculous you can swim unaided even at the lowest parts of the map.
There may be some in-universe reasons but it just wouldn't be possible to move around like that, which is for good reason, as I said, a realistic game in this setting just wouldn't be fun.
Nitrogen mod makes the game so much fun, really hope there's something similar for SN2
It'd be cool if we could do this on PS5 as well. As it stands it's vanilla or nothing.
Stay in the pod. Begin starving/dying of dehydration. Try catching fish then die because there ain't a chance my asthmatic ass would be capable of holding my breath long enough to do something.
The sub is like 99% vanilla, the only thing that relies on a mod is a few text displays (from the movable/sellable wrecks mod) that I have set up to be ammo counters, which is not a critical component when it comes to the functionality of the sub (so you could play the sub 100% vanilla if you wanted to). At first when I was building the big ship, I had intended for it to be somewhat balanced, but then I threw those intentions out the window and tried to make the most ludicrously OP sub I could possibly dream up (both out of curiosity and as a fun little challenge to myself (and also to make something fun to achievement hunt in eventually)). In the end, that meant I wanted to make 2 subs.
Some features I think are noteworthy:
-The Tanto (the little sub) is a semi-autonomous drone and can be piloted remotely from a special navigation terminal on The Kunai (big sub), or can be switched to manual control if it's carrying a pilot/passenger and it becomes necessary.
-The Tanto is easily over 50% ballast and has a max dive velocity of around 36km/h (in essence it's just a ballast with guns and an engine).
-When docked, the Tanto receives its navigation inputs from the Kunai's own navigation terminal (so wherever you try to pilot the Kunai, the Tanto's ballasts and engines will reflect those inputs. Amusingly, this also basically means the Kunai is FASTER with the Tanto docked, both vertically and horizontally).
-The chainguns you see on both ships are toggleable auto-operate, and both ships have a toggleable network of motion detectors set up around their perimeters to auto-trigger their respective over-tuned electrical discharge coils if a monster (somehow) makes it past the auto turrets to the hull. The Tanto's weapons are exclusively auto-operate, while the Kunai has a mix.
-The Tanto's auto-guns are all communally linked to a shared group of 16 loaders, for a total magazine of 1600 rounds before requiring a reload (with ammo storage, deconstructors, and crafting benches a few steps away from the loaders to minimize tedium).
-Both ships have auto-reactors (naturally).
-Both ships are triangular to minimize the amount of blind spots for turret coverage
-Both ships are capable of top and bottom docking.
-The placement of the electrical room on the Kunai essentially makes it nearly flood-proof.
-The Kunai has a double-double-coilgun (so, a 'quad-coilgun') on the top, and 2 double upgradable large hardpoints on the forward-top and forward-bottom (for another 2 quad-coilguns, or alternatively 2 double-flaks/railguns), and a single small hardpoint on the tail of the ship. After hardpoint purchases, the Kunai requires 6 gunners to be fully manned (7 if you want the forward railgun to be constantly manned as well, but I find that to be an easy position for the captain or someone else to fill if it really becomes necessary).
-The Tanto, by design, requires 0 gunners. At most, it just requires a baby-sitter to occasionally maintain hull and ammunition (and very occasionally, fuel), but even that isn't strictly necessary.
-I've made all the Tanto's critical electrical and mechanical components (mostly) non-degradable to maintain its semi-autonomous status (so it doesn't just break down over time while it's out and about with no one on board, which ensures its ability to return to the Kunai remotely).
-Some other stuff I'm probably forgetting/overlooking.
So what do you think? Do you like my spaghetti wires? Any ideas to make it even more OP? Should I upload?
> Any ideas to make it even more OP?
>Increase the range of all the electric discharge coils to 999999
LMAO, I would, but it caps at 5000
I guess I more-so meant ideas for more OP systems I could implement, sort of like the motion detector network that triggers the coils
I vote we change the design of the exterior hull to that of an old star fort, to reduce blind spots.
