The Subnautica 2 map currently has two main playable regions: the shallow Coral Gardens in the west, where your Lifepod surfaces, and the deep Karakorum Ruins, a former Axum industrial zone, in the east, joined by a trench called the Intermediary Basin. A third region, the Tar Delta, is mostly unfinished, and an orange Early Access Barrier rings the whole play area with the Void beyond it. If you came looking for a Subnautica 2 interactive map, note that this page is a text index of regions, biomes, depths and key locations; the official wiki has its own interactive map.
Everything here reflects Buddy System Hotfix 2 (October 6, 2026). Subnautica 2 is in Early Access, so depths, resources and even the map border can change, and the official roadmap plans a later expansion with new biomes but gives no date. Depths and coordinates are the values listed on the official Subnautica 2 Wiki; where its pages disagree, this guide says so.
01
How the Subnautica 2 map is laid out
Read it as a layered map: Subnautica 2 starts you in its shallowest region and pushes you deeper as you head east across Proteus, an ocean moon in the Eido-Thea star system.
- Coral Gardens (west): the starting region and the shallowest, with the fewest aggressive lifeforms, though predators such as the Marrowbreach and Nibbler Mango live there. Its eight biomes run from the Shallows around the Lifepod to the scalding Graveyard in the east.
- Intermediary Basin (between the two): a largely empty trench patrolled by a Collector Leviathan. The wiki files it under the Tar Delta, and crossing it is currently the only way to reach the Karakorum Ruins.
- Karakorum Ruins (east): the Overgrown Ruins, Root Canyon and Karakorum Metal Farms, grouped around the dormant Karakorum Power Plant.
- Tar Delta (northeast of the Coral Gardens): an upcoming region that, per the wiki, mostly lies beyond the Early Access Barrier with virtually no resources or lifeforms yet.
Far outside the play area, the World Tree is visible about 2400 m north-northwest of the Lifepod, beyond the world border; the wiki says reaching it will mean crossing the Great Trench to Xanadu in a future update.
02
Subnautica 2 biomes list with depth ranges
The table follows the official wiki's Biomes overview; its resource lists are highlights, not full loot tables (the resources guide covers individual materials).
| Region | Biome | Depth range | Resources listed |
|---|---|---|---|
| Coral Gardens | Shallows | 0–224 m | Coral Shavings, Fibrous Pulp, Acidic Raion Pouch, Medical Gel Sac, Lucifer Rotsac, Quartz, Copper, Titanium, Water Slug |
| Coral Gardens | Dolerite Spires | 0–128 m | Deepwing Egg Clump, Lithium, Titanium, Quartz, Copper, Silver |
| Coral Gardens | Necrolei Hills | 0–100 m | Acidic Raion Pouch, Copper, Deepwing Egg Clump, Medical Gel Sac, Necrolei Cyst, Quartz, Silver, Titanium, Water Slug |
| Coral Gardens | Plateaus | 23–119 m | Deepwing Egg Clump, Cherimoya Rotsac, Quartz, Copper, Silver, Titanium |
| Coral Gardens | Lead Zone | 34–65 m | Deepwing Egg Clump, Quartz, Copper, Titanium, Lead |
| Coral Gardens | North Raceway | 0 m to undocumented | Copper, Quartz, Salt, Titanium |
| Coral Gardens | South Raceway | 0–85 m | Copper, Salt, Titanium |
| Coral Gardens | Graveyard | 0–266 m | Deepwing Egg Clump, Gold, Salt, Sulfur, Quartz, Copper, Titanium |
| Tar Delta | Intermediary Basin | 0–360 m | None listed |
| Karakorum Ruins | Overgrown Ruins | 0–600 m | Titanium, Copper, Quartz, Salt, Lead, Freesia Flower, Water Slug |
| Karakorum Ruins | Root Canyon | 364–750 m | Celestine, Titanium, Quartz, Copper, Atacamite, Silver, Gold, Sulfur, Salt |
| Karakorum Ruins | Karakorum Metal Farms | 0–500 m | Titanium, Atacamite, Axum Bacterial Culture, Troilite, Celestine, plus Metal Farm structures to scan |
| Outside the regions | Void | 0–3100 m | None |
Some biome pages give different depths from the overview: Shallows 3–224 m, Graveyard 80–310 m, Overgrown Ruins 210 m and Karakorum Metal Farms 470 m, while the Void page gives 0–5000+ m and says the Void is "said to be over 5000 meters deep". The North Raceway's maximum depth is undocumented, and the Plateaus page gives none. The Root Canyon page adds Conduit Crystal and calls the canyon the deepest accessible biome in the current build.
