Subnautica 2’s first major Early Access patch, Update 1.1, is a quality-of-life update headlined by more passive BioMod slots, a new Storage Cache, and the return of sprint — previewed as coming “next week,” but Unknown Worlds has not locked an official date.
Update 1.1 is the first proper post-launch patch on Subnautica 2‘s Early Access roadmap, and Unknown Worlds frames it as a quality-of-life pass that touches almost every system rather than a content drop. The headline items are an expanded BioMod system, a new Storage Cache built for multiplayer, and the long-requested return of sprint, all sitting alongside a stack of smaller tuning and UI work.
- When Update 1.1 could land
- Every change previewed for 1.1 at a glance
- BioMod passive slots and earlier access
- The Storage Cache and multiplayer privacy
- Sprint, Blight tuning, PDA changes and vehicle docking
- Reports of new creatures and a new biome
- What’s holding for Update 1.2
- Frequently Asked Questions
When Update 1.1 could land

Every change previewed for 1.1 at a glance
| Change | What it does | Status |
|---|---|---|
| More BioMod passive slots | Run more than one passive BioMod at once | Roadmap-confirmed |
| Easier early BioMods | Some BioMods become more accessible earlier in the game | Preview-expected |
| Storage Cache | Personal chest others can’t open, with a holographic name tag | Roadmap-confirmed (details previewed) |
| Sprint | On-foot sprint returning from the first game | Roadmap-confirmed |
| Blight encounters | Changes to how the Blight attacks and spreads | Roadmap-confirmed (specifics unclear) |
| Vehicle docking & fabrication | Docking behavior plus vehicle crafting/recipe tweaks | Roadmap-confirmed |
| Tadpole pool animations | Possible in/out docking animations for the Todd pool | Preview-expected |
| PDA reorganization | Cleaner databank so entries are easier to find | Roadmap-confirmed |
| Voice-line priority & replay | Dialogue prioritized over other audio; replay logs from the PDA | Preview-expected |
| Wreck navigation | Navigation and reward adjustments around wrecks | Roadmap-confirmed |
| Optimization & balance | Bug fixes, balance passes and performance work | Roadmap-confirmed |
Before the deeper breakdowns, here’s the full spread of what’s expected in 1.1 in one scan. The Status column matters: some items are spelled out on the official roadmap, while others come from preview coverage and should be read as expected detail that could still shift before launch.
BioMod passive slots and earlier access

The biggest system change is to BioMods. Right now passives are weak and you can only lean on so many of them, so the standout fix is additional passive slots — the ability to equip more than one passive BioMod at the same time. Stacking a couple of always-on bonuses instead of being forced to pick a single one is the kind of change that quietly reshapes how you build a run.
The team also wants to make some BioMods easier to obtain, particularly the ones aimed at the early game, so more of those bonuses are in reach before you’ve dug deep into the map. What’s not settled is the detail: there’s no confirmed number of passive slots, no list of which BioMods get pulled earlier, and no published multipliers. Any specific slot counts or build recommendations circulating right now are guesswork until the patch notes land.
The Storage Cache and multiplayer privacy

The new Storage Cache is a storage item built specifically for co-op. The pitch is simple: it’s a chest only you can open, so friends sharing your world can’t reach in and walk off with your hard-earned resources, tools or anything else you’d rather keep to yourself. On a multiplayer save where everyone’s pooling loot, a personal locker is a genuinely useful bit of friction control.
The fun touch is presentation — the cache has a holographic name tag that floats above it and slowly spins, which reads at a glance far better than a plain text label on a locker. Beyond that, the concrete numbers aren’t here: the cache’s capacity, crafting recipe and unlock conditions are not yet confirmed, so anything specific about how much it holds or what it costs to build is unverified for now.

Sprint, Blight tuning, PDA changes and vehicle docking
The headline among the smaller items is sprint. It wasn’t in the Early Access launch build, and 1.1 brings it back from Subnautica 1. It’s also being read as a hint of things to come — faster on-foot movement points toward the idea of a proper land section arriving at some later date, though that connection is speculation, not anything the studio has stated.
Blight encounters are getting changed too, but this one is genuinely vague — we don’t know exactly what’s shifting. The likeliest read is an adjustment to how the blight parasites attack and move through the world, and possibly more blight nodes appearing while you clear the Angel Combs, but treat the specifics as expectation rather than fact.

The PDA is being reorganized so entries are easier to find, and a priority system for dialogue is coming in so voice notes and story lines play over background noise — handy if you’ve ever lost a log under leviathan music or two hammerheads brawling nearby. You’ll also be able to replay voice lines from the PDA, another returning feature from the first game, so a log you missed mid-panic can be heard later once you’re safe in a base or sub.
Finally, the Todd pool (the Tadpole) is flagged on the roadmap under vehicle and docking fabrication. The wording points to possible get-in/get-out docking animations, in the spirit of boarding the Seamoth, Prawn Suit or Cyclops in Subnautica 1, plus likely recipe or fabrication tweaks to how vehicles are crafted. Both of those are inferred from the roadmap phrasing rather than confirmed, and wreck navigation is in the same expected-but-loose bucket.
Reports of new creatures and a new biome

One thing to flag, because the sources don’t agree: there are also reports that 1.1 will add new creatures, new resources, a brand-new biome described as the home of a Collector Leviathan, a returning Prawn Suit chassis, and a story or progression extension. That paints a far bigger update than a QoL patch.
What’s holding for Update 1.2
If you’re hoping the big co-op social features arrive with 1.1, they don’t. Things like voice chat, emotes, trading, reviving downed players, HUD signals and base-building expansion are slated for Update 1.2, a later patch. What 1.1 does carry alongside the features above is the unglamorous-but-important layer of optimization, bug fixes and balance changes — exactly what you’d want from a first roadmap update settling an Early Access build.
Frequently Asked Questions
When does Subnautica 2 Update 1.1 release?
Is Update 1.1 a paid DLC or expansion?
How many BioMod passive slots are there, and how big is the Storage Cache?
Will my current save carry over into 1.1?
Does 1.1 add co-op features like voice chat and revives?
Video help