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 (587 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 (20)

June 15

1.63 1.631 & 1.632 patch notes


Hello,

This patch is created to help new players climb the learning curve- but also has a few features for experienced players. Tutorial material and the in-game manual have been improved and linkages from the inventory to the relevant sections have been improved. The game now categorises all blocks by "complexity level" to help new players understand what blocks are fundamental to the game, and what are optional extras to be mastered once the fundamentals are mastered. Let me make it clear that no blocks have been "locked"- the complexity system is entirely optional. You'll see it as soon as you open the inventory.

Another great addition to the game is the poster block which allows you to display an image from a URL.

I've also tried to make it clear to new players that there are two totally different building control schemes available- mouse based and keyboard based- and added tutorials for both.

I'm also extremely conscious that some mac users are having difficulties and so I've added special automatic logging to help diagnose their issues. Assuming the logging catches your issues, I'll be able to fix them for the next patch.

The game now also displays informational messages when you try and do something you can't for example build a vehicle backwards, or fire without ammo, or steer without a rudder. These should help new and experienced player's alike figure out why their designs aren't functioning as they expect!

Change log

[1.63] Profile creation comes with a control scheme selection menu

[1.63] New tutorial videos for mouse and keyboard building

[1.63] 4 meter sloped beams added for wood, alloy and metal

[1.63] Faction fleet color selection in character sheet fixed.

[1.63] Desired accuracy can be set to much larger values to allow vertical launch missiles to be launched without looking up.

[1.63] Work progressed to stop laser and cannons shooting at land- but this functionality is not activated yet

[1.63] Error checking performed on scene change to help diagnose mac issues for the next release

[1.63] 'No ammo' clicking sound added

[1.63] Status messages regarding reasons for not being able to fire and reasons why control inputs aren't functioning have been added

[1.63] left, right and up slopes have been removed from inventory as they are duplicates of the down slope

[1.63] Sound disabled when watching tutorial videos from the knowledge base

[1.63] A 'poster holder' block has been added that will display an image from a website URL

[1.63] Teaching tools have been improved greatly

[1.63] Components are sorted into categories depending on complexity and usefulness- to help new players

[1.63] Bug fixed with degraded mode FPS being saved into desired minimum FPS

[1.631] ACB Spawner control now uses the range check function to only activate nearby spawners

[1.632] Warhead arming time copied with 'copy to all same length missiles' button

[1.632] Story mission GUI tidied up

18 comments Read more

June 12

1.623 Patch Notes

1.622 Introduced a nasty bug for mouse based builders- sorry about that guys. 1.623 is out to fix that, but also fixes a number of other things. Unfortunately it may introduce bug of it's own particularly in regards to campaign saving and loading- but so far the initial testing suggests it's working fine. I'll be keeping a close eye on the forums at www.fromthedepthsgame.com/forum for any bug reports over the next few days.

1.623 also fixes a number of other bugs, some of which were quite serious and adds a bunch of interesting new features such as the ability to eject missiles laterally from the launch pad (using ejectors) and the ability to colour your shields. There's a much desired slider in the options menu to reduce the trail length of projectile trails as well.

I also noticed that many of the tutorials have been broken since 1.6- so those are all fixed now, and several of the confusing steps in the tutorials have been removed.


Changes

[1.623] Smoke partices capped for smoke deployers- to increase stability of game

[1.623] You can reduce trail length in the options menu for projectile trail effects

[1.623] A new shield coloring component has been added

[1.623] Fleets now save the altitude of their movement orders

[1.623] Missiles can be ejected at almost any angle now- options in the launch pad.

[1.623] Light fittings can be placed on turrets

[1.623] Resource refunded correctly when scrapping forces that have never been in play in your game session

[1.623] Lots of tweaks to campaign based code to help with multiplayer reintegration- bugs possible.

[1.623] Developer mode added to options menu so that you can save over built in blueprints and planets

[1.623] Tutorials improved

[1.623] Futher attempts to stop load screen bugs

[1.623] Mouse based build mode bugs fixed (many bugs introduced in the last version)

[1.623] Sound clicking reduced

[1.623] Pathfinding of enemy fleets on map fixed (broken since 1.6)

[1.623] EMP resistence of stone, rubber, glass added


What's next

Work has been going on over the last few weeks to bring multiplayer back bigger and better than ever- supporting all sorts of new maps and game modes. That work will continue. I also plan to tighten up the campaign experience and user interfaces as a priority to make the campaign a smother and less fiddly experience. I also want to get targetted tutorial videos into the game for new players, and will be linking in a dedicated "mouse based building" and "keyboard based building" tutorial in the next patch.