03
Coral Gardens: where you start
Your Lifepod floats in the Shallows, a bright, cave-riddled biome full of passive life where the game teaches its basics; the Welcome Center sits about 75 m southeast. The rocky Dolerite Spires hold the game's only Great Jaw, an anchored ambush predator roughly 62 m tall. North-west of the Lifepod, the Necrolei Hills are dominated by Necrolei jellies and are where Necrolei Cysts grow.
The Plateaus are a blue, multilayered biome full of BFJs and Jelly Leis, with the Old Habitat and a deep cave network. The small Lead Zone is a shallow atoll with an interior cave and a sunken Cicada wreck. Coral Crabs roam the sandy North Raceway, while the South Raceway is littered with dead ones.
The Graveyard in the east fights back with heat. The wiki puts its water at an average 85°C, its caves at about 100°C and its vents near 200°C, and without the Heat Tolerance adaptation you take continuous damage from 75°C. Its caves are full of pioneer blackboxes, the Tailings Village marks the main cave entrance, and the Tadpole Pens sit on its eastern edge. The adaptations guide explains how to get Heat Tolerance.
04
Karakorum Ruins: the deep east
To reach the east you cross the Intermediary Basin, a trench of table-like rocks you can hide in, with a Collector Leviathan on patrol (see the leviathans guide). Beyond it, the Overgrown Ruins sit on a shelf with sheer drops on every side. The wiki calls it a mid-game biome: its large mineral deposits need a Sonic Resonator, Gateway Spires give a Tadpole a short speed boost, and the Needler Nest is the only natural source of Creature Enamel.
East of there stands the Karakorum Power Plant, a huge Axum power plant spanning 20–470 m, with the Root Canyon (364–750 m) filling most of the space beneath it. Northeast of the plant, the Karakorum Metal Farms basin centers on a glowing green pool with Troilite, Atacamite and Axum Bacterial Culture. A second Collector Leviathan patrols above, but the wiki says it will not notice you while you stay deeper than 350 m.
Depth is the practical gate. Per the wiki's Depth page, a stock Tadpole is safe to 250 m and to 450 m with the Depth Module Mk. 1, while a diver with Pressure Tolerance takes no damage from depth alone but uses oxygen faster past 100 m and again past 200 m unless wearing a Rebreather. The Tadpole guide covers the upgrades.
05
Key locations index
Coordinates are the X, Y values listed on each location's official wiki page (the Old Habitat's are from the wiki's map data), with the depth that page gives.
| Location | Where | Depth | Coordinates | Why go |
|---|---|---|---|---|
| Lifepod | Shallows | 0 m (surface) | -337186, 433401 | Biobed reprint point, NoA terminal, 35-slot locker |
| Sleep Bay 3 | Deep pit near the Lifepod | 580 m | -344000, 447000 | Starting wreck with the Pressure Tolerance Angel Comb |
| Welcome Center | Shallows, 75 m SE of the Lifepod | 10 m | -333199, 441044 | Biolab and NoA node, powered with a Basic Battery |
| Camp One | Plateaus, 270 m NNE of the Lifepod | 25 m | -324692, 413226 | Working Biolab in the collapsed chart room |
| Old Habitat | Plateaus, 400 m N of the Lifepod | 60 m | -337693, 394187 | Sonic Resonator and Processor scans |
| Spider Dome | Shallows, about 230 m W of the Lifepod | 30 m | -358367, 443123 | Heat Tolerance Bloom Node in the sinkhole below |
| Great Jaw | Dolerite Spires | 100 m | -345609, 465921 | Fragments and materials inside a giant predator |
| Tailings Village | Graveyard | 80–150 m | -288452, 451311 | Axum Tailings huts, main Graveyard cave entrance |
| Hot Cave Basecamp | Graveyard caves | 210 m | -306764, 460664 | Cave checkpoint base with a NoA node |
| Tadpole Pens | Graveyard edge, 675 m E of the Lifepod | 150 m | -271618, 435346 | Tadpole blueprints; Heat Tolerance needed |
| Research Outpost | Edge of the Overgrown Ruins | 140 m | -207822, 426818 | Biolab, Fabricator, Biobed, Modification Station fragment |
| Axum Observatory | Overgrown Ruins | 130 m | -222792, 432315 | Sealed until the Power Plant runs again |
| Rosetta Stone | Southeast of the Observatory | 125 m | -213863, 449442 | Scan it to translate Axum logograms |
| Needler Nest | Overgrown Ruins | 300 m | -202056, 451382 | Enamel Husks for Creature Enamel |
| Karakorum Power Plant | Karakorum Ruins | 20–470 m | -166269, 437515 | Repair it to power the Observatory |
| Upper Control Room | Canyon wall below the plant | 200 m | -159813, 449416 | Brings the plant online after the turbine repair |
| Lower Control Room | Deep beneath the plant | 400 m | -161737, 444201 | Restarts the heat pipe |
06
Subnautica 2 alien ruins: Axum sites and what to do there
Light spoiler note: this section names later objectives but skips story details.
