Design, build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more!
User reviews: Very Positive (166 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 may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until 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!”

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 (9)

October 30

New campaign mechanics!


I thought it'd be a great idea to share with you the new game mechanics I've been working on for the campaign for the last 3 weeks or so, as they are nearly ready for release!

The campaign was good for setting up staged battles but the resource harvesting, fleet management and strategic level control was not so great.

The new campaign mode changes don't just affect campaign play, they affect everything about FtD and add two new strategic elements.

The current tactical mode (press N, use "patrol AI cards") offers tactical control over the units.

A new mode has been added that allows assignment of vehicles into fleets, fleets can move and forces can be moved within the fleet into different formations (or your own custom formations).

The world map has been completely redone and now your fleets need to physically move from place to place (making a fleet of fast small boats much more viable than one single battleship). You'll need to spread your forces around your captured resource zones and intercept attackers. As a player character you can warp to any fleet on the map.

The map has also changed such that it is one continuous game world without any need for scene changes / load times.

Obviously if the game world contains every AI fleet and every fleet you've ever made you'll be wondering what the "performance" is like! This brings me on to the next massive change: "in play" and "out of play" vehicles.

Prior to this development work battles could be so large that they'd cause extreme slow down (and even crash to desktop due to memory problems). With the new "out of play" mechanics all forces you are not interested in can be removed from play. These forces can still repair, harvest, smelt, grow crystal, move, etc, but don't use up and computational power and are not visible as vehicles. This makes fleet management extremely easy as you're dealing with "markers" not "vehicles".

Battles happen by moving fleets near each other on the map. Once within a certain range they enter "blockaded status" which means they cannot move or do anything. Once the player warps to the blockaded fleet and turns a force (or more) in play then the battle starts.

To keep battles manageable the campaign is kicked off with a "maximum number of blocks in play at any one time" parameter. This can be anywhere from 10K to 100K, depending on whether you want a more tactical game, or a more chaotic game, and also it allows those people with lower end machines to get a smooth experience.

The number of blocks you can spawn depends on the relative battling fleet sizes of you and your enemies (and your allies!). So if you bring 40 ships and they bring 5 ships then the game might have you spawning 8 against their 1 (five times over). So the balance of the forces is always fair (you had 8 times the number of ships that they did) but the game never loads in too many vehicles to play smoothly.

To make the game more user friendly you can now warp the player character directly from vehicle to vehicle, and even sit the player in an "out of play" vehicle and admire the view as it moves with the fleet.

As an example of the benefit this brings I quote the following functionality:

  • Mass producing units painlessly by spawning in vehicles, turning them "out of play" and adding them to fleets with repair tentacles in them. You can go elsewhere and (assuming you have enough resource) when you come back they'll be at full health.
  • Building resource miners in every resource zone, turning them out of play, and getting the full resource gathering, oil drilling, crystal farming, etc capability that you would if you were right there with them
  • Creating fighter squadrons that can zip across the map and join you in battle, or watching an enemy battleship slowly lumber towards you across the map
  • Managing dozens of vehicles in an out of play fleet, changing their formation and moving the fleet around without having to worry about them crashing into things!

Fleets move at a speed determined by the forces within them, and have maximum altitudes. Top speed and maximum altitude need to be "proven" so when you build a new plane, take it for a spin to show the game what it can do. Save it as a blueprint and spawn another one and it'll automatically have the same top speed and maximum altitude.

Retrofitting will be added to FtD to allow a vehicle to be turned into another vehicle. If you build fleet of 30 bombers but then realise that you want each of them to have an extra missile launcher you can change one and "retrofit" all the others to the same standard using a simple GUI interface.

These campaign changes also prepare FtD for trading mechanics and also a more complex resource mechanic where you need to actually transport resource around in order to spend it. Trading will definitely be added, and the resource mechanic will be an option that hardcore players can use.

Most importantly these campaign changes also make a co-op campaign mode very feasible for the future, so expect the co-op campaign somewhere near Christmas.

