Resource Nodes
Resource nodes are a new resource gathering system in Subnautica 2 that replaces the randomized breakable outcrops from previous games. Each node on the seafloor of Planet Zezura corresponds to a specific material and can be identified visually before collection. Combined with the new decimal inventory system that tracks resources as fractional quantities (e.g., "0.71 titanium"), the overhaul makes resource gathering significantly more deliberate and predictable. Both systems were shown in Dev Vlog 1 (April 23, 2025).
What changed
In the original Subnautica and Below Zero, resource gathering was partially random. Players broke open generic outcrops (limestone, sandstone, shale) that dropped one of several possible materials. A limestone outcrop might yield Titanium or Copper with no way to predict which. This created frustrating situations where players needed a specific material but received the wrong one repeatedly, turning focused resource gathering into a dice roll.
Feature | Previous Games | Subnautica 2 |
|---|---|---|
Node type | Generic outcrops (limestone, sandstone, shale) with random drops | Material-specific nodes, each yielding one known resource |
Collection | Break open by hand or with knife | Collect by hand directly |
Predictability | Random; players could not target specific materials | Deterministic; players see what they will get before collecting |
Inventory tracking | Whole-number item stacks (1, 2, 3... Titanium) | Decimal/fractional quantities (0.71 Titanium) |
Finding resources | Visual identification of outcrop types only | Visual identification of nodes + Scanner radar for locating them |
How resource nodes work
Each type of raw material on Zezura has its own distinct node that appears on the seafloor. Players can identify a node's material type by its visual appearance before collecting it. Collection is done by hand; no tool is required to harvest basic nodes. This means a player who needs Titanium can locate Titanium-specific nodes, collect exactly what they need, and move on without wasting time breaking open random outcrops hoping for the right drop.
The Scanner's integrated radar hologram complements this system. The radar helps players locate resource nodes and scannable objects in the surrounding area. Together, the material-specific nodes and radar-equipped Scanner let players identify what they need and find where it is, eliminating two sources of frustration from the original gathering loop.
Decimal inventory
Resources in Subnautica 2 are tracked as fractional/decimal quantities rather than whole-number item stacks. Dev Vlog 1 gameplay footage showed "0.71 titanium" in the player's inventory, confirming a meter-based resource tracking system. This means:
Partial harvesting from a node yields usable material rather than requiring a full unit
Crafting recipes may require precise fractional amounts rather than round numbers
Resource quantities appear on a continuous meter rather than as discrete items in inventory slots
This changes how players plan their crafting and base building. Instead of counting whole items, players track resource levels as continuous quantities that accumulate with each collection.
Biome-specific distribution
Following the design pattern of the original games, resource nodes on Zezura are distributed across biomes based on rarity and progression. Basic materials are available in the Start Zone and shallow biomes, while advanced and rare materials require venturing into deeper, more dangerous environments. This biome-specific distribution drives the core crafting progression loop: reaching new biomes reveals new materials, which unlock new blueprints, which enable access to even deeper areas.
Connection to other systems
Resource nodes feed into Subnautica 2's technology progression path, one half of the game's dual progression system. The other half is the DNA Adaptation System, which uses the Biosampler to extract genetic material from creatures rather than gathering physical resources. Both paths reward exploration and push players into new biomes, but through different mechanics:
Path | Source | Output |
|---|---|---|
Technology | Resource nodes + Scanner blueprints | |
Biology | Creatures + Biosampler | Genetic adaptations (pressure tolerance, night vision, oxygen efficiency) via the DNA Adaptation System |
Co-op resource gathering
In multiplayer sessions, resource gathering takes on a collaborative dimension. Players can split up to collect different materials simultaneously, then pool resources at a shared base. Shared blueprint unlocks (any player's discovery benefits the entire team) mean groups can divide exploration to discover what resources are needed faster. The Dive Elevator enables bulk transport of gathered materials from deep biomes back to the surface.
What remains unknown
Specific material names beyond generic references to titanium and copper
How many distinct resource types exist on Zezura
Whether some nodes require tools (like the Drill Arm from previous games) to harvest
How the decimal system interacts with storage containers and co-op resource sharing
Whether nodes respawn after collection or are finite