Over 400 unique components allow you to build and command voxel vehicles from the deep ocean to outer space- including battleships, planes, submarines and space ships! Forge strategies, allegiances and fleets strong enough to destroy eight deadly factions of the planet and reign supreme.
User reviews:
Very Positive (115 reviews) - 89% of the 115 user reviews in the last 30 days are positive.
Very Positive (2,023 reviews) - 89% of the 2,023 user reviews for this game are positive.
Release Date: Aug 7, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“From the Depths was released via our website on the 1st of January in a pre-alpha state and the involvement from the community was amazing. We averaged a new release every 4 days for 6 months and the experience of developing with the help of the player has been absolutely priceless. By releasing in early access on Steam we hope to grow the customer base and make sure the game is tailored to new players and veterans alike!”

Approximately how long will this game be in Early Access?

“From The Depths will be in development for approximately 6 months before the entire wish-list is included, however development will continue for as long as there are players!”

How is the full version planned to differ from the Early Access version?

“The full game will have more multiplayer support, include more story missions, a more advanced Campaign mode, and more components. Funding from the early access stage will also allow us to add a professional artist to the team to rework the graphical side of the game.”

What is the current state of the Early Access version?

“Approximately 50 player tested releases in and very stable. 225 different components, not including 19 missile parts. A totally free-form designer mode, structured story missions and an extremely challenging open world Campaign mode all exist. Multiplayer is being added and is testable in an extremely early state.”

Will the game be priced differently during and after Early Access?

“The price may increase slightly in the full release.”

How are you planning on involving the Community in your development process?

“The forum at http://www.fromthedepths.com/forum is the main hub of interaction between developers and players. Almost every player comment is read and replied to by a developer. The vast majority of the features in the first 50 versions of the pre-alpha were added due to player request or through open discussion with the players.”
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Recent updates View all (32)

May 9

v1.9513! Particle Cannons, Adventure Mode and two new planets to test

Really excited to be pushing the particle cannons to stable and to be releasing the first iteration of Adventure Mode and two new planets, as well as the many other new additions and features that you will find detailed below.

Adventure Mode is a back to basics game mode where you have to manually build up a ship or fleet and fend off enemies whilst warping through warp gates, hunting for resource and salvaging your enemies. It's an atmospheric survival style game where everything is done in 1st person (or through the newly revamped wireless camera control system) and there is only one save slot per adventure. It'll be getting more updates as the week goes on to add more warp dimensions of different types.

A new planet has also been added called Glao which features a fun, small and strategic campaign mode. You're a mining corporation fighting for control of a small planet against three other corporations. It's still a work in progress.

Dangerous Waters WWII planet has also been added. It's a community project featuring an Allies vs Axis campaign with replicas of most of the hardware of WWII. It's still very much a work in progress and you're welcome to get involved with this project on the official forums here:


We've also added Particle Cannons which use stored battery energy to fire high energy particles. These are great fun and currently have no direct counters which make them a great investment. We've also added Radioisotope Thermoelectric Generators which cost a lot of crystal to place but produce an infinite (but slow) battery charge capability. Perfect for Adventure Mode.

Wireless cameras when placed on turrets can now control the turret aiming and weapon firing. They also have up to x20 zoom so you can see further than every before. Also perfect for Adventure Mode.

Here is the full change log since the last announcement was posted:

[Improvement] Nanites and Scientist fleet buffs implemented. Non-implemented buffs/skills have been marked in the Character sheet

[Improvement] AI aiming prediction more precise by an order of magnitude. CIWS and long range combat should see a marked improvement

[Change] Laser systems now provide double the damage at double the power cost

[Improvement] Auto-loaders now show multiplier for larger variants in overlay

[Improvement] Several new tutorials

[Improvement] Iron Cover ship test facility added to help give new players some basics of ship building

[Change] Custom Jet intake add-on is now 1x1x1m instead of 3x1x1m

[Improvement] New Particle Cannon weapon now added

[Improvement] Texture upgrade (and some models) for Laser Components, Custom Jets, Drills, Strategic Antenna, Surge Protector, Scrap Smelter and Crystal Farm

[Improvement] APS mantlets can be placed at any orientation and work as expected

[Bug fix] EMP damage bug fix- it was choosing bad paths occasionally

[Improvement] Ships will not spawn in land garrisons and land vehicles will not spawn in sea garrisons

