Design, build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more!
User reviews: Very Positive (371 reviews)
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 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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Buy From The Depths Alpha


Recommended By Curators

"Impressive vehicle building sandbox game that allows you to build battleships, planes, submarines, space ships and so much more."
Read the full review here.

Recent updates View all (14)

January 28

1.567/8/9 1.570/1/2 1.580/1/2/3/4/5/6 patch notes


It's been a long time since a stable branch release, but there have been many developments in the development branch in that time. The game has an extra 70 build in designs for the campaign, loads of new physics tweaks, new missile components, a qualification mode for empirically testing your designs and the multiplayer client side experience has been much improved and bandwidth requirements reduced significantly. Thanks for your patience and I hope you enjoy the new release :)

Change logs

[bug fix] Sails and sailing AI were supposed to be locked by DWG mission 2, not mission 1

Tractor beam bug fixed (problems with new drag mechanic)

Rudders made more powerful

Launch pad ejector component added for missiles to speed up launch

Floating point precision issues fixed so jitter is gone

AP increases for cannons start at AP 3, as intended

Option to load vehicles out of play (campaign) to avoid any loading crashes

[bug fix] Missile winch timed release bug fixed

Local weapon controller setting synced between host and clients

Same for Aerial AI card
Same for Naval AI card
Same for air pump
Same for Automatic Control Block
Same for Local Weapon Controller
Same for laser warner and smoke deployer
More physics calculations done on the client as well as the host
Propulsion and steering systems done on the client as well as the host
Consumables (ammo,fuel,spares) distributed amoung all containers and synced to clients
Electric charge, cannon ammo box ammo and engine own fuel levels are synced to clients
Projectiles more efficiently syncronised
AI mainframe direct connection to smoke/warners/and some others is now fixed

Fixed bug when returning to lobby from AI fight mode

Ammo & oil processor, scrap producer and generator on off state is syncronised

Bug fix with inventory and repair tentacle fixed

Repair bots no longer use much bandwidth in multiplayer

Repair tentacles show repairing on client

Missiles only syncronised for a period of time after launch (depends on volume of missile spam)

Target Prioritisation Card synced between client and host
So is sign post
So is hydrofoil
So are misisle winch and missile staggered firing unit and missile blocks and missile component parameters

Build modes (simple and complex) improved somewhat

Issues with strategic patrol GUI cleared up

Link to complex controller manual page from inventory

Angular drag depends on distance of the surface area from the centre of mass

Angular drag information displayed in ConstructableInfoGUI(press V to access this)

Qualification mode added for testing the combat performance of vehicles

Many new vehicles added to the game

Blueprint spawners can spawn 'built-in' designs via a toggle button

Added a new autoloader for cannons which is completely controllable in placement orientation

Increased the weight of engine components

Wing lift calculated and applied far more efficiently

Seeking missiles won't loose target once they overshoot the 'origin' of the vehicle

Fixed the electric engine bugs from the last minor patches

Supply pumps now work at long range

Resource gathering changed so that you don't simply depleat the resource zone

In play AI Fleet movement mode updated to use the waypoint & pathfinding system

Engineer attribute added

Missile warners and LAMS work in qual mode

Hole in qualification mode sea bed fixed

Test units missiles only aim at their designated targets

Spawner auto spawning options saved correctly and used correctly

Spawning in the qualification mode now works correctly with the spawned unit being targeted by the test units

Fixed issues with lines (GUI,harpoon etc) stopping being drawn on screen

Helicopters shown in spawn GUI in vehicle designer

Camera issues fixed

Real time update when engineering skill added

Bugs fixed and more vehicles added updated

Turret and spinner weight is applied at the position of the turret and spinner (bug fix)

Turrets and spinners contribute to centre of mass of vehicle, and have buoyancy calculated

