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 (81 reviews) - 82% of the 81 user reviews in the last 30 days are positive.
Very Positive (2,443 reviews) - 88% of the 2,443 user reviews for this game are positive.
Release Date: Aug 7, 2014

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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.”
Read more

Buy From The Depths Alpha


Recent updates View all (34)

August 7

v1.9587 released (detection: radar, sonar, IR, visible etc)

Really pleased to be pushing this huge series of development branch patch to the stable branch tonight. There are three main areas of focus here:
1) Detection mechanics (radar, sonar, IR, visual, retroreflection, wireless signal detection). Vehicles must now detect and track each other and can be designed with stealth in mind. All the new components are AI components although missiles have got some new components too (radar active seekers, radar and sonar buoys).

2) Usability improvements: prefabs in the inventory to speed up building for new and old players alike. A checklist in the inventory to help new players get to grips with the game and help old players remember the basics. A new weapon aiming system that turns the avatar in to a serious threat and adds a lot of gameplay options for those wanting to control their own weapons.

3) A single raw resource (called Material) replaces the natural, metal, oil, scrap and crystal raw resources. This doesn't involve much, if any, redesigning of your vehicles but it makes the game far more streamlined, balanced and understandable. Scrap smelters and crystal farms are now for decoration only but fuel refineries and ammo production still works as usual. Spare parts are no longer in the game at all.

Here is the full change log although I think we've forgotten a few things..

[Change] Detection equipment now available and necessary

[New Feature] Sonar Active / Passive added for detecting submarines and other ships

[New Feature] Radar Active / Passive added for detecting above water targets

[New Feature] Visible cameras and coincidence range finders added for detecting above water targets

[New Feature] IR Cameras added for detecting above water targets

[New Feature] Retroreflection sensors added for detecting targets with visible band optical systems

[New Feature] Wireless snooper added for detecting systems with wireless transmission and reception

[New Feature] Range finders added for tracking detected targets and delivering range estimates

[Change] Natural, Metal, Oil, Scrap and Crystal have been replaced with a single Material

[Change] A 'none' weapon slot has been added

[Change] a simple two slot weapon system is now the default for new players- you can select which you prefer in the options menu

[Bug fix] AI weapon control is no longer overrriden when you are using a UI

[Change] you can begin building on a force when it is out of play by using a new button on the UI or by looking at it and pressing B

[Change] You can begin building on a force or vehicle by looking at it from a distance of up to 1km, rather than 30 metres

[Change] the fleet info tooltip has been revamped

[Change] your player's position is clearly marked in the fleet control UI and the map UI

[Addition] new exhaust pipe added

[Addition] 2m and 3m beams/slopes added

[New Feature] Player aiming of weapons is now far more accurate and allows pin point accuracy of all weapons under your control

[New Feature] A checklist has been added to the inventory to help new players figure out what is needed

[New Feature] Prefabs are now in the main inventory tabs to help players quickly assemble fuel engines (more to come)

[New feature] Radar guided missiles added

[Change] Passive sonar can detect sonar torpedoes and LAMS can engage them

[Change] Passive radar can detect radar guided missiles and LAMS can engage them

[New feature] Missile radar buoy, Missile sonar buoy added

[New feature] Reverse fire missile launch pad added

303 comments Read more

June 30

v1.957 released!

Huge update with loads of new components, new mechanics and balance changes. Nukes, heavy armour, warp drives, optimisation and laser's shooting down large shells are just a few of the new features. Let me know what you think in the comments section below :)

New Components

New laser cavities added which have more energy storage

3 new RTG parts for generating constant power for a high initial cost without the requirement for fuel

Spares Processed added to keep your spare parts topped up

Tactical Nuke component added for Kamikaze runs

Land AI card added

Shield busting 'Disruptor Conduit' nose cone added for APS that channels EMP damage into the shield projector itself

3m and 6m Autoloader variants now available (with clips)

Warp drives added

Wavefront corrector component added for offensive lasers

APS shell ejector added for avoiding ammo racking

Heavy Armour added

Fixes and improvements

[Improvement] Fixes to Adventure mode spawning difficulties

[Bug fix] 2x2x2 resource containers now mirror correctly

[Improvement] Fuel refineries now have several warnings when being damaged from gas build up

[Bug fix] Fix to the damage from particle cannon pipes that are correctly terminated

[Bug fix] more support for spawning land vehicles in land designers (used to spawn under the terrain level and pop up!)

[Improvement] RTG Generators now charge batteries out of play

[Bug fix] Fixed a bug regarding the selling of raw resource containers and placing of containers as prefabs

[Bug fix] LUA error reporting fixed (has been broken for a few weeks, sorry!