[Change] Enemies of 2 or more difficulty levels above or below the player's selected design difficulty level will no longer ever spawn

[Bug fix] Fuel is spent for out of play movement with custom Jets

[Improvement] New game mode (adventure mode!) added

[Improvement] Radioisotope Thermoelectric Generator added for charging batteries

[Improvement] Docking on off button added to the generic force control button panel

[Improvement] Wireless cameras can now aim and shoot turrets

[Bug fix] Cross platform multiplayer bugs introduced in the mod support release are fixed

[Change] Oil drills no longer work underwater

[Improvement] Oil drills and resource gatherers turn off when there is no storage for raw materials

[Bug fix] No engine icon does not display when there is an electric engine with battery power available

[Bug fix] Issues with scrolling and group selection on the map due to mouse over map icons now fixed

[Change] Shortcuts to the planets added to the top of the main menu

[Bug fix] Bug with sailing AI card turning into an endless 'off state' after loading fixed

[Improvement] Particle Cannon tube lenses can now fire in all directions

[Bug fix] Balloons more stable and will not warp you miles under glitchy circumstances

[Improvement] Laser anti missile defense now has adjustable range and firing angle

[Change] Lasers and bullets fired from the Cannon Anti Missile Controller can physically connect with and destroy missiles

[Bug fix] Sail winch settings are synchronized in multiplayer

[Bug fix] The sailing AI card roll avoidance mechanism is now working as expected

[Bug fix] Sailing AI now controlling sails more sensibly

23 comments Read more

April 1

1.947 [mod support and so much more]

So pleased to release this huge update to the stable branch. Land vehicles, mod support, multiplayer improvements, improved player movement (and stairs!), balance changes, CIWS turrets and bomb chute barrels are among the hundreds of changes.

You can view and share mods here - and steam workshop support for them will be added shortly.

[Improvement] Wheels controllable by piggybacking onto water mode or air mode propulsion

[Improvement] Resource zone resource growth rate is now constant again- rather than increasing when the zone is empty

[Improvement] new control options added to the Automatic Control Block

[Improvement] Mod support added to the game

[Change] Ammo router no longer required for the Advanced Projectile System

[Improvement] Stairs block added"

[Improvement] Rambot avatar can now cling to his vehicle (which is the default movement mode). Press \\ to change mode. Double tap space to release from vehicle

[Change] Scuttlebot avatar removed from the game

[Improvement] replace block now works in multiplayer

[Improvement] Prefabs now work in multiplayer

[Improvement] Sub object save and load now works in multiplayer

[Improvement] Weapon control is better in multiplayer

[Improvement] Client movement is controlled client-side in multiplayer so is lag free

[Improvement] New hand holding tutorial system added to lead you through the tutorial resources available

[Improvement] New sound manager system added which has nice effects and models speed of sound

[Improvement] support added for land units and all terrain vehicles as forces and fleets

[Improvement] Bomb Chute barrel for Cram cannon added

[Improvement] Significantly increased the FPS when on the map

[Bug fix] land should no longer disappear from beneath the player or vehicles

[Change] the way sails are placed has changed a bit- some may well now be broken- sorry about that

[Improvement] Prefabs and sub objects now stored in individual files

[Change] Missile drag decreases from 100% at altitude 0m to 50% at altitude 300m and then 0% at altitude 500m. Ability to turn using fins decreases from 100% at 300m to 10% at 500m

[Improvement] Projectile follow camera is now an orbital view of the projectile / missile

[Change] Lasers can damage out to 10km now- not just 3km

[Change] Raw resource storage containers now store 2k resource per meter cubed- not 10k

[Improvement] game config sliders for resource storage and overall damage scaling

[Improvement] You can pause the game at any time by pressing F11- you can still move the camera and look about

[Change] vehicle drag is reduced from 100% at 300m altitude to 10% at 500m altitude (where air density reaches 0)

[Improvement] event outcome likelihood is now customizable in the map editor

[Improvement] Resource dump levels are now controlled by the server and synchronized to the players

[Improvement] Retrofitting is enabled in multiplayer games

[Improvement] Resource supply distance based on the force's resource storage capacity

[Improvement] There is now the option in the V menu to disable the removal of water effects due to air pumps

[change] APS Autoloaders now have a bonus to reload speed for the larger variants, roughly 40% of the previous size

[Improvement] Several new player skills/buffs have been added, structure inplace for more in future. Current new skills that work are Gunnery, Sea Captain, Gun smiths, Salvo Batterries, Naval engineering, Aerial engineering and Astro enginerring

[Improvement] tooltips enabled for enemy vehicles in the fleet control UI.

