
Subnautica 2 Base Building Guide: Layouts That Actually Survive Pressure
How to pick a safe base spot, keep hull integrity above zero, set up power, and expand without flooding in Subnautica 2.
Bases in Subnautica 2 fail two ways. Either the power dies and the air stops with it, or hull integrity slips under zero and the ocean moves in. Neither has to happen. The whole game breaks into four jobs: pick a decent spot, keep the structure sound, feed it energy, then grow it. Pressure is the thread running through all four, because every room and window gets more expensive the deeper you build. (Early Access is brand new, too, so the odd number may wobble as patches land.)
Choosing a Safe Base Location
Start next to the lifepod
Your lifepod sits in the Shallows at roughly 2m. That's where the first base belongs, a short swim away. The big perk is oxygen: while your rooms are still open to the water, you can pop back to the lifepod and top off your lungs for free. Shallows water also hands you titanium, quartz, and copper within sight of spawn, and there's basically nothing hunting you.
You'll need the Habitat Builder first. Scan two fragments around the Welcome Center (one sits outside at 9m, another under the building at 16m), then build the tool at the lifepod fabricator with 2 titanium, 1 glass, 1 basic battery, and 1 copper wire. The Room blueprint is locked at the start, so until you find its data card you're laying corridors, which can't fit the bigger machines.
What makes a spot safe
Three checks, in order:
- Flat ground. Slopes and cliff edges make pieces clip or refuse to snap. Flat sand is boring and boring is good.
- No leviathan route nearby. The Collector Leviathan patrols the Intermediary Basin and the Karakorum Metal Farms. The Shiver Leviathan lives in the Void. Build away from both and your worst problem is a curious medium fish.
- Resources and sun in range. Titanium, quartz, and copper within a couple minutes' swim, plus water shallow enough for solar to do its job. Panels push 8 energy a second in daylight above 200m and fade to nothing below it.
Picking the neighborhood
The map splits into regions, and each biome has its own depth band and loot.
| Biome | Depth range | What it's good for | | --- | --- | --- | | Shallows | 0 - 224m | Lifepod, Welcome Center, titanium, quartz, copper. Safest water in the game. | | Plateaus | 23 - 119m | Old Habitat wreck (51m), copper, silver, titanium | | Lead Zone | 34 - 65m | Lead, plus the Lander Garage wreck full of fragments | | South Raceway | 0 - 85m | Natural currents, meaning free turbine fuel | | North Raceway | 0 - ??? | Currents, copper, quartz, salt | | Necrolei Hills | 0 - 100m | Silver, medical gel sacs | | Dolerite Spires | 0 - 128m | Lithium, silver, several wrecks | | Graveyard | 0 - 266m | Gold, sulfur, the Tadpole Pens (148m), Tailings Village | | Intermediary Basin | 0 - 250m | Collector Leviathan territory. Visit, don't build. | | Karakorum region | down to 750m in Root Canyon | Late-game wrecks and the power plant |
The Lead Zone deserves an early stop. The Lander Garage wreck there holds fragments for the Room, the Bioreactor, the Processor, the Repair Tool, the Rebreather, and the Tadpole. One dive, half your shopping list.
Depth rules of thumb
Keep your main base shallow and your deep footprint tiny. Two reasons. Solar quits on you past 200m, so deeper bases need generator fuel or heat. And structural costs climb with depth, so the identical layout that sits happy at 40m can leak badly at 300m. Nine times out of ten, a shallow hub plus one small deep outpost beats one giant deep base.
Foundation Pieces and Hull Integrity
The number that decides everything
Hull integrity is one running total for the whole base. Rooms subtract. Corridors and hatches subtract. Windows subtract more than you'd guess. Foundations, pillars, and reinforcement pieces add back. When the total hits zero, hull breaches open up and sections flood. Patching holes with the Repair Tool won't stick while the number's still negative, so fix the math first, then the holes.
Depth is the multiplier that bites. A window that barely dents the budget at 50m costs a lot more hundreds of meters down. So the same glass-heavy room that's fine in the Shallows can be a slow leak at the Graveyard's floor. Watch the integrity readout while you build, especially before adding glass or a big room at depth.
Foundations and pillars
Every base starts on a foundation slab, and you extend that grid as the place grows. Foundations eat a real stack of titanium, which is the actual cost of skipping them, but they're what keeps the integrity ledger positive while you add rooms on top.
Pillars are the cheap version. One titanium each, no blueprint hunting, and a single pillar carries 200 weight across a medium patch of structure. Stick them under anything that overhangs. The game allows overhangs once the first piece is grounded, which is great for cliffside builds, but a long unsupported span is asking for trouble. A pillar every few tiles is cheap insurance.
