Subnautica 2 mods are community-made and unofficial for now: the official Subnautica 2 FAQ says the team is not officially supporting modding at this point in Early Access. The game files do contain developer console commands, including god mode, free building and item spawning, but the official wiki says you can only reach them through a mod. The item codes people look for are the spawn IDs the wiki lists on some item pages.
This page reflects Buddy System Hotfix 2 (October 6, 2026) and sources reviewed on October 17, 2026. Subnautica 2 is in Early Access, so commands, spawn IDs and mod compatibility can change with any patch. It's a sourced summary, not a hands-on test.
01
Does Subnautica 2 support mods?
Not officially. The official FAQ answers the question directly: the team says it loves its modding community but is "not officially supporting modding at this point in early access," and that this may change in the future. The Steam store page doesn't list Steam Workshop among the game's features, so there's no official mod browser either.
Mods exist anyway, and Unknown Worlds acknowledges them in its hotfix notes (see below). The official wiki's modding page says mods are mainly shared on community platforms such as Nexus Mods, that installation differs from mod to mod, and that many mods depend on the UE4SS mod loader.
Don't confuse mods with Biomods, the in-game upgrades from Biolabs covered in the adaptations guide, or with the Modification Station, which crafts Tadpole upgrade modules (see the Tadpole guide).
02
Risks before you install anything
The official reminder in Hotfix 4 and Buddy System Hotfixes 1 and 2 is blunt: if you play with mods, temporarily disable, remove or uninstall them before launching the game after a hotfix. Unknown Worlds says community mods won't be updated for compatibility with the latest hotfix and may cause crashes or other unexpected behavior on launch. Reinstall them once the mod creators have updated their work.
The wiki adds its own warnings. Its modding page says mods can cause extra bugs and recommends choosing them carefully and backing up saves, and its console page says commands can damage save files. Saves on the Experimental branch are kept apart from main-branch saves, and the wiki notes that mods built for the stable release might not work there.
Read the rules too. Section 3 ("Prohibited Uses") of the Subnautica 2 Terms of Service, effective May 21, 2026, prohibits using unauthorized third-party programs that may affect the game or normal play, naming hacks, cheats, trainers and programs that collect or modify game data by reading game memory. It excludes programs permitted under the company's guidelines, also restricts modifying the game except where the terms, guidelines or law permit it, and warns that violations may lead to temporary or permanent suspension.
The official Fan Content Creation Guidelines (last updated May 22, 2026), which the terms incorporate by reference, allow creating and using mods where Subnautica 2, the guidelines and your platform's rules permit them. Mods must not include malware, cheats or other harmful code, interfere with other players or multiplayer fairness, or pose as official content, and can't be sold without written permission. This guide can't say how those rules apply to a given mod, so read the Terms of Service and the guidelines yourself.
General advice, not from an official source: copy your saves folder before you add, update or remove mods, and keep a list of what you installed so you can strip it out quickly on patch day. The wiki gives that folder as ...\Appdata\Local\Subnautica2\Saved\SaveGames.
03
How to open the console
You can't open a console in the unmodded game. According to the official wiki, console commands exist in the game files but are currently only accessible through mods, unlike earlier Subnautica games where players could use them directly. Among the mods it recommends for wiki editing, the wiki's modding page lists a community "Console Commands" mod that adds a console similar to the previous games. Follow that mod's own instructions for installing it and for the key that opens the console, because the wiki doesn't document one.
Some commands stay locked even with the mod. The wiki says fly and warp are disabled in the base game and show a warning when used, though they work normally on the Experimental branch; its Experimental Branch page currently lists no differences from the stable build, so that may not hold right now. Its list marks Fly, Ghost, NoClip, Goto [...], Warp [x] [y] [z] and FastSwim as disabled in released builds.
The official sources reviewed say nothing about mods or console commands on Xbox Series X|S, so this guide can't confirm they work there, and the only file path on the wiki's console page is a Windows AppData folder. The wiki doesn't explain how commands behave in co-op either; it calls the functions of its network diagnostic menu unknown in multiplayer.
04
Most useful Subnautica 2 console commands and cheats
Here are the most useful Subnautica 2 console commands from the wiki's list, with the syntax exactly as it appears there: [...] is a text string and [#] is a number. The wiki marks the list as datamined from the game files and incomplete, so treat it as a snapshot.
