Biomods

Biomods Database

15 biomods shipped in the current build: 5 active and 10 passive, each unlocked by completing specific bio scans. 8 more are drafted for upcoming Early Access patches.

15 of 15 biomods

Active biomods

Triggered abilities you fire on input. Dash, burst-move, defensive perks.

5

Passive biomods

Always-on upgrades that boost a stat: faster swim, longer oxygen, less damage.

10
Upcoming

Drafted for later Early Access patches

8 biomods Unknown Worlds has previewed but not yet enabled in-game. Names and unlock chains may still change before they go live.

8

About Subnautica 2 biomods

Subnautica 2 ships 15 playable biomods in its May 14, 2026 Early Access build, replacing the fragment-and-blueprint upgrade chain of the original Subnautica with a player-character ability system. Biomods are bio-engineered abilities you equip directly on the Pioneer, unlocked by completing bio scans on the matching creatures.

There are two slot types. Active biomods fill 5 hotbar slots and fire on input. Dash is the hero example: hold a direction, hit the bind, and you burst out of a predator's lunge cone with a short cooldown. Passive biomods fill 10 always-on slots in a separate panel: Sea Skimmer for faster swim, Oxygen Control for longer breath holds, Bioluminescence for low-light vision. The two panels never compete for slots.

Unknown Worlds has 8 more biomods drafted for upcoming Early Access patches, plus 54legacy / cut entries kept for reference. Toggle the "Drafted" or "Cut / legacy" chips above the grid to inspect either set.

Active vs passive biomods

Each side runs its own UI panel, its own cooldown rules and its own progression bucket.

Active panel

Triggered, on-cooldown

Active biomods occupy a hotbar slot and fire when you press their bind. Each press triggers the ability and starts a cooldown. Dash is the hero example: hold a direction, hit the bind, and you burst out of a predator's lunge cone. Most active biomods are escape and combat utilities, with a handful of build-and-scan helpers mixed in.

Passive panel

Always-on, no input

Passive biomods sit in a separate panel and apply continuously. Stat boosts, damage reductions, movement perks, scanner upgrades. There's no input and no cooldown. Most early progression goes into the passive panel because the swim-speed and oxygen-pool tier gates push you into deeper biomes faster than tools alone.

Biomod questions

01What are biomods in Subnautica 2?
Biomods are bio-engineered abilities the player equips to survive the Ariadne Arm. There are two slot types: Active biomods are triggered with an input (e.g. Dash to escape predators), Passive biomods provide an always-on stat (e.g. Sea Skimmer for faster swim, Oxygen Control for longer oxygen). The May 14, 2026 Early Access build ships 15 playable biomods (5 Active + 10 Passive); 8 more are drafted for upcoming patches.
02How many biomods are in Subnautica 2 at Early Access?
15 biomods are playable right now: 5 Active (Dash, Pathfinder, Sonic Echo, Electric Discharge, Chum Cloud) and 10 Passive (Sea Skimmer, Oxygen Control, Bioluminescence, Camouflage, Dermal Garden, Homing Sense, Slow Metabolism, Threat Sense, Water Retention, Water Secretion). Each one matches one of the 5 active hotbar slots or 10 passive panel slots the player sees in-game. 8 more biomods are drafted but disabled in the current build.
03How do you unlock biomods in Subnautica 2?
Most biomods unlock by completing bio scans on specific creatures. The detail page for each biomod lists the exact scans required (e.g. Sonic Echo needs a Collector Leviathan scan, Bioluminescence needs Sandspear plus Electric Geordie). Dash, Pathfinder, Sea Skimmer and Oxygen Control are the four starter biomods and unlock immediately. The wiki shows a yellow lock badge on every biomod that's gated behind a scan.
04Do biomods replace fragments from Subnautica 1?
Biomods replace a different system. In Subnautica 1 you scanned fragments to unlock blueprints for vehicles and tools. In Subnautica 2 you still scan for blueprints (see our Blueprints page), but biomods are a separate progression layer that grants player-character upgrades like Dash or oxygen efficiency.
05Is Dash the only active biomod confirmed?
Dash is the highest-profile active biomod reveal so far. It lets you burst-move in any direction to avoid predators or hazards. The full list also includes 27+ other distinct active abilities; most don't have finalised in-game names or descriptions yet.
06Where do biomod slots come from?
Biomod slots are unlocked through Adaptation Points (AP), earned by scanning new biomes, fauna and architecture. Each biomod has an unlock cost in AP and slots into either the Active or Passive panel. The player UI keeps the two panels separate so you can swap loadouts mid-dive.
サブナウティカ2 バイオモッド: すべてのアクティブ・パッシブ能力