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Subnautica 2 base building

Interior Wall Cost After Hotfix 3

Interior Walls are no longer a silly luxury item. Hotfix 3 cut the cost hard enough that they belong in practical base planning, especially for storage and co-op bases.

Base layout cardEA

Interior Wall Cost After Hotfix 3

A Hotfix 3 base-building page for Interior Wall cost changes, storage dividers, crafting corners, co-op zones, rebuild timing, and material budgets.

TypeBase planning
CheckedJune 2, 2026
PatchHotfix 3

Contents

Fix the storage room firstMake one crafting corner readableProtect traffic near the hatchAdd co-op zones only where they reduce argumentsKeep expansion space open

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.

Interior Wall checklist

  • Use walls to separate storage lanes, not to decorate every empty square.
  • Mark one corner for crafting inputs and one for vehicle or route gear.
  • In co-op, give personal lockers their own small zone.
  • Do not rebuild the whole base just because the wall cost changed.
  • Retest any base guide recorded before Hotfix 3 on June 1, 2026.

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 embed

How 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 caseWorth it after Hotfix 3?
Storage dividerYes. This is the best early use because it makes repeat trips faster to unload.
Crafting cornerYes, if it keeps Fabricator and material lockers close together.
Co-op personal zoneUsually. Cheap walls can reduce shared-storage confusion.
Pure decoration in first baseWait. A working base still matters more than a pretty one.
Full rebuildOnly 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.

Source note

Checked June 2, 2026 against Unknown Worlds Hotfix 3, Steam, the Early Access roadmap, and the official gameplay trailer. This page turns the official cost change into practical base-layout guidance; it does not claim every recipe or room cost is final during Early Access.

Unknown Worlds Hotfix 3Official Steam pageUnknown Worlds Early Access roadmapOfficial Subnautica 2 gameplay trailer

Read next

Base Building GuideBest Base LocationsHabitat Builder GuideCo-op GuideHotfix 3 ChangesTitanium GuideGlass Guide