[Improvement] Close In Weapon Support (CIWS) AI weapon controller added for firing turreted APS at missiles

[Improvement] Control block can now force all weapon types to fire

[Improvement] LCW shots per second limit is now 40 instead of 2. Not sure why it was ever 2

[Improvement] Vehicle on vehicle collision bugs ironed out

[Improvement] when you give orders to your vehicles they will sort of speak back to you. There are four personalities associated with the four modes: water, air, land, all terrain.

[Bug fix] bug fix regarding fog of war view distance for dead blueprints

[Improvement] build bar / favourites list works in multiplayer now

[Change] Missile explosive warhead damage doubled from 200 to 400 per warhead

[Change] You no longer need a patrol AI card to give orders to the AI- so the card is now obsolete

[Change] User interface for fleets and forces simplified and unified quite a bit

[Change] you can now longer have a fleet without a flagship- one will always be assigned

[Bug fix] Fleet rotation speeds now properly calculated and applied

[Change] Volume used instead of block count in a number of places throughout the game now

[Improvement] AI, Fleet, and Resource Zone bindings added to Lua.

[Bug fix] Lua editor will now select all code when CTRL+A is pressed.

[Improvement] Inventory, fleet control and map UI declutter

[Improvement] Dangerous Waters WWII RTS planet is in the built in planet's folder and ready for v0 testing.

29 comments Read more
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“My jaw almost hit the floor when I installed a few community made vehicle blueprints. The creativity and ingenuity on display was simply incredible [...] there is no doubt that this game is going to be truly epic”
Game Ramble

“The game’s physic system is especially impressive. Giant galleons feel like absolute tanks trudging through the ocean, while speedboats slice through the waves at a precarious pace [...] Combat is chaotic and intimately customizable. There is perhaps no greater pleasure than executing a successful broadside”

“From the Depths is a very fine-tuned and detailed strategy title, one that offers amazing cusrtomization options and the opportunity to test out your own creation live on the battlefield. If you're a strategy enthusiast and love vehicle design, this one deserves your attention.”
The Indie Game Magazine (Issue 43 Nov 2014)

About This Game


In From the Depths you can build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more! The game is currently in alpha and contains a wide range of single player content including:
  • A creative mode allowing you to push your designs to the limit and ensure the total annihilation of your opponents.
  • A campaign waged over hundreds of islands against eight unique factions.
  • A Story Mode where you can (eventually!) play 15 missions as each of the eight factions - a fantastic mixture of strategy, design and wild battles! Defend your fleet against waves of enemy forces in a series of extremely tough challenges that unlock new components.
An expansive multiplayer and co-op element is planned for the coming months!

Key Features

  • Design and build your fleet, fortresses and structures however you want. The alpha currently has over 400 unique components blocks, not including 29 different components for making missiles, torpedoes, depth charges and bombs.
  • The sky's the limit, you can equip your vehicle with - cannons, lasers, mines, bombs, missiles, torpedoes, propellers, rudders, jet engines, wings, hydrofoils, hot air balloons, anchors, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
  • Realistic physics - every block destroyed or added affects the vehicle's functionality, physics and control. Drag, inertia tensors, buoyancy and sealed compartments are all updated based on the design of your vehicle and the damage sustained.
  • Be part of a fantastic community (http://www.fromthedepthsgame.com/forum), with new releases made on average once a week. Community organised challenges and blueprint sharing make it an extremely friendly place to hang out!

Customisable Components

The customisable components in From the Depths allow a unique level of engineering customisation:
  • Design custom missiles, bombs, depth charges and torpedoes by combining various warheads types, fuse types, IR seekers, laser beam riders, laser designators, thrusters, navigation algorithms, fuel pods, sonar seekers, buoyancy compartments and propellers, to deliver a truly bespoke weapon.
  • Design custom cannons by combining four different barrel types and lengths with autoloaders, warhead types, ammo boxes and auxiliary components to create everything from AA cannons to howitzers.
  • Design custom AI by combing an AI mainframe with 'AI cards' slotted into motherboard blocks. Add radar detection, laser detection and tracking and local weapon controllers to give partial or full control to AI. Create anything from a fully AI controlled aircraft carrier to a battery powered drone.
  • Design custom engines using crank shafts, cylinders, carburetors, super chargers, exhausts and fuel injectors. Electric engines, generators and chargers are also available for backup power supplies and drones.
  • Similar systems exist for the creation of anti-vehicle and anti-missile lasers, as well as drills that can cut even the largest of battleships in half.


