Subnautica 2 Guide HubGuides, Map, Database, Tools

Family room

Use this room when the run needs a clean next stage.

Progress pages help when the save is not broken, but the next step is unclear. This hub keeps stage planning, checklists, and session resets together so momentum does not stall.

Use this page when the real problem is order, not survival

If you still need a stable opening, go back to Beginner. If the answer is mostly about what to craft or build next, move to Crafting or Building.

Progress lanes

Stage pages work best when they point to one exact next move.

Progress map

Match the stage problem to the page that restores momentum.

Progress problemOpen thisWhy it helps
You need one exact next stepWhat to do nextIt turns a vague stage into a short decision.
You want to plan the whole save stageProgress checklistsIt keeps the task list short and sequenced.
You are between play sessionsSecond session planIt helps you restart without wasting the first ten minutes.
You think the save may be driftingUpdate trackerIt shows which patch-sensitive pages deserve a recheck.

Stage help

What this hub should decide once the opening is over.

Progress pages are for the moment when survival is no longer the question and the next useful stage is. They should point to one clear move, not reopen the whole archive again.

Quick answer
  • Pick the next stage, not the next random task.
  • Use checklists when the run feels scattered.
  • Move to building, crafting, or routes only when the stage supports it.
Common mistakes
  • Staying in beginner mode after the save is already stable.
  • Mixing route, base, and upgrade questions without choosing one stage first.
  • Starting a new session without a clean restart plan.
Next move
  • Open Checklists for the shortest stage plan.
  • Open Building if structure work is now the blocker.
  • Open Troubleshooting if the page issue is freshness, not progress.

Progress depth

What the progress room should do between one stage and the next.

Progress pages are most useful when they stop a session from drifting. They should show the player what the current stage is, what the next stage unlocks, and which page should be opened when the run gets messy.

Quick answer
  • Choose the next stage that removes the most friction.
  • Use one short sequence instead of a giant checklist.
  • Switch to a more specific hub when the stage question becomes a route, base, or resource question.
Common mistakes
  • Trying to solve progression and planning in the same block.
  • Treating every step as equal when one step clearly unlocks the rest.
  • Using progress pages to hide that the real blocker is a material or map decision.

Stage triage

How to choose the next useful stage.

A progress page should make the next stage feel obvious. If the save is stable but directionless, use the stage that removes the biggest repeat problem from the next session.

Current stateBest next stageWhy this is not filler
Survival is steady, but routes are shortPlan a repeatable routeRoute length controls materials, scans, and safe returns.
Storage is messy and trips overlapStabilize a base loopA small base can remove repeated cleanup trips.
Materials are ready but no craft is obviousChoose the next craftProgress happens when a batch becomes a useful unlock.
The guide may be stale after an updateCheck update-sensitive pagesPatch drift can make old route advice less reliable.

Low-value guardrail

The progress hub should not hide uncertainty behind more links.

This page is valuable only when it turns "what now?" into one next stage. If the player still has no clear blocker after reading it, the page has failed and should route them to the smallest useful decision instead of another broad hub.

Player stateNext stageProof that it worked
The opening is stable but direction is missing.What to do nextThe player can name the next unlock or route.
The first base exists but the save still drifts.After first baseThe next session has one base-backed objective.
The task list is too broad.ChecklistsThe next three actions fit on one short list.
The problem is now a named craft, route, or system.Leave this hub.The reader opens the exact matching page.

In practice, Progress should be a handoff page. It should not compete with Beginner, Building, Crafting, or Map; it should decide which of those rooms now owns the player's real problem.

Progress acceptance test

The next stage should change what the player does first next session.

A progress page is too thin if it only says "keep exploring" or "upgrade more". The useful version changes the first action of the next session: gather one batch, build one support piece, test one route, or check one patch-sensitive guide.

Stop using this hub once that first action is clear. The follow-up page should own the details, while Progress remains the place that prevents stage drift.

That keeps the page focused on direction, not broad archive browsing.

When the stage has an owner, leave Progress and follow that owner.