Subnautica 2 Controls
Default keyboard and Xbox controller bindings, plus what to do if you want to remap. Most of the layout is muscle-memory carried over from Subnautica 1, with UE5 conventions where the series did something unusual.
Pre-launch reference, last verified 2026-05-13. Exact defaults confirmed against the launch build.
Keyboard and mouse
| Action | Key | Notes |
|---|---|---|
| Move | W A S D | Forward / back / strafe. Standard for the series. |
| Look | Mouse | Mouse sensitivity is usually under Settings → Controls → Mouse. |
| Swim up / jump | Space | In water, ascends. On land or in a base, jumps. |
| Swim down / crouch | C or Ctrl | Subnautica 1 used C; UE5 games often default to Ctrl. |
| Sprint / boost | Shift | Sprint on foot, fin boost when swimming. |
| Interact | E or F | Pick up, activate, board a vehicle. |
| Open inventory | Tab or I | Subnautica 1 used Tab. |
| Quick slots | 1 - 5 | Equipped tool selection. |
| Use tool / fire | Left Mouse | Scanner pulse, flashlight, weapon, repair tool. |
| Secondary action | Right Mouse | Aim, alt-fire, or context-specific second function. |
| Scanner pulse | F | In Subnautica 1, F triggered the scanner. Carried over by convention. |
| PDA / menu | Tab or Esc | PDA was Tab in Subnautica 1. |
| Map / signal pings | M | Subnautica 1 did not have a traditional map. Subnautica 2 mapping behavior is being verified at launch. |
| Voice chat push-to-talk | V or T | Co-op only. Specific key depends on whether Unknown Worlds picks V (FPS convention) or T (chat convention). |
Xbox controller (and Steam Input clones)
Steam Input
- Steam Input is on by default for Subnautica 2 if you launch through Steam with a controller connected. The official Xbox layout is the baseline.
- Community-built configurations appear on the controller config screen within Steam. Useful if you want flick-stick, gyro aiming, or DualSense haptics.
- For Steam Deck, the default layout is the Xbox controller mapping plus Deck-specific touchpad shortcuts (right pad as mouse). Adjusting deadzones is the most common useful tweak.
- If Steam Input fights with the game (rare with native controller support), turn it off in Properties → Controller for Subnautica 2 only, not globally.
How this differs from Subnautica 1
Subnautica 1 was keyboard-first
The first game shipped on PC with mouse-and-keyboard as the default. Controller support was added later, with separate menu navigation and aim assist.
Subnautica 1 layout was unusual
Subnautica 1 used C for descend and X for "consume" — atypical for the time. Subnautica 2 on UE5 may or may not keep these. UE5 templates lean toward Ctrl for crouch and a hold-E for consume.
No keyboard remapping at launch was a complaint
Subnautica 1 launched without full keyboard remapping support. The fan response was loud enough that it was added later. Whether Subnautica 2 ships with full remapping at EA launch is one of the first things this page will confirm on May 14.
Below Zero added controller-first menus
Below Zero shipped with redesigned controller navigation. Subnautica 2 inherits the same controller-aware UI assumption, plus Xbox Play Anywhere demands solid controller defaults.
Remapping tips
- On PC, full remapping (every action, including modifier keys) is the gold standard. Subnautica 1 only added it under fan pressure — confirm Subnautica 2 ships with it on day one.
- Left-handed players: rebind WASD to ESDF or arrow keys, but check that quick-slot keys (usually 1-5) do not overlap.
- Accessibility: bind sprint to a toggle rather than hold, especially for swimming, which is the most-held key in the game.
- Co-op voice chat: pick a key that does not conflict with anything you press during combat. V works for most people; T works if you also use Discord with V.
Questions people ask
What are the default keyboard controls for Subnautica 2?
The layout shown on this page is the expected UE5 + Subnautica-series default: WASD to move, Space to swim up or jump, C or Ctrl to descend, Shift to sprint or fin-boost, E to interact, F for scanner or flashlight, Tab for PDA / inventory, and 1-5 for quick slots. Exact key choices (especially crouch and inventory) will be verified within hours of the May 14 launch.
Is full keyboard remapping supported on launch day?
Probably yes, because UE5 ships with a remapping system out of the box and Below Zero already had full remapping. But Subnautica 1 launched without it and added it later under fan pressure, so this is one of the first things to confirm in the launch build. Watch the launch-issues feed if remapping is the dealbreaker for you.
Does Subnautica 2 support Xbox controllers on PC?
Yes. Xbox controllers work via Xbox Play Anywhere expectations, and Steam Input wraps them on Steam. PlayStation controllers work via Steam Input emulation, though button prompts may show as Xbox glyphs unless the game has native DualSense support.
Will my Subnautica 1 muscle memory transfer?
Mostly. WASD, mouse look, Shift for sprint, and the general "swim up with Space" pattern are all the same. The likely changes are: crouch / descend may move from C to Ctrl (UE5 default), and the scanner button could shift from F to something else if Unknown Worlds reorganizes the tool slots. Plan to spend the first 10 minutes in settings.
Is gyro aiming supported on PS5-style controllers?
Not natively at launch (no PS5 version exists). On PC, gyro works through Steam Input as long as the controller is recognized and Steam Input is enabled for Subnautica 2 in Properties → Controller. Quality depends on the community gyro layout you pick — flick-stick configurations are popular for underwater shooters.
Can I use a Steam Deck for Subnautica 2 with custom controls?
Yes, via Steam Input. The default Xbox layout plus the Deck's touchpads is usable, but most players add a right-touchpad mouse for menu navigation. Battery and Steam Deck Verified status are tracked separately on the Steam Deck page.
Related
Controls are one piece of the launch-day setup. The rest is here.
Launch Planner
Settings to dial in before your first session — controls, graphics, co-op prep.
PC Requirements
Mouse smoothness depends on framerate; this is the floor.
Cross-Platform
Controller crossplay considerations between Xbox and PC parties.
Multiplayer
Co-op session basics, voice chat options, and 4-player coordination.