Design, build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more!
User reviews: Very Positive (291 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

HOLIDAY SALE! Offer ends January 2


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 (11)

December 18

1.5507,1.5508,1.5509,1.56 patch notes!


Here's the patch notes for the patches over the last few weeks!

Important note
The save file format has completely changed. When you load FtD for the first time in version 1.56 all your blueprints will be converted. If at some later stage you add an old format blueprint in (as you used to do it) it will automatically update them. Your workshop submissions are fine. Any new workshop submissions will be uploaded in the new format. Any problems with this please report them ASAP! Backing up your FtD files in "my documents/From The Depths" is recommended.


Lasers have had a nerf due to a bug fix, and attenuate heavily when passing through water now. AI Laser warner and smoke dispenser components added for releasing smoke to defend against lasers. Missiles have harpoon and winch components for... harpooning and winching things! Many campaign related improvements and usability/user interface improvements.

[1.5507] Graphical issues at high altitude mostly sorted

[1.5507] Preview of blocks added to inventory

[1.5507] Fixed a bug that could cause the game to crash when exposing air pump to a large un pumped area

[1.5507] Building guides available from inventory

[1.5507][Bug fix] Campaign game breaking bug fixed

[1.5508]HUD tidied up

[1.5508]You can set blocks to number key slots in the inventory and select them again (like a block toolbar)

[1.5508]Resource levels displayed in more places and in more useful ways

[1.5508]Button to return from variant browse to main inventory tab browse

[1.5508][Bug fix] Spontaneous destruction of friendly vehicles in campaign fixed

[1.5509]Laser no longer work well underwater, destabiliser bug fixed (some lasers 'nerfed' due to this exploit being patched)

[1.5509]Glitches from 1.5508 patched, campaign load will only load a max of 6 vehicles in play to avoid memory issues causing crash in load routine (no limit on number of in play vehicles, just a limit on the number you can load at once in the load routine)

[1.5509]More HUD improvements

[1.5509]Toolbar for blocks is visible in the inventory

[Bug fix] Fleets reorganize so forces don't spawn on top of one another

[Bug fix] Fragmentation from missiles during heavy combat will not overwrite cannon shells

[Feature] Laser warner and Smoke dispenser AI components for defeating laser based weapons

[Bug fix] Laser multi block penetration damage fixed so should now be bug free

[Feature] Missile harpoon components and winch components added for those who like to do things a bit differently!

[Bug fix] All built in vehicles have speed calculated for them and altitude calculated for them. No more enemy planes in the water in campaign

[Improvement] All sliders now respond to mouse wheels and have a number input box

[Improvement] ACB can now be controlled by custom controller

[Improvement] Drag no longer limited to five. Some components now produce no drag cross section (wings etc). Air drag reduced

[Improvement] no more 'fall from map' and camera modes generally are reset after a special use

[Improvement] Distant forces now join battles from far beyond the blockade distance

[Improvement] Blueprint spawner has an option to release after blueprint is built to a certain fraction

[Improvement] Barrel move speed depends on barrel mass and motor driven barrels

[Bug fix] Map pathfinding bugs fixed

[Bug fix] Local weapon controller max fire rate now affects lasers

[Improvement] SubObjects can be deleted and the save name is pre-populated for you when overwriting them

[Improvement] New save file system used, with folders. Browser has cut and paste, new folder, and delete options

[Improvement] Three new faction blueprints added (carnage, predatorX, razormaul)

[Bug fix] Subvehicle spawner spawns things in at the correct angles

Special notice

You have only one day to vote for From the Depths on indie DB top 100! Please make the effort! We are under "Combat Sim"
Top 100- vote for FtD (it closes on the 20th of December!)

Future plans

See this thread for more info on what might be coming next (in the one year of alpha anniversary patch!)
Thread about the next patch

0 comments Read more

December 2

1.55, 1.5501,1.5502,1.5503,1.5504,1.5505,1.5506 patch notes!


The 1.55 --> 1.5506 changes introduced a host of new gameplay features such as a continuous seamless world (for all game modes), fleets, formations, "out of play" vehicles/fortresses/structures, retrofitting of designs in campaign, a new map, and loads more. This adds a lot more strategy to the campaign as well as adding a number of other benefits such as no load times, throttling of battle sizes to match the power of your computer specs.

