Loading…
Loading…
GameBrief · General

Reviewing
Subnautica 2
Unknown Worlds Entertainment · Unknown Worlds Entertainment
The subnautica 2 vehicles situation at Early Access launch is simple: one confirmed submersible, a clear progression framework, and a roadmap that fills in the rest over the next two to three years of development. This guide covers what's actually in the build, what the Tadpole can do that isn't obvious from the description, and how to structure vehicle use in co-op.
The short answer: the Tadpole is it right now. Unknown Worlds confirmed heavier vehicles are coming. The community's PRAWN suit anxieties are real but premature — no exosuit exists yet because nothing like it has shipped. Work with what's confirmed. The Tadpole is more capable than it looks.
The subnautica 2 vehicles roster at launch is sparse by design. Unknown Worlds said the craftable catalog expands over the EA period, and vehicles are part of that.
What's in the launch build: the Tadpole submersible, mid-early tier. That's it.
What isn't in the current build: no exosuit or powered armor (the PRAWN suit conversation happening on Reddit doesn't apply yet because nothing like it has shipped), no deep-water submarine, no vehicle specifically designed for Thermal Spires depth.
The original Subnautica's vehicle progression — Seamoth → PRAWN Suit → Cyclops — gave players different capabilities at different depth ranges. Subnautica 2 will probably follow a similar arc, but you're at tier one right now. Build your progression strategy around what the Tadpole can actually do. Planning around hypothetical future vehicles is planning around nothing.
Caption: The Tadpole submersible in a mid-depth canyon — the only confirmed vehicle in the Early Access build, and more versatile than its size suggests.
The Tadpole is Subnautica 2's first real vehicle: small, agile, the bridge between swimming range and whatever Unknown Worlds ships next. A few things about it aren't obvious from the store page.
Cargo is the one that changes how you play. The Tadpole carries materials, and that cargo survives the return trip to base. In Subnautica 2, dying with resources in your personal inventory means losing them — that's the death penalty. The Tadpole's hold is different. If the sub makes it home, the materials make it home. Using it as a dedicated resource ferry changes the math on longer runs: fill the hold, return, deposit, repeat. This applies to any biome the Tadpole can reach, not just the deep ones.
The Tadpole docks with your base. Your first base location should account for this — open water near the approach, no terrain bottleneck blocking vehicle access. A tight cave or narrow corridor build can strand the Tadpole outside entirely. Think about the docking line before you commit to a build site.
Agility is real. The Tadpole handles tighter geometry better than whatever larger vehicle follows it. Biomes like the Graveyard — destroyed structures, reduced sightlines, navigation complexity — are genuinely easier in something this size. Don't treat it like a slower version of the Seamoth from the first game. It's not.
Depth range: the Tadpole covers the mid-range biomes of EA Chapter 1. It doesn't push the deepest Thermal Spires content at 1,200m — that depth still requires depth-rated hull sections in your base, vehicle or not. The Tadpole gets you from the starting zone through Sparse Plains (0-500m), Graveyard (0-800m), and the Plateaus zones (100-600m). Those are the biomes you'll be farming before you need to worry about 1,200m anyway.
The Tadpole blueprint isn't handed to you. It unlocks through scanning — specific objects or creatures trigger the vehicle recipe in your Fabricator.
Two things need to be in place before the recipe appears:
First, the Fabrication module. This is the advanced crafting station, not the basic Fabricator you start with. Vehicle recipes don't surface without it, even after you've done the right scans. Build it before you spend time hunting unlock targets.
Second, the relevant scan. Subnautica 2's blueprint system works by scanning: the recipe appears after you scan the creature or object associated with it. The Tadpole blueprint is tied to something scannable in the world. The practical approach is to scan every distinct object and creature you encounter habitually — you'll unlock vehicle crafting without having to track down one specific thing.
Once both are in place and you have the materials, you build at the Fabricator. The exact material list hasn't been published in the launch notes. Based on the series' patterns, expect mid-tier materials — not what you find in the first hour, but not a major grind either.
GODEEPER: The Fabrication module is the single most critical structure in your base — here's how to prioritize it and what it unlocks. Subnautica 2 Base Building Guide →
The sequence from swimming range to operational vehicle:
1. Finish early Sparse Plains before thinking about vehicles. Know the resource node types, have landmark clusters memorized, and have a base with the Fabrication module running. The Tadpole opens mid-depth biomes. Those biomes have mid-tier creatures. Rush to the Tadpole before your gear matches and you have a vehicle that gets you places you can't survive.
2. Build the Fabrication module. Not the basic Fabricator — the advanced module you construct as a base expansion. This is the gate on all vehicle recipes. Build it before Storage containers, before depth-rated hull sections. Nothing else in the progression path matters until this is done.
3. Scan everything in every biome. Don't wait for a specific target. Scan every distinct object and creature you encounter. Players who scan habitually unlock the Tadpole blueprint faster than those who pick and choose. You won't know which scan triggered the recipe until it appears.
4. Gather vehicle materials. Once the blueprint surfaces, you'll see what it needs. Expect mid-tier resources — stuff that pushes you into deeper Sparse Plains territory, not the very first nodes. That's by design. The Tadpole is a mid-game craft, not an early one.
5. Build it and treat it as a logistics tool immediately. A Tadpole parked at your base accomplishes nothing. Establish a cargo route, set a fill target per run, and use it to move materials rather than just yourself.
6. Use the Tadpole to build your first staging base. This is where it pays off. The Tadpole can carry the materials needed to build a forward base at the 400-600m entry range before you push Thermal Spires. Without it, you're carrying materials on foot. With it, you're doing the same trip in half the runs.