System Requirements

Mac OS X
SteamOS + Linux
    • Processor: Intel Core2 Duo 2.0 GHz (or AMD equivalent)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 8800GT / ATI Radeon HD 3870 / Intel HD Graphics 4000
    • Storage: 1 GB available space
    • Sound Card: DirectX® compatible on-board
    • Additional Notes: Steam connection required to play the game
    • Processor: Intel Quad Core i5 @ 2.5 GHz (or AMD equivalent)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 460 / AMD Radeon HD 7800 series
    • Storage: 1 GB available space
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Additional Notes: Steam connection required to play the game
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Additional Notes: Steam connection required to play the game
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
Customer reviews
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Very Positive (115 reviews)
Very Positive (2,023 reviews)
Recently Posted
Flight Lieutenant Squiffy
( 192.5 hrs on record )
Early Access Review
Posted: June 29
While the initial learning curve might be really steep, this game has a surprising amount to offer. The realistic physics make solving problems with your designs interesting and realistic and you can spend dozens of hours trying to make the perfect ship or plane, or whatever you can imagine. Be warned though the initial learning curve is steep - if you're somebody who likes making things in games like Kerbal Space Program and such then you'll love this.
Helpful? Yes No Funny
( 28.0 hrs on record )
Early Access Review
Posted: June 28
This game is awesome, and the tutorials are really helpfull, the game also has different planets, story modes, adventures, and creative mode with a designer! It's worth the money if you like strategy, building, or blowing stuff up with missiles, rockets, lasers, bombs, railguns, particle cannons and more.
Helpful? Yes No Funny
( 230.8 hrs on record )
Early Access Review
Posted: June 28
I should have written this earlier, this game deserves it.

From the Depths is a voxel based vehicular combat game, in which you create your own weapons of war and pit them against AI.
Currently, there are three campaigns. Neter, Dangerous Waters, and Glao. In Neter and Glao you can make your own ships and are competing with AI factions to win territory. Dangerous Waters however is a World War 2 based campaign in which you can spawn in ready-made vessels based on WW2 designs. Dangerous Waters is completely community run, from what I know. Neter and Dangerous Waters are very large, where Glao is geared toward newer players and is far smaller. Personally, I prefer Neter over all of them.

The real meat of the game is the vehicle construction. Any form of vessel you can think of, you can make. Boat, submarine, plane, spaceship, a flying death chicken... the list continues. All* weapons are custom made by you, the player. Configured to perform whatever task you wish. Anything from lasers to missiles to the humble cannon can be employed to bring swift death to your enemies. The newest addition to the weapon roster is the Particle Cannon, in which anything on the recieving end can be penetrated, smashed, shocked or exploded. Not particularly in that order.

*There is a class of weapon called "Simple Weapons" which are basic single block cannons and lasers. They are cheap, spammable, and suck. Don't use them.

The combat is a combination between how much damage you can deal, and how much damage you can take. Big ships are going to be large targets, literally and figuratively. The AI usually goes after the larger ships first. There are counters to every weapon, aside from the Particle Cannon. Cannons are easily countered by shields. Missiles are countered by the various anti-missile systems and anything underwater. And Lasers are countered by the water (partially), and by deployable smoke. Usually, you will want to hook up the majority of your weapons to AI, as a robot will always be better than a human brain... That usually just leaves navigation to you, however that can also be plugged into the AI.

There is an indevelopment Story Mode in which you take part in several of the factions. They serve as a bit of a tutorial, I find. Although, there is an official interactive tutorial going over all the features of the game.

Adventure Mode is a recent addition that I have not explored much into. It revolves around scavenging other ships that you find on the open sea in order to not be scavenged yourself. I think...

Multiplayer is available. I myself have only participated in the cooperative campaign mode of Neter with some friends, however I believe there is a PvP mode. Unsure if it is a competion to see who can construct the best ship in the shortest time, or if it is just a brawl between ships you have made previously against other players' ships.