Haha, I think that would actually increase blind spots (4 sides to cover instead of 3/quadrilateral vs triangle situation)
BUT I was considering making an additional 'craft' to go with the drone in vaguely that same shape. I was thinking of making like a nuclear sonar mine (probably some depth-charge + motion-detector powered shenanigan) or like a deployable floating turret or something
we are getting closer to creating ramiel
that looks fun, i really like the bottom hatch in the ballast, i assume it floods unless the ship is stationary. cool idea. super OP shape
it's actually a standing vertical airlock on the bottom hatch there (a space enclosed by doors and hatches on all sides), and that actually probably took the most logic and wiring out of anything (maybe besides implementing all the wifi stuff for the drone), mostly because i did not want the water from my ballast to flood whatever I was docked with if the target for docking was not already flooded itself.
if you're curious, basically it's just a water detector a few meters outside the hatch
If there is water immediately outside the airlock, the whole door system cycles instantaneously (no harm in flooding the ocean).
If the water detector detects no water immediately outside the airlock when the button to cycle is pressed, the inner airlock doors close around you as they normally do, but then there is a delay on the bottom hatch just long enough for the pump to drain the enclosure, and then you're plopped out dry, with no unnecessary flooding
ha that's even cooler, putting those not components to work. I like and have been implementing a lot of airlocks like that which go up.
Ballast flora mode for the holds, or am I going to have to wire this mess up?
Are you talking about like a toggle to switch off ballast pump control from navigation when there's ballast flora to clean up?
EK has some cool stuff you could use. Entire walls that act as doors to use as armor, dedicated gunner turrets with nice windows (WW2 bomber style)
Sir that's no sub that's a whole ass Mobile Outpost
Hey All,
I know guides are kind of not well received here since the point of the game is exploration and not spoiling yourself and yada-yada. However, having suggested this game to several different friends during it's free-period on Epic Games, and getting their separate reactions and thoughts on the game, I decided that there are many different types of people that play this game, and one of the biggest frustrations for a lot of people that don't have the pure love of random exploration is the game's lack of clear information on what the hell to do.
Also I figure with the release on console, the Epic Games release, as well as hype for Sub Zero, plenty of new players will be trickling in here from time to time, and I aim for this to be a one-stop-shop for newer players that older members here can link to, that is new-player friendly, and a bit more descriptive than "go deeper". Progress in the game can definitely be frustrating, this guide aims to relieve some of the more frustrating areas by providing brief, mostly-spoiler-free (the story itself will never be spoiled here, but some locations as well as different tools and whatnot are named) guidelines.
So without much more exposition, I came up with an idea for a compromise. I will spoiler mark basically everything in this guide except the headers, allowing any prospective help-seeker to come in and obtain specifically the information they want to know if they are stuck. I will keep all story elements out of the game and instead just reference general locations and depths. You'll have to "unspoiler" each paragraph, as I don't think there's a way to spoiler multiple paragraphs under the same spoiler tag, apologies.
For those that want to do most of the game themselves but just need a little bit of a leg-up on where to go, this is for you.
As an aside and a precaution to new players who absolutely wish not to be spoiled on anything, I cannot moderate the comments below. Hours within posting this there are already story spoilers. View comments below at your own peril. This main post will never contain spoilers.
#GENERAL TIPS
I won't spoiler this section as it applies in a general way with no real 'story progress' involved. The general tips anyone on this sub will give you are as follows:
If you don't know where to go, it's a safe bet that "deeper" will probably solve your problems. If you have the tools and resources to dive to 500m but you haven't ventured past 300m, you should go deeper. If you're at 500m, and you're pretty sure you've done everything you need to do at 500m, figure out how to get the tools necessary to go deeper, and then go deeper.
Sometimes a bit of exploration is necessary to figure out how to go deeper, as in sometimes you need to travel further OUT from your life pod in order to go DEEPER as well.
The scans your PDA holds will often point you to where you need to go. Not all of it is lore-related fluff. Particularly if it is a "download" of sorts (several types of downloads exist in the game), it will often give you more information. Certain areas are not blatantly obvious until you look at your PDA, which will mention clues, hints, and even blatantly where to go sometimes.