Issues with fortress power consuption fixed

Physics made more stable during damage

9 comments Read more

December 29, 2014

1.564, 1.565, 1.566 patch notes

Notes on drag

Over the Xmas period a lot of things changed regarding the drag calculations. Drag is now applied in three axes (forwards/backwards, left/right, up/down). "Form Drag" as usual depends on speed and cross sectional area in the direction of movement (and the submersion in water of that cross sectional area) but now also contains "skin drag" components from the length of the vehicle. Sloping the vehicle can reduce the "form drag" but cannot reduce the "skin drag" components. Press V to see the form and skin drag components in the forwards dimension. Due to this series of updates both planes and ships handle slightly differently. Some of your old designs might not control very well anymore and may need some tweaks. Some tips for updating vehicles: reduce the number of propellers and size of sails; Increase size of buoyant air pumped compartments; Place keels made of lead below the center of the ship; keep heavy components as low down as possible.

Other changes

[Bug fix] AI control of cannons improved

[Bug fix] Bug fixed with display of resource costs

[New feature] Water mode with jets... jet thrusters now work too

Inventory arrangements tidied up

Default options changed (text hud enabled by default)(build marker rotation locked is now the default option)

Tutorials updated to reflect changes

[new feature] Custom jet build guide added

[new feature] Text hud shows colored filling bars where appropriate

[Bug fix] Rudders are no longer more efficient when reversing

Eyrie added for Onxy watch

[new feature] More meshes displayed in build mode (not just slopes and corners now)

15 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”


Share your vehicle blueprints via the workshop

Feature List

  • A huge game world explorable from the ocean depths into outer space.
  • A full and accurate physics model including dynamic damage simulation, sailing mechanics and weather effects.
  • Battle against fleets of AI craft and build your own to meet the menace.
  • Build fortress bases, mine for resources and battle other factions in campaign mode where strength and diplomacy are the keys to victory.
  • In-game Steam workshop support to share your creations with the world.
  • RPG-Style character progression with levels, perks, skills and inventory systems.
  • Available now on PC, Mac and Linux.

About This Game


In From the Depths you can build and take first-person command of battleships, planes, submarines, giant terrible geese, 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 279 unique components blocks, not including 19 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 (, with new releases made on average twice 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: 2 GB RAM
    • Graphics: NVIDIA GeForce 8800GT / ATI Radeon HD 3870 / Intel HD Graphics 4000
    • Hard Drive: 500 MB 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: 2 GB RAM
    • Graphics: NVIDIA GeForce GTX 460 / AMD Radeon HD 7800 series
    • Hard Drive: 500 MB available space
    • Memory: 2 GB RAM
    • Hard Drive: 500 MB available space
    • Additional Notes: Steam connection required to play the game
    • Memory: 2 GB RAM
    • Hard Drive: 500 MB available space
    • Memory: 2 GB RAM
    • Hard Drive: 500 MB available space
    • Additional Notes: Steam connection required to play the game
    • Memory: 2 GB RAM
    • Hard Drive: 500 MB available space
Helpful customer reviews
17 of 17 people (100%) found this review helpful
275.2 hrs on record
Posted: January 11
Early Access Review
An absolutely fantastic building game based around combat vehicles. You can build ships, planes, submarines, airships, helicopters, spaceships and pretty much anything else you can think of.

There is a beautiful amount of customization in this game. You can build your own engines, cannons, missiles, lasers and jets from individual components.

Sloped armor and angling makes a difference in this game. Shells that hit at an odd angle are more likely to ricochet. The size of the cannon and the kind of ammunition can change how easily a shell can bounce.

It is very stable for an early access game. I've never crashed once.

Definitely recommended to anyone who likes block-based building and vehicular combat!
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11 of 11 people (100%) found this review helpful
72.6 hrs on record
Posted: January 9
Early Access Review
I got this game during the winter sale, thinking it would be a minecraft clone. It's turned out to be so much better. If you like Space Engineers, or similar types of games, I highly reccomend getting this game. While it does have a bit of a learning curve, there is nothing close to what this game allows you to do. 10/10 would have memory wiped to experience the game new again.
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8 of 8 people (100%) found this review helpful
258.6 hrs on record
Posted: January 6
Early Access Review
Take all the best bits of Mincraft, Space Engineers, Robocraft, Starmade... Throw them together with a campaign and story line missions, then add a large dose of cool and youre getting somewhere close to this game.