Overall, FtD is a fantastic game. The freedom given by the contruction system is wonderful, and the combat is really fun. Except when you get absolutely pounded by ships far above what you were planning on fighting... Looking at you White Flayers.
Helpful? Yes No Funny
( 185.2 hrs on record )
Early Access Review
Posted: June 28
Has, and continues to suck away a lot of my life, and i am okay with this.
Helpful? Yes No Funny
( 5.1 hrs on record )
Early Access Review
Posted: June 28
Helpful? Yes No Funny
( 5.5 hrs on record )
Early Access Review
Posted: June 28
When people say a game is hard, most people usually think, I know it's going to take some time to get used to it, and I may not enjoy the struggles through the game, but in the end, I can succeed. (Don't take that as inspiration . . .)
This game isn't hard. It's much higher.
Whenever I play a game, or, ya know, do actual thinking work in real life, I can always see the most difficult part first.
Starting. (As in the act of starting.)
And there's too much work to start out. Vehicles aren't in play yet there's nothing telling you how to put it in play, two different top-down screens to control units (or something like that), EXTREMELY cluttered UI, and lack of polish. . . . That turned into a cons list. Oh well.

If that didn't make you want to look away from this for quite a while, then keep reading.

OHMYFSM, THE UI IS HORRIBLE. Mostly just the building UI. Whenever you want to build, you always have to have a block selected. But this will get in the way. FIX: Use keyboard controls. But that's not a complete fix; you must always have something selected. This just makes it stay the same size. This would be less of a problem if the art style was changed. Yeah, I like it, but it's just terrible for building. If you don't know what I mean, you can look at the screenshots.
I actually went through all the tutorials. Some were great; interactive, able to make what you want, teaching you. Some were just manuals. Some were links to Steam manuals (I'm not joking on that. Seriously). Some were step-by-step building tutorials that taught you how to build something . . . if you paid attention . . . kinda. That means that they were just bad. The tutorials didn't really do anything, so YouTube guides were the answer. . . . They didn't help that much.
I feel like this can be related to a Mount & Blade game. Starting out is still the hardest part. Once you have enough resources or large enough fleet (or army in this metaphor), it's a lot easier to actually do things.

The game has a lot of potential. It's just that it needs polish, a lowering of difficulty, an art style change (or tweak) for building mode, and more polish. I don't really mind difficult games. But this difficulty (at least for starting out, the most important part) is so absurd. Even when the difficulty was as low as it could go.
I can't recommend it. Yet. I suggest waiting a few months or until it's out of Early Access before looking at this again.
Helpful? Yes No Funny
Air Wick
( 48.9 hrs on record )
Early Access Review
Posted: June 28
WARNING: ADDICTIVE. I knew I'd been playing too much when I saw my dog turn his head, and thought it looked like a Two-Way Turret with a Flash Suppressing Snout block on the front. To take my mind off it I went to play some more and refine my latest ship design.
This game is incomplete but has a lot to offer already. Getting started is hard. Not because the game is super difficult but there are just so many options and no guidance on how to ramp up on them. There are tutorials, guides, and several different game modes but no clue how to best work through them. I'd hoped for a tutorial campaign that would start with a simple How To Drive a Boat, then go to How To Blow Up Another Boat, and finally How To Build Your Own Boat. Instead, the 'campaign' basically requires you to already be skilled in most aspects of the game.
If you can keep trucking long enough to build your first boat, you'll be hooked and dreaming of blocky explosions for a while. I ended up spending many hours in the Vehicle Designer where I could take my time and just spawn in an enemy or two to test things out when I wanted.
For an alpha game, it's remarkably stable and decent performance, visuals are fine, and there are many many options for kitting out your vessels. And then blowing things up.
Don't miss out. It's worth it.
Helpful? Yes No Funny
( 320.5 hrs on record )
Early Access Review
Posted: June 28
I've played Space Engineers, StarMade, Robocraft and the like, but From The Depths is by far the most varied and fun of the voxel vehicle construction games. Unlike Space Engineers, you aren't limited to a very narrow group of craft. Unlike StarMade, almost every system is customizable at the build level. Unlike Robocraft, there's no progression walls or hard limitations. You can build ships, submarines, helicopters, airplanes, airships, spacecraft, hover-fortresses, land structures, and recently, tanks. You have choices of multiple different types of armor, you're got heavy, strong, light, buoyant, and even ethereal blocks to work with. There are cannons, mortars, missiles, torpedoes, bombs, rockets, lasers, and even particle accelerator weapons! To top it all off, the building system of the game is the absolute best there is. It's almost entirely keyboard based, allowing quick, efficient construction, along with symmetry and fill tools. The possibilities in this game are truly and utterly endless.
Helpful? Yes No Funny
( 196.5 hrs on record )
Early Access Review
Posted: June 28
Extremely fun, pumped way too much time into this game. I give several reccomendation.
Helpful? Yes No Funny
Major Missile
( 1,369.1 hrs on record )
Early Access Review
Posted: June 27
Possibally the best games you can build warmachines in, From the Depths is just amazing. If you think it is something you can be commited to and keep playing, get it, you will not be sorry. However, if you think you are not going to like, I wouldn't get it. The game tells you, "Science has proven rage-quitting can be reduced by learning how to play," and that is completely true. You have to learn how to build things like engines or else you won't be able to play without losing. Once you learn the game, it's one of the best experiences you cna have for the sort of thing.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
30 of 31 people (97%) found this review helpful
2 people found this review funny
460.7 hrs on record
Early Access Review
Posted: May 31
Out of all the vehicle building games around I played a lot of (Space Engineers, Empyirion Galactic Survival, Starmade) I have to say, this one is my favorite.

