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Subnautica 2 launched into Early Access on May 14, 2026 and receives ongoing updates while development continues. This page tracks the public version history: the Early Access launch build, the day-one hotfix, and each numbered hotfix released since, with confirmed changes only. For the forward-looking plan of what is coming next, see the Early Access and Development Roadmap.
Updates ship as separate news posts and roll out to all platforms over time. Because the game launched on PC ahead of consoles, each patch reaches PC first and arrives on Xbox Series X|S once it clears certification. Further hotfixes are ongoing, and this page is updated as new ones are confirmed.
Update History at a Glance
The table below summarizes every confirmed release in launch order. Detailed change lists follow in the sections beneath it.
Date | Release | Focus |
|---|---|---|
May 14, 2026 | Early Access Launch (EA1) | Initial Early Access build |
May 15, 2026 | Day-One Hotfix | Co-op base-editing fix |
May 19, 2026 | Hotfix 1 | Crash fixes and analytics gating |
May 20, 2026 | Community Letter | Direction statement, not a patch |
May 22, 2026 | Hotfix 2 | Resource adds, creature tuning, crash and bug fixes, policy revisions |
June 1, 2026 | Hotfix 3 | Graphics fixes, creature tuning, base-building cost cut |
July 8, 2026 | Early Access 1.1 (Adaptive Measures) | First major post-launch update: BioMod expansion, sprint on land, base-building quality-of-life, defensive creature tuning, and roughly ninety bug fixes |
July 14, 2026 | Hotfix 4 | Progression, base-current, and Xbox interface fixes plus two crash fixes |
August 12, 2026 | Experimental Branch | Opt-in Steam preview channel, not a main-branch patch |
August 19, 2026 | Early Access 1.2 (Buddy System) | Co-op feature release: proximity voice chat, player revives, emotes and trading |
September 1, 2026 | Buddy System Hotfix 1 | Localization, save build and branch checks, base, co-op and creature fixes |
Early Access Launch (May 14, 2026)
The Early Access launch build opened with the opening story chapter, a focused set of biomes on Proteus, the launch creature roster, and the core crafting, Base Building, and Survival Mechanics loop. It supports single-player and up-to-four-player cooperative play with full crossplay from the start. The build shipped on PC (Steam, Epic Games Store, Microsoft Store) and Xbox Series X|S at $29.99, with day-one Game Pass coverage. A single purchase covers all updates through the 1.0 release and beyond. See Platforms and System Requirements for the full platform and hardware breakdown, and Early Access Launch Events for the launch milestones.
Day-One Hotfix (May 15, 2026)
The first post-launch patch arrived the day after release and targeted a cooperative base-editing problem.
Addressed a Multiplayer and Co-Op bug where non-host players could not demolish walls in a shared base. The hotfix sharply reduced the failure rate, with a complete fix planned for a later patch.
Hotfix 1 (May 19, 2026)
Hotfix 1 focused on launch-week stability and on how the game handled analytics and telemetry.
Updated the crash-on-startup error message for AMD graphics cards on DirectX 12 to provide more guidance and support.
Fixed an infrequent crash tied to the Ping feature.
Enabled analytics only after the player accepts the Terms of Service.
Reduced the amount of data sent to backend services.
The notes also signaled that a further Terms of Service adjustment and an analytics FAQ would follow, and that the Xbox build was awaiting certification at the time of publication.
Community Letter (May 20, 2026)
Six days after launch, the development team published an open letter rather than a patch. It acknowledged that creature balance needed work and that the studio respects the player request for direct ways to deal with hostile creatures while keeping the no-weapons design. The letter committed to a series of upcoming patches that would adjust creature aggression timing, aggro range, flare effectiveness, Survival Multitool effectiveness, and how creatures interact with vehicles and bases. It is included here for context because the balance work it describes began landing in the hotfixes that followed.
Hotfix 2 (May 22, 2026)
Hotfix 2 was the largest post-launch update of the launch month. It expanded resource availability at both ends of progression, tuned a creature behavior that had been frustrating vehicle users, fixed several crashes and exploits, improved performance on the highest visual preset, and revised the legal and privacy documents.
Resources
Added more Silver resource areas in the early-game region, easing an early-game bottleneck on a common electronics material.
Added more Troilite resource areas in the late-game region. Troilite is a scarce, non-respawning late-game material, so the additional areas give players more room before it has to be farmed.