It has a steep learning curve, but there are plenty of videos and tutorials available to get you started. You can get your first small boat up and running pretty quickly but it will take some time and experimentation before you can make some of the crazy stuff you see on the videos and You Tube vids.

The Dev is active, responsive and listening to the community, with updates coming thick and fast.

Definately give this game a go... but please give it more than 10 minutes before making your mind up (like your standard steam reviewer).
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11 of 15 people (73%) found this review helpful
2 people found this review funny
451.0 hrs on record
Posted: January 10
Early Access Review
I though robocraft was pretty good. I like this game far more than robocraft.
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6 of 6 people (100%) found this review helpful
415.7 hrs on record
Posted: January 23
Early Access Review
This is BY FAR one of the best titles that you will find in Early Access. The Devs are very active and devoted to creating a new and brilliant style of gameplay. If you want proof of this, just check out the forums; Nick Smart (one of the devs) is constantly interacting, updating, explaining, and accepting new ideas with members of the forum. From the Depths is a very unique RTS, sandbox, and RPG mashup that flows together very well.

The biggest feature that this game has to offer is the vehicle designer gamemode (In a way, the creative mode that many of you understand well). You start out an a little wooden raft and are free to build whatever your creativity can come up with. 17th Century Sailboat? (Yes there are sails in the game) Done. Civil war ironclad? Done. Speedy figher jet that drops bombs everywhere? Done. Alien spaceship invasion force? Done. Rocket powered speed boat? Can do. You add an AI mainframe onto the ship and suddenly, it comes to life, full sail with lasers for broadsides. You test it to ensure its absolute domination on the sea against other creations. It works, you tested it, and it looks great; now, you use it to take over the world.

The next step is the campaign gamemode. You spawn in the world on the bottom left corner of the game's map. You have a starting fortress and a limited amount of resources. Soon, you'll have an enemy fleet coming for an attack. You fix your fortress, gather some resources, and build your first dinky wooden warship. With that warship, you capture enemy resource territories and build a fleet to take on the world. You build several of that hulking mashup of a sailboat and science fiction and wipe the other factions off the map, all while acting like you're some space pirate here to steal the world's loot.

And that's just scratching the surface.

From the Depths has a whole other level of detail that goes into the creation of your weapons and ship internals. Engines are the first step, with the engine block connected to crank shafts, connected to cylinders, connected to carbeurators, connected to fuel tanks as well as.... You get it. You can customize fuel efficiency vs. power production. You make power so that your cannons can work... with their firing pieces, various barrel types, explosive amunition... Same sort of thing. This pattern continues with the lasers, the missiles/bombs/torpedos/mines, the drills, the custom jet engines. and the AI. But you also have to pay attention to the hull, because if you make a large rectangle with a flat frontal surface, it will barely move due to drag. But watch out for that armor, because if you neglect it your ammunition barrels will get hit and explode.

THAT is the level of detail that you will find in From the Depths.

All vehicles are affected by physics. A missing wing will cause you to spiral out of control. A damaged engine won't provide as much thrust. A hull breach caused by ammunition storage going off will cause your heavily armored battleship to sink to the ocean floor.

The wonderful thing about it: there is no ONE way to play the game. There is no single prediscovered tactic that if-you-don't-use-you-won't-win sort of thing (Civ V I'm looking at you). Any branch of tactic can work, AND WORK WELL. It's very well balanced. A fleet of airships can do well, a fleet of submarines can do well, a modern navy can do well also.

Basic features:
-Vehicle creation
-RTS campaign
-Underwater warfare, naval warfare, land warfare (soon to be ironed out as it is not fully fleshed out yet), air combat, and space combat (soon to be fleshed out as well)
-Story missions
-Limited Multiplayer (currently undergoing major optimization and expanding)
-Strategic control of forces
-Epic explosions and vehicle destruction!