You can expect these new campaign mode features in the stable branch on Saturday the 8th of November. Old campaigns will be compatible with this mode but for the best experience I recommend starting the campaign again fresh!

Visit the official forum at for more details and I hope you're all enjoying the game !


13 comments Read more

October 4

1.531, 1.532,1.54,1.541,1.542 patch notes

The main push with this series of updates was to get many more (30 or 40 more in fact) new community made designs into the game to represent the different factions of the game. You can see each faction in more detail here
A number of bugs have also been fixed and the main show stoppers in multiplayer have been fixed as well.

Bug fixes

[bug fix] structures and fortresses now work in multiplayer
[bug fix] Password guess box is added when server is password protected
[bug fix] laser (simple) description updated to reflect that it uses ammo
[bug fix] capslock vehicle designer vehicle hold no longer slows down game for big vehicles
[bug fix] respawn beacon added to starting fortress, as well as some spare part crates
[bug fix] Saving vehicles in multiplayer no longer makes them 'enemy spawn' when loaded again
[bug fix] Precision spin block logic tightened up- they rotate in the same direction as normal spin blocks and their speed is correctly calculated.
[bug fix] bug fixes in the visualisation of prefabs before placement
[bug fix]Fortress controller moves fortress in orientation of fortress, not the controller placement
[bug fix]Shrinking blocks bug fixed for drills/laser components
[bug fix]Setting the rotation angle of a spin block via automatic control block does no longer revert 'rotation reverse' to 'rotation'
[bug fix]Some issues fixed with the selection of a vehicle of interest by looking at it
[bug fix]large block placement code fixed to allow, for example, jet engines to be placed more naturally
[bug fix]ammo,fuel,spares, reserve limits are saved to the constructable
[bug fix]Scuttlebot death in MP is fixed

You can now select the team when spawning a vehicle in the designer

Vehicle designer freeze vehicle button (CAPS LOCK by default) is customisable (CAPS LOCK does not work on MAC in Unity)

Many in game vehicles added and many updated, each faction now has multiple different unique units.

Custom missile staggered fire is now more robust for second salvo

Wood can be placed at multiple orientations, as it could be before 1.53

You will save the vehicle you are building on, when in build mode, regardless of the vehicle you are actually standing on or closest to.

The firing delay for weapons is now enabled

Explosive missile warheads now stack into a single larger explosion

There is a configurable delay on the automatic control block trigger pulse

Changes to the way blueprints spawn in campaign mode

What's next
See here for more info

4 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”

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 open-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 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

    • 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
47 of 51 people (92%) found this review helpful
21.8 hrs on record
Posted: October 8
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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14 of 15 people (93%) found this review helpful
3.0 hrs on record
Posted: October 21
Early Access Review
An incredible cool game once you get past the somewhat steep learning curve.

Give it a chance, get to know the controls and you'll soon be creating epic looking vehicles yourself. Take the workshop as a nexample, it's definitely possible!

Battles are cool and dynamic, waves play a big role as well as the functional build of your ship.

Check out my video review for a more user friendly explanation of the game:
Was this review helpful? Yes No
11 of 12 people (92%) found this review helpful
14.1 hrs on record
Posted: October 21
Early Access Review
I was in my large attack aircraft when 2 small fighters appeared. I had to take them out. I increase my speed and lead them along, hoping to avoid the missiles they are firing. I fire my own missiles and take out the AI on one of them and he falls into the ocean, a hunk of steaming scrap metal. The other one fires missiles at the rear of my aircraft and hits but does little damage due to the heavy armor. I then fire some missiles and take out his wings and weapons. He falls into the ocean and I finish him off, producing a large, fiery explosion from the ammo barrels.
It's worth the money.
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9 of 9 people (100%) found this review helpful
31.9 hrs on record
Posted: October 19
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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8 of 8 people (100%) found this review helpful
40.1 hrs on record
Posted: October 13
Early Access Review
Challenging and very, very addictive. It's hard to believe this thing is still in Alpha. There are a few eccentricties that I hope get ironed out, but it's really hard to tell whether these things are user error or bugs (though I must admit I usually find through trial and error that they're my fault). The only complaint I have is very minor, and that is that certain objects cannot be inverted...this sometimes impacts the performance of my designs or at the very least detracts from their aesthetic appeal. I'm really splitting hairs there though...overall it's truly amazing.

