Early Base
Tube, hatch, solar power, fabricator, and storage for a safe first oxygen and crafting stop.
Build a practical plan before spending a gathering run on an early habitat or remote outpost.
Last updated: June 21, 2026
Use this fan-made planner for base building, bases, buildings, base building parts, and structure material planning. WIP and Needs Verification labels mean costs should be checked in-game.
15 structures
Add structures or starter plans to build a combined materials list. Saved locally in your browser.
No structures added yet. Click "Add to Base Plan" on a module or starter plan below.
Quick presets for common Subnautica 2 base goals. These are fan-made planning bundles, not official layouts.
Tube, hatch, solar power, fabricator, and storage for a safe first oxygen and crafting stop.
Compact utility base focused on lockers, power, and enough room to sort resource runs.
Fabricator, scanner room, modification station, storage, and power for recipe-heavy prep.
Small field base for route marking, med kits, scanning, charging, and safer long dives.
Extra storage, stronger power, scanner support, and vehicle prep for shared gathering routes.
| Base Part | Purpose | Materials | Stage | Status | Plan |
|---|---|---|---|---|---|
| Basic Corridor / Tube | Core connecting piece for bases. Links rooms together and provides walkable space. | Titanium x2 | Early Game | WIP | |
| Base Foundation | Stabilizes base on uneven terrain. Increases hull integrity. | Titanium x1, Copper Ore x2 | Early Game | WIP | |
| Hatch | Entry and exit point for base. Required to get in and out. | Quartz x2, Titanium x1 | Early Game | WIP | |
| Window | Allows visibility outside the base. No structural benefit. | Glass x3 | Early Game | WIP | |
| Scanner Room | Scans for nearby resources and creatures. Invaluable for finding rare materials. | Titanium x5, Copper Ore x2, Table Coral Sample x3, Gold x1 | Early Game | WIP | |
| Fabricator | Crafting station for all tools, equipment, and materials. | Titanium x1, Gold x1, Table Coral Sample x2 | Early Game | WIP | |
| Storage Locker | Wall-mounted storage for base. Each holds several stacks of items. | Titanium x2 | Early Game | WIP | |
| Medical Kit Fabricator | Automatically generates medical kits over time. | Silver Ore x3, Titanium x1 | Early Game | WIP | |
| Solar Panel | Provides renewable power in shallow, lit areas. | Quartz x2, Titanium x1, Copper Ore x1 | Early Game | WIP | |
| Bioreactor | Converts organic matter into power. Useful at depths where solar fails. | Titanium x3, Wiring Kit x1, Lubricant x1 | Mid Game | WIP | |
| Thermal Plant | Generates power from thermal vents. Essential for deep bases. | Titanium x5, Magnetite x2 | Mid Game | WIP | |
| Moonpool | Vehicle docking bay for Seamoth/Prawn suit. Allows vehicle customization and charging. | Titanium Ingot x2, Lubricant x2, Lead x2 | Mid Game | WIP | |
| Vehicle Upgrade Console | Allows installing upgrades on docked vehicles. | Titanium x5, Wiring Kit x2, Computer Chip x1 | Mid Game | WIP | |
| Modification Station | Upgrades tools and equipment to higher tiers. | Titanium x4, Wiring Kit x1, Computer Chip x1 | Mid Game | WIP | |
| Nuclear Reactor | High-output power source for large late-game bases. | Titanium Ingot x1, Plasteel Ingot x1, Table Coral Sample x3, Lead x3 | Late Game | Needs Verification |
Core connecting piece for bases. Links rooms together and provides walkable space.
The most fundamental base building block. Build these first to connect modules.
Materials Required
Stabilizes base on uneven terrain. Increases hull integrity.
Essential for bases on slopes or uneven seabeds. Dramatically reduces structural weakness.
Materials Required
Entry and exit point for base. Required to get in and out.
Every base needs at least one hatch. Place hatches where you resurface most often.