There are a few tools that are absolutely, soul-crushingly vital to progressing further. One of those is the moonpool and subsequently the vehicle upgrade console (that is only craftable inside the moonpool). You get the moonpool from normal scans. You get the vehicle upgrade console from the "data boxes" you can find inside some of the larger wrecks or the lifepods. The vehicle upgrade console allows you to craft several modules for your vehicles, so if you're stumped as to how to go deeper and don't have a vehicle upgrade console, that's likely why.
Because of the above, the habitat builder is also a necessary tool. One of my friends was really, really stumped as to what to do, and when I came over to his house I asked him where his "base" was, and he had no idea what I was talking about. He had crafted like 10 deployable lockers and was using those for storage. Even if it's small, even if it's right next to your lifepod, build a small base with actual wall lockers (or the glass ones, if that's your fancy), and eventually build a moonpool. That's all you really need, but you should at least craft those.
The Aurora is explorable and has a ton of great stuff. I'll expound a bit below with spoiler tags, but just understand that at a certain point in the story (which will become evident) early on, you can explore the Aurora.
Listen to any radio broadcasts! Early- to mid-game the radio will send you to several important locales. It acts as soft-progression in the game, as it ends up sending you to places where you can find the tools necessary to progress.
The "F1" key (on PC) will open a debug menu, which includes a LOT of data that is mostly not relevant for you. However it contains two pieces of information that are useful for finding your way around, if you wish to utilize it - nav coordinates (Long, Depth, Lat), and biome name (Safe Shallows, Kelp Forest, etc.). I am not aware of the command for this on the console version of the game, nor if that command even exists, I apologize.
The Nav Coordinates are, as mentioned, (Long, Depth, Lat). A negative Longitude means West, positive is East. A negative Depth is below sea level, most of your depths will obviously be negative. A negative Latitude means South, positive is North.
#HOW TO BEST USE THIS GUIDE
I highly recommend, as I mentioned above, feeling out each 'section' of this guide on your own first. Meaning if you are at, say, the 100-300m portion of progress (you just got your seamoth), explore around and try to figure things out yourself first. THEN, after you are stumped and just don't quite know what to do, come back here and reveal the relevant portions for you.
Just walking through these tips on another open screen or something will severely cheapen the experience for you. If the game did a bit better job of blatantly telling you a few crucial things, there would be no need for this guide, but I know a few of my friends were very frustrated and ready to give up on the game because they just had no clue what to do.
Sometimes that's all you need, and that's what this guide is here for.
Also realize that my way is not the only way, nor is it necessarily the best way to progress. The beauty of this game is that there are several avenues to success. There are very few biomes that exclusively hold that "one" resource you need, you can almost always find that resource elsewhere.
#STARTING THE GAME - 0m to 100m
So you just started the game, your character just woke up with a nasty headache, and maybe you're looking at a fire in your lifepod wondering what to do. I actually recommend exploring a bit on your own first just to get a feel and to at least attempt the game in some form before immediately seeking help, but I know some of you really want a hand-hold at the beginning and then you can take the training wheels off, so to speak, and do the rest on your own. This section is for you! :)
Obviously you should first put the fire out. ;) Note that exiting through either hatch (there's a hatch above you and below you) will both give you different small "cutscenes". The bottom hatch is faster after that first cutscene, though.
