Biomods

Biomods Database

Every active and passive bio-ability in Subnautica 2. 81 biomods total, 10 active and 0 passive.

81 of 81 biomods

Active biomods

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

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About Subnautica 2 biomods

Subnautica 2 ships 81 biomod entries 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, drawn from a research tree gated behind Adaptation Points you earn by scanning new biomes, fauna and architecture.

There are two slot types. Active biomods occupy a hotbar slot 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 live in a separate panel and apply continuously: faster swim speed, longer oxygen pool, less damage from acid blooms, broader scanner radius. The two panels never compete for slots.

Unknown Worlds has stated that biomod count, naming and unlock costs will continue to evolve through Early Access. The wiki re-imports straight from the live build each patch, so the database above is always exactly what ships with the current game.

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. faster swim, longer oxygen). Subnautica 2 ships 81 distinct biomod entries in the May 14, 2026 Early Access build.
02How many biomods are in Subnautica 2 at Early Access?
There are 81 biomod entries in the build. Roughly two-thirds are Passive enhancements; the rest are Active triggered abilities like Dash. Unknown Worlds may add, remove, or rename biomods through the Early Access run.
03Do 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.
04Is 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.
05Where 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.