Guides

SubCargo Cargo Delivery Missions

Complete freight contracts as a co-op crew without losing hull, cargo, or alpha run payouts.

Last updated:

SubCargo Cargo Delivery Guide

SubCargo by DeltaCore Studio is a cargo delivery submarine game on Roblox alpha early access. Ocean veins, hidden lore, and Larry fights flavor the run, but contracts pay for fuel, welders, ammo, and upgrades. Inspired by Barotrauma’s freight tension, missions fail when crews treat delivery as optional side content. This guide covers accepting jobs, planning routes between dock stops, splitting crew roles, and cashing in—while linking the survival systems that keep freight dry.

How cargo contracts work in alpha

At dock terminals or mission NPCs, interact to view available freight contracts. Each lists destination veins, cargo type, payout range, and sometimes time pressure depending on alpha build version. Accept only when your sub has:

  • Stable ballast per Ballast and Systems
  • Working reactor fuel and tested pumps
  • At least one welder and fire extinguisher per Hull Repairs
  • 2+ players recommended by the official page for role coverage

Load cargo into designated cargo bays and confirm doors seal before undocking. Loose crates shift trim and can block repair paths during Larry encounters in Beat Larry.

Turn in at the marked dock stop by interacting with delivery terminals, keeping cargo physically present in hold unless alpha patch notes specify otherwise. Partial deliveries or destroyed freight typically slash payouts—repair breaches before water ruins crates.

Route planning through ocean veins

Good routes minimize backtracking:

  1. Accept contracts whose waypoints chain toward your home dock or next shop stop.
  2. Mark shallow transit lanes while learning—see Getting Started for first-run mindset.
  3. Schedule one structure detour max if loot time fits; deep dives belong in Diving and Structures, not three out-of-the-way wrecks that expire timers.
  4. Identify refuel and repair docks before entering high-Larry segments.
  5. Communicate ETA on voice when pilots change depth corridors—surprises strand engineers on pump duty.

Use bridge controls from Controls to hold steady speeds; jerky throttle increases collision breaches that void profit.

Dock stops: sell, restock, turn in

Dock shops combine economic loops:

  • Turn in active cargo for primary payout.
  • Sell structure loot and scrap for secondary cash.
  • Buy fuel rods, welders (~$230 at Underforge), ammo, oxygen, and weapons ranked on the Tier List.
  • Repair pre-damage hull tiles before accepting the next contract leg.

Batch tasks: one dock visit should clear cargo hold, dump inventory clutter, and refuel reactors. Split profits fairly so gunners and engineers reinvest in gear instead of quitting after unpaid Larry wipes.

Check Updates after patches—contract payouts and dock UI move frequently in alpha.

Crew roles on delivery runs

Captain/pilot — owns route timing, depth calls, and final abort decisions. Says “docking in two” so engineers prep ballast for neutral near terminal.

Engineer — reactor, fuel, pumps, electrical stability. Never leaves post during transit except extreme breaches.

Cargo handler — verifies bay doors, secures physics props, reports shifting weight to engineering after loot pickups.

Gunner/spotter — watches for Larry during longest open-water legs; only opens fire when attachment saves more hull than ammo cost.

Flex diver — optional structure stops; recalls instantly on hull alarm.

Solo delivery is possible for veterans but fights the game’s co-op design—roles collapse and alpha bugs hurt more without backup welder hands.

Protecting cargo during threats

Cargo dies when bays flood or fires spread unchecked. Priority mirror hull triage:

  • Seal cargo bulkheads first after reactor stability.
  • Mop and weld simultaneously with two players—see Hull Repairs.
  • Abort optional loot if bay integrity drops below half.
  • Retreat to previous dock rather than finishing a leg with submerged freight.

Larry attachment near cargo decks demands gunner focus; pilots hold heading so mortars do not delete your own payout crates.

Money loop: delivery plus diving

Optimal alpha earnings pair contract payouts with structure loot sold same dock visit. Accept freight, detour one lab en route, sell loot at turn-in stop, reinvest in mortars for Larry routes. Avoid greed spirals that skip turn-ins—cash in hand beats inventory full of unsold chips.

Promo cash from Codes supplements early fuel but does not replace delivery discipline.

Failed runs and when to reset

Reset the run when:

  • Cargo bay floods beyond quick weld.
  • Crew wipes twice on same Larry segment.
  • Reactor fuel insufficient to reach next dock on chart.

Alpha is not a finished launch—game-breaking desync happens. Report contract bugs in-game or via Official Links community server.

Sample three-leg crew briefing

“Leg one: shallow vein to Lab A loot, max ten minutes. Leg two: cargo turn-in Dock B, refuel full. Leg three: deep vein with gunner on mortar, no extra dives. Abort if hull below eighty percent anywhere.” Short briefings align Ballast and Systems engineers with pilot expectations and reduce shouting mid-crisis.

Progression after consistent deliveries

Repeat profitable routes until crew owns neutral ballast drills, Larry kill times, and repair loops without wiki open. Then push deeper veins, upgrade weapons via Tier List, and experiment with harder contracts after patch notes confirm stability.

SubCargo early access will reshape payout tables—treat this guide as operational doctrine (protect cargo, chain docks, role clarity) even when individual contract names change.

FAQ

Frequently Asked Questions

Quick answers for SubCargo crews in Roblox alpha.

How do I accept a cargo delivery in SubCargo?

Interact with dock or mission terminals at a stop, review contract destinations and payout, accept the job, and load freight into your submarine cargo bays before undocking.

Why did my SubCargo delivery pay less than expected?

Damaged or destroyed cargo, missed turn-in docks, failed timers, or incomplete legs reduce payouts—keep bays dry and verify terminals at the correct stop.

How many players should run cargo contracts?

The developers recommend 2+ online co-op players so pilot, engineer, and repair roles can protect freight while Larry or breaches threaten the hull.

Should I loot structures during delivery routes?

One planned detour can boost earnings if you sell loot at the same dock turn-in, but skip greed routes that expire cargo timers or ignore Hull Repairs warnings.

What should I buy after my first successful delivery?

Refuel reactors, stock welders and extinguishers, restock ammo for Larry routes, and consult the Tier List before spending on underpowered weapons.