Creature Behavior
Adjusted Hammerhead behavior so the creatures are no longer as attracted to Tadpole lights. Before the change, Hammerheads were strongly drawn to the submersible’s lights and would harass parked or piloted Tadpoles.
Bug Fixes
Fixed a bug that could teleport players back to base while they were exploring in a Tadpole.
Fixed an infinite-oxygen bug that occurred after dying of hunger or thirst while piloting a Tadpole.
Resolved a crash caused by losing a Multiplayer and Co-Op connection.
Fixed a random crash in the late-game region.
Performance and Settings
Improved performance when using the Epic visual settings preset.
Added an in-game callout letting players know that telemetry can be turned off at any time from settings. The callout shipped in English first, with translations planned for a later patch.
Terms and Privacy
Revised the Terms of Service and Privacy Policy across multiple sections. Players are prompted to re-accept the Terms of Service on their next launch.
Hotfix 3 (June 1, 2026)
Hotfix 3 delivered the first batch of the creature-balance work promised in the May 20 community letter, alongside graphics-driver fixes and a base-building cost reduction. As with earlier patches, it reaches PC first and arrives on Xbox Series X|S after certification.
Graphics and Technical
Upgraded DLSS to version 4.5.
Fixed issues that could cause DLSS to crash the game.
Fixed issues that could cause DLSS settings not to be saved correctly.
Fixed Frame Generation not being available in certain versions of the game.
Base Building
Reduced Base Building Interior Wall costs to one quarter of their previous price, making interior partitions much cheaper to place.
Creature Behavior
Hammerheads no longer attack unpiloted Tadpoles, though they can still take an interest in them. The fix that left Hammerheads occasionally not drawn to Flares was also corrected.
Increased the overall damage of Marrowbreaches and spaced their attacks out so they strike less frequently.
Reduced Nibbler perception range so players are less visible to them, lengthened how long Nibblers circle before attacking, reduced their movement speed, increased their sensitivity to the Survival Multitool, and increased their overall damage.
Gameplay and Multiplayer
Fixed a rare crash when starting games.
Fixed Multiplayer and Co-Op clients (not the host) reverting to their previous position when rejoining a session.
Fixed the Strike Armor modification stacking additively, which could reach a potentially game-breaking state.
Fixed goggles remaining visible in first-person view when exiting the Tadpole Haul Chassis as a passenger.
Localized the text callout on the Terms of Service acceptance screen, and added more context to crash reports for hard-to-reproduce issues.
Early Access 1.1 - Adaptive Measures (July 8, 2026)
Adaptive Measures is the first major post-launch update, released on July 8, 2026, roughly eight weeks into Early Access. It pairs a large batch of quality-of-life work with targeted system changes, and many entries were flagged as coming directly from community feedback. Like earlier patches, it reaches PC first and arrives on Xbox Series X|S after certification. The studio change list runs to roughly ninety bug fixes; the summary below groups the headline changes.
Gameplay and BioMods
Smoothed early-game BioMod progression and added two more Bio Labs, one in the Coral Gardens and one in the Axum ruins.
Raised the number of BioMods unlockable from Bio Labs across the world from four to six, and added unlock badges in the Bio Lab.
Passive BioMod slots now open up by scanning creatures with the Bioscanner, and the interface shows how many scans each slot needs alongside the player's total scan count. Creative mode unlocks every BioMod by default.
Added the ability to sprint on land, either on the surface or inside a base, with a remappable sprint control and a reduced default walk speed.
Improved wreck exploration with more traversal and oxygen puzzles and clearer door and button signposting.
Creatures and Resources
Most creatures now flee after being struck by the Survival Multitool, and the Sonic Resonator leaves them briefly dizzy; in both cases the creature holds off retaliating for a short window afterward except in self-defense.
Reworked the Bloom Parasite as the primary Bloom encounter creature and rebalanced Bloom encounters in the Coral Gardens and ruins.
Revised the creature naming and discovery system to line up with the previous game, and added missing scan icons for the Periscopic Clowncrab and the Necrolei.
Added more Silver in the Coral Gardens with a hint line near Silver deposits, and corrected resonatable and breakable data on several resources.
Base Building, UI, and Narrative
Added a storage buildable that holds items without feeding nearby crafting systems, so cached materials can be kept out of recipe auto-completion, and made the World Tree Relic decoration buildable.
Reworked Vehicle Dock and Fabricator placement, shrinking the dock platform and rails to fit smaller rooms, and increased the maximum deconstruct size of a base.