Now the learning curve is rather steep, but I've found that looking over some of the many designs available through the workshop as well as the included designs that you can get an idea of how to actually design things yourself. If you're unwilling to put the time in, though, you should just keep on browsing and find something else. It takes some thought, tweaking, and occasional reloading of previous designs (definitely save your builds often, if there's an undo button I haven't found it and find myself occasionally detaching entire portions of builds and can't bring them back) to get something really usable.

However, the reward of watching your functional (if ugly, in my case) aircraft streaking across the sky and firing giant heat seeking missiles down onto a ship until the AI detaches the magnetic free fall bomblets all while continuing on to circle back around for another attack's totally worth every agonizing hour of design work.

Try it out...I mean it's already awesome and this early in development it can only get even better.
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5 of 5 people (100%) found this review helpful
21.8 hrs on record
Posted: October 7
Early Access Review
This game is a sandbox based around water and Aerial fights. Just for being in Pre-Alpha there is an insane amount of content in this, one of my favorite aspects is the custonizable weapons, (custom cannons and missiles). All you can do in this game so far is a few story missions and a campaign where you conquer the map while building better and better ships along the way. Infact, you dont have to build each ship block by block, you can make ships in the editor and save them, then make them in the campaign so long as you have resources for it.

This game relies heavily on your own creativity. The better you can imagine something, the better you can make it in-game. Not trying to turn people away here, because there is the workshop where you can look for inspiration for your own creations.

This game can be very challenging when you first start as you can not just build a little raft with a cannon twice the size of the raft and expect it to float (it will sink like a rock, trust me i tried).
once you get where you can build the bigger and better stuff later in campaign the bigger and better your ships can/have to be as the AI has better and better ships as you progress.

I run an okay rig with about 6GB of ram and this game runs nicely, so long as you dont have anything open in the background. With me only having 6GB of RAM it takes almost all when you get into a battle with ships that fire ~4 shells a second. Other than that one small problem It runs nicely.
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4 of 4 people (100%) found this review helpful
2.8 hrs on record
Posted: October 12
Early Access Review
I Am Really enjoying it i love the whole idea of building ships , airplanes , etc and taking them into battle , it really gives you the player the felling of being in control of what goes on with in the game / the in game battles
like if youre ship is not built well and you get taken out by a well built ship then work more on youre plane , boat , etc & define
it to be good in battle as you see fit. i love the freedom that this game gives me i put
this is an amazing game.
and in my honest opinion it is 100% worth the 19.99 price tag that it commends
one of the most fun i have had with a game in a while.
However i did run into a steam bug were it only counted 3 or so gameplay hours on my profile
i dont know if that was a steam issue or an issue with the game so not gonna take points away for that i mean it is still in beta.
I Give this game based off of my 175 hours i put into it.
i give this game an 94 out of 100
i really really enjoyed this game i had so much fun with it.
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4 of 4 people (100%) found this review helpful
35.1 hrs on record
Posted: October 24
Early Access Review
Pretty solid in its current state, promising future, dev actually interacts with community and the game was a functional and playable product when released on Early Access, which already makes it more likely to not get abandoned than 99% of games on here.

That being said, if you want a more 'secure' project or a game that can be played for merits other than sandbox elements I'd wait a month or even several. There's a big update coming soonish to the 'main' gameplay mode, and a huge list of not-yet-implemented features at the current time.

Gameplay wise. It uses a very well fleshed out sandbox building tool to design ships either on the fly or in advance that can be made or spawned into the various game modes. Eventually should feature a rather lengthy campaign that looks like it'll basically be a set of scenarios and goals, simple but entertaining, a Multiplayer campaign mode ("world domination" style gameplay with resource zones and stuff), and single battles pitting ships against eachother within a resource budget.

