Design, build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more!
User reviews: Very Positive (213 reviews)
Release Date: Aug 7, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“From the Depths was released via our website on the 1st of January in a pre-alpha state and the involvement from the community was amazing. We averaged a new release every 4 days for 6 months and the experience of developing with the help of the player has been absolutely priceless. By releasing in early access on Steam we hope to grow the customer base and make sure the game is tailored to new players and veterans alike!”

Approximately how long will this game be in Early Access?

“From The Depths will be in development for approximately 6 months before the entire wish-list is included, however development will continue for as long as there are players!”

How is the full version planned to differ from the Early Access version?

“The full game will have more multiplayer support, include more story missions, a more advanced Campaign mode, and more components. Funding from the early access stage will also allow us to add a professional artist to the team to rework the graphical side of the game.”

What is the current state of the Early Access version?

“Approximately 50 player tested releases in and very stable. 225 different components, not including 19 missile parts. A totally free-form designer mode, structured story missions and an extremely challenging open world Campaign mode all exist. Multiplayer is being added and is testable in an extremely early state.”

Will the game be priced differently during and after Early Access?

“The price may increase slightly in the full release.”

How are you planning on involving the Community in your development process?

“The forum at is the main hub of interaction between developers and players. Almost every player comment is read and replied to by a developer. The vast majority of the features in the first 50 versions of the pre-alpha were added due to player request or through open discussion with the players.”
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Buy From The Depths Alpha


Recommended By Curators

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

Recent updates View all (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 !


28 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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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”

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

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
8 of 8 people (100%) found this review helpful
33.4 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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6 of 6 people (100%) found this review helpful
63.0 hrs on record
Posted: October 29
Early Access Review
Ok much better once you get the hang of it
Was this review helpful? Yes No
5 of 5 people (100%) found this review helpful
250.8 hrs on record
Posted: November 7
Early Access Review
Only problem i've had so far with this game is it using up most of my free time, seriously.

First thing most people may think when they see the block system in the game is to think of this as a game like Minecraft. Trust me; calling this Minecraft would be like calling "Space Engineers" Minecraft. Honestly Space Engineers would be a far better game for comparison to FTD than Minecraft. Does Minecraft have missiles, space-ships and lasers? Didnt think so.....

You can basically build just about anything from Submarines to boats to spaceships in a pretty wide variety of ways, Land structures and vehicles are also gonna be in the game in some time. The engine is very versatile, and the game is VERY stable for a Pre-Alpha game; seriously ive run into more or less no major issues so far. The campaign mode is aimed to be a very strategic mode where you basically command fleets of vessels (designed by you and made using resources harvested by you!) against the AI factions and there own respective fleets; each faction having unique designs, tactics and difficulty.

Now onto the frequent complains that negative reviewers are making about the UI and control system. The Control systems basically designed to give a high amount of fine control over block placement; giving control over all 3 Axis using a combination of WASD keys and the mouse, which helps when your making complicating designs. It also makes it easier to edit componnents that are deep inside the constructs hull; letting you reach and change them easily without having to strip off parts to reach it directly. Despite its versatility and varied usage I really dont think it takes too long to get the hang of the control system; but if you really cant stand it the game also offers a much simpler "Look and place" build mode. Building stuff and making it work is a lot easier than people keep saying it is; while at the same timing perfectly optimising something to run via the AI system can be a very interesting challenge for those that wanna have a go at it.

tl;dr: Its a lot easier than most people keep saying it is; and if you played Space Engineers (or another similar build-style game) and liked it then youll most likely love this.
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4 of 4 people (100%) found this review helpful
327.3 hrs on record
Posted: October 31
Early Access Review

Build your own units block by block, customize their weapons, create fleets, romp around the map and kill other custom ships. Cannons, lasers, missiles, mines, torpedoes, missiles that turn into torpedos or mines, big warheads, small warheads, lots of warheads, guided, shrapnel, unguided...

Have fun watching your custom build ship or jet or spaceship or sattelite or weird ballon-laser-missile battery munch through their targets, weep as you recognize critical flaws in your desings as they crumble and get destroyed. Watch your first iron hulled ship drop right down to the ocean floor, be happy when your first iron hulled jet-rockethelicopter thing takes to the skies, immediately fails to shoot someone but still wins because it hit and killed the enemy when it crashed down to earth after getting shot....

From the depths is great fun, its a strategy game where you build your own units, block by block and then conquer the map with them. Look at the workshop to see what we predictable lot have already build.

Game state:
No severe crashbugs or gamebreaking gamebugs in the gameworld have been observed by me in my time of playing, which began at around mid september.
I rate the game as stable and the gamepaly is already functional (construct your ships, build them in campaign, wipe the map clean of filth colored differently than you.).

The Developer has no negative trackrecord to my knowledge, the game is getting updates.
Dev is active in both the steam forum as well as his own.

