Shallow Bases
Shallow bases sit above 100 meters and are the foundation of every successful run. They have the lowest hull pressure risk, the easiest access from your lifepod, and the largest variety of renewable resources. Use them as your farm, your water source, and your safe respawn point.
The best shallow biome is the Grassy Plateaus east of your lifepod. It has Stalker-friendly open water, dense Limestone Outcrops, and natural sun exposure for solar panels. The Kelp Forest is a close second — better for stealth bases and abundant Creepvine samples.
Grassy Plateaus — East
- Depth: 30–60m
- Resource density: High (Titanium, Copper)
- Power: Solar ideal
- Hull risk: None
Kelp Forest — Central
- Depth: 50–100m
- Resource density: Medium-high (Creepvine)
- Power: Solar + Bio-reactor (Stalkers feed it)
- Hull risk: None
Mid-depth Bases
Mid-depth bases between 100m and 300m unlock access to advanced materials (Lithium, Magnetite, Ruby) without venturing into true deep water. They are the logical second base after your shallow farm, and they double as expedition staging points for PRAWN runs into the deeper biomes.
Choose a location next to a thermal vent where possible — the natural heat gives you free thermal power indefinitely. The Mushroom Forest edge is the strongest mid-depth choice thanks to its gentle seabed and the sheltered interior cave network on the western side.
Mushroom Forest — West
- Depth: 100–180m
- Resource: Lithium, Creepvine, Gel Sack
- Power: Thermal vent (unlimited)
- Hull risk: Low (Reinforced floor fine)
Underwater Islands — Center
- Depth: 150–250m
- Resource: Shale, Ion Cube fragments
- Power: Solar (some) + Nuclear
- Hull risk: Medium (Reinforced Mandatories)
Deep Bases
Deep bases between 300m and 600m give you direct access to Diamond and Kyanite — the rarest resources in Early Access. Construction cost is high because you need Reinforced Hull plating and at least one foundation layering, but the resource payoff is unequalled.
The Lost River and Deep Grand Reef are the two best options. The Lost River has multiple thermal vents and the iconic Tree Cave; the Deep Grand Reef edge gives you a vertical column from 200m to 600m that lets you build a layered base with separate rooms for thermal, nuclear, and biological sections.
Lost River — Tree Cave
- Depth: 400–500m
- Resource: Diamond, Kyanite, Lead
- Power: Thermal vents, multiple
- Hull risk: High (4 Reinforced layers)
Deep Grand Reef — Edge
- Depth: 350–600m
- Resource: Shale, Nickel, Gas Pod
- Power: Thermal + Nuclear
- Hull risk: High (4 Reinforced layers)
End-game Bases
End-game bases live in the lava zones past 900m. They are extremely resource-intensive to build — you need the Reinforced Hull MK2 and Pressure Compensator modules to keep them stable. Most players build only one end-game base for the late-game story progression.
The Inactive Lava Zone — alien containment facility access — is the primary end-game location. Power here comes from a single Natural Nuclear Reactor plus one Thermal Reactor. Place the base far enough from the entrance that Leviathans do not spawn inside your Moonpool.
Inactive Lava Zone — North
- Depth: 900–1300m
- Resource: Kyanite, Ion Cube, Nickel
- Power: Natural Nuclear + 1 Thermal Reactor
- Hull risk: Extreme (Reinforced MK2 + Compensator)
Top 10 Comparison Table
A side-by-side comparison of the ten strongest base locations in Early Access, with score breakdowns for resources, hull safety, power, and expansion room.
| # | Location | Biome | Depth | Resources | Power | Score |
|---|---|---|---|---|---|---|
| 1 | Grassy Plateaus East | Shallow | 30–60m | Titanium, Copper | Solar | 9.6 |
| 2 | Kelp Forest Central | Shallow | 50–100m | Creepvine, Gel Sack | Bio+Solar | 9.4 |
| 3 | Mushroom Forest West | Mid-depth | 100–180m | Lithium, Creepvine | Thermal | 9.2 |
| 4 | Underwater Islands Center | Mid-depth | 150–250m | Shale, Ion Cube | Solar+Nuclear | 8.8 |
| 5 | Lost River Tree Cave | Deep | 400–500m | Diamond, Kyanite | Thermal x2 | 8.6 |
| 6 | Deep Grand Reef Edge | Deep | 350–600m | Nickel, Shale | Thermal+Nuclear | 8.5 |
| 7 | Mesas East | Mid-depth | 120–200m | Silver, Gold | Solar | 8.3 |
| 8 | Jellyshroom Cave | Mid-depth | 200–300m | Coral, Gel Sack | Bio+Thermal | 8.0 |
| 9 | Crag Field North | Mid-depth | 120–180m | Copper, Lead | Solar | 7.5 |
| 10 | Inactive Lava Zone North | End-game | 900–1300m | Kyanite, Ion Cube | Nuclear | 7.0 |
Tips & Warnings
Avoid These Spots
- Crash Zone — too close to surface Aurora
- Boneshark Field — aggressive predators
- Aurora perimeter — radiation damage
Golden Rules
- Always build next to a thermal vent if possible
- Plan for expansion before laying foundations
- Place a Beacon on your base for fast return
Related Guides
Frequently Asked Questions
Where is the best first base in Subnautica 2?
A shallow kelp forest within 200m of your lifepod is the best first base. Build right next to a large limestone outcrop so you can mine without burning oxygen, and avoid spaces with frequent Stalker patrols. The Grassy Plateaus east of your pod is the canonical safe spot.
What is the best biome for a deep base?
The Lost River tree cave and the Grand Reef edge are the two best deep-base locations. Both have natural thermal vents for power, abundant resources, and hull integrity is manageable down to 500m with Reinforced plating.
How many bases can you build?
There is no hard limit on base count in Early Access, but the game performance and power routing both degrade past 6 simultaneous bases in the same session. Most players settle on 3 to 5 bases total — one shallow, one mid-depth, one deep, and an optional end-game lava zone base.
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