Other changes include "retrofitting" that can be used to fit out existing fleets of vehicles to the latest build standard, and FtD can now be launched without an internet/steam connection.

Change log
As usual bug fixes for bugs added between 1.55 and 1.5506 are not listed here.

New map, One seemless world, no scene changes
Terrain system reconfigured to load while you move- will be moved into a second thread to reduce stutter
Forces (vehicles/structures/fortresses) can be assigned to fleets for ease of use
Forces can be moved 'out of play' when you don't need them for fighting or building on
Fleet control GUI (E) added for control of forces and fleets in battle and out of battle
Fleets can be given more orders on the map
Player can warp from to teleporters/chairs/forces/constructables when they please
Enemy Faction resource zone guard units added
Battle point system added for limiting the size (but increasing the duration) of battles
[Bug fix] Nasty DWG forces no longer spawn immediately and sea viper is back in the early game
You can capture enemy forces now, simply kill all crew and destroy the mainframe to claim them
Tapping WASD SPACE ALT in build mode moves the build marker one position
[bug fix] build marker control is more stable under slow framrate now
You can customise the Interact button ('Q' by default)
You can assign weapon slot change buttons ('[' and ']') by default
Third person camera is removed from the view change cycle by default, enable it again in the options menu
Tooltip system added but not many tooltips writen yet
[1.5501] Map size issue fixed. Fonts made more readable and some GUI updates
[1.5501] Unlimited fleet points in designer. Blockade end distance increased to suit planes with a big attack run
[1.5502] Steam overlay used for opening external links
[1.5502] You can no longer use enemy equipment or interact with it (until you capture it)
[1.5502] Caps lock for projectile follow can be re-binded
[1.5502] Centre of mass calculation takes into account large blocks
[1.5502] You can now longer glitch vehicle specific blocks onto fortresses, and visa versa
[1.5502] Sub vehicle spawner no longer has terrible glitch!
[1.5502] Experience and friendly fire and such is no longer buggy
[1.5502] Approaching large fights no longer has the same performance impact
[1.5502] Docking stations can now only target friendly units
[1.5502] AI fleets now are only blockaded fully by player"

[1.5503] Retrofitting added to game (V menu and Fleet Control GUI (E menu)
[1.5503] Repair logic fixed for large blocks
[1.5503] GUI reskin
[1.5503] Basic controls tutorial fixed
[1.5504] Retrofitting fixed so that vehicles don't spawn miles away after retrofitting",
1.5505] Spin blocks can be driven by primary,secondary and tertiary drives now
[1.5505] Fleets sorted by distance from player in E GUI
[1.5505] Fleet and force selection maintained from map to E GUI (sort of)
[1.5505] Spare parts crate shows spare part number and is manually refillable using natural resource
[1.5505] You can override AI piloting of your vehicle simply by pressing a control button
[1.5505] Fortress AI card fleet move enabled (and fortress move power consumption reduced
[1.5506][Feature] Pathfinding around islands on the map now performed for all fleets",
[1.5506][Feature] Multiple queued move orders allowable for fleets (hold shift)",
[1.5506][Feature] Fleet altitude and rotation setable from the map",
[1.5506][Feature] story mission objectives shown on HUD",
[1.5506][Change] missile laser, AI radar/tracker/detector can be placed at any orientation",
[1.5506][Change] game launches without steam now",
[1.5506][Bug fix] Retrofitting to full health no longer possible.",
[1.5506][Bug fix] You can now longer place sub vehicle spawner on spin block or turrets",
[1.5506][Bug fix] all teams get inf resource in designer",

What's next

In the immediate future:
Out of play vehicles repairing / repaired by others in the fleet
Block visualiser for the inventory
User interface improvements
Map click and drag selection of fleets
More enemy units for each faction (hard to keep up with the amazing number of excellent designs the community is creating for the factions!)
Moving to Unity 5 (Significant performance improvements expected)

After that (Between now and probably February, but a bit hard to judge!)
Terrain and other vehicle avoidance for AI controlled planes
Kamikaze AI
Anti laser protection blocks (smoke dispensers, mirrors)
Anti personal AI components
Custom ammo for cannnons
Ridable sea monsters
More refinement of the multiplayer leading to co-op campaign

13 comments Read more
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Report bugs and leave feedback for this game on the discussion boards


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

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


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
58 of 82 people (71%) found this review helpful
19.3 hrs on record
Posted: December 6
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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11 of 12 people (92%) found this review helpful
161.8 hrs on record
Posted: November 30
Early Access Review
This is an absolutely, positively magnificent game. Don't scroll down just yet, I have an explanation for my madness.