Added a field-of-view slider, community and support buttons on the main menu, and reorganized databank entries.
Audiologs no longer play automatically; unlocked logs now notify the player and are added to the PDA for replay at any time, which mainly helps multiplayer sessions.
Noted on Xbox that a Game Pass subscription of any tier is required for multiplayer, and revised the privacy policy to cover voice data for the proximity chat feature planned for the next update, EA 1.2.
Hotfix 4 (July 14, 2026)
Hotfix 4 arrived six days after Adaptive Measures and is a short corrective patch rather than a content release. It clears a progression blocker introduced around the update, removes a physics problem that had been affecting player bases, and fixes an interface option that was missing on console.
Fixed Angel Combs that would not open for some players, which had been blocking story progression.
Fixed water currents appearing inside player bases, which had been disrupting movement, trapping players, and preventing building or expansion.
Fixed the field-of-view slider not appearing on Xbox, where the option added in Adaptive Measures was missing from the settings menu.
Fixed two low-volume crashes: one on Xbox when joining a session invite, and one tied to creature spawning.
The notes repeat the standing advice to disable or uninstall community mods before launching after a patch, because mods are not updated for the new build and can crash the game on start. As with earlier patches, the fix reaches PC first and arrives on Xbox Series X|S once it clears certification.
Experimental Branch (August 12, 2026)
On August 12, 2026 Unknown Worlds opened an opt-in Experimental branch for Subnautica 2 on Steam. It is a preview channel rather than a patch: it lets players try upcoming content in an earlier state and gives the studio a chance to catch problems before a feature ships to the main Early Access build. Hotfix 4 was the main-branch baseline at the time the branch opened, so the announcement changed nothing about the build most players were running. The main branch has moved on twice since, first to Early Access 1.2 and then to Buddy System Hotfix 1.
What the Branch Is For
Previews upcoming content ahead of a wider release, and can also be used to preview smaller patches and fixes between major updates.
Builds are more likely to contain bugs, including potentially game-breaking ones, and the studio advises against getting attached to any save made on the branch.
It will not update daily for now. Builds are uploaded shortly before a release goes out to the wider player base rather than on a nightly cadence.
Saves and Switching
Saves are not compatible between the two versions and cannot be imported or exported in either direction. They are stored in separate locations, so an Experimental session will not show main-branch saves in the load menu, and switching back restores them. Opting in is done from the Steam Library: right-click the game, open Properties, go to the Game Versions and Betas tab, and pick the Experimental branch from the Beta Participation dropdown. Steam downloads the branch automatically once the window is closed. The official support site carries a longer explanation of the branch along with the preferred way to report bugs and send feedback from it.
Early Access 1.2 - Buddy System (August 19, 2026)
Buddy System is the second major post-launch update and the release the roadmap had described as the co-op update. It delivered the multiplayer features that were outstanding at launch, added two character options, and shipped a long list of creature, base-building and interface fixes. Items the studio marked as coming directly from community feedback include proximity voice chat, direct player trading, and the base-building placement improvements.
Co-Op and Gameplay
Proximity voice chat. In-world voice that fades with distance, selectable as always on, push to talk, or always off.
Player revives. A downed player can be revived by a teammate before reprinting, keeping their equipment and regaining a small amount of oxygen, or can choose to reprint immediately at their assigned Biobed.
Emotes. Wave, Clap, Thumbs Up, Thumbs Down and Frustrated, selected from a radial menu, usable in water or on land and interrupted by gameplay input.
Player trading. Players can interact with each other to exchange inventory items directly.
Tracking Tag. A new short-range beacon that can be placed in a carryable such as a locker. Held in hand or inventory when reprinting, it increases black box range.
Character options. Jegna and Grace were added to character customization, along with two new colour schemes.
Creatures and Flora
Flinch animations and effects added to Marrowbreach, Hammerhead, Nibbler, Needlershark, Epicurean and Twin Eel.
Bulletheads deal more damage but can now be dodged.
More Coral Crab animations, a revised model and animations for the Bloom Parasite, and improved Jelly Ring tentacles.
Tools, Vehicles and Base Building
The Feedback Resonator now stuns creatures instead of causing them to flee.
The Sonic Resonator creature stun was extended to ten seconds.
Acid sources now appear as green dots in the Scanner HUD, and the Repair Tool unlocks after two scans.