You can do so much!
At the time I wrote this review, you could do: Ships, Hydrofoils, Hovercrafts(Well, technically. But there's no hovercraft skirt parts right now, just thrusters and propellers), Submarines(those are a bit trickier to get working AI wise), Aircrafts, Airships, Spacecrafts, Helicopters(Those are tricky to make too), and they just added land vehicles(Still rough around the edges, and not very usable in combat, but some fun can be had with those already).
Or, you can get creative and just abuse the physic engine to make weird contraptions :B

The game relies mainly on AI to control the vehicles/structures you build in the game. The AI is still a bit wonky, especially path finding and collision avoidance, but its possible to minimize the problems using long range weapons and spreading your ships around in formations. However, it'll always find a way to use whatever you give it..
Another nice thing is that, your creation can be controlled in battle using a strategic map view, which makes things much easier.

Manual controls are available, but, right now they're very limited, convoluted, and not very practical for anything that's more than a simple basic ship. And even then, there's some weirdness with it. However, I'm pretty sure the devs are definitely going to fix those in a way or another before release.

The build mode is probably one of my favorite part of this game. I'm talking about Keyboard mode. Its really efficient and handy most of the time. Most people seems to say it has a high learning curve, but personally I figure it out under 2 hours, after watching the video tutorial. And I usually have issues with different control schemes in games. (Actually, the vehicle steering controls are more confusing than this tbh)
Sure its a bit intimidating at first, but try messing around with it, not building anything serious. Your first ship will probably be a complete piece of junk that keeps sinking on its own, or capsizing but try watching getting started tutorial videos by Irelan gaming for example, you'll understand a lot better how to make things work. Or you can also just spawn ships/vehicles from the campaign and take them apart and see how they managed to make them float/fly/etc and work.

One thing I love particularly here is the way you can customize almost every system you build with attachements and extensions. Nearly all systems are multi-blocks. And not just in a quantitative way, like Starmade for example(AKA more blocks == more powerful) Building large systems without powerful enough support systems to back them up will yield a pretty innefective system. It'll still work, but you could do better use of your space.
For instance, you can build a huge engine, but it'll drink so much fuel at mid and low RPMs compared to several smaller engines that turn on and off to meet demands that you'll get a very fuel hungry design with a very weak spot. And well, there's also overheating to take into account, but its pretty manageable, even though radiators are pretty shoddy right now.
Of course, you can do that with way more things than just engines! Weapons systems, propellers, etc.. And probably more in the future. You can build canons from the magazine to the tip of the barrels. You assemble each parts together to get the best out of the space you have, while making sure a single shell won't find a way to hit your magazines and blow everything up! And you can customize your shells, build gauss canons, add timed/proximity detonation and a lot more!