[Improvement] Diplomacy UI revamped a bit

[Improvement] Unavailable single player game modes no longer visible

[Improvement] Fleet move AI pathfinding for naval vessels is now better

[Bug fix] rendering of big chunks of debris now fixed

[Bug fix] identification of when blocks should be perminently removed is now better (no more perminent battle damage during build mode)

[Bug fix] engine display is now correct when using an electric engine as well

[Bug fix] Laser range now correctly calculated and displayed

[Bug fix] APS penetration depth fuse fixed

[Improvement] Optimisation of several slow areas of code

[Change] Several APS blocks vertices count reduced signicantly (small fps boost)

[Change] many blocks retextured

[Bug fix] CRAM shells now explode on impact with terrain

Content updates

Loads of content updates to all three planets and a new planet "Ashes of the Empire" added with a land vehicle campaign

[Improvement] DWG tutorial story missions updated

[Improvement] New planet Icons in main menu for switching between planets

[Improvement] Faction flags added for Glao planet

New Features

[Improvement] Brawler player buff added, very useful for adventure mode

[Improvement] Leader boards many missions which feed scores into a 'Player Score' metric... which unlocks the "luck" attribute

[Change] You cannot order a fleet into allied territory, and lose relationship when you trespass there

[Improvement] you can now save your vehicle as an STL file for 3D printing. The option is in the Vehicle info UI (press V)

[Improvement] Low level of detail mode added for distant vehicles

[Change] SHIFT + P in build mode will cylce the following views: density (mass/volume) of components, forwards drag, cost density and hiden structural blocks

[Change] Centre of mass, buoyancy and drag clearly shown in build mode

Balance Changes and mechanic changes
[Improvement] Engineering captain skill works on fuel engines to increase efficiency and keep heat down

[Improvement] Armour smithing faction skill increases resitance to all damage types except EMP which it adds a susceptability to

[Improvement] Fleet supply faction skill implemented to increase supply range of forces

[Improvement] no skills adjust gravity or air density any more

[Improvement] Leadership ability increases fleet speed on the map and radar view distance

[Improvement] Luck can make a x4 accurate LAM shot

[Improvement] Skills have been rebalanced substantially

[Improvement] APS required barrel lengths for propellant burn and accuracy have been reduced and have a roll-off for high shell lengths

[Change] APS rebalanced so that cooldown scales using the 'standard' gauge equation and damage scales using the 'strong' gauge equation. Large shells should now achieve higher DPS than before and be more competative.

[Change] Effective range added for APS shells

[Change] Particle cannon arms with lenses now fire 2 50% strength shots not one

[Change] Jets and propellers have a 'top speed' and thrust falls off as they approach this speed

[Improvement] APS shell modules have a maximum length, allowing you to use more fuses at higher gauge than previously

[Change] Inertial fuses now allow fragments to explode on the far side of the shield

[Change] LAMS can shoot down CRAM shells and APS shells

[Change] Missile warners can detect large CRAM and APS shells

[Change] A docked vehicle can no longer use repair tentacles to repair the vehicle it is docked to

[Change] Munition Warners need to have a clear line of sight out of the vehicle to function

[Change] Missiles have a detectable range base on the thrust their thrusters are putting out

[Change] Munition warners are less effective if the vehicle is quickly rotating

[Change] Thumper heads increase missile health by a factor of 2.5

[Change] It's now the barrel not the gauge cooler that smokes in an APS system

[Change] Laser warner now needs a clear view out of the vehicle in order to operate- much like the munition warner does

[Change] You can now factor shield strength rather than change it using an ACB

[Change] Shield projectors cannot project through other shield projectors

[Change] both reflect and disrupt shields ignore AP and instead have effectiveness proportional to shell indicent velocity

[Change] Exhausts need a clear line of sight out of the vehicle or they lose cooling potential

[Change] if a shell with no fuses ricochets it will not explode

[Change] HE Missiles expoding underwater (i.e. torpedos) do significantly more damage and have larger radii

[Change] vehicle temperature is now far more important for the use of IR missiles

[Change] Shields and light fittings now radiate heat, as does the firing of cannon shells and missiles

103 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards


“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
Customer Review system updated Sept. 2016! Learn more
Very Positive (81 reviews)
Very Positive (2,443 reviews)
Review Type

Purchase Type


Display As:

(what is this?)
2,117 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
25 of 29 people (86%) found this review helpful
15 people found this review funny
396.5 hrs on record
Early Access Review
Posted: September 25
The joy of breaking everyone else's lego without the annoyance of being told off for it.

Was hooked as soon as I realised that surviving the first 20 mins of adventure mode was actually a real challenge.
Next thing I know I'm 5000 metres above Neter cackling maniacally and zapping fools from the Death Star 3.0

10/10 Every bored engineering student needs this.
Was this review helpful? Yes No Funny
5 of 5 people (100%) found this review helpful
349.8 hrs on record
Early Access Review
Posted: October 4
This game is a MUST for anyone with a creative engineering mind.

I spent days hating this game. Hating that I couldn't make a hull that would be stable and not sink. Hating that I could not make my weapons work. Hating that the moment I managed to make something work only to watch it get torn to shreds in seconds.

But as I learned, I got better. And as I got better, I began to love the game.

Now I'm an addict. An actual addict. Don't play this if you like your family... Hahaha!

Seriously though, try it. And stick with it. It's a cracking game!
Was this review helpful? Yes No Funny
6 of 8 people (75%) found this review helpful
2 people found this review funny
357.6 hrs on record
Early Access Review
Posted: September 29
Oh my god this game is fun if you're an engineery type like me.

