Contents
Quick answer
Hotfix 3 reduces Interior Wall costs to one quarter of the previous price. That does not mean every room needs dividers, but it does change the math for storage lanes, crafting corners, co-op personal zones, and base readability. If a launch-week guide says Interior Walls are too expensive for early bases, recheck it against Hotfix 3.
What changed for builders
The cost drop is the whole point
Unknown Worlds says Interior Wall costs were reduced to 1/4 of the previous price. That is big enough to change early base habits, not just decoration advice.
Walls now save time, not just space
A divider can turn a messy room into a readable storage lane. That matters when you return from a long dive with a half-full inventory and low patience.
Co-op bases benefit first
In multiplayer, cheap Interior Walls make it easier to split shared storage, personal gear, crafting, and route-prep areas without building a giant base too early.
Visual notes and source media
Original route art
Abyss Guides uses original chibi deep-sea art for page visuals instead of copying wiki screenshots or fan uploads.
Source: Abyss Guides original artwork
Official Subnautica 2 gameplay trailer
Use the trailer for mood, vehicles, and biome context. Do not treat trailer scenes as exact farming coordinates.
Source: Official Subnautica YouTube embedHow to use cheaper Interior Walls
Fix the storage room first
If your lockers are already a mess, use one or two Interior Walls to create lanes: raw ore, crafted parts, organics, and route gear. That gives the cost change a real job.
Make one crafting corner readable
Put Fabricator, Processor, and common material lockers in one area. A small divider helps the corner feel intentional without needing a bigger room.
Protect traffic near the hatch
Do not place walls where players enter, exit, or turn toward oxygen. Cheap does not mean harmless; bad placement still makes the base annoying.
Add co-op zones only where they reduce arguments
A small personal locker corner can stop the classic co-op problem: someone used the last part and nobody knows who. Build enough order, not a hotel.
Keep expansion space open
The cost drop makes walls tempting, but leave one side of the base flexible for Moonpool, Tadpole Dock, power, or future Early Access changes.
Base layout card
Patch
Hotfix 3
Interior Wall cost reduced to 1/4.
Best use
Storage
Turn messy lockers into lanes.
Avoid
Clutter
Do not block hatch or oxygen traffic.
Interior Wall use table
| Use case | Worth it after Hotfix 3? |
|---|---|
| Storage divider | Yes. This is the best early use because it makes repeat trips faster to unload. |
| Crafting corner | Yes, if it keeps Fabricator and material lockers close together. |
| Co-op personal zone | Usually. Cheap walls can reduce shared-storage confusion. |
| Pure decoration in first base | Wait. A working base still matters more than a pretty one. |
| Full rebuild | Only if the old layout wastes time. A lower wall cost alone is not enough reason. |
Cheap walls can still make a bad base
The lower cost is good news, but a base full of unnecessary dividers can still feel worse than an open room. Use walls where they make decisions faster: where to drop ore, where to craft, where teammates put personal gear, and where the next route starts.
FAQ
What changed with Interior Walls in Hotfix 3?
Unknown Worlds says Hotfix 3 reduced Interior Wall costs to one quarter of the previous price.
Should I rebuild my base after Hotfix 3?
Only if the layout was already wasting time. The cost change makes small storage and crafting fixes easier; it does not force a full rebuild.
Are Interior Walls good for co-op?
Yes, when they divide shared storage, personal gear, and crafting inputs clearly. Do not overdo it in the first base.
Do old base building guides still work?
Mostly, but any advice saying Interior Walls are too expensive should be rechecked if it was made before Hotfix 3 on June 1, 2026.