The ruins belong to the Axum, the sapient species native to Proteus. Here is what each site asks of you, per the wiki:
- Tailings Village (Graveyard). An abandoned Axum Tailings settlement built partly from Cicada salvage. Scan it for fragments such as the Processor, Power Transmitter, Repair Tool, a Tadpole and Tailing furniture, and watch for an unusually large Marrowbreach overhead.
- Overgrown Ruins. Bring a Sonic Resonator for the big deposits and use the Research Outpost as a foothold: a Basic Battery in its power terminal brings several amenities online.
- Axum Observatory. The front gate needs power from an Axum generator; its databank entry says pioneer-built generators are incompatible. Once the Power Plant runs, you can enter, scan the Orrery and play the holographic message upstairs.
- Rosetta Stone. Scanning this titanium-alloy monolith unlocks the Axum Glyph databank entry and lets you translate all 85 Axum logograms.
- Karakorum Power Plant. Get the Axum Vision adaptation from the Angel Comb directly below the turbine first, because the control screens use polarized light. Scan the damaged turbine section with a Bioscanner and repair it with the Habitat Builder using 10 Axum Ingots, 10 Strontium and 10 Titanium Ingots. The Lower Generator Control restarts the heat pipe, and the Upper Generator Control brings the plant online once the turbine is repaired; set its controls correctly or startup aborts. Both rooms have an oxygen enhancer that makes the water breathable.
- Karakorum Metal Farms. Scan the Axum metal farm structures for the Metal Farm blueprint, break Mineralized Clinker with a Sonic Resonator for Troilite, use a Feedback Resonator on Atacamite deposits, and collect Axum Bacterial Culture from the runoff pools. Only five cultures are known to spawn, so spend them carefully.
07
Wrecks worth marking
Cicada wrecks mostly hold databank entries and blueprints. These are the major ones besides Sleep Bay 3:
| Wreck | Where | Highlights |
|---|---|---|
| Lander Garage | Plateaus, near the Lead Zone | Bioreactor, Rebreather, two Tadpole scans, Room recipe card; some doors need a Repair Tool |
| Empty Hold | Graveyard, 170 m north of the Tailings Village | Inventory-expansion Biohacking Chamber, Power Cell Terminal, Half Round Room card |
| Canteen | Shallows and Dolerite Spires border, 200 m south of the Welcome Center | Processor, Repair Tool, Moonpool card, a Wiring Kit |
| EVA Prep | Above the Upper Generator Control at the Power Plant | Biolab, Bioscanner, Improved Fins, Modification Station, Photovoltaic Charger |
| Therapy Room | Outskirts of the Karakorum region | Tadpole Haul Chassis, Thermal Plant, Advanced Battery, Feedback Resonator |
| Stairway to Heaven | 460 m east-northeast of the Power Plant | Two High Capacity Air Tank scans; Bloom Biofilm blocks the entrances, and it leads to a Bloom Node cavern |
Smaller Shallows, Spires, Hills and Plateaus wrecks hold early basics such as the Habitat Builder, Flashlight, Sonic Resonator and Wakemaker, and several are sealed by Bloom Biofilm until you have a Sonic Resonator.
08
Map edges: the Void, the barrier and what comes next
The Early Access Barrier is a tall wall of shimmering orange lines around the entire map that only appears up close. It does not physically stop you, but past it base building is disabled, your HUD warns that you are in the "Early Access Preview Area", and a Shiver Leviathan spawns nearby; in Survival it chases you until you return. The deep water around the map is the Void, the only place to scan the Shiver Leviathan and Shiver Male. Buddy System Hotfix 2 stopped the Shiver Leviathan interacting with unpiloted vehicles and fixed Tadpoles being teleported incorrectly when returning from out-of-bounds areas.
The wiki already lists upcoming Tar Delta biomes as future content: the Tar Flats (350 m), Tar Trenches (350–580 m), Great Jaw Farms (420–540 m), Homestead Ruins (440 m) and the Collection Zone (520–660 m), home of a Collector Leviathan nest. The Great Trench and Xanadu are also future locations. Treat these as provisional, and follow the walkthrough for the order in which today's locations come up.