I sincerely recommend this game.
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3 of 3 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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3 of 3 people (100%) found this review helpful
93.3 hrs on record
Posted: November 2
Early Access Review
This game is amazing. It's the best game I've played in a very long time, but I will warn you that in 24 hours of gameplay I'd barely gotten beyond my first few ships. You need to invest alot of time to do anything interesting, but it's totally worth it if you can.
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3 of 3 people (100%) found this review helpful
267.7 hrs on record
Posted: October 31
Early Access Review
This is, by far, the most complex exciting RTS block-building/sandbox game that I've ever run across in all my years.

Imagine warcraft, but you build and design your units, block by block, even down to the missiles (and soon even the bullets!)

You think "woah, like how, as in there's heavy cannons and gatling guns and such?"

No, I mean you can make one or the other, with the same "custom cannon" blocks. multi-block functionality to the extreme.

This game is insane, and it's not even complete yet, buy it, it'll make you feel better about how ♥♥♥♥ty SE is getting.
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3 of 3 people (100%) found this review helpful
123.6 hrs on record
Posted: November 7
Early Access Review
Has taken place as my favourite game. a constantly developing gmae, that you can choose to make complex and clever ships taking days to build or throw together something with nothing more than brute force and ignorance to back it, and you will have tonnes of fun with that ship.

this game has taken a fresh new approach to the sandbox games which have been spilling out of Devs for the last couple of years.

It's complicated and clever, taking a while to learn and when you've mastered one thing there is a new frontier to explore and learn. its got infinite replayability because of this as even when you have finally built that ship you have dreamed of... you then need to build something bigger better and more "lasery" to top it.
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3 of 3 people (100%) found this review helpful
101.6 hrs on record
Posted: November 5
Early Access Review
It's kinda like Minecraft and Kerbal Space Program had a baby which had all the ingrediants to fail horribly and fall into the pit of clone games that are all essentially "Minecraft with a slight twist", however the baby turned out to be the Mozart of block building games, even in alpha stages it is incredibly fun and rediculously engaging.

During the campaign you can feel how innefective a one man army is so your first priority is to automate your ships, planes and fortresses and once that's done this game transforms from a complex block builder, to a full blown Real Time Strategy. It has no real constrictions to the way you play, you can build monstrous battleships that are almost unsinkable, hitting harder than a Sunday morning hangover, or squadrons of ultra nimble fighters that can outpace missiles and bullets with ease, though personally I go for edge of space motherships that rain down molten pain from a distance. The ability to craft a cannon piece by piece is something I've never encountered before, taking into account what kind of weapon would be appropriate for the craft you can fully customise the weapons capabilities from the range, to the accuracy, firerate, caliber and ammunition type, or opt for a laser or missile system with just as many options.

Another wonderful thing about this game is the developer's 100% commitment, I've seen on the forums more than once, someone having an issue getting something to work correctly or encountering a bug of sorts and the developer promptly replying, first to appologise, then to explain how to make something work or to say that he will fix this in the next update, which he seems to always follow through with. The developer's liveliness in the community is reason enough to buy this game as he listens to suggestions and responds almost always saying that he will add this as a feature, or that it may damage the balance and it may possibly come as a feature in the future. With this in consideration it honestly feels like a game "by the people, for the people".

10/10 would play forever
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2 of 2 people (100%) found this review helpful
72.9 hrs on record
Posted: November 9
Early Access Review
This game is amazing. It has more depth than space engineers and a functional AI. I'm hooked, and I cannot wait to see what further developments are made as the game moves to beta.
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4 of 6 people (67%) found this review helpful
22.1 hrs on record
Posted: October 30
Early Access Review
its aswomeeee
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1 of 1 people (100%) found this review helpful
106.0 hrs on record
Posted: November 3
Early Access Review
OK here is how good this game is. got it 5 days ago. 81 hours in. not even ready to complete the story yet. this game is desgined to let you practice in the vehicle designer ( basically the sandbox) then go to fight the world ( if youre an idiot like me and ♥♥♥♥ every one off) and then get fgood enough to go through the challenging but fun campaign. get it guys just get it
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1 of 1 people (100%) found this review helpful
60.3 hrs on record
Posted: November 12
Early Access Review
I've only played for about a day but I'm hooked. It is a little difficult to figure everything immediately but it is worth the learning curve.


Well flushed out mechanics
AI works well depending on how well built the ships they are piloting
excellent construction options
excellent gameplay


32 bit limits the size of battles before cpu lag becomes a factor
multiplayer is as of yet unfinished
steep learning curve
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1 of 1 people (100%) found this review helpful
47.5 hrs on record
Posted: November 10
Early Access Review
I love the game, i got it a couple days ago, i start to understand everything. today i played 6 hours, when i was gonna stop it said i couldnt save because of the update.. so i lost 6 hours of playing this game, and in my opinion the update just made it worse. its to hard to find someone and attack them now.. but i still recommend it :)
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1 of 1 people (100%) found this review helpful
116.1 hrs on record
Posted: November 14
Early Access Review
Well, where to start.