Base-building placement gained alignment guide lines, size snapping now allows a room to be fully deconstructed with Shrink, and the trashcan destroys deposited items one at a time after a five second delay.
Bases can no longer be built inside a Great Jaw. Tadpoles destroyed outside the Early Access fence now teleport back inside so they can be recovered.
Interface, Audio and Performance
Signal icons scale with proximity and show text on hover, reducing HUD clutter. Pinned recipes highlight when a relevant resource is picked up and are no longer dimmed.
Save codes can be pasted directly into the cloud save download box, and audiologs show elapsed and remaining playback time.
Music was added to the Tufa Zone, the Thermal Area and North Coral Gardens. Databank entries were added for the Mod Station and for audiologs that were missing them.
Frame Generation gained 5x and 6x modes plus a Dynamic mode on RTX 5000 series cards, and VSync can now be enabled alongside DLSS Frame Generation.
Buddy System Hotfix 1 (September 1, 2026)
Buddy System Hotfix 1 landed thirteen days after Early Access 1.2 and is the current main-branch baseline. It is a corrective patch rather than a content release, cleaning up the localization gaps left by the 1.2 text pass, hardening save files now that an Experimental branch exists alongside the main one, and clearing a long tail of base, co-op and creature problems. A follow-up on September 3 was folded into the same notes.
Saves and Branch Safety
Save files now record the build number and the branch they came from, which stops an incompatible save from being loaded into an older build.
The save and version compatibility tooltip displays correctly again.
Save failures write a clearer error, and an outdated save compatibility file that no platform still needed was removed.
Bases and Building
Items stored on wall racks are refunded properly when Refund Base is used.
Exterior furniture can be moved by a client in a multiplayer session, not only by the host.
Leftover data from the base item spawn system, and construction ghost data from builds that were already finished, are cleared out of saves. Both were inflating save size.
The base power transmitter beam no longer appears offset, and its flicker was given a light randomisation so it reads as an effect rather than a fault.
A September 3 follow-up restored in-progress Axum Powerplant Turbines that had disappeared or become uncompletable. Affected saves show the turbine ghost again and can finish the build at no resource cost, while players who reach that point afterwards build it normally with the usual materials.
Creatures and Currents
Collector Leviathan pathing in the lower canyon areas was improved and its collision detection tightened.
Tracker detection radius increased.
Water Slug breath markers appear only while the slug is a physical object in the world, not while it is sitting in the player's inventory.
Currents no longer push players around while they are sheltered inside a base.
An exploit that let players slip free of an aggressive creature's grip was closed.
Vehicles and Co-Op
A collision problem that blocked interaction with the Scout Ray chassis carry point was fixed.
Players attached to a Tadpole or a Haul now reliably receive replenished oxygen.
Inventory sharing is blocked while riding in a Tadpole, the share prompt dismisses once players drive apart, and dying mid-share no longer causes problems.
Push to talk for Proximity Chat works again.
Interface, Text and Stability
Some PDA and Databank descriptions, and the new Pioneer names Jegna and Grace, were falling back to English instead of showing a translation. Both are fixed.
A softlock on the character select screen was fixed, along with alignment guidelines that skewed on distant objects and a Moonpool shrink mode that was not checking for collisions.
The analytics settings toggle is enabled and can no longer be switched off by mistake, and the Air Bladder inhale action gained a subtitle string.
Engine and crash reporting were refactored for more reliable diagnostics, alongside general build stability work.
As with earlier patches, community mods should be disabled or uninstalled before launching after the hotfix, and re-enabled once their creators have updated them.
Ongoing Updates
Unknown Worlds continues to ship hotfixes and larger updates throughout Early Access. New releases are added to this page as their changes are confirmed. For the planned feature work that has not yet shipped, including the quality-of-life and cooperative updates and the larger biome and creature expansion, refer to the Early Access and Development Roadmap. Roadmap items are subject to change and are not reflected here until they are actually released. In the first post-launch developer video log on June 4, 2026, the studio said it would wind down the rapid hotfix cadence of launch month and focus on the first major post-launch update, EA 1.1. That update shipped as Adaptive Measures on July 8, 2026, followed by Hotfix 4 on July 14, and both are detailed above; later work continues on the Early Access and Development Roadmap until it ships. EA 1.2 shipped as the Buddy System update on August 19, 2026, followed by Buddy System Hotfix 1 on September 1; both are detailed above, and the hotfix is the current main-branch baseline. The larger biome and creature expansion remains outstanding.