First long swim
- Active choice
- Dash
- Passive choice
- Sea Skimmer
A practical first pairing for the Welcome Center, southwest wreck and home loop. Use the forward burst with your intended direction already held.
Choose at the Welcome CenterChoose your first Welcome Center Biomods, then plan later Biolab and Bioscanner progression. Compare the passive-slot milestones, water supply effects and stationary oxygen savings before choosing the loadout for your next trip.
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Choose a loadout for the job ahead: travel speed, finding the way back, or using less oxygen while stopped.
The cleanest first active pick for most saves. Press W plus Left Shift for a forward burst; pressing Left Shift without direction can move you backward.
Marks the route behind you, which is better for complex caves than for the opening Welcome Center loop. Pick it later if exits become the real problem.
A strong passive pick after powering the Welcome Center because the next route asks you to swim between the facility, the southwest wreck, and home.
Reduces base oxygen use to 25% while stationary underwater or inside an unpowered base in PC build 131439. Choose it for trips with useful stops.
Start with Dash and Sea Skimmer for the opening swim route, then change your loadout when the next trip has a different bottleneck. These are recommendations based on each ability's role. Check your unlocked abilities at a Biolab, choose one active option, and fill only the passive slots available in your save.
A practical first pairing for the Welcome Center, southwest wreck and home loop. Use the forward burst with your intended direction already held.
Choose at the Welcome CenterUse the trail to retrace the route. Oxygen Control helps while stationary; it does not reduce every part of a moving cave trip.
Prepare the oxygen and return routeChoose Secretion to produce water packets over time. Choose Retention to get more water from the supplies you already have.
Compare Water Slug and Coral Crab researchBoth passive effects depend on remaining still. Moving again ends the condition that makes this pairing useful; keep a clear retreat.
Find the Camouflage bioscan targetDischarge deters medium and large predators; Chum Cloud provides a bait distraction. Select one active option and use the opening to leave.
Plan a retreat from dangerous creaturesSonic Echo highlights nearby resources. Its Collector Leviathan research makes it a later objective; a powered Scanner Station is an alternative for repeated searches from a base.
Compare the base resource-search optionWith one passive slot, choose the effect that solves your main limitation. More passive slots let you combine different roles, but the number of abilities offered by Biolabs is separate from the number you can equip. Use the cumulative scan milestones below to plan another slot.
A normal progression save starts with one passive slot. In PC build 131439, the next four unlock at the cumulative Bioscan totals below. Use the Total Bio Scans counter in the Biolab interface to plan your next milestone.
0
Available by default
10
Total Bioscans
20
Total Bioscans
40
Total Bioscans
80
Total Bioscans
The goals are totals, so reaching 20 unlocks the third passive slot; the next goal is 40 total, or 20 more. Do not add 10 + 20 + 40 + 80 together. Gaining a passive slot also does not add another active-ability slot or unlock a particular ability automatically.
Choose an ability from the creature research checklist, watch the total counter as you complete bioscans, then equip your choices at a Biolab. The slot counter and each ability's required research are separate parts of progression.
Both help with water, but they solve different supply problems. Water Secretion gradually fills a water packet; Water Retention doubles positive hydration from consumed food and drinks in PC build 131439. Start with the ability that matches what you actually lack.
| Choice | Research target | When to prioritize it |
|---|---|---|
| Water Secretion | Water Slug; also offered by a later Biolab | Choose it when finding the next drink is the recurring problem. A packet fills gradually, up to 30 base water, so carry a ready drink for the start of the journey. |
| Water Retention | Coral Crab | Choose it to get twice the positive water gain from food and drinks. It improves supplies you consume; it does not generate a packet or slow passive thirst drain. |
With Water Secretion continuously equipped at normal game speed, the filling cycle runs every 150 seconds (2 minutes 30 seconds). Starting with no packet, the first cycle creates a 5-water packet. Subsequent cycles increase that packet's base water value by 5, up to 30.
| Elapsed time (min:sec) | Packet's base water |
|---|---|
| 2:30 | +5 |
| 5:00 | +10 |
| 7:30 | +15 |
| 10:00 | +20 |
| 12:30 | +25 |
| 15:00 | +30 |
If hunger is the real limit, compare Slow Metabolism and Dermal Garden instead. For food marked incompatible, follow the Digestion adaptation guide. Prepare ready-to-use supplies before leaving; unlocking a Biomod is not the same as equipping it.
In PC build 131439, Oxygen Control sets the base oxygen-use multiplier to 0.25 while you remain still and are either submerged or inside an unpowered base. That is 25% of the base rate, a 75% reduction while the condition holds.