This is a brilliant little Indie game! Extremely tactical and strategic on a grand scale.

It is really satisfying spending hours creating the perfect Submarine/Ship/Airplane/Spaceship and then either controlling it yourself or watching it dominate the competition or fail miserably because of a weakness that you overlooked :)

Incoming Features planned by Nick Smart, the head dev:

Coop Campaign and coop in general!

Even more costomisable weapons, like Rail Cannons!

Even more simple non-customisable weapons!

Nuclear Reactors!

Many more listed here:

Things already included in the game and which I enjoy very much..some of these are still work in progress and are marked clearly ingame as such. The things listed below though are functional and enjoyable :)

Customisable engines...electric and diesel!

Resource gathering

Character Development (Stats, Items, Self Buffs, Fleet Buffs)

Customisable Cannons, Lasers, Missiles, Torpedos, Ships, Aircraft, Submarines, Spaceships, Ballons and Blimps!

Proper your boat fully out of metal..its gonna sink! Lose an important chunk of your aircraft during a fight, it will drop like a stone! Unless of course your creation is a homing Kamikaze flying bomb, then you want it to do that!

Anyway, so sum it all up, if you like creating, destroying, imagining or copying, this is your game!

I hope you enjoy this gem of a game as much as I do.

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1 of 1 people (100%) found this review helpful
49.2 hrs on record
Posted: November 16
Early Access Review
To start off let me say this game has A LOT of potential. In its current state it does have a decent learning curve for new players. The camera controls can be a bit akward at time but gets the job done. I would highly recommend getting this game. This game is very playable in its current state. The battles are fantastic. There is a MASSIVE ammount of prebuilt crafts. Right now I would give the game a 8/10 but it is ALPHA so I consider that a great score.
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1 of 1 people (100%) found this review helpful
2.0 hrs on record
Posted: October 30
Early Access Review
Haven't played it that much yet, as you can see, but... so far, I have to agree with pretty much all of the reviews. The graphics are quite bad, build mode is really irritating, and everythig is really complex, but the sheer awesomeness of the rest of the game easily makes up for these flaws.
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1 of 1 people (100%) found this review helpful
93.7 hrs on record
Posted: October 30
Early Access Review
This game is awesome, I had been waiting for a game like this (that works) for a long time. Old school RTS feel, resourse gathering, building, and everything is super customizable, everything mostly is programable, I almost forgot all the explosions, silly me. if burgerking was a game this would be it. Have it your way. Its in pre-alpha. I cant wait to see what these awesome devs will put in the final game. If i had to use a bananna for scale this game would be the bannana. Most of the negative reveiws if not all for this game have played it less than 3 hours. I dont know how you can make an informed decicion in 3
hours about this game.
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1 of 1 people (100%) found this review helpful
47.9 hrs on record
Posted: October 31
Early Access Review
This game takes learning. There's no denying that, you have to learn how to play the game before you can have fun.

However, when you do it's a surpsingly amusing game to get sunk into. The problem i find in the long run, is that the single player at least is very shallow. You don't find yourself doing much other then building big things and wrecking stuff. and if you can do that, whats the point of going further? This is not, however to say i didn't have a huge amount of fun seeing how large a gun i could fit onto the chassis of a ship

The game is reccomended, but i really really needs the Dev's to look at the control system (which is difficult for newer players) and work on getting the multiplayer functionality going. Once that's working, it has the potential to be a great game! (take the main kind of mission setup, lower it to a single screen and go from there?)
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1 of 1 people (100%) found this review helpful
136.8 hrs on record
Posted: October 31
Early Access Review
From The Depths has everything a game needs. It is not a Minecraft Clone, it is not Robocraft, either. It is pure and utter Sandbox with Vehicles. Whether you feel like making a Small boat, an enormous Destroyer, an AC-130 Airship, or an Odin Offensive Satellite (It's been done by someone. It's in the Workshop) all you need to do is build it. There are accurate Physics to this game: Your center of Mass needs to be in certain places before your vehicle will work correctly, and so forth, and this is definitely a game that you must be somewhat dedicated to, but it is worth it if you enjoy building things of this sort. The Campaign mode is much like an RTS, managing resources and deploying units to areas of a large map, and overall, this game is in Pre-Alpha right now. So much is in this game right now and what they give you are the tools. You customize your own Guns, Missiles, Torpedoes, even Lasers (Defensive or Offensive) and all you have to do is learn how it all works. Such a great game, and all it is missing is actual Person on Person Multiplayer, but you can put your AI's against each other, and that in itself is great to watch.
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