Make whatever you make in Minecraft, except it actually moves. And shoots! And has bad AI! But at least there is AI so you can have fleet battles.

The vehicle building is really well designed in terms of controls. Feels like a basic CAD program, except a little less crashy.

The campaign is a little long for me. I can't stick with it long enough to get through the Deepwater Guard, but that doesn't matter! I'm building all these boats and satellites and planes I'll never get the chance to use because the game's updates keep breaking them!

And you know what? That's fine. I love the building part of this game. When I'm playing this game, I'm in the vehicle designer, and when I'm in there, usually I'm either building or just setting ships against each other in combat because the destruction in this game is excellent.
Was this review helpful? Yes No Funny
4 of 5 people (80%) found this review helpful
3 people found this review funny
645.8 hrs on record
Early Access Review
Posted: October 8
great game bit of a steep learning curve but that shows depth (laughts at owns joke)
Was this review helpful? Yes No Funny
4 of 5 people (80%) found this review helpful
2 people found this review funny
62.5 hrs on record
Early Access Review
Posted: October 11
This game is perfect.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
215.5 hrs on record
Early Access Review
Posted: October 15
I've created submarine aircraft carriers. I've crafted orbital strike platforms. I've used triremes to supply my fleet of WW2-era warships. I've watched my opponents smash themselves in nuclear minefields.

And I still haven't played a fourth of a campaign. Seriously.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
709.2 hrs on record
Early Access Review
Posted: October 13
An absolutely amazing game, which is continually being updated and includes hundreds of hours of gameplay in early access. It even includes a way to easily post your own vehicle creations easily to the workshop. Stick through the first few hours as you learn how to play and it is SO worth it. I highly reccomend the tutorial... unless you enjoy rage quiting; lol. This game deserves all of the good rep and attention it's getting because you can tell the developers actually care about it and are constantly updating and improving upon "From The Depths". Worth the price, I reccomend 100/10 (yes 100), all-time favorite game.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
839.7 hrs on record
Early Access Review
Posted: October 24
Game is good, good game, good well made, fun game.
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
186.9 hrs on record
Early Access Review
Posted: October 10
you can actually go talk to the dev on his forums
Was this review helpful? Yes No Funny
8 of 14 people (57%) found this review helpful
4 people found this review funny
42.9 hrs on record
Early Access Review
Posted: September 26
Would cry again.
Was this review helpful? Yes No Funny
Recently Posted
279.2 hrs
Early Access Review
Posted: October 24
This is probably the game you would love if you wanted a version of Minectaft where your creations actually came to life. That is all i have to say except you might need a ladder to get up that steep learning curve
Helpful? Yes No Funny
71.6 hrs
Early Access Review
Posted: October 24
The best game in my library, without a doubt, love everthing about it especially how creative you can get, my mind goes crazy every time im not playing this game because I'm constantly thinking of new designs. 10/10
Helpful? Yes No Funny
156.2 hrs
Early Access Review
Posted: October 23
This game is purely amazing. If you like battleships, tanks, airplanes, helicopters, military bases, airfields, building, or strategy games this is the game for you. I have played this game for 153 hours and still want to play more! In two months I have played it for over 70 hours. The game can get hard at times, but there are tutorials that teach you how to do something by having you do it with a guide. So far there are four game modes. Two are based off of mostly water, one is in WWII, and the last one takes place mostly on land. There are so many blocks and parts to choose from making the posiblities almost endless.

Just...just buy this game...In my opinion it is worth $49.99.

Helpful? Yes No Funny
338.4 hrs
Early Access Review
Posted: October 22
ok this is a lovely game but for new players this can take a while to get the hang of even with me ive played for a few mouths and i still barely get the hang of things.
Things i want to see in future versions

1.spin/move blocks and turret blocks on other turret and move blocks
the reasion for this is it could make more creativablity to players witch this was something that seemed after a few things i sall with the steal empire.
Helpful? Yes No Funny
0.4 hrs
Early Access Review
Posted: October 22
every time i launch it it gets the same error no matter what graphic setting its on or if its in windowed mode.
Helpful? Yes No Funny
140.5 hrs
Early Access Review
Posted: October 22
How do maek boat?
Helpful? Yes No Funny
0.2 hrs
Early Access Review
Posted: October 22
Bit complicated but other than that good game.
Helpful? Yes No Funny
2.7 hrs
Early Access Review
Posted: October 22
Helpful? Yes No Funny
208.4 hrs
Early Access Review
Posted: October 21
good but i found a few to many flaws such as AI not relizing dedicated roter blades exist exaust pipes being inpossible to work with the advanced cannon gauge inpossible to work with and the menu being more laggy then me trying to crash my pc in the sandbox but the other aspects of the game such as building testing and decorating a ship wether air land or sea is fun but that first problem AI not noticing dedicated heli blade spinners ruined my attempt to make a airship as i dont have a good pc so i cant handle the normal heliblades and the fact that the ( can control things based off of other things) cant use the dedicated heli blades either makes less laggy arships inpossible but still fun to mess aroun 7/10 for the learning curve and the many many many many many bugs and probs
Helpful? Yes No Funny