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GuideSubnautica 2

Subnautica 2 Creature DNA: Bioscanner and Biomods Guide

Every Biomod you can't get by default comes from scanning one or two specific creatures. Here's the full map, plus the one egg that actually exists.

VerdictBuild the Bioscanner as soon as you reach the EVA Prep wreck, then scan everything: each new creature counts toward the passive slots, and the first scan of the right ones unlocks Biomods. There's no egg hatching; the Deepwing Egg Clump is food.

7 min readBy Marcus VasquezUpdated 30 days agoLast reviewed

Subnautica 2 creature DNA works through one tool and one room. You bio-scan a creature with the Bioscanner, and if it's tied to a Biomod, that Biomod unlocks at your Biolab. Every new creature also counts toward extra passive slots. There's no egg hatching, no serum and no sample that decays. The table below is the whole map as of Early Access 1.2.

Subnautica 2 seabase with lit modules and a planter of coral on the seafloor

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About the game

Subnautica 2

Unknown Worlds Entertainment · Unknown Worlds Entertainment

Version covered: Early Access 1.2

Updated 2026-10-14: Rewritten with the full creature-to-Biomod list from the official Subnautica 2 wiki. The previous version said no such list could be confirmed; it can, and it's below. Also added the Biolab slot thresholds and the Deepwing Egg Clump, the only egg in the game.

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Which scan unlocks which Biomod

BiomodTypeBio scan needed
DashActiveNone, unlocked by default
PathfinderActiveNone, unlocked by default
Chum CloudActiveHoundgar and Toxic Sponge
Electric DischargeActiveElectric Geordie
Sonic EchoActiveCollector Leviathan
CamouflagePassiveBullethead
BioluminescencePassiveSandspear and Electric Geordie
Dermal GardenPassiveNeedler Mango
Homing SensePassiveSurge Jelly and Hammerhead
Slow MetabolismPassiveNibbler Mango
Threat SensePassiveHoverthorn
Water RetentionPassiveCoral Crab
Water SecretionPassiveWater Slug
Oxygen ControlPassiveNone, unlocked by default
Sea SkimmerPassiveNone, unlocked by default

Where two creatures are listed, the wiki shows both scans against the Biomod; for Chum Cloud it states outright that you need both. The wiki also lists eight more Biomods (Dive Bladder and Ferrokinesis among them) as unimplemented, so don't hunt for those yet.

Step one: the Bioscanner

The Bioscanner is your ordinary Scanner with Axum hardware bolted on. Its blueprint comes from scanning the Bioscanner sitting at the entrance of the EVA Prep wreck, around 140 meters down. Build it at the Modification Station from one Scanner, two Enameled Glass and three Conduit Crystals. Besides creatures, it reads Axum technology the plain Scanner can't, like the turbine at the Power Plant, which is why you'll want it for the gold and Power Plant run anyway.

Subnautica 2 seabase moonpool with a small submersible docked in the water and hatches along the walls Screenshot: Subnautica 2 Steam store page

Step two: a Biolab of your own

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The Biolab is where you switch Biomods on and off. It's an interior facility: scan one Biolab fragment and the Habitat Builder makes it from 3 Titanium, 1 Copper Wire and 1 Mild Acid, and it draws 5 energy per second. Fragments sit in the Welcome Center (10m), the flooded compartment at Camp One (20m), upside down in the EVA Prep wreck (135m) and in the NoA room of the Research Outpost (140m). The Welcome Center one is the easy grab on your first day. Our base building guide covers where to put it.

Step three: scan for slots, not just Biomods

You start with one active and one passive slot. Passive slots two to five open at 10, 20, 40 and 80 total bio scans, and the Biolab shows your running count above them. The wiki's bio scan list runs to 92 entries, so every reef fish you pass is worth a second of your time even when it unlocks nothing on its own. The 1.1 Adaptive Measures update is where this slot system arrived, along with two more Biolabs in the Coral Gardens and the Axum Ruins.

GODEEPER: Which of these Biomods actually save you from a predator, and which do nothing in the Tadpole. Subnautica 2 Creature Evasion: 4 Biomods That Actually Work →

The scans worth chasing first

Chum Cloud is two early creatures: a Toxic Sponge in the Shallows and a Houndgar, which runs with Marrowbreaches in the Graveyard. It throws bait that pulls predators off you, so it pays off immediately.

Camouflage comes from a Bullethead. They sleep on the walls of the Overgrown Ruins caves, the Graveyard and Root Canyon, and ram you when they wake, so scan fast.

Sonic Echo means scanning the Collector Leviathan, one in the Intermediary Basin trench and one above the Karakorum Metal Farms. It highlights nearby resources on a ten-second cooldown, which earns its slot on mining trips. Keep a Distraction Flare ready while you scan.

Water Secretion from a Water Slug slowly fills a water packet, and Slow Metabolism from a Nibbler Mango makes food last longer. Both take pressure off the food and water loop on long dives.

Subnautica 2 divers swimming over a bright coral reef seen through a vehicle canopy Screenshot: Subnautica 2 Steam store page

Biomods are not Adaptations

Two systems both feel like "DNA." Biomods are optional and swap in and out at the Biolab. Adaptations are permanent, required for progression and come from touching the bulb of an Angel Comb. Our Angel Comb locations guide covers all four.

So where are the alien eggs?

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There's no egg hatching, incubator or creature breeding in Early Access. The one egg in the game is the Deepwing Egg Clump, laid by the Deepwing Brooder. It's food, and good food: +40 Food and +40 Water raw, no Fabricator needed, or turn it into Pavlova for +80 Food, +70 Water and +10 Health. Smaller clumps dissolve as you approach, so go for the big ones. The Leviathan guide covers where the Brooder lives.

Our take

Get the Bioscanner at EVA Prep and a Biolab fragment from the Welcome Center on day one, and from then on, scan everything that swims. The slots matter more than any single Biomod, and Chum Cloud plus Camouflage cover most of what will try to eat you. For the rest of the game, start at the Subnautica 2 complete guide hub.

How we checked this

Every Biomod, recipe, depth and slot threshold on this page was checked on 2026-10-14 against the official Subnautica 2 wiki and Unknown Worlds' 1.1 patch notes. Twelve sources in total.

References

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About the author

Marcus Vasquez

Systems & Economy Desk

GameBrief's byline for roguelikes, strategy and simulation. Reads patch notes, wiki tables and Steam stats and puts the numbers on the page.

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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.