This is an engineering game with block style building and heavy sandbox elements. One could say that this is like Space Engineers, but there's something different. The craft you build serve a point. There's a dynamic, open world war-like campaign that you must build and design craft for (or snipe them off of the workshop and learn how they work,) to complete.

In this campaign you'll be introduced to several factions with vessels that are very different per faction (The developer is currently taking user submissions that fit a certain faction's theme) that you must design crafts that can combat this.

I keep saying the word "craft" in place of boat because it can be anything. Boats, planes, land vehicles, spacecraft, ballooncraft, submarines, anything you can design can come to life in this with its simple automation that you can put in place.

While this game, at the time of the review, has a small-but-growing community, it is VERY robust, there has to be the highest ratio of players that are also streamers and youtubers to regular players I've ever seen. There's loads of tutorials and user submitted designs on the official forums (don't let the Steam forums decieve you.)

And for those holdouts that are concerned about the longevity and developer-community relations on this product, the developer is very active on the official forums, with, to date, 18% of all the total posts on the forums being his. He constantly throws out suggestions that he wants to see in the game to gauge community reaction as well as take in any well-thought-out revisions that the community members have to offer. There's even been a quote of him saying "I can put it in, people just need to ask for it." When it comes to longevity, it used to be just him on the project, but I've seen some more people come on as official staff.

This is a hidden gem. I want the world to see it. My rating? 15 out of 10.
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6 of 6 people (100%) found this review helpful
2.3 hrs on record
Posted: December 7
Early Access Review
Excellent game, just a bit rought around the edges! This game has a huge amount of poetential, it just isn't fully finished. The idea behind the game is great, basically it is an open world vehicle-building game, with an emphasis on physics and battles. The Dev is extremely active in the community, and responds to players' suggestions and new ideas.

Give it time, and I think this game will shape up to be truly amazing!
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6 of 7 people (86%) found this review helpful
143.8 hrs on record
Posted: December 7
Early Access Review
Awesome game. Build fortresses, boats, submarines, airplanes, helicopters, balloon driven airships or all of the above in one vehicle using a completely free form physics voxel building thing. 

All the details of your design come into play. Your vehicle will have a center of mass based on where you put your everything, a center of lift based on where you put your wings or hydrofoils, a center of thrust based on where your engines are, and even centers of positive or negative buoyancy based on where the lighter and heavier than water parts are. Having things off center applies torque to your vehicle which can cause it to flip or roll over.

There's fighting against AI in this game too. Weapons range from simple one block weapon systems including rams, old pre 1880s style cannons, machine guns and guided missiles. Watching cannon fire arc between opposing groups of ships and seeing blocks get smashed, hulls broken open, ships listing or sinking is great. Even better is when someone's ammo barrels get destroyed and there's a huge explosion with slow motion effects.

To help with the battling you can also design your own weapon systems such as cannons, missile launchers, lasers or drills that might be as large as one system spanning the entire size of your vehicle.

If that wasn't enough, you can fill your design with its own AI brain and various automatic control blocks, then tweak all the parameters so that you have your own AI controlled vehicles.

As for the cons, well there are plenty. The game is in a very rough state. There's a lot of content, but almost none of it is balanced very well or free of glitches.

I expect many of them to be improved or eliminated by development. The game has quite a learning curve. Some of that is due to complexity, which is good, but most of it is due to UI design which is both poor quality and very non standard. What other games use the t-o and g-l row of keys for controlling vehicle movement? It even varies from vehicle to vehicle based on weather you're using a ship's wheel, generic vehicle controller, or complex controller. Other games allow you to move a camera, vehicle and character around using the same 6-10 keys and a mouse or controller, so there's no reason why this one should be different. It's not like the system is any better either. Even after playing for 150 hours, I routinely find myself disoriented while switching between 1st person, 3rd person and build cameras, and pressing space to jump out of my seat when I mean to move the camera up, or vice versa. Or pressing w to move forward and being confused when nothing happened, because I'm in 1st person mode while seated and I meant to move the camera forward.