The recent weapon and armor rebalance did a pretty solid job at balancing out the game. AKA you can't sink a big floating metal castle ship armored with 2 to 5m of armor, with an army of tiny ships with 20mm chainloaded AP guns anymore :P
Some things are still a bit overpowered though, and some things definitely need some work. Namely UI, engine and power mechanics, shields, player weapons, land vehicles, space vehicles and the physics involved with going to space.

But, from what the devs teased, there's a lot of great improvements coming soon. And even in this state, the game is a ton of fun. Playing the campaign and designing your ships, or refitting any enemy ships you manage to capture, sending massive fleets against an enemy's forces is already tons of fun IMO.

The devs are overall doing amazing work with this game! They listen to feedback, keeps asking questions and mentioning what they're working on in the forums, and release patches and content regularly. (During early access at least)
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10 of 10 people (100%) found this review helpful
1 person found this review funny
193.9 hrs on record
Early Access Review
Posted: June 18
A crafting game in which you will never punch a tree or heft a pickaxe against a rockface. Instead it puts you in an RTS: you want resources, you better go take them from the AI-controlled factions, either by conquering resource point areas and putting automated drilling platforms on them, or just ripping their ships apart as salvage. You, know: fun.

The game is still under very active development, which is a mixed blessing. Replacing custom cannons with CRAM cannons, and making the drag model more realistic, made the game more fun, but you need to be prepared for a ship that was awesome yesterday to need rework to be effective tomorrow. Nick, the developer, *is* good at making sure they still load in and do best-effort conversions, so you can tweak rather than rebuild from start---important, given building a good battleship can take you a weekend's play.

Nick is pretty active on the forum. He tends to pick up serious bug reports pretty quick, but there's the risk that as always the fanbase constantly pressures for more difficulty, more complexity (without actually introducing more intersting decisions), more dilution of a design just to have more everything. Such is early access.

Philosophically, this is a nerd game. It doesn't have difficulty levels: it has a pair of difficulty sliders that control different scaling factors. If you want the AI to stop throwing the controls to full lock every time it's a fraction off-course, you'd better learn to start tuning a PID controller. You can control some things with Lua, although not as thorougly as I'd like yet---you can't *quite* replace the stock AI with it. Lua missiles are currently as gods to their lesser, built-in-guidance bretheren. You don't *need* to do any of this, and there's a lot of effort put into getting you going with simpler subsets, but this is game that's not shy about giving you parameters to tune.

It's ugly, and the dirty, rusty, outlined art-style can make it hard to identify blocks at first. The UI is pure programmer, weirdly positioned buttons and the occasional bizzare workflow (like having to manually save workshop items to disk). The physical nature of battles can make it pretty attractive in motion, though, missiles streaking through the air as a ship rips in half from a huge ammo explosion.

The build tools are pretty good. It's got arbitrary symmetry and plane-fills, saveable prefab regions and subobjects, and the recommended keyboard-based mode is pretty slick once you've got used to it. Ships themselves are instanceable in the strategy game proper, and remember how they used to be before they were damaged, so repair is automatic once enabled even if they were completely destroyed. This is not a game about manual labour; this is a game about designing machines of war and using them to conquer the world.

Seriously, though. You'll lose a weekend doing combat trials on that battleship.
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6 of 6 people (100%) found this review helpful
90.0 hrs on record
Early Access Review
Posted: June 2
Best game I've ever played. From the Depths is the ultimate building game, letting you fully create anything you want, from battleships and sailboats to submarines, mechs, tanks, blimps, airplanes, and even spaceships! Don't even get me STARTED with the weapons! This game is very difficult, as it is an uber-complex game where you even have to construct your own engines, one of the earliest hurdles for newer players. Overall, I would conclude that this game is an amazing masterpiece, and the ultimate creating tool to ever hit the STEAM workshop!
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6 of 6 people (100%) found this review helpful
3 people found this review funny
104.7 hrs on record
Early Access Review
Posted: June 22
learning curve is steeper than a 90 degree angle
but this is one of my favorite games
buy it
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4 of 4 people (100%) found this review helpful
2 people found this review funny
218.7 hrs on record
Early Access Review
Posted: June 16
This game is hard, there is no denying that. The controls are clunky and awkward and DEFINITELY not suited for new players. But I love it.