| Command | What it does, per the wiki |
|---|---|
Item [...] [#] or Give [...] [#] | Gives you the matching item, optionally several; item alone opens a list of every spawnable item |
Spawn [...] [#] | Spawns the matching object in front of you; spawn alone opens the full list |
God | Toggles God Mode: no damage, unlimited oxygen, food, water and health |
NoCost | Toggles building and crafting without materials |
FreeBuild | Unlocks all blueprints and toggles free seabase building; those blueprints are lost when you load a save |
UnlockAll | Unlocks all blueprints, Databank entries and Biomods; blueprints and entries unlocked this way are lost when you load a save |
UnlockAllRecipes | Unlocks all blueprints |
UnlockAllBioAbilities | Unlocks all Biomods |
Oxygen | Toggles unlimited oxygen |
Hunger / Thirst | Toggles a cheat that freezes the hunger or thirst meter in Survival Mode |
UnlimitedPower | Lets seabase electronics run without power |
Invisible | Makes you invisible to hostile lifeforms |
Heal [#] | Heals you by that amount, up to your maximum health |
Unstuck | Teleports you to your current respawn point |
SwimSpeed [#] | Sets swim speed in centimeters per second (default 400) |
Speed [#] | Changes game simulation speed (default 1) |
Day / Night / SetTimeOfDay [#] | Sets the time to 12:00, to 23:00, or to a value from 0 (start of day) to 1 (end of day) |
FreezeTime / UnfreezeTime | Freezes the current time of day, or lets time progress normally again |
Coords or GetCoords | Copies your coordinates to the clipboard |
ToggleDiagnostic Coords | Shows a small window with your coordinates and speed |
Surface | Teleports you to the water surface at your position |
ThirdPerson | Toggles third-person view |
FOV [#] | Sets the field of view (default 90) |
A few commands can hurt your game rather than help it:
ToggleHUDhides all UI, including the console and pause menu; the wiki warns it leaves you softlocked, unable to save or bring the UI back.Clearcrashes the game, according to the wiki.MyHealth [#],Damage [#]andKillcan kill you, andMyHealthwith no number or 0 kills you instantly in Survival.ToggleDiagnostic SaveGamelists your saves and includes an option to delete all of them.- In
ToggleDiagnostic GameCaptureSettings, clicking "Enable Game Capture Controls" irreversibly locks your camera controls. NewGamestarts a separate Survival save instantly, and progress since your last save is lost.
05
Subnautica 2 item codes are spawn IDs
In the cheat sense, Subnautica 2 item codes are spawn IDs. The official wiki's item template has a field documented as the "item spawn id," shown on pages as Spawn ID. Only a few dozen pages list one so far, and many of those belong to unimplemented content, which the wiki says can be viewed or possibly spawned with mods or commands but may change or be removed at any point.
The wiki doesn't say whether the item command expects a full ID or part of a name. It does say that a string matching several items brings up a list of every match, and that typing item on its own opens the full list of spawnable items. The ToggleDiagnostic DebugSettings menu also has a Cheats tab with scrollable lists for the item and spawn commands. Here is a sample of IDs from implemented Tadpole gear:
| Item | Spawn ID on the wiki | What it is |
|---|---|---|
| Tadpole | Tadpole | The core submersible |
| Tadpole Scout Ray Chassis | DA_ScoutRay_ItemType | Speed and agility chassis |
| Tadpole Haul Chassis | DA_Haul_ItemType | Passenger and cargo chassis |
| Tadpole Depth Module Mk. 1 | DA_Tadpole_CrushDepthUpgrade01_ItemType_01 | Raises safe depth from 250 m to 450 m |
| Engine Efficiency | DA_Tadpole_EngineEfficiency_ItemType | Cuts power use by 20%, stacking to 80% |
| Strike Armor | DA_Tadpole_HullReinforcement_ItemType | Halves incoming damage to the Tadpole |
| Photovoltaic Charger | DA_Tadpole_PhotovoltaicCharger_ItemType | Recharges the power cell above 40 m in daytime |
| Cavitation Muffler | DA_Tadpole_HydraulicMuffler_ItemType | Makes the Tadpole quieter |
Common materials such as titanium, copper and quartz had no Spawn ID on their wiki pages when this guide was checked, so use the in-game list instead of guessing. If you'd rather gather materials the normal way, the resources guide covers where to find them.
06
Creative Mode: the built-in alternative to cheats
If you only want Subnautica 2 cheats to build without the grind, you don't need a mod. The wiki says the game has two modes, Survival and Creative, and you pick one for each new save; it can't be changed afterwards, and in multiplayer the save's mode applies to every player.
Creative Mode removes the oxygen, food, water and health meters, unlocks all blueprints and makes crafting free. You start with a Flashlight, Scanner, Habitat Builder, Wakemaker, Sonic Resonator, Distraction Flare and Survival Multitool, with Improved Fins and an Ultra High Capacity Air Tank equipped. All adaptations are unlocked, seabases, vehicles and tools need no energy, vehicles take no pressure or impact damage, and hostile creatures don't attack. Databank entries aren't unlocked automatically. Since the Adaptive Measures update, Creative also unlocks all Biomods by default. A Hardcore mode hasn't been added yet; the wiki only mentions an icon for one in the game files.
07
Keeping mods working after updates
Treat every patch as a possible break for your mods. Since Early Access began on May 14, 2026, two content updates (Adaptive Measures on July 8 and Buddy System on August 19) and several hotfixes have shipped, and the text of the October 15 "Voyage to Early Access 2 Begins" post gives no release date for the next big content update. The updates and roadmap page tracks each patch, and the Early Access guide has the bigger picture.
You can also preview changes. The Experimental branch, opened on August 12, 2026 for Steam and Xbox, carries upcoming builds; on Steam you opt in from the game's Properties under Game Versions & Betas, and on Xbox through the Xbox Insider Hub. The wiki warns that debug features found there are likely to be removed in stable releases. Looking for redeem codes instead of cheats? The codes page covers what exists.
