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Flares are throwable light sources in Subnautica 2 used to distract hostile creatures by exploiting the stimulus-based AI system. The primary confirmed evasion tool against the Collector Leviathan.

Survival mechanics in Subnautica 2 including the inverted deep-start opening, decimal inventory, DNA adaptation, no-weapons policy, co-op survival, and the Blight environmental threat.

Crafting and resource gathering in Subnautica 2, including the decimal inventory system, resource-specific nodes, Scanner radar, dual progression paths, and co-op shared blueprints.

Resource nodes in Subnautica 2 are material-specific gathering points that replace the randomized breakable outcrops from previous games. Combined with the decimal inventory system for precise resource tracking.
The creature-scanned active and passive ability system in Subnautica 2: all 15 BioMods, the four starters, how the Bioscanner unlocks the rest, and loadout advice.
The Fabricator is the central crafting station in Subnautica 2, converting raw materials into tools, equipment, food, water, and components.


The Cerathecan in Subnautica 2: a passive shelled crustacean that grazes the seafloor, the databank mystery of its genome-less shell, and where to find it.
The Bioscanner in Subnautica 2: the upgraded Scanner that reads Axum technology and native biology, unlocks BioMods at a Bio Lab, and opens passive BioMod slots.
The Bloom Parasite in Subnautica 2: a virus-infected cephalopod that spreads the Bloom to larger predators, where it appears, and how a resonator pulse deals with it.
The Harvestmoon in Subnautica 2: the most filling of the three common moon fish, its food value, recipes, and where it schools in the shallows.
The Waxmoon in Subnautica 2: the giant of the moon fish family, its glowing markings, the schools that follow it, and its reaction to a diver's light.
The Halfmoon in Subnautica 2: the most versatile edible moon fish, its recipes including Halfmoon Jerky and Threemoon Temaki, its databank entry, and where it schools.
The Jelly Ring in Subnautica 2: a ring-shaped colony organism that feeds on hydrothermal vents, its bioluminescent signaling, and where to find one.
The Feedback Resonator in Subnautica 2: the upgraded Sonic Resonator that fires a ranged blast, where its fragments are found, what it costs to build, and what it is used against.
The Twin Sitaray in Subnautica 2: an aggressive electric predator that damages divers, vehicles, and vehicle power, how to read its attack cues, and what its databank explains about its paired biology.
The Geordie in Subnautica 2: a common edible salpapod with a jet channel through its body, its food value and cooking, and its databank biology.
The BFJ (Behemoth Finger-Legged Jelly) in Subnautica 2: a huge anchored jelly that grips rock and abandoned seabases, how its databank entry explains its gas bladders and arms, and where to find one.
The Hoverthorn in Subnautica 2: a skittish edible fish that rides its own water currents on a charge crystal, the Threat Sense biomod it unlocks, and its recipes.
The Pneuma in Subnautica 2: a kelp-mimicking edible fish that swallows rocks for ballast, its food value, and the ecological story its databank entry tells.
The Sonic Resonator in Subnautica 2: how to unlock the blueprint, what it is built from, how it breaks hardened mineral deposits, and how it deters aggressive creatures without killing them.
The Bluemoon in Subnautica 2: an edible moon-family fish common near the starting shallows, its food and water values, recipes, and schooling behavior.
The Hycean in Subnautica 2: a huge hydrogen-filled predator that floats above the ocean surface, why it is harmless to divers in the current build, and its databank biology.
The Jetocaris in Subnautica 2: a passive three-legged cave crustacean with jet-propelled legs, parenting behavior, and feeding tongues, plus where to find one.
The Periscopic Clowncrab in Subnautica 2: a passive crab that hides among anemones, its glowing eye stalks, its color variant, and what its databank entry reveals.
The Black Hoverthorn in Subnautica 2: the solitary dark variant of the Hoverthorn, where it lives around the Metal Farms, and how its scan and recipes work.
The Flash Slug in Subnautica 2: a glowing slug that blinds divers with a burst of light, how to catch one anyway, and the Isotonic Water recipe it feeds.
The Bullethead in Subnautica 2: an aggressive armored squid that rams divers at high speed, how to slip past one with flares or a resonator, and the Camouflage biomod it unlocks.
The Electric Geordie in Subnautica 2: a pack hunter that latches onto the Tadpole and drains its power, how to knock one off, and the two biomods its scan feeds.
The Sandspear in Subnautica 2: an aggressive burrowing ambush predator, how to spot its lure, how resonators repel it, and its role in unlocking the Bioluminescence biomod.
The Surge Jelly in Subnautica 2: a drifting jelly that discharges a defensive electric shock, its role in unlocking the Homing Sense biomod, and how to scan one safely.
The Epicurean in Subnautica 2: an aggressive bottom-dweller of the Karakorum runoff pools whose appetite and temper are made worse by Tongue Thief parasitism.

Index of the creatures confirmed in the Subnautica 2 Early Access build: leviathans, fish, crustaceans, jellies, molluscs and salpapods, with the regions they appear in and whether they are hostile.