Very few, and the few there are are very quickly stamped out by the Devs. None will be game breaking.

Decent, as it currently uses up a whole lot of CPU once the bigger battles commence. (However, there are options in the gameplay that allow you to limit immediate size of battles so that you can keep your computer at a decent FPS.) It can get quite laggy, but it's not horrifying if you have a moderately decent computer.
To give perspective, when I originally got this game, all I had was a Macbook Pro (sad days). I could run the game with a few fairly large ships in and still have plenty of FPS to have a good experience.

In all, I love it. Many Early Access titles have reviews that say a game shows "promise". Many of these games never fufil their promises unfortunately. From the Depths, however, has already fufilled its promise! The game is already more immersive in Early Alpha than many games become in years. The promise of From the Depths is now being told in what comes in the future to further gameplay and depth.

Hopefully, over 400 hours put into a game that is still technically in pre-alpha is a good indication on what and where FTD is going.


this all obviously takes some time. It will take a while to learn how to use the game. You will spend up to several hours making a ship. This will only appeal to certain people. If you are looking for a small game to pass a little bit of time, this is not for you. If you do not have the patience to use the game to its fullest extent, look somewhere else. It will feel like a waste of money if you cannot afford that.
IF you have all of these, as well as some creativity and desire, you will love it as well.

Please give the game more than 15 minutes before you get mad and post a negative steam review, it is well worth it if you look past the game's surface.
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4 of 4 people (100%) found this review helpful
87.9 hrs on record
Posted: January 12
Early Access Review
Genius Game.
Incase you hadn't figgured out, its about building ships, planes and submarines, then using them to blow up your enemies. The campaign is so unique and definitley the main selling point. It's all about expanding territory and building bigger and better ships to declare war on tougher factions. You wont get bored of building new ships, or watching the shockwaves as they take out the ammo supply of enemies. Admittedly, it is hard to learn the controls and how to build properly.
Well Worth The Money.
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3 of 3 people (100%) found this review helpful
43.4 hrs on record
Posted: January 3
Early Access Review
Collecting resources, building your army hand crafted, and fighting your enemies, what more do you want? Oh i know the great challenge that comes with designing your ships/stations/planes to be usefull instead of duckfood!! :)
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3 of 3 people (100%) found this review helpful
1 person found this review funny
322.6 hrs on record
Posted: January 25
Early Access Review
As I hit the 300 hour mark on this game, I can definitely say, this is one of the best if not the best sandbox build-your-own war machine game out there, not to mention that it is in alpha! The only warning I give is this: be prepared to tackle a very high learning curve and a very high complexity of mechanics. I have seen a few bugs here and there, but the dev is fast and usually fixes them right away. As for those complexities I was talking about? Well, you can build completely custom cannons, lasers, missiles, engines, jets... You get the point. Not to mention the fact that you can build any vehicle you want, except for land, which has not been fully incorporated yet. (Wheels are there though). I just finished building a battleship, and was enjoying watching it crimple up enemies until a larger ship came and took out my cannons. I fired my torpedoes and missiles... No good! They had laser missile defense. Thus my battleship sank...
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4 of 5 people (80%) found this review helpful
58.3 hrs on record
Posted: January 1
Early Access Review
Basically, when I first saw the game on YouTube, I didn't expect too much. I just bought it to have some fun with other peoples desings.
As I tried to build my firs little vehicle I struggled with engine desing, guns, controls.
To be honest, I had no Idea. But after a few hours of building you really know what to do, learn how to build engines and gianormous cannons.
At first the build-mode is a bit unusual in comparison to games like Minecraft or Robocraft. After a short time you'll figure out how genious it is. You can build even huge vehicles very fast.
The phisics are really good.