-The building tools are amazing, actually including features like fill tools, mirroring both 'along a line' and between two blocks allowing both odd and even number symmetry. Saving and loading sub parts of vehicles (tad odd at this time), and a lot of other "Blatantly obvious" things that it's always annoying when sandbox games lack.

-The game appears to have a fleshed out backstory and lore that the vehicles of the factions and the story missions are being created to match, and will likely feature a content rich and interesting game world in the end.

-The aesthetics. The game's graphical style is quite nice, with wooden structures and vehicles appearing a tiny bit ramshackle but still sturdy, metal stuff solid and sleek in form but covered in weld lines and rivets, the avatars(player controlled characters) interesting and unique. All in all it reminds me of steampunk with a bit of a clunkier appearance that I think fits the general design of the game perfectly.

-The weapons, while satsifying and powerful, suffer from a bit of 'one best option' problems. For example cannons are best served as being stupidly long guns with obscene fire rates, without much reason to do things like a massive caliber slow firing gun as you could make it rapid fire for purely an additional resource cost. Meaning "Bigger is always better, faster firing is always better" with nearly no exceptions.

-The physics engine for vehicles is a decent blend of realism and gameplay/CPU intensity concessions. Don't expect an accurate naval warfare simulator or realistic aerodynamics but it's definitely solid.

-The combant. Sans current minor AI derpiness the combat is rather well done, with versatile weapon options for your vehicles, ammo and fuel management being things you need to take into account, and lots of information presented in nice visual and auditory manners that don't look out of place. (Shell tracers that indicate shell type, energy shields showing up in world, engines changing pitch by power drain, thrusters for fortresses and jets showing information about themselves by the color of their trails, etc)

-The AI is a little clunky at present, does ok navigating and fighting solo but tends to ram allies repeatedly, make a beeline for stationary structures or sky forts and get caught on those, and the 'orders' system is as of this update not terribly useful or fleshed out, and results in even more of the above. Unfortunately, this is also a key feature of the game, and will almost be required for success in campaign after the coming update, so hopefully it's put in a better state in the next few updates.

-Lacking in content, obviously, it's an Early Access game, but the core gameplay ideas are present and largely functional.

-Multiplayer is in early testing this version, don't buy it for that, yet.

-Current implementation of campaign mode maps is unwieldy and a little derpy in how it handles diplomacy, e.g. allies will 'capture' any territories you leave defended only by structures or empty, but you will still receive resources from your harvesting objects there. Next version this should change but we have limited info on that, so perhaps hold off if that bothers you.
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5 of 6 people (83%) found this review helpful
20.0 hrs on record
Posted: October 15
Early Access Review
Congratulations. You've successfully descended into the world of niche titles. Unlike most others from this category, this is an amazing game. Buy it now.

Not enough juicy, succulent review meat for your tastes? Then let me lead for you.

This game is unlike anything I've ever seen before. Seriously, the team of two devs (I think there are only two, they're the only two I've heard about) is a wonder duo, one specializing in PR (Her name is Elizabeth, she gave me this game free!) and one for the game (Nick, he updates his game almost daily!). The game focuses (obviously) on the construction (and following demolition) of massive...whatever-you-wants, basically. You can make trains, planes, ships, spaceships(!), orbital cannons, you name it. You can even do stuff like this . You really don't have a set goal, the play style reminds me somewhat of Minecraft. The game can fit to your personal fetishes, in my case spaceships. You're probably saying "Meh'" and moving on. Wait! You haven't even seen the best part. You can completely customize your systems, including but not limited to: AI Mainframes (autotargeting and performing of customized if/then statements), Engines (focusing on either insane fuel-gulping power or fuel conservation, or a balance), Cannons (you can change ammo types, barrel length for increased accuracy, determine whether it's a one shot explosion or an 18 shot salvo), shields (whether focusing on a wide area with weaker deflecting, or a smaller shield capable of deflecting the strongest explosions), and even targeting system priority (for AI mainframe). Nick says he's soon gonna implement something From the Depths players have been waiting eagerly for a long time: Sea Monsters. This inspired the name of this game: From the Depths (just think here for a second)! Imagine battles like this but instead of fighting massive battleships, we will fight sea monsters! As of right now, this game is mainly focused on single player. Multiplayer exists but only comprises of simulating a battle between two ships, you can't control it (but that IS planned). Suprisingly, there actually is a campaign, but I haven't experimented with that yet. I only have minor qualms about this game-NUMBER ONE ON MY LIST IS THAT JETPACK. Seriously, that jetpack. Many times have I tried to keep up with one of my creations before it takes off, but stopped an inch before I got to the ledge because of that jetpack. Could we at least get a noclip? Another thing: we need to be able to move a group of blocks (regardless if it's our creation or not). Last thing: we need MOAR documentation for the engines, AI, and other systems. I still haven't mastered them.