Crafting Your Tools
>!First, you need to obtain your basic tools. You're looking specifically to craft a scanner, a knife, a repair tool, fins, and an oxygen tank. You will obtain all the materials you need in two biomes, the safe shallows (the one you're in), and the Kelp Forest (the green area with Kelp stalks (called "Creepvine") you should be able to see close by).!<
>!You're looking for limestone chunks, creepvine clusters (orange glowy blobs on the kelp stalks), Acid Mushrooms (you'll see these everywhere in the shallows), and one (or two) cave sulfur (venture into a cave, you'll find sulfur in the shallow caves). Once you've obtained a good helping of these materials, venture back to your lifepod and craft everything you can, making note of any other materials you may need to finish crafting if necessary. Once you have crafted the knife, you can then use it to slice the table coral (little shelve-like coral formations that jut out of the walls around you) for later blueprints that require more advanced electronics, like the computer chip.!<
>!There are a few other tools that you can technically craft right now, such as the High Capacity O^2 Tank. Feel free to do so if you want to take the time, or move on to the next section and just do it when you have the resources.!<
>!I will not be including most of the tools you will eventually need along your journey. I leave that up to you to use your noggin. The game will warn you if you've dived too deep, etc., and when it gives you a warning like that, it means you need to craft something to have better access to deeper places. Many tools are somewhat "useless" - I had no need for grav traps, etc. - but a little experimentation never hurt anyone! Just note that you only have a limited amount of space in your inventory, and most tools (outside of equippable things like masks, tanks, fins, suits, etc.) take up some of that space.!<
Scanning for new Blueprints
>!Your scanner can be used on a lot of things, but it is a necessary tool for progression because it's the only way you can learn how to craft most new blueprints, many of which are tools that help you survive deeper, longer, or to travel faster. To that end, some of the necessary scans right now are: the laser cutter, the seaglide, the seamoth, and the mobile vehicle bay. You can find all of these scans in the first three biomes you'll encounter - Safe Shallows, Kelp Forest, and Grassy Plateaus. You may have to search for that last piece of whatever for a while, but I promise you'll find it (and then you'll find 100s of them afterward, haha).!<
>!You may have to venture beyond these biomes to find some of the resources for them. The Laser Cutter, for instance, requires Diamond to craft. The story will eventually direct you to an area that has a ton of Diamond, just be a bit patient, and keep listening to radio messages. The breakable rocks (Limestone, Sandstone, Shale) are your friends at this point (and likely throughout the story), as well as quartz and the metal salvage from the Aurora (the ship you crash landed with) you see scattered everywhere. Even if you're a minimalist you're gonna need a TON of titanium.!<
#EARLY SEAMOTH EXPLORATION - 100m to 300m
There are a LOT of things to do once you first obtain your Seamoth. A very large chunk of the game is spent in this "phase", particularly collecting blueprints and data boxes, and even a few story-driven events as well. Only the basics of this is covered here, which should be enough to progress you to the next "stage." Subnautica is a game about exploration and reaching out into the dark, and I suggest you do so - don't just do the things mentioned here, visit a new biome, explore it, dive down a bit, see what's below you, etc. That's how you truly enjoy this game.
Venturing Beyond the Grassy Plateaus
>!Once you have crafted your Seamoth, getting around the ocean is a lot easier. It provides you with a replenishable source of air close by, as well as safety up to 200m deep from the get-go. Your first goal is to get the scans for a moonpool, as well as the data box containing the Vehicle Upgrade Console. Note that the NEXT SPOILER-MARKED MESSAGE BELOW contains the locations that contain that data box. DO NOT REVEAL THE NEXT SPOILER if you want to explore and find it yourself. Again the only reason I include this, and not other stuff, is because it is so vital to progression and can be very hard and sometimes frustrating to find.!<
START OF SPOILERY PARAGRAPH >!Grassy Plateaus Wreck (400-500m N-NE of lifepod, about 70m deep), Mushroom Forest Wreck (700-800m NW of lifepod, about 120m deep), Sparse Reef Wreck (~700-800m SW of lifepod, about 210m deep). Two of these wrecks have multiple data boxes, but they definitely all have the VUC you're looking for, just keep searching, you likely missed an air duct or something. Also note that the lifepod actually has a somewhat random spawn location, it doesn't spawn right at (0,0,0), it can spawn anywhere within about 2-300m of the very center of the map, you may have to search around a little bit if you feel you are close to my directions.!< END OF SPOILERY PARAGRAPH, feel free to reveal anything below! :)
