Subnautica 2 Guide Hub Guides, Map, Database, Tools

Shelf-style database

Biomes should tell players what kind of route they are stepping into.

Use this shelf when the region type is clearer than the exact page title and you need the next safer map, route, or danger read.

Best fit

Open this page when the map question is really about what kind of biome or route category you need next.

Biome entries

Use the biome row that matches the route pressure.

Biome type Main value When it matters most Best next page
Safe shallow loops Repeatable scouting and low-pressure returns When the player needs confidence more than distance Safe biomes
Landmark-heavy routes Cleaner navigation and better return anchors When the route shape is fine but the way home still is not Landmark navigation
Danger edges Threat reading before the route becomes expensive When fear, visibility, or hostile zones keep ending good trips Danger zones
Depth routes Go / no-go checks for deeper pushes When the next trip is really about readiness, not curiosity Depth decision

Interactive Map

Use this for filtered map layers when the biome type already is known and the next route still needs narrowing.

Route Planner

Use this when the biome is named, but the trip shape and return rule still need choosing.

Biome shelf notes

What this biome shelf should answer before the route starts.

Biome pages should tell players whether the area is worth the risk, how the route feels, and when the trip should stop. A shelf that only names the zone still leaves the important choice unresolved.

Quick answer
  • Choose the biome for the problem it solves, not just because it is on the map.
  • Check danger, landmark clarity, and return safety together.
  • Leave before the route becomes a panic run.
Common mistakes
  • Confusing biome curiosity with route value.
  • Going deep before the return path is clear.
  • Mixing creature fear with route planning and material farming in one decision.

Biome value check

What the shelf should settle after the region is already named.

A biome page is most useful when it tells the reader whether the route is safe enough, whether the risk is worth the reward, and whether a safer page should come first instead.

Quick answer
  • Use the biome that fits the current risk appetite.
  • Check landmarks and exit safety before the push.
  • Return to route or threat pages if the biome answer still feels vague.
Common mistakes
  • Reading the biome page like a list instead of a route decision.
  • Ignoring danger edges when the route already looks strained.
  • Mixing curiosity with readiness and calling it a plan.

Biome depth

What the biome shelf should tell players before they step in.

Biome pages should say what kind of trip the area invites, how dangerous the return might feel, and whether the next move is to enter, detour, or come back later.

Quick answer
  • Use biome pages to judge route pressure first.
  • Treat dangerous zones as decision pages, not decoration.
  • Link to the route hub when the player still needs a safer path.
Common mistakes
  • Naming a biome without explaining what it changes in the run.
  • Making the page feel like a museum label instead of a route cue.
  • Leaving out the handoff to safer route or danger pages.

Biome shelf rule

Use biome pages to decide whether the route is worth the risk.

A biome entry is useful when it changes behavior. If the shelf cannot tell the player whether to enter, detour, or delay, it still needs more practical guidance.

Enter

The route and reward both make sense.

Detour

The area is useful, but not worth a direct push yet.

Delay

The threat or depth is still too costly for the current run.