It took well over 20 attempts to get just a decent hull designed that A) floated and B) was stable, so new players please please do not give up when your first boat fails horribly. Slight tips: I found that bigger is usually better for air pumps, (most of my ships are capital sized battleships), and ships really don't have to look nice at the start, (I have a cube, that floats, it's epic).

The building controls take a few hours to get used to BUT there is an option to use a more familiar, minecraft style system.

This game is very good to teach yourself how to do stuff in it. I watched one tutorial for guns, gave myself a few hours, and could design them to specific characteristics rather quickly.

NEVER go straight into the campaign, stick to the designer while you learn, turn waves off (in the settings) and build. It is very easy to zone out and find you built several warships without even thinking.

There is something really satisfying about setting your best ship off into an enemy flotilla and watch it destroy every last one.

Possibly the best thing I own to take me to nirvana.
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3 of 3 people (100%) found this review helpful
606.3 hrs on record
Early Access Review
Posted: June 20
If you like vehicle designers, sandboxes, real time strategy games, or just want to feel like a pirate: GET THIS GAME!!!
It takes a really long time to figure out anything, but if you get the hang of it and are anything like me, this game will fill a void like no other game can.
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3 of 3 people (100%) found this review helpful
21.5 hrs on record
Early Access Review
Posted: June 27
From the good of voxel building games and homage to the building spirit alike, this is a tinkering title you must have in your library. Whether you take the gameplay at face value or proivde your own deeper reasons to play on the planet - From the Depths just manages to be the right kind of openess and demanding of your input. There's a distinct gravity when the idea of the tutorials are non-intrusive yet "you're going have a bad time" noted about the main menu. It's almost like a conterbalance for the thirsty builders and head-canoners who come with ideas on bated breath.

In other words, its a game that respects what you want to get into. Its learning curve can come off deceptively harsh, being a storm wind at your front, when after you chime with the game rules, is really the wind in your sunbathed sails. I barely can begin to stress how emergent the gameplay is and can already become. My play hours are no compare to the scrawls of paper holding designs, logistics, and strategies to reach that meta level of enjoyment, This living toybox is near a 4X game if you are immersed enough. Moveover, Brillant Skies map, naviagation, and tactical screens are great barebones look at the "real time true strategy" genre layered in it. And a reminder, at time of typing the game is Early Access and a steal when a sale is going on.

From the Depths is a gem tried and true. Every notable build and action has excellent feedback sublte and large. This fact shining the most in the Campaign as the goal lends a real-time affair to getting resourcing and building right. It's rare in a game a player builds and modifies efficiency -itself- , something any peak performer would droll at when the engines are running. And I think that's a summary right there, an engine you keep feeding and it keep providing. And you the player in turn are the same for the game. This duet is really a hallmark to what makes open sandbox (especially voxel-based) a key game type in this era.

Get this game, please - the enlightenment and enjoyment is that one heavy tool the yields just right in hands, and what ever you make feels like dawn break gold.

(PS. Seriously, I feel like that Courage Wolf meme so many times with this game. makes you feel experienced with a gruff in your voice, and giant mug in hand, and an aura that you have a story to tell to the young ones )
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3 of 4 people (75%) found this review helpful
156.7 hrs on record
Early Access Review
Posted: June 9
best building game ever i rate 11/10
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1 of 1 people (100%) found this review helpful
1 person found this review funny
228.6 hrs on record
Early Access Review
Posted: June 23
Tricky to learn, but rewarding.

Download some ships from the steam workshop when you're starting out and do the turorials, else you'll have no fun.
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1 of 1 people (100%) found this review helpful
180.5 hrs on record
Early Access Review
Posted: June 27
Pretty much the game that many people have waited for. Allows you to build water-, air-, land- and spacecraft with customizable weaponry, armor and pretty much everything. You can then use your crafts to conquer the planet, fighting many different enemies with their own fighting styles. Gameplay is close to and strategy, escpecially RTS with action and vehicular elements aswell(as you can drive and use your vehicles yourdelf if you want)
Unique gameplay
Highly customizable all the way to the weapons(pretty much Space Engineers but the focus id in fighting crafts)
Challenging and fun campaing
Different scenarios for your taste
Freedom of choice

Can be difficult to start
Buggy time to time
Multiplayer not polished
Can be demanding for your PC
Campaing can be hard

Overall this game is great and has alot of potential. If you have a good enough PC and you like building your own RTS vehicles and use them against the enemy, then this game is perfect for you.
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