>!Once you have crafted these two vital things and have docked your Seamoth in the moonpool, you can craft a depth module for it allowing you to dive to 300m, as well as storage modules so you can store more stuff on your journey! Hurrah! At this point it might be helpful to set up a more permanent base.!<
Your First Base
>!So you've crafted a Moonpool, but it might be in a weird location, or perhaps you've picked up the scanner room blueprint (if you haven't, go searching for it, it's a great addition to any permanent base!). Your next goal is then setting up a base that has access to several key biomes, as well as good access to many types of resources. I will suggest two locations, see below:!<
>!First, the Safe Shallows near your lifepod is a perfectly fine area to build a base. Many beginner players do so and I did on my first play through and it worked really well. It gives you easy access to water, table coral, copper, titanium, as well as close proximity to the Kelp Forest which is a good source for Sandstone outcrops (Lead, Gold, and Silver), and more titanium salvage, as well as Stalkers (the things with the really long mouths), which are important for a specific, hard-to-see resource that will be necessary later on.!<
>!Second, the Southern Grassy Plateaus is another fantastic area to build a base. My second play through I built one here, and it has access to later-game resources, is still pretty close to the Kelp Forest (and marginally close to the safe shallows, though it's a bit more of a drive than I'd like, but you end up not needing much from there later on), as well as other later-game biomes which I won't spoil here. Most importantly, it has direct access to a very important biome called the "Jellyshroom Caves". More on this a bit later.!<
>!The essentials to any permanent base include: A moonpool with a vehicle upgrade console, a scanner room, a power source (duh), and if you're playing on survival or hardcore, an indoor growbed, and a bunch of wall lockers (or glass lockers). If you don't have the indoor growbed yet, the story will lead you to a location that has them, as well as a plant called "Marblemelon" that will make your life a whole lot easier (whack them with your knife to get the seeds, replant them, profit). If you're wondering whether or not you've "passed" that point in the story yet, I'll ask you a question - have you received an actual 'timed' event yet? One that put a clock on your display? If so, then yes, you have. If you still don't have the growbeds and marblemelons it means you didn't explore the area it sent you to well enough. Go back there! If you haven't received that event yet, then worry not, you will eventually receive it, explore thoroughly! :)!<
>!Other than that, get as crazy as you want with your base! Build a monstrosity that covers a whole biome, or have a minimalist base that just contains all the essentials, whatever you want! I would just suggest having it in a relatively open space so your vehicles can access it easily. Having an outdoor growbed "garden" with resources from other biomes (such as creepvines from the kelp forest, plant the orange globs, not the green plant samples) is another way to help you with crafting, etc.).!<
Obtaining Magnetite
>!Very quickly into building a scanner and some of the vehicle modules, etc. you'll notice you lack a resource called "Magnetite." This little guy can be somewhat difficult to find, unless you know where to look! There is a reason I suggested the southern Grassy Plateau area as a base suggestion above, and it's because it is close to a "hidden" biome called the Jellyshroom Caves (the story actually will eventually send you there if you are diligently exploring other areas you are sent). This is a completely self-contained biome that is actually pretty large, but it is underneath the grassy plateaus, kelp forest, and even the safe shallows! The easiest way to find it is to go to the border between the grassy plateaus and the kelp forest, and drive along it until you see some purple, glowy mushrooms above a cavernous hole. Dip down into the hole and be amazed! I'll try to include a picture of the location later, I'm currently at work.!<