Glass adds up fast
A default window costs 1 glass, and the smallest size costs a quarter of that, so trimming windows down is real savings. The catch is the Half Round Room, a lovely curved observation piece that runs 5 titanium plus 5 glass. That's a Shallows luxury. Deep down, solid walls and maybe one small porthole is the move. The Nook (3 titanium, 2 glass) is a nice compromise if you want a window seat without a window wall.
When it still goes wrong
Grab the Repair Tool (fragments in the Lander Garage, same trip as everything else). Add integrity until the number's comfortably positive, then seal the breaches. And don't tear out supports or reinforcements while the total is low, because removing a piece that's holding points can pop several leaks at once.
One more escape hatch: the pause menu has a Refund Bases option, an Early Access safety net. It deletes a base and hands back every material you spent, plus everything stored inside, in a beacon. If a build goes truly sideways, you can start over without eating the loss.
Depth Modules and Reinforcements
Why depth multiplies everything
Pressure grows with depth, and the game charges you for it twice. Each structural piece costs more integrity the deeper it sits, and your power options thin out because sunlight doesn't reach. So a deep base isn't a bigger version of a shallow base. It's a different build with a different budget.
The working habit is simple: add a room, check the number, reinforce if it's getting close, then add the next room. Expand in small steps rather than one big spree, and keep a few points of buffer for the day you drop a moonpool into the floor.
Reinforce where the load is
Reinforcements give you the biggest integrity bump per piece, and placement matters more than count. Junctions where corridors meet rooms, and the connections around your largest modules, are where the costs pile up. Shore those up first. Reinforcements cost more than pillars but do a lot more work, so treat pillars as everyday support and reinforcements as your fix for a base that's already drifting toward zero.
Put doors between sections
The Interior Door costs 3 titanium, 1 glass, and 1 copper wire, and it's some of the best money in base building. Flooding spreads through connected space, so a door turns "the whole base is underwater" into "one room is underwater." For big bases, door off each wing. The Moonpool deserves its own door too, since anything that swims can otherwise wander straight into your living room through the floor.
Depth modules are a vehicle thing
Depth modules don't go on the base, they go on the Tadpole. Stock crush depth is 250m, the Mk. 1 module takes it to 450m, and Mk. 2 reaches 800m. The module data cards are hidden out in the deeper zones, so plan a scavenging trip. A few neighbors on the upgrade shelf worth knowing:
- Engine Efficiency cuts power draw 20% per module, stacking up to 80% total
- Strike Armor halves collision and attack damage
- Photovoltaic Charger trickles 15-30% charge per hour into the power cell during daylight above 40m
- Scout Ray Chassis lifts top speed from 8 to 10 m/s
The Tadpole recharges on its own while docked, so a powered dock means you mostly stop thinking about its battery.
A deep outpost checklist
When you're ready for 300m and beyond, keep it spartan: one Room, a Scanner Station, a Fabricator, a few lockers, and a Biobed (3 titanium, 1 glass, 1 copper wire) so a death out there is an inconvenience instead of a catastrophe. Power it with a Thermal Plant near a geyser or black smoker, run transmitters back, and leave the decorating for the shallow house.
Power Generation Setup
The four generators
| Generator | Output | Fuel | The catch | | --- | --- | --- | --- | | Solar Panel | 1-8 energy/sec | Nothing | Full 8/sec needs daylight above 200m, drops to about a quarter at night | | Bioreactor | 10/sec normal, 20/sec overdrive | Any organic matter | Overdrive burns fuel twice as fast, and it keeps burning even when solar already covers you | | Hydroelectric Turbine | 12/sec | The current itself | Natural currents only, and it needs a transmitter to reach your base | | Thermal Plant | 1-16/sec | Heat | Under 25°C water it makes just 1/sec, and it also needs transmitters |
Build costs are all over the place, which matters for planning. A Solar Panel is 1 titanium and 2 quartz, cheap enough to spam. The Bioreactor runs 2 titanium ingots and 2 copper ingots. A Hydroelectric Turbine is 3 titanium, 3 copper, and 3 silver. The Thermal Plant is 3 titanium, 3 copper, and 3 gold, so it's a mid-game purchase.
Match the machine to the depth
Shallow starter base: two or three solar panels and you're done. The Raceways: drop a turbine in one of the blue current streams for steady 12/sec around the clock. That's the best early main-base power in the game, since it never sleeps and never eats fuel.
The Bioreactor works anywhere, which makes it the fallback for spots without sun or current. Feed it real food though. A Biofuel Block (cooked up in a Processor) yields 36,000 total energy over a full hour of burning. A Cherimoya Rotsac, by comparison, gives 1,200 over two minutes. Tossing random snacks in works, but blocks are the grown-up version. Acidic Raion Pouches sit in between at 6,000 over ten minutes.
