Subnautica 2 Biomods — Full List
Genetic and bio-engineered adaptations granted by alien tech.
18 total
| Name | Biomes | Description |
|---|---|---|
| Axum Vision Adaptation | Alien Ruins Angel Comb (~520m E of Alien Ruins marker, depth 400–420m). Requires **Tadpole Depth Module Mk1** + **Feedback Resonator**. Clear 3 juvenile combs (2 cankers each) + 2 final armored cankers at center. | |
| Bioluminescence | Body and hands glow softly in the dark. Effectively replaces the flashlight in mid-depth caves — you keep both hands free for tools and you don't blind your co-op teammates. **Unlock:** Bioscan **Sandspear** *and* **Electric Geordie**. Sandspear is easy (Shallows, multiple spawns); the Geordie is the harder half. | |
| Camouflage | Active-camo while stationary — predators lose sight of you entirely. The signature stealth biomod. Crucial for scanning hostile fauna (you cannot scan and run), and the safest way to wait out a Collector Leviathan patrol. **Disabled in the Tadpole.** **Unlock:** Bioscan **Bullethead** in the ravine between starter and late-game biomes. Bulletheads attack in groups; bring **Electric Discharge** or scan from a wreck nook. | |
| Chum Cloud | Throws a bait orb roughly **10m ahead** that distracts predators for **5–10 seconds**. The cleanest tool in the game for getting past a Hammerhead pack you don't want to fight, or for buying enough time to scan a hostile creature without it noticing you. **20s cooldown.** **Unlock:** Bioscan **Toxic Sponge** (starter-area caves) **and** **Houndgar** (yellow biome past the Alien Ruins). Two-part unlock; you cannot rush it. | |
| Dash | Burst forward in your current swim direction. Standard pick for both starter slots — it's a hard counter to almost every early ambush in the Shallows: Marrowbreach, Hammerhead, Sandspear, even an early Great Jaw lunge. **5-second cooldown.** Default-unlocked at the Welcome Center Biolab. | |
| Dermal Garden | Photosynthetic skin grafts that produce **+5 food every 3.5 minutes**, stacking in your inventory as harvestable nodules. Effectively halves your hunger decay. Endgame food-economy passive — once equipped, you stop carrying cooked fish. **Unlock:** Bioscan **Needler Mango** in the deep trenches past the large canyon (late-game). Needler Mangos are aggressive carnivores at 150–300m depth, HP 1000 — bring **Electric Discharge** and Camouflage. | |
| Digestion Adaptation | Biomod that improves digestive efficiency. Reduces hunger drain and may unlock the ability to safely eat toxic fauna. | |
| Electric Discharge | Deliver an **800V** contact shock that deters medium-to-large predators on touch. Your primary up-close defense from mid-game onward — works on Marrowbreach, Hammerhead, Houndgar, even Cerathecan ambushes. Does not deter Leviathans. Disabled while piloting the Tadpole (the vehicle's hull insulates you). **Unlock:** Bioscan the **Electric Geordie** in deep waters near the Alien Ruins (Root Canyon / Observatory border). The Geordie itself zaps you if you're careless — approach with Camouflage and scan from 5m. | |
| Heat Tolerance Adaptation | Angel Comb at -353734, 423506, -5574 (~190m at bearing 330° from Lifepod, near Wander's blackbox). Requires **Sonic Resonator** to clear 4+3+4 Bloom Cankers across two Bloom Nodes + the Comb chamber. | |
| Homing Sense | HUD ping when you're within roughly 200m of a powered base. Solves the "lost in the Karakorum, where did I park my Tadpole" problem. Most useful for **scouts** running long beacon runs and for co-op parties with bases in multiple biomes. **Unlock:** Bioscan **Surge Jelly** (~170m SE of Lifepod) **and** **Hammerhead** (east of Lifepod). Two-part unlock; Hammerheads ram for 15+15 damage, scan from cover. | |
| Oxygen Control | Reduces O2 consumption by 25% while you're stationary. Pairs perfectly with scanning runs: hold the Scanner on a Coral Crab or a wreck blueprint for the full 6-second scan duration and your air bar barely moves. Default passive; carry it the entire 0–250m tier. | |
| Pathfinder | Releases a glowing yellow particle trail behind you that lingers for **4–5 minutes** with no cooldown. The single most underrated biomod in the game for cave divers and Tadpole Pen runs. Use it any time you're going somewhere you have to come back from, especially in the Blighted Coral, the Graveyard Caves, and the Karakorum Power Plant interior. Default-unlocked. | |
| Sea Skimmer | Boosts swim speed when you're close to a surface — either the water's ceiling or the seafloor. Excellent default for early traversal between the Lifepod, Welcome Center, and your first base; the Shallows seafloor is rarely more than a few meters away. Less useful at depth where you spend long stretches in open water. | |
| Slow Metabolism | Reduces food consumption rate by **42%**. Doesn't generate food (use **Dermal Garden** for that) — it just slows the burn. Best used during the 251–450m tier when you're spending 30+ minutes per dive at the Power Plant. **Unlock:** Bioscan **Nibbler Mango** near the Angel Comb POI in the late-game zone. Nibblers travel in groups; HP only 100 each but the 5-damage bites stack fast. | |
| Sonic Echo | Active sonar pulse that lights up nearby ore deposits on your HUD with **light-blue rings**. The mid-game equivalent of having a metal detector strapped to your spine — invaluable once you're farming **Celestine, Mangalloy, and Strontium** for the Turbine repair (251–450m tier). Pulse range expands modestly with depth (deeper = the wash is wider). **Unlock:** Bioscan the **Collector Leviathan** in the trench between starter and late-game zones. Approach from above, behind cover, with Camouflage equipped — you cannot scan and escape simultaneously. | |
| Threat Sense | **50m radius** hostile detection — pings audibly when a predator enters range, with a directional cue. The single most life-saving passive in the game. Pair it with everything; never remove it. **Unlock:** Bioscan **Hoverthorn** in the late-game zone north of the canyon past the Alien Ruins. | |
| Water Retention | **Doubles** water gained from every source — drink a Water Slug for 80 instead of 40, cook a Halfmoon for 30 hydration instead of 15. This is the single best passive for long Tadpole expeditions and the 251–450m turbine-repair tier where you're 600m from a refill. **Unlock:** Bioscan **Coral Crab** (Shallows / Coral Gardens, depth 0–50m). 6-second scan duration — one of the longest in the game; bring **Oxygen Control** and approach from behind. | |
| Water Secretion | Produces **+5 water every 3.5 minutes** as harvestable nodules. The easiest passive in the game to unlock — Water Slugs are everywhere in the Shallows, scan one and you're done. Equip it the moment it's available; it carries through most of the game. |