>!If you don't have the first depth module for the Seamoth, you'll basically have to hug the ceiling (the ceiling is at like 190m, haha), but you can still explore it, just be careful of the nasties in here. However, the most important part of this cave is the abundance of magnetite it contains! Magnetite looks very similar to Lithium (which is also in this cave), and even looks similar to Shale (contains Diamond, Gold, Lithium) from a distance (which is also located here), but it is littered all over in this cave! Take some time in here, you'll discover a few really neat things, and load up ~10 magnetite which should keep you healthily stocked for a long time. Magnetite isn't used in too much stuff, but some of the stuff it's used in makes life much more convenient, like the range upgrades for the scanner room, as well as the HUD chip so you can see resources the scanner is picking up on your screen, instead of guesstimating them on the map in the scanner room itself. Probably the most important is the MK2 depth module for your Seamoth, which allows you to reach 500m. Going deeper is always your goal.!<
Story-Related Stuff
So doing a spoiler-free, story-related section is somewhat difficult, but I'm just including it here for completeness, because some of you will be very quick in getting stuff and may 'get ahead' of the timed events that happen in the game. No 'blatant spoilers' for the story are included anywhere in this section. >!I've mentioned these story-related events here and there already in the guide, so if you haven't run into them yet, don't worry! The game will eventually lead you to these events as long as you are listening to the radio when a new message is announced on your screen. The 'timed' event (gives you 40 minutes or so on a timer on your screen) in particular is very important both story-wise and progression-wise. Be sure to immediately go to the location it gives you on your screen. You'll understand why when you get there. Also just go to locations the radio sends you to in general. Always fully explore every area the game sends you, when it sends you (assuming you have the ability to go there, at least. Sometimes things are too deep), as it's likely relevant to progress as well as story. Something to note is that if a pinged location disappears from your view after arriving, you can reactivate it in your PDA's "beacon" section, which will allow you to find that area again.!<
>!Another story-related event is the exploration of the Aurora. The next section gives more detail on it, I have this here just in case you don't want to spoil anything about the Aurora at all.!<
Care before revealing this section, reveal the one above first. >!The game will hand you a specific blueprint that will allow you to "safely" explore the Aurora after about 45 minutes of play time, you'll know it when it happens. You can explore it at any time past this event, but just know that you need quite a few tools to fully and completely explore the Aurora, as well as get through a hefty number of radio messages, as one of the messages gives you vital information for fully exploring the Aurora as well. The Aurora exploration is the only area of the game in which I "don't not recommend" spoilers and looking up the direct guide, as it is the only puzzle element of the game, and not much story-wise is spoiled by doing so, and there are a lot of rewards and areas that are easy to miss if you don't know what you're doing. With that in mind the wiki page on the Aurora is the only page on the entire wiki that I recommend you visiting on your first play-through, if you just want to "get it over with." If you enjoy a good puzzle, I strongly encourage you to figure out everything there yourself, then once you are done, check the wiki page under "Resources" and see what you missed, if you just can't find them, then look at the guide. Alternatively, if you want to be brutal on yourself, just don't look at it all! :) There is only one vital item on the Aurora that is actually only obtainable on the Aurora, the game will tell you what it is when you're exploring it. The other stuff just helps shortcut a bit of progression, or acts as neat, unique decorations.!< End of 'dangerous reveal' section. ;)
#LATER SEAMOTH EXPLORATION AND THE PRAWN - 300m to 1700m
Whoa, that's a big drop in depth! Yup! As I stated in the above section, a very large portion of the game is spent in the 0m to 300m areas, for many reasons. Firstly getting your feet wet and understanding how the game plays and works, secondly a lot of story-related events as well as no real familiarity with the landscape, and thirdly because you have a lot of things to scan and craft in the early game, and this slows down (as far as progress goes, at least) later on.
As a 'stat check', of sorts, before starting this section you should have the Seamoth Depth Module MK2, have the blueprints for the PRAWN, and you should have started on the blueprints for the Cyclops, more than likely. This will be the last section, and things move faster from here, you ready?
