Biomods and Adaptations are two separate player-upgrade systems in Subnautica 2. Biomods are creature-derived abilities purchased at the Biolab using Genomes earned from scanning. Adaptations are permanent survival upgrades unlocked by interacting with Angel Comb plants in the world. This guide explains both systems and helps you prioritize early choices.

In the current Early Access build, there are 15 Biomods (5 Active, 10 Passive) across two unlock categories — Innate (no scan needed, free) and scan-required — plus 4 Story Adaptations from Angel Combs. You can equip one Active and one Passive biomod at a time.

How to Unlock the Biolab

Before you can install any Biomods, you need to activate the Biolab:

StepActionLocation
1Craft a Basic BatteryFabricator — 2 Copper + 1 Acidic Raion Pouch
2Travel to the Welcome CenterSoutheast of the Lifepod — follow the cable on the seafloor
3Insert the Battery into the wall panelInside the Welcome Center, on the wall near the entrance
4Follow the NOA tutorialThe Biolab system unlocks after power is restored

Once unlocked, the Biolab is accessible from the pause menu or the NOA interface. It shows all available biomods, their Genome cost, and what creatures you need to scan to unlock missing ones.

See the Where to Go First guide for a detailed route to the Welcome Center.

Genomes — The Biomod Currency

Genomes are earned by scanning creatures and lifeforms with your Scanner (and later an upgraded Bioscanner). Different species yield different amounts. The Biolab shows the Genome cost of each biomod before you install it. Scanning a creature for the first time gives more Genomes than repeated scans of the same species.

Since one bioscan can unlock multiple biomods (for example, scanning Electric Geordie unlocks both Electric Discharge and Bioluminescence), planning your scan route can save time. Focus on creatures that unlock multiple biomods or biomods that solve your current needs.

Active Biomods

Active biomods are triggered manually. They cost Genomes to install at the Biolab (except Innate ones, which are free).

BiomodEffectUnlockScan Requirement
DashDash in any direction to avoid predators or hazardsInnate (free)None
PathfinderRelease a trail of pheromones you can followInnate (free)None
Sonic EchoEmit a sonar pulse to highlight nearby resourcesScan 1 creatureCollector Leviathan
Electric DischargeEmit an electric shock to deter medium and large predatorsScan 1 creatureElectric Geordie
Chum CloudRelease a cloud of bait to distract predatorsScan 2 creaturesToxic Sponge + Houndgar

Dash and Pathfinder are Innate — no scans needed, no Genome cost. Sonic Echo and Electric Discharge each require scanning one creature. Chum Cloud requires scanning two.

Passive Biomods

Passive biomods provide always-on effects once installed.

BiomodEffectUnlockScan Requirement
Oxygen ControlSlows oxygen consumption when not movingInnate (free)None
Sea SkimmerSwim faster when close to underwater surfaces or the seafloorInnate (free)None
CamouflageBecome invisible to predators while not movingScan 1 creatureBullethead
Dermal GardenSlowly grow nutritious algae on your skinScan 1 creatureNeedler Mango
Slow MetabolismFood loss happens more slowlyScan 1 creatureNibbler Mango
Threat SenseDetect nearby threats with specialized hair cellsScan 1 creatureHoverthorn
Water RetentionGain more water from all sourcesScan 1 creatureCoral Crab
Water SecretionSlowly fills a water packet by filtering seawaterScan 1 creatureWater Slug
BioluminescenceGlow in the darkScan 2 creaturesSandspear + Electric Geordie
Homing SenseDetect nearby bases with powered electrical systemsScan 2 creaturesSurge Jelly + Hammerhead

Oxygen Control and Sea Skimmer are Innate and free. The eight remaining passives require scanning one or two creatures.

Which Biomods to Prioritize

BiomodWhy Early
Oxygen Control (Innate)Slows oxygen drain while stationary — useful when searching caves or hiding. Free.
Sea Skimmer (Innate)Swim speed bonus near the seafloor. Free.
Camouflage (scan Bullethead)Invisible while stationary — useful for safe scanning.
Threat Sense (scan Hoverthorn)Detects nearby hostiles, helping avoid ambushes.
Slow Metabolism (scan Nibbler Mango)Slower hunger drain, reducing foraging trips.
Water Secretion (scan Water Slug)Passive water generation.

Sonic Echo (scan Collector Leviathan) is also valuable — it highlights nearby resources, making it easier to spot rare materials. If you encounter the Collector Leviathan early, scanning it unlocks both resource finding and a useful active ability.

Adaptations — A Separate System

Adaptations are permanent story-based upgrades that do not cost Genomes. They are unlocked by interacting with Angel Comb plants — large pink glowing structures found at key locations in the world. There are 4 Adaptations in the current Early Access build.

AdaptationHow to UnlockEffect
Pressure ToleranceAutomatic — unlocked during the prologue story sequenceSurvive deep pressure; oxygen does not drain when not submerged
DigestionInteract with the first Angel Comb (northeast, follow Anita’s black box signal)Safely eat native fish and plants
Heat ToleranceCraft the Sonic Resonator, then use it to clear Bloom Cankers from an infected Angel CombSurvive high-temperature zones — required for sulfur farming and story progression
Axum VisionLate-game — requires the upgraded Feedback Resonator and Tadpole vehicle with Depth Module Mk1Perceive and interact with alien technology; required for late story progression
  1. Digestion — get this first. Without it, eating native food makes you sick and you rely on limited Lifepod rations.
  2. Heat Tolerance — unlocks after crafting the Sonic Resonator. Required for exploring hot biomes and collecting sulfur.
  3. Axum Vision — late-game adaptation. Requires significant progression through the NOA story line.

For details on the Sonic Resonator and clearing Bloom Cankers, see the Sonic Resonator Fragment Locations guide.

Common Mistakes

MistakeWhy It HappensHow to Avoid
Confusing Biomods with AdaptationsBoth are player upgrades available around the same time.Biomods cost Genomes at the Biolab; Adaptations come from Angel Combs.
Scanning creatures but forgetting to install biomodsScanning only unlocks the option — you still need to purchase the biomod at the Biolab.After scanning new creatures, check the Biolab to see if any new biomods are available to install.
Ignoring Innate biomodsDash, Pathfinder, Oxygen Control, and Sea Skimmer are free and cost no Genomes.Install them as soon as the Biolab is unlocked — they cost nothing and provide immediate benefits.
Waiting to upgrade before exploringThe first Angel Comb (Digestion Adaptation) is a short swim away.Head northeast to the Angel Comb early, even without Genomes — it is a separate system.

Next Steps