I've more or less given up on playing the campaign game at this point. It's an interesting idea and may get better with development, but right now it has a number of problems. Blockade ranges are the same for all vehicles, which makes weapons with a longer range somewhat useless, since they can't actually enter battle unless they're the closest... but if the closest spawn first, then the long range units can't spawn because they're not "in battle". I had an absurd situation in my campaign involving a fight near my starting fortress where I was able to toggle between playing a completely broken "force" near the enemy. My design had no weapons, no AI, nothing but hull pieces, and was nowhere near me.

Yet the enemy considered this a fleet that must be defeated before moving a few hundred meters closer to my starting fortress. There's a retreat button that allegedly gives up on a force and destroys it, but all this did was remove my fleet from play, allowing me to put my fortress in play... which would then proceed to shell the the enemy ships for a few seconds, because they would despawn. They're waiting to fight with the wrecked ship I just "retreated", you see. Player ships and fleets should probably be completely destroyed much more aggressively when the player or an AI mainframe isn't physically on them. It's kind of a mess overall at this point really, and could use a lot of work. 

Luckily there's still the vehicle designer and single player story missions, which provides plenty of gameplay all on their own. 

Lots of the physics values are suspect. For example, engine parts have a mass of 0.1, the same as a block of wood, which means they float. In general, the game is poorly balanced. There are a number of complex systems in the game right now such as engine design that have a few clearly efficient solutions rather than encouraging design tradeoffs for different sorts of things, and right now the best weapon system is simply lasers. The developer is aware of the last two problems though and will probably have them smoothed out by the end of next month.

Since this is an early access game, I'd like to offer some suggestions for improvements to the game:

I strongly suggest to the developers that they completely rehaul the control system and bindings to be based on the 9 keys in the wasd region, q-e, a-d, z-c, plus 1-3 other nearby keys such as shift, v, or r to get the total back up to or beyond 10. The f key could serve a similar role to what q does now except it would toggle between being at a control station and controlling the vehicle and moving your character around. Use alt as a modifier to toggle moving the camera. Now you can do everything you could do in the current control system, but it's significantly less disorienting, and also similar to how other games work.

I would also say the turret and gunnery system needs a complete rehaul. they look and control terribly, and it's far too easy to cause them to freak out or glitch. Motorized and elevation barrels shouldn't be a thing when there are already turrets that do the same thing, and moving barrels look terrible when they inevitably clip through other objects. Not to mention you can use them to phase into your own ship and shoot itself. 

I suggest the turret system be changed as follows: get rid of moving barrels from custom cannons completely and make every turret either a horizontally locked azimuth only turret or a vertically locked elevation turret and allow them to be chained together exactly one time. The overall orientation of the turret assembly (for aiming purposes) could be determined by placing a specific block, or by letting a firing piece or similar block control its turret. This would allow the creation of much more sensible turrets that would actually aim their weapons without insane glitching.
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3 of 3 people (100%) found this review helpful
82.3 hrs on record
Posted: December 18
Early Access Review
This... is... awesome.

if you like to build crazy vehicles with crazy guns that you can use in epic battles against your own awesome vehicles or against extremely awesome enemies, this is a game for you.

I highly recommend this game.

from the depths is just...
addicting as ****
Was this review helpful? Yes No
3 of 3 people (100%) found this review helpful
75.2 hrs on record
Posted: December 19
Early Access Review
builds giant plane, realises everything is in the wrong direction in refference to the controls, cries in a corner for fifteen minutes,

11/10 would fail again
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2 of 2 people (100%) found this review helpful
5.7 hrs on record
Posted: December 11
Early Access Review
Perfecto for a early access game :D
complex, creative, sandbox, huge and whit weapons
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2 of 2 people (100%) found this review helpful
3.2 hrs on record
Posted: December 12
Early Access Review
This game is without a doubt amazing! It has a very unique feel to it and the customization is done just right. you are able to customize EVERYTHING but you won't need to micro manage if you don't want to. The developer seems to be a very good guy who cares deeply for his work, and rightly so! even this early on, I call it a masterpiece as it is.

There's just a certain freedom in this game that I wish bigger name developers would learn to incorporate. I really don't have any significant problems with this game. The only thing that i could possibly consider a downside is that the ai of my boats is a tad bit clunky but I'm sure the ai will be improved soon, the updates have been regular and the developer has been very dedicated from what i've seen.