Caption: Vehicle upgrades and crafting are accessed through the Fabrication module — the prerequisite structure for any vehicle recipe in Subnautica 2.
Subnautica 2 supports 1-4 player co-op. Each player operates their own vehicle independently in the current build — no shared piloting, no confirmed passenger seat.
In two-player sessions, the obvious split is: one player runs Tadpole cargo routes while the other processes materials at the Fabrication module. It's more efficient than both doing the same thing. The Tadpole's hold fills up; the pilot returns and deposits; the base-side player keeps the fabrication queue running without waiting for a teammate to show up with raw materials. The loop doesn't stall.
With three or four players, who has the Tadpole becomes a genuine logistics question. A second Tadpole in the mid-game is worth the investment — parallel ferry routes to different resource zones removes a lot of the gathering bottleneck. The crafting acceleration that makes co-op powerful only works if the Fabrication module has a consistent materials supply. Two ferries do that better than one.
When pushing into Thermal Spires (400-1,200m), the whole group needs to coordinate staging bases before the push, not while doing it. One player handles staging base construction at the 400-600m entry range; another scouts ahead. The Tadpole's cargo capacity is what makes that staging base build fast. Don't try to push 1,200m from a surface base.
One thing that genuinely catches groups off guard: Leviathan aggro on a vehicle affects everyone in the area. If the Tadpole draws the Wakemaker's attention in the Thermal Spires, the retreat path your pilot chooses affects the rest of the team's position. Call it on comms the moment aggro fires, not after you've already started the escape route.
GODEEPER: Leviathan aggro mechanics differ between the Collector in Sparse Plains and the Wakemaker in Thermal Spires — and vehicle presence near their territories changes the threat profile. Subnautica 2 Leviathan Guide →
Load the cargo hold on any run that takes more than two minutes from base. Personal inventory carries a death penalty — you lose materials when you die. The Tadpole's hold doesn't work that way. The vehicle's cargo is safe as long as the vehicle gets home. This isn't a minor convenience; over a long session it changes how many resources survive to base.
Your first base placement locks in the Tadpole's routing for the whole game. A base against a cliff face or inside a tight passage can physically block vehicle approach. Before committing to a location, swim the docking line first. Open water access is worth a slightly worse resource node proximity.
Gear tier gates access, not vehicle availability. Piloting into the Graveyard at 800m with early-tier gear means the Tadpole got you there and nothing else changed — the creatures there are still calibrated to mid-tier. The vehicle doesn't make the biome survivable. Your equipment does.
On longer cargo runs in the Plateaus, take five minutes per trip to scan into the next biome transition. The Tadpole's range lets you scout-scan territory you're not ready to farm yet. Blueprint unlocks you get now remove friction when you're ready to push that biome later.
Check the Tadpole's hull condition when you dock. Damage accumulates from creature interactions and pressure exposure, and it doesn't announce itself loudly. A badly damaged vehicle going out on a deep run at the wrong moment is a logistics problem, not just a combat one.
When you have mid-game materials and the urge to build a second Tadpole, the better spend is usually a forward staging base at the 400-600m entry range. A respawn point at depth cuts total travel time more than a second vehicle does. Build the base first, then revisit the second vehicle question.
For a full picture of how the Tadpole fits into your resource acquisition loop across all six biomes, see the Subnautica 2 Resources Guide — it covers the harvest system, biome-gated material tiers, and the death penalty mechanics in detail.
The Tadpole submersible is the only confirmed vehicle in the launch build. Unknown Worlds confirmed heavier vehicles are planned for future EA updates. No exosuit, no deep submarine, no PRAWN Suit equivalent is in the game yet.
The Tadpole blueprint unlocks through scanning — you need to scan the objects or creatures that trigger the vehicle recipe. The Fabrication module must be built first, or the recipe won't appear in your Fabricator regardless of what you've scanned.
Each player operates their own vehicle independently in the current build. There's no shared piloting or passenger mechanic confirmed for the launch version. Co-op teams benefit from coordinated separate vehicle use rather than trying to share.
The Tadpole covers the main biomes of EA Chapter 1 — Sparse Plains (0-500m), Graveyard (0-800m), and the Plateaus zones. The deepest Thermal Spires content (400-1,200m) still requires depth-rated hull sections in your base regardless of what vehicle you have. Unknown Worlds hasn't published the Tadpole's official depth ceiling.
Yes. The Tadpole has cargo capacity that survives your return to base. The death-penalty resource loss that hits your personal inventory doesn't apply to materials loaded in the vehicle hold.
After completing early-tier equipment progression in your starting biome. The Tadpole reaches mid-depth zones, but those zones have mid-tier creatures. Getting there before your gear matches means arriving somewhere you can't survive.
Unknown Worlds confirmed the craftable catalog expands throughout the 2-3 year EA period, and vehicles are included. The community expects a tiered progression similar to the original's Seamoth → PRAWN Suit → Cyclops arc. No specific vehicle roadmap has been published.
Was this guide helpful?
About the author

Senior Critic & Analyst
Former game data analyst turned critic with 11 years covering indie and mid-tier games. Based in Austin. Runs spreadsheets on games most people just play.
Disclaimer
This article is published for informational and entertainment purposes. It does not constitute professional financial, legal, or technical advice. Game performance, online services, patch schedules, and store listings change. Verify critical details (pricing, system requirements, regional availability) with publishers and storefronts before you buy. Affiliate links, where present, help support our editorial work and are labelled in our affiliate disclosure.