Dive Points & Fast Travel
DIVE or DIE Diving Deck warps — how dive points unlock, staff bonuses, and extra surface exits for late biomes.
Stop Starting Every Dive From the Same Deck
Once you upgrade the Diving Deck and assign a survivor, you unlock alternate dive starting points. You do not have to enter the Abyssal Pool from the default camp shaft every morning. Late biomes become viable farm days only after those warps exist.
Community notes through mid-August 2026 agree on three rules:
- You must discover a dive location on a previous expedition before it appears on the Deck list.
- Each unlocked start can grant a bonus for that dive — treat the tooltip as part of loadout planning.
- You can surface from three different exits, not only the hole you entered. Plan the abort path, not just the entry.
When Warps Matter
Young Warper-style Deck tiers (around Tier 3 in community building guides) are the first real time save. Use them for:
- Stalker Well crossings after you have already proven the shaft with lantern off.
- Blessed harvests once Flesh Mass locations are known.
- Journal mop-up in Crimson Basin floating rooms.
- Final Flood approach days when oxygen must be spent in the offering chamber, not in transit.
Staff the Deck with Quartermaster. Pin the Workshop recipe before you pick a warp so the bonus start does not tempt you into a second unplanned objective.
Discovery First, Then Farm
A warp you have never visited will not appear. Spend an early mapped dive in each biome with the explicit goal of tagging the dive point, then return on a later day from that start. Combine with Rain Serpents so exclusive rooms and warps stack instead of competing for the same oxygen tank.