I would say this game is easily worth the money, good on you Brilliant Skies!
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2 of 2 people (100%) found this review helpful
43.3 hrs on record
Posted: December 12
Early Access Review
stumbled upon this by chance, it's the most polished early access game I've played. So much to do, nothing is broken, the devs update a couple times every week, and features are constantly being added. it's got huge potential.
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2 of 2 people (100%) found this review helpful
71.4 hrs on record
Posted: December 14
Early Access Review
You get to build a boat, to explode a boat, to build bigger boats to explode more. ITs an endless cycle of enjoyment!
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2 of 2 people (100%) found this review helpful
187.9 hrs on record
Posted: December 15
Early Access Review
Awesome already, and still more to come.
The developer is also very active on his forum and takes the player input to heart.
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2 of 2 people (100%) found this review helpful
21.1 hrs on record
Posted: December 18
Early Access Review
This game required creativity thought and enginuety with a complexity and lack of that allow you to jump in or build up your own ships.
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2 of 2 people (100%) found this review helpful
66.8 hrs on record
Posted: December 18
Early Access Review
Fun if you like building vehicles that blow each other up. AI. Reasonably complex but totally aws when you get the hang of it.
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2 of 2 people (100%) found this review helpful
69.1 hrs on record
Posted: December 13
Early Access Review
Well, da best Sandbox game i ever saw, and played

For begin only "Alfa" it got more contenct than Spore+Space engineers+Garry mod
Well what will be "Beta" ?

Game itself
ITS HARD, i managed to make functional ships, but Aircraft,Submarines,Space ships etc. almost no AI card for them to control, making the game realy often dissapoiting
But when things get done, Robocraft+ Spore + Team Fottres 2+ garry mod star here
Destruction, physics, gravity and strategy, all veiled in nice graphics and gameplay
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2 of 2 people (100%) found this review helpful
6.2 hrs on record
Posted: December 16
Early Access Review
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3 of 4 people (75%) found this review helpful
200.1 hrs on record
Posted: November 23
Early Access Review
If you love a technical game that inspires your imagination and creativity then this is it in its most extreme form. The complexity of this game makes for quite a steep learning curve at the start. In fact even now I am still learning even after all the hours I have played it.

This game is getting regular updates. The developer is also doing a great job with communication on the forums.
Over all it’s a fantastic game at this stage. I believe this game deserves every bit of attention it gets.
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3 of 4 people (75%) found this review helpful
16.5 hrs on record
Posted: November 25
Early Access Review
This is one of the best games I have played in a loooooooooooooong time! And it's indie, so none of those microtransactions and other infamous parts of AAA games. Well optimized, and does not require a great pc. But at the same time, it has great physics, many options for creativity and tons of replayability. But, the control scheme is very confusing to a beginner, but you will learn.
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3 of 4 people (75%) found this review helpful
90.0 hrs on record
Posted: November 30
Early Access Review
i love this game its amaseing. i got this game 3 days ago and ive played over 33 hours beleive it or not...

the controls do take a little getting used to and it does take bit of learning but i think thats part of the fun.

its not even compairable to space engineres in my opinion their is way more that you can do and way more customization available. not to mention that its still in pre alpha and their is plenty more to come.

the game is a bit graphic intensive. i personaly play this game on a 4 year old toaster at the lowest quality and 1024x600 fullscreen and i feal it looks Great. Any up to date decent computer would easily run this game at full quality.
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3 of 4 people (75%) found this review helpful
25.8 hrs on record
Posted: November 30
Early Access Review
A block building game that feels nothing like Minecraft or any of its clones. You build ships, planes, submarines, or whatever else you can imagine, arm them like they are a SWAT team of Jayne Cobbs and let them free. If you want to go truly crazy you could make enough explosions that even Michael Bay would say it was a bit excessive. Would recommend to anyone who played with legos and always ended up building battlecruisers and dreadnaughts.

Only feels like a (pre)alpha in the multiplayer, which is still very buggy, but its new and being improved.
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1 of 1 people (100%) found this review helpful
9.6 hrs on record
Posted: December 17
Early Access Review
a fun game with 3d building. my sorta game. likeing it so far even tho i didnt do eney tutorals i can build a bad ship ether way a fun good game
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