Short and sweet: It is one of the best alpha-games I ever played, till now I only encountered one bug! Of course, some content may still be missing, but all in all it's really addicting. (Not sure if thats good or bad ;))
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4 of 6 people (67%) found this review helpful
1 person found this review funny
275.8 hrs on record
Posted: January 10
Early Access Review
make good looking ships -> meet shrikeS -> got rekt .

11/10 would get rekt-ed again .
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4 of 6 people (67%) found this review helpful
1.5 hrs on record
Posted: January 9
Early Access Review
just a great game !
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2 of 3 people (67%) found this review helpful
74.4 hrs on record
Posted: January 5
Early Access Review
Quite simply an amazing game, can't wait for further development - space combat looks promising!
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2 of 3 people (67%) found this review helpful
28.6 hrs on record
Posted: January 6
Early Access Review
Good concept but VERY VERY early in devolpment.

As of now, The negatives outweigh the pros, But I got a good feeling this will change in the near future.

The controls for building really need polishing, The physics are pretty bad as of now and there is very few "blocks" for building.

But why recommend it? Because there are regular updates, Great dev to player communication and an excellent concept.

This is the kind of EA that deserves finacial backing, Not games like Dayz, Stomping land or whatever else is released and forgotten.

As of now, The game is a 3/10... Upon completion, This could be an easy 10/10.
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1 of 2 people (50%) found this review helpful
27.7 hrs on record
Posted: January 3
Early Access Review
fun game, loads of hours fun for ppl hwo like to buld thir own boat´s, airplanes, ect ect
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1 of 2 people (50%) found this review helpful
173.0 hrs on record
Posted: January 7
Early Access Review
A little Glitchy, and very hard.... but if you take the time to figure it out.... so much fun

10/10 would paddlegun again
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83 of 91 people (91%) found this review helpful
1 person found this review funny
21.8 hrs on record
Posted: October 8, 2014
Early Access Review
Day one I was so proud of myself because my boat floated.
Day two I was so proud of myself because my boat moved.
..three, so proud my boat moved where I wanted it to.
...four, so proud my boat took out the simplest enemy with simple cannons boat is fitted with The Worlds Biggest Cannon and I shred through a four enemies
.....I refit my boat into a destroyer with mega rocket torpedoes and can take out most sensibly sized boats one to one
......I rig AI to my weapons and my boat becomes massively more deadly
.......I rig AI to movement and my boat becomes self-aware
........I launch a whole fleet of boats
.........My fleet of boats is joined by a fleet of light helicopters
Tomorrow? I think I need a new flagship... Maybe a space station? Or a giant submarine... Who knows!

The learning curve isn't that bad either, despite there being a lot going on. Just focus on one thing at a time - don't look at helicopters until you've grasped boats (or vice versa). There's lots of (good) teaching material, and the creative mode editor is great to play around in. I suggest giving your character the cheats early on in creative mode as they will help you move around and deal with "I really shouldn't have spawned that yet" enemies (I'm inside your megaship, death raying your ai mainframez).

I absolutely recommend this to anyone who likes creating stuff.
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52 of 57 people (91%) found this review helpful
35.3 hrs on record
Posted: October 19, 2014
Early Access Review
10/10 This game is the PINNACLE of an early access game This is EXACTLY what early access should be. It's a near-finished product with the developer Nick Smart taking an interest in the community and taking their advice. This game deserves SO much more attention. than it's getting now. Buy this game, and you WILL NOT regret it. I'll even play with you add me! :D
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54 of 65 people (83%) found this review helpful
4.9 hrs on record
Posted: August 26, 2014
Early Access Review
Starting out in From The Depths can be a discouraging experience, the amount there is to learn may seem overwhelming but is met with some of the most rewarding results I've come across in the vehicle crafting sandbox genre. This is a game that requires patience to be put in but gives back in copious amounts, learning the usage of every tool is key to creating the most enjoyable experience as you'll have plenty to use at your disposal.