Getting further and further and deeper and deeper
>!Part of the allure of the game is the fear of the unknown. Running into a new biome with new creatures, new, creepy-looking plants, and maybe a darker atmosphere is by game design. That fear of the deep – thalassophobia – is an integral wall to progress. Getting over it, putting your big boy/girl pants on, and deciding to ‘take the plunge’, both literally and figuratively, is how you beat the game and sometimes even your own fears. In these next few sections we’re going to be doing exactly that, and in doing so, discover some new, perhaps scary biomes, explore them a bit, get used to their feel, and perhaps meet a few nasties along the way!!<
>!I want you to travel due west from your lifepod until you get to the grassy plateaus. Explore the western edge of this biome - careful not to wander into the dunes - until you see a large, dark, mega-creepy trench. Take the plunge. Go to the max depth your trusty seamoth can handle. Explore this little area fully and completely. It has literally everything you need for now. Scan things, pick up new resources - you have new mushrooms here, new little purple balls, a few new ores, etc. Are there a few new nasties lurking here? Absolutely. Have fun. :)!<
The Pressure Reactive Armored Waterproof Nano Suit
>!After the above section, you should have all the resources you need to build the P.R.A.W.N. The only thing you might be missing is enameled glass. For that you need Stalker teeth, which, you guessed it, you get from Stalkers in the Kelp Forests. Stalkers will grab titanium - their favorite toy - and they have a ~15% chance to drop a tooth every time they do! The teeth are insanely hard to see, so you may need to search for them with your handy-dandy Scanner Room.!<
>!The PRAWN is an interesting vehicle because of the different arms you can attach to it, all of which you need to find and scan first. I have only ever used the Grappling Arm and the Drilling Arm, but don't underestimate the value of no attached arm - the PRAWN's punch packs quite the wallop! You can find all sorts of upgrades for the PRAWN but for now all you need, if you wish to use the PRAWN instead of the Seamoth, is the grappling and drill arms. Resources you drill are automatically added to the PRAWN's inventory (which you can expand with the same modules you use on your Seamoth), and using the grappling arms is a bit awkward at first but actually makes the PRAWN the fastest way to get around in most areas. That Trench I sent you to previously? The PRAWN can handle its FULL depth. Make sure you have grappling arms first, then again - TAKE THE PLUNGE! Have fun with it. Getting mass resources should be much easier once you have the PRAWN. Just set up a scanner room and go out drilling from those large resource deposits you couldn't do anything with earlier.!<
>!Later on you will reach depths that the Seamoth cannot handle. I found the Seamoth to be the easiest to control for obvious reasons, but you'll eventually have to abandon it for either the PRAWN, the Cyclops, or both.!<
A New Biome!?
Don't worry this whole section is spoiler free, unless you consider the 'reveal' that you will find an ambiguous new biome a spoiler, I suppose. >!If you went to the trench I previously mentioned, you likely stumbled upon an interesting new biome. You'll definitely know it when you see it (drastic color change is the obvious sign ;)). Follow my advice in previous sections, constantly seeking new resources to add, and new story-related areas to visit (again, you'll know them when you see them). This area is rich with story-related content, be sure to explore it fully and scan it thoroughly. Are there nasties in this biome? Of course! >:D!<
>!This new biome will be the access-point to both of the deeper biomes as well. You will know the 'entrances' to these other biomes when you see them, they're obvious.!<
Nickel
>!Like Magnetite, Nickel can be very hard to find, and it is required for multiple upgrades as well as several other late-game blueprints. It looks almost exactly like outcrops, bubbles, fish, the walls and floors, basically everything. So be sure to search thoroughly, but this newly discovered biome has this resource, I promise you. It might be worth setting up a scanning room near a thermal vent here (I hope you picked up Thermal Reactor scans along your journey!), just to help you find it.!<
The "Best" Tools
>!Note that this is just advice mixed with my personal opinion, but as you traverse the game it gives you several options for several different types of tools, such as O^2 tanks, power sources, and different modules on your vehicles. No need to read this if you want to feel these tools out for yourself, and/or not get spoiled on some of the 'later game' tools. Again there are no story spoilers here, just the tools.!<