Thermal is the deep answer, and its output scales with water temperature: one extra energy per second for every 5°C past 25°C, topping out at 16/sec above 100°C. Two of the fragment scans sit on ledges by the Tailings Village at 80m and 125m, which is about as friendly as that biome gets.
Running the line
Turbines and Thermal Plants won't plug into a base on their own. That's the Power Transmitter's job: 1 titanium and 1 copper each, it extends a source's reach 20m, and transmitters need line of sight to each other. When a link works you'll see a thin glowing blue line in the water. Easy early fragments sit southeast of the Old Habitat at 39m and east of it at 47m, so grab the blueprint before you commit to a distant generator site.
Budget your draw
Every machine has a running cost, and the hungry ones add up quick:
| Module | Draw (energy/sec) | | --- | --- | | Scanner Station | 10 | | Tadpole Dock | 10 | | Processor | 10 | | Vehicle Fabricator | 5 | | Biolab | 5 | | Modification Station | 5 | | NoA Terminal | 2 | | Fabricator | 2 | | Lights | 1-2 each |
Here's the trap in one example. A Scanner Station plus three small ceiling lights pulls 13/sec. Two solar panels peak around 16/sec at noon but slide to roughly 4/sec combined at night. That base goes dark and stops making air before midnight. One turbine (12/sec) plus a single panel covers the same load around the clock with room to spare. Add a Power Storage (1 germanium ingot, 3 titanium, 2 salt) to bank the surplus, and a Battery Terminal plus Power Cell Terminal so your gear drinks from the grid instead of your spares.
Expanding Bases for Storage and Crafting
Storage that doesn't eat your floor
Inventory space is the first bottleneck in this game, so storage is the first real expansion. Wall Lockers cost 2 titanium and use vertical space, which makes them the default. Floor Lockers (3 titanium, 1 quartz) hold 30 slots each but take up room you want for machines. Storage Caches are 1 titanium apiece, dirt cheap, fine for dumping bulk titanium and quartz. The Carryables Rack (1 titanium, 1 copper) keeps tools off the floor. Label as you go, or you'll be opening six lockers to find one wiring kit.
The crafting corner
Your production line wants one room and a clear order:
- Fabricator (1 titanium, 1 copper, 1 quartz) for everything basic, food and water included
- Processor (2 titanium, 1 mild acid, 1 copper wire) for slow conversions like Biofuel Blocks
- Modification Station (2 titanium, 2 celestine, 2 copper) for vehicle upgrades
- Biolab (3 titanium, 1 copper wire, 1 mild acid) when you start editing your Adaptations
Drinking water is a Fabricator job, so don't hunt for a filtration machine that isn't there.
The vehicle bay
The Moonpool is 4 titanium and cuts an opening into a Room's floor. The Tadpole Dock and Vehicle Fabricator both mount on a Moonpool's edge, so the bay is really one project: room, moonpool, then dock (2 titanium ingots, 1 silver ingot, 2 copper wire) and fabricator (2 titanium ingots, 1 copper ingot, 2 glass). The dock pulls 10/sec while charging and refills a docked Tadpole's power cell automatically, at the same speed as a Power Cell Charger. The Moonpool data card shows up in the Tailings Village at 80m, the Canteen wreck at 90m, or the Tadpole Pens at 150m, so the bay unlocks naturally as you explore the Graveyard.
Build the dock before you build the vehicle. The Tadpole explodes at zero health and needs a full repair before it'll run again, so a dock plus a Repair Tool on the wall is what keeps a bad dive from costing you the sub.
Food, respawn, and finding home
A Growbed turns a spare corner into a garden, which quietly solves food. The Biobed (3 titanium, 1 glass, 1 copper wire) sets your respawn point, which matters more once the base is far from the lifepod. A NoA Terminal (3 titanium, 1 copper wire, 1 glass) hands out tasks. Toss a Habitat Beacon on the roof too, because a base you can't find from 200m out is half useless.
Growing into outposts
The endgame shape of all this is a network, not one mega-base. A Scanner Station scans a 300m sphere for resources, wrecks, and anomalies, one filter at a time, and pings each hit onto your HUD. Unlock it by scanning the station at Camp One (22m) or the Old Habitat (45m), then build it with a system chip, 3 titanium, and a wiring kit. A shallow hub with full crafting, a Graveyard stop with the vehicle bay, and a tiny thermal-fed shack by the deep wrecks covers the whole map. Lay a foundation under every room, keep doors between sections, and put one turbine in the nearest current. Do that and the pressure stops being a problem and starts being somebody else's problem.