Use a stop to inspect the area or plan the return route. Moving ends the stationary condition, so do not budget an entire swimming trip around the reduced rate. Depth, equipment and the time spent moving still affect how much oxygen the journey needs.
With another unlocked passive slot, Camouflage offers a second reason to remain still near predators. Keep a retreat route available; neither effect replaces the oxygen and depth plan.
Pick the ability you want, then use its targets as a survey checklist. These are Bioscanner research requirements for PC build 131439, reviewed October 18, 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 | Bioscan targets | Effect and route choice |
|---|---|---|
| Water SecretionPassive | Gradually fills a Filtered Water Packet, up to 30 base water in PC build 131439. Check later Biolab grants before making a dedicated research trip. Carry a ready drink while the packet fills. | |
| Water RetentionPassive | Doubles positive water gained from consumed food and drinks in PC build 131439. Improves supplies you consume; it does not produce water or slow passive thirst drain. | |
| 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.
Upgrade the Scanner, choose a research goal from the checklist, and revisit a Biolab after collecting the required bioscans.
Power the facility with a Basic Battery, open the Biolab terminal, and pick from the default active/passive biomods before chasing the full catalogue.
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.
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.
In PC build 131439, total Bioscan milestones of 10, 20, 40 and 80 unlock the second through fifth passive slots. Compare your total in the Biomod interface, then return to a Biolab to choose your loadout.
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.
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.
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.
Scanning creatures with the Bioscanner now unlocks extra passive Biomod slots, replacing the earlier single-slot behavior.
Creative mode unlocks all Biomods by default. Its starting loadout does not show which Biolabs or creature scans a normal progression save still needs.
| 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. |
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.
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.
Open the Biolab loadout and choose the ability you want to use. Treat unlocking an ability and equipping it as separate steps.
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.
Choose for the problem ending your trips: Pathfinder for finding the exit, Water Secretion for producing water, Water Retention for improving carried drinks, and Camouflage for remaining still near predators. Electric Discharge and Chum Cloud are active escape options. Use only the passive slots your save has unlocked.
In PC build 131439, Water Secretion fills a packet in 5-water steps every 2 minutes 30 seconds, up to 30 base water. Water Retention doubles positive water gained from consumed food and drinks. Choose Secretion for resupply or Retention to improve supplies you already carry.
A Filtered Water Packet tops out at 30 base water in PC build 131439. Keeping that full packet in your inventory stops the normal filling cycle from producing another. Drink it or move it into storage to let the next cycle start another packet.
Its benefit is twice the positive hydration from food and drinks in PC build 131439. It does not produce packets or change passive thirst drain. With two passive slots, you can pair it with Water Secretion.
In PC build 131439, it sets the base oxygen-use multiplier to 0.25 while you are still and either submerged or inside an unpowered base. Moving ends that condition. This is not a fixed dive-time guarantee; equipment and depth still matter.
Camouflage depends on remaining still. Stop to use its concealment; do not plan a moving approach or escape around continuous camouflage. Oxygen Control also has a stationary condition, so either ability should be chosen with the actual route in mind.
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.
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.
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.
PC build 131439 starts with one passive slot and unlocks the second, third, fourth and fifth at 10, 20, 40 and 80 total Bioscans. These are cumulative totals, not additional counts for each step. Compare them with the total shown in your Biomod interface.
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.
Adaptive Measures unlocks all Biomods by default in Creative mode. A Creative save starts under different rules from a normal progression save.
Read the official update notes for passive slot progression, then follow the DNA Modification guide for the unlock route.
Six Biolab ability unlocks, passive slots from creature bioscans, displayed scan requirements, and all Biomods unlocked in Creative.
External resource
Official source for Biomods System and More Passive Biomod Slots in the Early Access roadmap.
External resource
External route reference for default biomods and Bioscanner-based unlock intent. Use as route context, not final catalogue rows.
External resource
External route reference for the Scanner upgrade path and later-route caution.
External resource
Site explanation for biomods, Bioscanner aliases, old wording cleanup, and FAQ.
Early Bio Lab terminal route, Basic Battery step, and first biomod choice context.
How oxygen-focused biomods fit beside Air Tank, Rebreather, Tadpole, and route planning.
The later tool route, creature scans, and the difference between abilities and equipped slots.
How Angel Comb, Welcome Center Biolab, and the southwest wreck connect in order.
Active and passive biomod slots, Biolab choices, and Bioscanner context.
How to power up the first Biolab terminal and choose Dash plus Sea Skimmer.
Where Sea Skimmer helps after the Biolab and before Tadpole planning.
Potential Bioscanner targets once creature-to-biomod unlocks are clear.
When oxygen-focused biomods are the right answer.
Search Bioscanner, Biolab, and modification-related items.
Track the delivered Update 1 biomod system, passive slots, and what is next.