>!I made it all the way to the end with only the basic tools in my actual inventory (Scanner, cutting tool, thermoblade, repair tool, etc.) and a seaglide. There are a lot of peripherals like the stasis rifle or propulsion cannon that you can fill your inventory with, but I never found them that useful. If you want to go reaper-hunting (I did this on my second play through, kind of fun), then the stasis rifle makes this much simpler. Other advanced tools just kind of bloat your inventory, so I would only suggest ONE advanced tool, the basic tools, and the seaglide.!<
>!As far as bases go, the absolute best sources of power are solar panels near the surface, and thermal reactors underneath. Thermal reactors restrict you to specific areas of heat, but those are common the further down you go. A lot of people suggest nuclear reactors as well, I've never tried them, but they do give you plenty of power for a long time, and the resource to refill them is plentiful and pretty easy to find, when you know where to look. Bio Reactors are suggested by some, but to me it's too much hassle. You have to regularly refill it, and it becomes relevant at the same time Thermal and Nuclear reactors do - why not just have an infinite or near-infinite power source?!<
>!"Equippable" items - the light-weight, high capacity O^2 tank is usually enough, though the ultra-high capacity is fine too. I do not believe the seaglide's speed is affected by fins or "weight" of your tanks, but I could be wrong. Swimming regularly definitely is, though. If you're using your seaglide often, just use whatever. Swim-charge fins are nice for the seaglide as well if you find them, it's basically infinite power for it. I never found a real use for the still suit, and you kinda need the reinforced suit anyway.!<
>!Vehicles - You'll have to abandon your Seamoth eventually, but above 900m it's definitely my favorite. I also use the seaglide everywhere, even the 5m to that resource in front of my Seamoth. Below 900m you can do, as I mentioned above, whatever you want. Cyclops is a bit unwieldy to maneuver in some areas, and it's extremely vulnerable to the bigger nasties, but it is a mobile base which is nice to have, and it's a bit easier to surface with than just the Prawn. If you know what you're doing with the PRAWN it can be pretty quick, but climbing is still somewhat of a chore, and it likes to get caught on everything. Going solo with either vehicle is viable as well. Every resource is obtainable through pick-up, you don't need to drill anything, and every location is reachable with either vehicle (or "outside of" them, you may need to park them somewhere and go to the location with the seaglide). However, if you're taking the Cyclops, you may as well take the PRAWN with it.!<
>!Mods on Seamoth/PRAWN - 3 storage mods and a depth module, done. You don't really need anything else. I carry two drill arms with me and have two grappling arms on the PRAWN suit, two drills go faster, and two grapples give you extra mobility.!<
Even Deeper?
>!Once you've collected your nickel and improved the depth of your PRAWN and/or Cyclops, it's time to venture deeper. Again, if you've thoroughly explored you'll know the location(s) you can do this in. This is where I leave you, the end game is all for you to explore and figure out. You're almost done, there are a few more things to find, and they aren't exactly very obvious. I believe in you, though. You have all the tools you need at this point, it's just about collecting a few new resources and doing a bit more exploring. Best of luck, you'll make it!<!
#CONGRATULATIONS!
If you have made it to the end of the game, then congratulations are in order for figuring out the very end game on your own. You did it! Seriously, congrats. I hope it was as enjoyable for you as it was for me, and I hope this guide fulfilled its purpose of guiding you to where you need to go, while not spoiling what you don't want spoiled! Leave a comment below if you're a veteran or a newbie, or if this has aged long enough to be archived, feel free to reach out to me through a PM. I love talking to people about the guides I've created.
Suggestions? Concerns? Angry and/or hate-filled remarks? Leave them below, and Happy Diving! :)
I didn’t know that you could get Table Coral with a knife. I’ve been leading “Cave Sulfur” to deposits and collecting them off the ground. 😂
Late to the party but thank you so much for this post. I have been stuck not knowing what to do for like a week, this post is godsend
Glad it could help! :)
commenting so i can take a look when frustratingly stuck
Great help, thank you!
Saved. Please ignore.
thank you so much! im on my first playthrough and just got the prawn suit - i would have not understood a lot of things without this guide. and it doesn't take away any of the challenge/fun for me.
Best survival strategies in Subnautica
Key Survival Strategies in Subnautica
Resource Gathering:
Base Building:
Food and Water:
Exploration:
Dealing with Threats:
Oxygen Management:
Recommendation: Focus on building a solid foundation early in the game. Prioritize gathering resources and crafting essential tools to enhance your survival chances. Regularly explore and expand your knowledge of the environment to discover new resources and technologies.
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