Over 250 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 (864 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 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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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 (24)

August 16

1.76 TO 1.7713 (LUA SCRIPTING SUPPORT)

Lua scripting for custom AI and control has arrived- along with a new missile warhead type, new thruster type, and the first iteration of 12 new story missions.

Change log

[1.76] LUA scripting added via a new block called the LUA Box.

[1.76] Corrupted blueprints in your consturctables folder will lo longer cause problems- and a pop up will alert you that they are corrupt.
[1.76] Heartstones are no longer perminently removed when destroyed- but in some game modes they cannot be repaired

[1.76] Some new 4m metal blocks added
[1.761] Confirm buton added for restarting vehicle designer
[1.761] Default LUA code written in LUABox

[1.761] Poster board and LUABox sync text over network
[1.761] Tab is remappable
[1.761] Unlocks (story missions) removed
[1.762] LUA: WeaponInfo.PlayerCurrentlyControllingIt added
[1.762] LUA: F8 saves and runs your code
[1.762] LUA: Missile Warning interface functions added
[1.762] LUA: Missile Guidance interface functions added (and a missile block to facilitate)
[1.762] LUA: Construct orientation interface functions added

[1.762] LUA: Thrust control functions added to interface
[1.763] Variable thrust thruster added for missiles
[1.763] LUA: GetTargetPositionInfoForPosition fixed
[1.763] LUA: ClearLogs() function added
[1.763] LUA: TargetInfo getting code won’t crash if target has died
[1.763] LUA: TimeSinceLaunch added to MissileWarningInfo structure
[1.763] Bug fix for Multiplayer so that changes to force selection in lobby is forwarded to new players when they join the server
[1.763] LUA: Hydrofoils added to adjustable component list
[1.763] LUA: Some more functions added for getting info about the construct, and terrain height
[1.763] LUA: LUA box didn’t save properly- you’ll see an error message but your LUA code will be copied to your clip board so you can put it back in and press SAVE.
[1.764] Thumper warhead for missiles added (kinetic kill)
[1.765] Some more LUA fixes and some fixes to missiles and the thumper warhead
[1.765] LUA: Complex controller style interface added for ‘pressing’ TGYHUJIKOLUpDownLeftRight
[1.766] NavalAI: Reversing ships should reverse properly now



[1.766] LUA: LUA library swapped for more powerful /faster replacement. Create function Update(I) end
[1.766] Added missile guidance delay slider in Missile Setup GUI

[1.77] slua LUA library now supports linux, Vector3, Quaternion and Mathf libraries added to LUA by default.
[1.77] A number of minor bug fixes
[1.77] Line numbers added to Lua Editor. Roughly correct to error messages.
[1.771] LUA:MissileWarningInfo and TargetInfo have Id field added (unique for each missile, target)
[1.771] Seagulls follow the player, not the camera
[1.771] LUA: Added shield projector to component interface

[1.771] LUA: BlockInfo structures retrievable through component interface

[1.771] LUA: BlockInfo structure enhanced with position relative to Center of mass, and local and global rotation quaternions

[1.771] LUA: Spin block interface added

[1.771] LUA: Sandboxing completed

[1.771] Fixed a double counting error regarding scores in qualification mode

[1.771] Fixed an issue with the auto sloping of wood

[1.771] New missions added and factions updated

[1.771] Bug fixed with the upload of planets to the workshop from folders containing more than one planet

[1.7711] LUA: math.randomseed added onto white list

[1.7711] LUA: .so file replaced with working one

[1.7712] LUA: getn added to table whitelist

[1.7712] Flayed soul vehicle improved for it’s use in story mission

[1.7713] More story missions added and newly added story missions tweaked

14 comments Read more

July 27

1.72 Patch notes

I'm really excited to release this new set of patches to the stable branch. The new developments have been focused on making the campaign a bit more versatile and user friendly- we've got out of play repairs, a new, more structured, battle mechanic (allowing battles to be started from up to 5km away), loads of improvements to the user interfaces, a whole bunch of bug fixes and multiplayer co-op saving and loading working again.

It's still quite fresh and untested but due to the bug in co-op campaign loading I didn't want to delay any longer. Any issues you find you can report and I'll fix them tomorrow night.