First and foremost, every player from the curious new builders to the most seasoned of engineers will want to delve into the playable tutorials and building guides supplied by the game as you'll quickly find the learning curve is no joke. Although it may seem tedious at first the more patient of players will begin to slowly learn important hotkeys and shortcut tools such as copying and reusing large sections of previously created vehicles that will make your building endeavors quick, seamless, and enjoyable.

Creating vehicles is way more than just their visual appearance and basic form, you'll have to get into the guts of each machine and engineer their inner-workings putting you in full control of everything from connecting series of logic up to thrusters, distributing equal amounts of power evenly across your ship, to creating your own missiles and ammunition as well as defining their behavior. The limits in From The Depths are determined solely by your own creative capacity.

Aside from the vehicle creation and building mode, there are some ambitious features to battle it out in including a progressive campaign that expands with each update and quick skirmishes you can set up for testing your new creations in the heat of battle. Terrain in the game varies from sea, to land, to air/space giving you lots of types of traversable landscape to consider when creating your specific dream vehicle.

The campaign itself is impressively engrossing for those well versed in the mechanics of the game throwing you into the world with a starting base to gather resources from and expand off of as you fight for survival and resourceful territories. This campaign mode is already very addictive and continues to grow rapidly with each update, promising the addition of more enemies, factions and objectives to spice up your survival in this free-form sandbox adventure.

Currently in development is the story based mission mode but it already features a couple of the basic starting missions which I found to be some of my most exhilarating moments with the game. The few story missions we have already do a great job of setting you up with some pre-determined scenarios, getting you into an operable pre-made vehicle and dropping you into the midst of a full-scale battle. These missions are a really excellent way to get a glimpse at what all-out war looks like in From the Depths.

Considering the complexity of what you can do and the scope of freedom you have doing it, From the Depths is a game I feel deserves way more attention and hype from sandbox and crafting enthusiasts. For me it's certainly the next biggest sandbox game on the market and one I've already put more time into than KSP or Space Engineers, and the prospects shown from constant updates and a very close relationship between the developer and the community make it even more important to get involved early to watch something already engrossing turn into something huge.
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127 of 181 people (70%) found this review helpful
1 person found this review funny
29.5 hrs on record
Posted: December 6, 2014
Early Access Review
I was only 9 years old. I loved Deepwater Guard so much, I had all the Deepwater Guard story missions completed. I pray to Deepwater Guard every night before heading back to the fortress, thanking them for the resources I've been given. "Deepwater Guard is love" I say; "Deepwater Guard is life". My fleet hears me and calls me a traitor. I knew they were just jealous of my devotion to Deepwater Guard. I call them scrap. They fire missiles at me and send me back to the fortress. My ship is damaged now, and my hull really hurts. I stay at the dock and it's really cold. Suddenly, a fleet is moving towards me. It's the Deepwater Guard. I am so happy. They come closer to me and whisper into my ear "CREEEEAAAK". They grab me with their powerful harpoons and pull me under the water. I'm ready. I spread my hull for Deepwater Guard. Their cannonballs penetrate my ammo supply. They explode so much but I do it for Deepwater Guard. I can feel my engine tearing as my ship fills with water. I push against their force. I want to please Deepwater Guard. They creak as they fill my ship with their cannonballs. My fleet arrives. Deepwater Guard looks them right in the AI mainframe and says "CREEEEAAAKKK". Deepwater Guard leaves through the ocean. Deepwater Guard is love, Deepwater Guard is life.
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42 of 51 people (82%) found this review helpful
40.9 hrs on record
Posted: August 10, 2014
Early Access Review
It took a time to figure out for optimal engine construction and a time for weight to water extrusion ratio with iron blocks and a time for float support, roll/pitch assemblies etc. That was two days for 150m long vessel. And this is the only beginning I didn't touch the weapon system yet. And you say its only PRE-ALPHA?! I'm lucky to get it this time so I can learn a bit before full release. The game is for the real engineers! Nick Smart you are genious! (Also a super awesome support from this guy)

P.S. Don't buy it if you are lazy or don't have a time or you don't like to think.
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