10 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: 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
    Recommended:
    • 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
    Minimum:
    • Memory: 2 GB RAM
    • Hard Drive: 500 MB available space
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • Memory: 2 GB RAM
    • Hard Drive: 500 MB available space
    Minimum:
    • Memory: 2 GB RAM
    • Hard Drive: 500 MB available space
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • Memory: 2 GB RAM
    • Hard Drive: 500 MB available space
Helpful customer reviews
120 of 130 people (92%) found this review helpful
1 person found this review funny
2,521.0 hrs on record
Posted: June 11
Early Access Review
As a player who has over 2,400 hours into this game, i would have to say that I like it. For people who like building things this game provides an outlet to not only be creative, but to also try to put together new and interesting mechanical functions and systems.
So, what is the game?
Fundamentally, it is a complex vehicle designer with a focus on water based ships, and flying things which you then use to destroy other designs either in the vehicle designer, or in the massive campaign.
As a new player you will first be heading to the Vehicle designer to figure out how to build something. Here you can use blocks to build the shapes of the vehicle you want. Anything from Small boats to battleships, jets to spaceships, hydrofoils, helicopters, submarines, even rudimentary ground units (Wheels and ground stuff are rumored to be improved in the future)
You can mix and match as you please too, want a ship powered by large jets? Fine, go for it, its all up to your creativity.
The weapon systems are also highly customizable, you dont just choose a gun from a list and smack it down on the ship, no in FTD you build the weapons block by block. Want cannon? Well do you want fast firing machine guns? That will take many auto-loaders and ammo boxes and little or no gauge increases. Want it to shoot Armor piercing rounds or Explosive? Gotta added those blocks to the gun too. Your gun knocking your ship over with each massive shell? Better add some recoil suppression to the cannon barrels.
Do you like missiles? Big ones or small, fast, or slow, Fragmentation, Explosive or EMP? In the water? You bet you can make torpedoes! Mines? Check! Dumb fire bombs, Absolutly! Laser firing sharks tied to a rocket?!?!? Posi…wait, no you cant do that one, but maybe its in development.
All weapon systems are modular (except simple weaopons).
These systems are currently
Cannons
Missiles
Lasers
All of which can be customized to function in multiple ways.

So, now you have your awesome first design? What do you do with it?
Go play the campaign! You load onto a world named Neter where you have a tiny wooden fortress and a dinky little boats. In the campaign you gain resources by mining it in zones, so when you start you may not be able to afford your awesome boat you designed so you will have to go design a smaller cheapers boat (in campaign or in the designer)
Now, you have this tiny sad little wood boat, probably with some missiles on it, what to do? Well, there 8 factions out there waiting to be destroyed or destroy you. You can control your boat yourself, or send it out to fight under the control of the ships AI, which you will need since you will have many ships in a fleet. You are already at war with the Deep Water guard, and they are coming to get you. As you build up more resources by mining and destroying enemy ships you can in turn build up bigger ships of your own.
So, now you've destroyed everything in Neter and you own the world? What do you do now?

Well, a recent addition to FTD is the world Editor, here you can build your own world and your own factions to go blow up, or share the world with friends so they too can blow up YOUR world.

This game has limitless potential, with a Developer who literally works WITH the community. I dont mean he reads suggestions, no he actually puts the design of enemy ships and enemy factions in the hands of the community and puts in new things based on the suggestions of the community.

Give it a try, once you get the hang of it you will be rewarded over and over when you build something new and more awesome than your last creation.
Was this review helpful? Yes No Funny
32 of 39 people (82%) found this review helpful
1 person found this review funny
1,049.7 hrs on record
Posted: June 12
Early Access Review
You can look at other reviews for reasons to buy this.

Instead, here is what to do if you need help:
Do one or more of the following options:


1. Go onto the teamspeak and see if anyone is there to help: http://fromthedepthsgame.com/forum/showthread.php?tid=2049

2. Visit the forums and make a post under the questions subforum(not the Steam forums, this forum): http://www.fromthedepthsgame.com/forum/forumdisplay.php?fid=12

3. Google It.

4. Look at in game designs, chances are at least one of them does what you are trying todo.





Common Complaints:

1. If the building mechanism is hard to use, try enabling "Keys relative to camera, up(space)......". This will make it so space is always moves the cursor towards the top of the vehicle, and alt always moves it down.

2. If the building mechanism still is hard to use, press f3 to enable mouse mode building(Think Minecraft)

3. Left/Right click in build mode determines where the cursor moves. The color of the cursor determines if it will break or replace(Applies to keyboard building mode).

4. Press "N" to enable mirror mode

5. Other Issues: Do the previous set of steps.
Was this review helpful? Yes No Funny
19 of 19 people (100%) found this review helpful
2 people found this review funny
284.8 hrs on record
Posted: June 15
Early Access Review
Are you willing to spend 1-2 hours learning this game?

If so, it will become your Skyrim. It will become your World of Warcraft. It will suck your life away. You will think of new designs, new crazy things to build, weapon systems to obliterate your opponents and AI systems that can get the job done under any circumstance.

You will reminisce the possibilties of fleet management, what forces you need where - which resource zones you need to suckle upon to better your advances against the incoming factions. You will bribe with oil and crystal, why be enemies when you can be friends? And then you will backstab the very faction you befriended, because this is From The Depths and you need all the precious resources you can get.

When you are taking a shower, you will contemplate just how to get your orbital bombardment of custom made ICBM's raining down on your rivals with unprecedented insanity and accuracy. You will ponder over your cruiser and if you really need those massive drills spinning at 50k RPM on the front, do you really need to drill into every enemy ship and watch them explode in majestic fashion? Yes, the answer is always yes.

You will board enemy ships and attempt to destroy whatever you can with the weapons of your choice. Minigun? Hrmm, maybe. Grenade launcher? Yes... that feels right. Blow up their mainframes, disrupt their AI connections, take out their command center, or just launch into the ammo storage and watch the fireworks. Every part of this game is destructable, and this makes me smile.

I own a lot of titles on steam, and this is my new Skyrim.
Was this review helpful? Yes No Funny
17 of 20 people (85%) found this review helpful
2 people found this review funny
902.5 hrs on record
Posted: June 11
Early Access Review
I'm at 810 hours played and counting.... I've put twice as many hours into this in 4 months than I put into EvE online in 2 years. Thats saying something about how good it is.
Was this review helpful? Yes No Funny
9 of 9 people (100%) found this review helpful
1 person found this review funny
112.5 hrs on record
Posted: June 13
Early Access Review
Easily the best vehicle building game I've ever played. I love it to death and highly recommend it to anyone that likes games like Space Engineers or Starmade. I've built everything from submarines to orbital laser cannons.
Was this review helpful? Yes No Funny