Overall, this is a fantastic game. I highly recommend this to all of my friends, and to all you guys out there. Please give this adorable little game a chance in the big mean world of Steam. I wish the best to all you guys out there that play this game and to the Little Dev Team that made this little slice of history.

Stay frosty, y'all.
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6 of 8 people (75%) found this review helpful
7.6 hrs on record
Posted: October 11
Early Access Review
To bring you this quick look I spent 8 hours in the game learning it's mechanics and game play.
No it didn't take me 8 hours to learn the game, but due to my own build errors and design mistakes, it took me 8 hours just to film the footage I needed. :)
Hopefully this video will also serve as a visual tutorial of sorts. This game is all about building and commanding a variety of different vessels, from boats to planes. You can build your own battleships, planes, submarines and even space ships... in fact you name it and you can probably build it. The game is currently in open-alpha and already contains a wide range of single player content and as soon as you're familiar with the build mechanics the game opens up into a fun and rewarding experience. - Superb!
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2 of 2 people (100%) found this review helpful
32.8 hrs on record
Posted: October 25
Early Access Review
Absolutley flawless, and its even still in early access with this level of polish! A solid game here even in this stage of development, fun mechanics, easy to learn design system, resource based consructions and real time damage on a block by block basis. Careful and clever design is key to making a solid ship/sub/plane/spaceship, build your ammo storage with too little armour and you'll get a spectacular explosion if you're hit in that area. You can customise missiles to be armour piercing to punch through like a needle or use high explosive to cause damage over a wide area, or even somewhere inbetween. You can make custom cannon turrets too, want dozens of tiny barrels firing like a shotgun or a mammoth cannon that takes 2 whole minutes to reload? Why not build 2 mammoth cannons bolted together?!

This is one of the best games i've played in a while, and new features, tweaks and mechanics are in the works making this a title that just keeps delivering.

Solid 9.75/10!!!!
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1 of 1 people (100%) found this review helpful
18.1 hrs on record
Posted: October 1
Early Access Review
This is a rather fun game, supprisingly so actually, though it seems 'bland' right now, they are still working at the graphics, the campaign and overall controls, but even with that it's still a lot offun to mess around in, and make your own warships and planes, Though I'm looking forward to ground vehicles.
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1 of 1 people (100%) found this review helpful
4.2 hrs on record
Posted: October 29
Early Access Review
Ok much better once you get the hang of it
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1 of 1 people (100%) found this review helpful
25.9 hrs on record
Posted: October 26
Early Access Review
this game is amazing you build ,fight and get destroyed . The campaign is really good and i dont really like campaigns but this one is just too good its well worth its money so if anyones looking at this review wondering weather to buy it go ahead and buy it you will not regret it 10/10
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1 of 1 people (100%) found this review helpful
85.5 hrs on record
Posted: October 19
Early Access Review
I haven't had many games that captured my interest as this one has. Sure, it isn't a finished product, but you can build stuff, and then customize the heck out of whatever you just built, and then build on your customizations with further modifications. I like games that allow you this kind of freedom. It's the type of game that says you can have as many guns, and as much armor as you like. You'd better be prepared to have your hopes and dreams dashed if it's poorly set up, however. Oh, I haven't mentioned the developer yet. He's an amazing guy, active in the community, gives feedback on suggestions/bug reports, etc. Too few games nowadays can boast that as well.
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1 of 1 people (100%) found this review helpful
1.9 hrs on record
Posted: October 29
Early Access Review
Great for indie. A little raw on the UI. Need somemore effort
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2 of 3 people (67%) found this review helpful
19.5 hrs on record
Posted: October 20
Early Access Review
This game is absolutely brilliant in so many ways! I can remember way back when I was just a little kid playing G.I.-JOE's in the backyard. I didn't need the expensive, very cool toys that all of my friends had. Although the aircraft carrier was totally awesome, and the F-14 Tomcat was just bad a$$. I was perfectly fine using my mom's tupperware and various other types of household odds and ends to wage war behind the garage... All I needed was the little, flexible JOE's with cool nick-names. My imagination would take care of the rest!

