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Biomod hub

Subnautica 2 Biomods

Choose your first Welcome Center Biomods, then plan the later Biolab and Bioscanner progression. Update 1 "Adaptive Measures" added two Biolabs and a six-ability Biolab pool; creature bioscans unlock additional passive slots separately.

Current answer: pick Dash as the first active biomod and Sea Skimmer as the first passive biomod, keep Pathfinder for route-marking needs, then work toward the six unlockable biomods across the Welcome Center, Coral Gardens, and Axum Ruins Biolabs. Since Update 1 "Adaptive Measures," scanning creatures with the Bioscanner also unlocks extra passive biomod slots.

Updated .

Subnautica 2 Welcome Center Biolab showing Dash and Sea Skimmer biomod choices.

Tracked biomods and early choices

Choose a loadout for the job ahead: travel speed, finding the way back, or using less oxygen while stopped.

Open DNA system

Biomod unlocks: which creatures should you bioscan?

Pick the ability you want, then use its targets as a survey checklist. These are Bioscanner research requirements for PC build 128456, reviewed October 4, 2026. Some abilities can also be granted by a Biolab; check your unlocked list before making a special trip. Unlocking an ability does not automatically equip it.

Biomod abilities, bioscan targets and gameplay effects
BiomodBioscan targetsEffect and route choice
Water SecretionPassive

Produces drinking water over time.

A useful first research target when water supplies limit your trips.

Water RetentionPassive

Increases the water gained from drinking and other water sources.

Improves the value of the supplies you already carry; it does not produce water.

CamouflagePassive

Conceals you from predators while you remain still.

Stop moving to use its concealment; plan an escape route before approaching a predator.

Slow MetabolismPassive

Slows food consumption.

Food lasts longer, but the effect does not replace the Digestion adaptation.

Threat SensePassive

Detects nearby threats.

Treat the warning as a reason to check your surroundings, rather than protection from an attack.

Electric DischargeActive

Releases an electric shock to deter medium and large predators.

Use it to create an escape opportunity; keep enough oxygen for the return.

BioluminescencePassive

Makes your body glow in dark water.

Electric Geordie contributes to two entries in this checklist, so note it when planning a survey.

Homing SensePassive

Detects nearby bases that have electrical power.

The power requirement matters: an unpowered site is a different navigation problem.

Chum CloudActive

Releases bait to distract predators.

This ability also appears among Biolab grants. If it is already unlocked, choose another research goal.

Dermal GardenPassive

Grows edible algae on your body over time.

Check your Biolab loadout before making a dedicated trip; this ability can also be granted at a Biolab.

Sonic EchoActive

Sends out a sonar pulse that highlights nearby resources.

A later research objective involving a Leviathan. Build your oxygen and return plan before attempting the scan.

For a supply-focused trip, start with Water Slug or Coral Crab research. Electric Geordie contributes to both Electric Discharge and Bioluminescence. Keep Collector Leviathan research as a later objective, with a planned retreat. Read the predator survival guide before approaching dangerous targets.

Bioscanner unlock path

Upgrade the Scanner, choose a research goal from the checklist, and revisit a Biolab after collecting the required bioscans.

  1. 1

    Use the Welcome Center Biolab first

    Power the facility with a Basic Battery, open the Biolab terminal, and pick from the default active/passive biomods before chasing the full catalogue.

  2. 2

    Reach the later Bioscanner route

    Treat Bioscanner as a later wreck and Alien Ruins planning task, not a first-hour detour. Finish Welcome Center, first-base setup, and vehicle planning before chasing the broader catalogue.

  3. 3

    Upgrade through the Modification Station

    At the Modification Station, upgrade one Scanner with two Enameled Glass and three Conduit Crystal. The two glass pieces require four Quartz and two Creature Enamel through the Fabricator conversions; blueprint access remains a separate route goal.

  4. 4

    Scan species with the Bioscanner

    Creature bioscans unlock additional passive Biomod slots. Read your total Bioscans and the next slot’s required scan count in the Biomod interface, then return to a Biolab to choose your loadout.

What Update 1 changed

Adaptive Measures changed how you unlock abilities and gain passive slots. Use the displayed Bioscan requirements for your save, and keep Creative mode’s default unlocks separate from normal progression.

Two new Biolabs

Shipped in Update 1

Early Access Update 1 "Adaptive Measures" (July 8, 2026) added Biolabs in Coral Gardens and Axum Ruins. Reaching them is now part of the biomod route, not a future roadmap item.

Six unlockable Biomods

Shipped in Update 1

Update 1 raised the pool of abilities unlocked from Biolabs across the world from four to six. This is the number of available abilities, not six simultaneously equipped slots.

Bioscanner passive slots

Shipped in Update 1

Scanning creatures with the Bioscanner now unlocks extra passive Biomod slots, replacing the earlier single-slot behavior.

Creative mode unlocks

Shipped in Update 1

Creative mode unlocks all Biomods by default. Its starting loadout does not show which Biolabs or creature scans a normal progression save still needs.

Biomod terms explained

Term What it means
Biomods Biological abilities chosen for your active and passive loadout.
DNA Modification The broader biological progression system, including Biomods and creature research.
Bioscanner Later Scanner upgrade associated with unlocking most non-default biomods.
Biolab / Bio Lab Welcome Center terminal where default active and passive biomods are selected.
Active biomods Triggered abilities such as Dash or Pathfinder.
Passive biomods Always-on effects such as Sea Skimmer and later passive-slot upgrades.

How to use a new ability or slot

Separate ability unlocks from slots

An unlocked ability adds a choice to your loadout. An extra passive slot lets you equip more passive effects. Check which reward you received before planning the next dive.

Read the next scan goal

Use the displayed total Bioscans and next passive-slot requirement to see how much progress remains. The six-Biomod Biolab pool is a different count.

Revisit the Biolab after an unlock

Open the Biolab loadout and choose the ability you want to use. Treat unlocking an ability and equipping it as separate steps.

Match the loadout to the route

Dash suits short forward bursts, Pathfinder helps with cave exits, and Sea Skimmer supports the opening swim route. Reconsider your choices when your next route changes.

Biomod questions

Does six unlockable Biomods mean six equipped slots?

No. Adaptive Measures increased the abilities unlocked from Biolabs across the world to six. Additional passive slots are a separate reward earned through creature bioscans.

What is the difference between biomods and DNA Modification?

Biomods are the active and passive upgrade choices players equip at the Biolab. DNA Modification is the broader search phrase players use for the biological progression layer, so this site keeps both terms connected while the Early Access wording settles.

Which first biomod should I pick?

Pick Dash as the first active biomod for most saves, then Sea Skimmer as the passive pick if you want smoother travel between the Welcome Center, the southwest wreck, and home. Choose Pathfinder later if cave exits become the problem.

How many Bioscans do I need for the next passive slot?

Read the next slot’s requirement and your total Bioscans in the Biomod interface. Adaptive Measures made both visible, so you can use the displayed progress to plan the next creature survey.

How do I unlock more biomods?

Visit Biolabs for their ability unlocks and use the later Bioscanner for creature research. Since Adaptive Measures, creature bioscans also unlock more passive slots. Return to a Biolab to choose what you equip.

Why are all my Biomods already unlocked in Creative?

Adaptive Measures unlocks all Biomods by default in Creative mode. A Creative save starts under different rules from a normal progression save.

Sources and supporting pages

Read the official update notes for passive slot progression, then follow the DNA Modification guide for the unlock route.

Related pages