Materials Required
Allows visibility outside the base. No structural benefit.
Purely cosmetic/practical. Great for monitoring surroundings.
Materials Required
Scans for nearby resources and creatures. Invaluable for finding rare materials.
One of the most useful base modules. Range upgradeable with Camera Drones.
Materials Required
Crafting station for all tools, equipment, and materials.
Install this in your base ASAP. Far more convenient than using the starting pod.
Materials Required
Wall-mounted storage for base. Each holds several stacks of items.
Build many of these. Poor storage organization is a constant frustration in survival games.
Materials Required
Automatically generates medical kits over time.
Passive health restoration over time. Install it and forget it.
Materials Required
Provides renewable power in shallow, lit areas.
Best early power source. Effectiveness decreases below ~200m depth.
Materials Required
Converts organic matter into power. Useful at depths where solar fails.
Fill with plant samples and fish eggs. Great passive power for mid-depth bases.
Materials Required
Generates power from thermal vents. Essential for deep bases.
Required for deep-sea bases. Place adjacent to thermal vents for maximum output.
Materials Required
Vehicle docking bay for Seamoth/Prawn suit. Allows vehicle customization and charging.
Must-have once you get a vehicle. Recharges power cells passively.
Materials Required
Allows installing upgrades on docked vehicles.
Place inside or adjacent to the moonpool. Required for depth upgrades.
Materials Required
Upgrades tools and equipment to higher tiers.
Unlocks the second tier of most tools. Essential for mid-game progression.
Materials Required
High-output power source for large late-game bases.
Needs reactor rods made from Uraninite. Extremely high power output.
Materials Required
Browser-saved checkboxes — track your first-base setup. These are fan-made suggestions, not official requirements.
A base without power in a dangerous area becomes a trap. Always have at least one backup power source (Bioreactor or Thermal) once you go below solar range.
The ocean is enormous. Place a beacon at your base immediately so you can always navigate back. Without it, a death during early exploration can mean losing your base entirely.
The time cost of long supply runs adds up fast. Your early base should be within quick swim range of titanium, copper, and quartz outcrops.
The Habitat Builder, Fins, and Seaglide are higher priority than a base for the first 30 minutes. Build tools first, then start your base once you have supplies.
See the Subnautica 2 Beginner Checklist for a no-spoiler preparation order before base building.
WIP Use these planning checks before gathering. Verify every displayed part and material requirement in your current game build.
Use the Subnautica 2 Crafting Recipes & Materials Tracker to build your gathering list.
This fan-made reference covers base structures, buildings, base building parts, required materials, and recommended build stages for Subnautica 2. Data is community-sourced and updated as Early Access content is verified.
Your first base should include: a basic habitat for oxygen, a hatch, a fabricator, storage lockers, and a solar panel for power. Everything else can be added later.
Once you have a working early base, add a scanner room, a moonpool when you get your first vehicle, and a bioreactor or thermal plant for deeper locations where solar panels are less effective.
Ingredient amounts may change in patches. This data follows patterns from Subnautica 1 and early community reports. Verify in-game before a major resource run.
Use the base-building tool available in your current build and confirm its required materials in-game. Start with a small powered structure, an entrance, storage, and crafting access, then expand only when the first space is working.
A useful starter plan includes an accessible room or tube, an entrance, reliable early power, storage, and a fabricator. The Early Base preset above provides a fan-made planning bundle for those roles.
Prioritize the entrance, a small interior space, power, storage, and crafting access. Use the Starter Base Checklist and verify every displayed material cost in-game before gathering in bulk.
No. This is a fan-made tool and is not affiliated with Unknown Worlds, Krafton, or the official Subnautica 2 team. Treat WIP and Needs Verification costs as planning notes until you confirm them in-game.
Not all of them. WIP and Needs Verification labels identify community notes that may change or still need confirmation. Check the current in-game builder before committing materials. Your saved plan continues to use localStorage under guidecratehub_subnautica2_base_building_planner.