Years later I am 36 years old, work my a$$ off and find it very hard or difficult to lose myself in my imagination just as I did many years ago! That is why I love video games. They give me the opportunity to leave my job behind me, venture off to uncharted territories and save the world from a vile, discusting and viscious evil with capabilities far beyond our very own. From the Depths not only allows me to venture off into La La Land, but I get to create the vessil of which I use to get there! Should I fly, or should I sail? Should I use a submarine or should I use an extremely huge aircraft carrier? These are a couple of the thousands of questions that From the Depths lets me ask. Just as I did years ago with my moms tupperware, I can create virtually any type of vehicle that I want to create... I am being serious... What ever it is that you can dream up, From the Depths allows you to build it. I do have to say that building your dream machine is not a walk in the park... At least not on the beginning. When you first turn it on the game does seem very overwhelming... EXTREMELY OVERWHELMING!!! As long as you do not let the complexity of this little gem detour you from having fun you will gradually get the hang of it amd before you know it you are building your very own Battleship with a vast array of turrets, missle silos, gun bunkers, engine bays, controll rooms and anything else that you might find on a Battleship. Along with other goodies that you would only find in... Your Imagination!!! After you have created a fleet of multiple armed and dangerous multi-terratoried vehicles you may sick your vast army on your friend, or foes vast army. Simply put... This game is a build it yourself version of the game Battleship, Legos, and Minecraft all rolled into one.

Although I highly recomend this game and that I truly believe that this game offers custimizable options unlike I have seen in any other game. Please note that it is complicated. It is not a game that you can just walk right in to. I have played it for only thirteen hours and I am still having trouble with it. But for me, the "Juice is worth the Squeeze"! Although it is complicated I am quickly getting the hang of it and having a blast while learning to do so... A BLAST! I just finished building a boat that I have been wanting ti build since I was in the 8th grade. I still have a hard time believing that something I sketched out nearly 23 years ago is right here in front of me plowing along as fast as a speed boat while I am blasting a set of guns that I custom designed myself. Oh I forgot to mention... You can also design your very own weapons which you can put on your custom designed vehicles.

In conclusion I would like to say that if you are into building vehicles/forts/weapons, have a wild imagination and a srtong will to learn than this game is definately right up your alley. Everything you could ever want to build anything you want is right there in front of you on your screen. The learning curve is high as the Dev (there is only one... and he is great) has made ther game very easy to pick up as long as you have patience. Please do not let this game pass you up. It is a gem... A diamond in the rough that is still in it it's early stages (which is VERY hard to believe as good as the game runs) but is not far from being polished and placed on display!!!
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1 of 3 people (33%) found this review helpful
25.6 hrs on record
Posted: October 5
Early Access Review
Great game.
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2 of 7 people (29%) found this review helpful
1.7 hrs on record
Posted: October 28
Early Access Review
This game is a cool concept, but the controls are just horrible.
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1 of 11 people (9%) found this review helpful
0.6 hrs on record
Posted: October 28
Early Access Review
I love the idear and the things the game has to offer - but the controls is so messed up - i have played too much minecraft, so if you like the controlls in minecraft. You are goin to have a hard time playing this game the first couple of hours
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