[1.7] Markers added to mission editor, and objectives can link in to them

[1.7] Random number generator for terrain replaced with a thread-safe one- terrain will be slightly different now (sorry)

[1.7] (bug fix) problem with victory condition GUI removing force references when editing multiple different missions now fixed

[1.7] (bug fix) Missile turrets will fire further than the previous max range of approximately 1.5km

[1.7] (bug fix) EMP damage calculation maths was wrong

[1.7] (bug fix) fixed an issue with possible faction colors not rendering as paint jobs

[1.7] (bug fix) Fixed an issue with prefabbed mainframes being placed

[1.7] Repair bug code release code made more efficient

[1.7] New battle system for single player and multiplayer campaign

[1.7] Out of play repairs added for campaign

[1.7] Dead blueprint state added for campaign to allow damaged ships to be taken home for repairs

[1.7] In campaign forces can be duplicated to dead blueprints- which can then be repaired

[1.7] Fleet control and strategic interfaces made top down (revert to old view by toggling with TAB)

[1.7] User interfaces cleaned up

[1.71] Battles can be started from a force selection, as well as a fleet selection (relevant to E menu and zoomed in map)

[1.71] Dead blueprint marker style change

[1.71] Water and jet control preferences (settings of vehicle constructs) are synced over the network when changed

[1.71] Fixed issue with GUI bugging out after AI starts a battle on you

[1.71] Kill blueprint button shown next to recycle blueprint option in campaign

[1.71] Storm sound effects no longer go funny when camera is moving fast

[1.71] Endless zoom from E and N GUIs to Map and back (scroll wheel)

[1.71] You can use [ and ] in the E and N GUIs to zoom in and out (like on the map)

[1.71] Warning added to HUD when Heartstone power less than 50%

[1.71] Respawn pods fall much faster

[1.72] Global mods (based on character level) not being applied- now fixed

[1.72] Game speed problem after slowing game and opening main menu fixed


26 comments Read more
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Reviews

“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”
Denkiphile

“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)

Workshop

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.
  • Comprehensive in-game planet, campaign, mission and multiplayer map editor.
  • Available now on PC, Mac and Linux.

About This Game

Summary

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 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 (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.

Workshop

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    • Hard Drive: 600 MB available space
    • Sound Card: DirectX® compatible on-board
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • 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
    • Hard Drive: 600 MB available space
    Minimum:
    • Memory: 4 GB RAM
    • Hard Drive: 600 MB available space
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • Memory: 4 GB RAM
    • Hard Drive: 600 MB available space
    Minimum:
    • Memory: 4 GB RAM
    • Hard Drive: 600 MB available space
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • Memory: 4 GB RAM
    • Hard Drive: 600 MB available space
Helpful customer reviews
190 of 224 people (85%) found this review helpful
104 people found this review funny
32.9 hrs on record
Posted: August 2
Early Access Review
I guess you could say...
this game is very
In-depth
Was this review helpful? Yes No Funny
32 of 33 people (97%) found this review helpful
3 people found this review funny
103.3 hrs on record
Posted: August 2
Early Access Review
I'm actually a person who lacks creativity, and I hate that, Garry's Mod is almost unplayable for me in sandbox mode, as I don't have the ability to think of a unique design.

I also, in turn, lack an artistic eye, I can't make anything unique, and then on top of that I can't make anything look attractive.

This was my main concern when purchasing this game. And thus I had the refund button at the ready.

Then I fell in love with this game.

I still can't make creative designs, I still can't make anything visually appealing, but I can still make something here, and still have a great time.

Allow me to tell you how my first night went with this game after I knew what I was doing, and was ready to give the campaign a try after making some new vehicles to use in it.


"Okay, it's 2:30 AM, I'll just make this one vehicle, get on Netflix at around 3, watch a couple episodes of something, then go to bed."

"o ♥♥♥♥ it's past 11 now and I've only made 2 because the rest weren't good enough"
Was this review helpful? Yes No Funny
29 of 32 people (91%) found this review helpful
1 person found this review funny
121.3 hrs on record
Posted: August 2
Early Access Review
From the Depths is magic.

It’s one of the most underrated games out there.

Don’t be afraid of the “early-access.” There are very few bugs, and crashes are few and far between. Also, the developer is very active, and adds GOOD new content regularly.

If you’re thinking about buying this game, JUST DO IT.
You won’t be disappoint.
Was this review helpful? Yes No Funny
37 of 52 people (71%) found this review helpful
36 people found this review funny
12.4 hrs on record
Posted: August 13
Early Access Review
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Was this review helpful? Yes No Funny
10 of 10 people (100%) found this review helpful
205.1 hrs on record
Posted: August 11
Early Access Review
FtD is both a strategy game where you design the units yourself, and a sandbox game where you send your creations out to war.

The possibilities in this game are enormous. You've got dinghies to dreadnoughts, harpoons to homing missiles, and light aircraft to laser beams at your disposal. This is a game that can bring out both the strategist and engineer in all of us.
Was this review helpful? Yes No Funny