Over 400 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:
Recent:
Very Positive (240 reviews) - 85% of the 240 user reviews in the last 30 days are positive.
Overall:
Very Positive (2,394 reviews) - 88% of the 2,394 user reviews for this game are positive.
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

 

Recent updates View all (34)

August 7

v1.9587 released (detection: radar, sonar, IR, visible etc)

Really pleased to be pushing this huge series of development branch patch to the stable branch tonight. There are three main areas of focus here:
1) Detection mechanics (radar, sonar, IR, visual, retroreflection, wireless signal detection). Vehicles must now detect and track each other and can be designed with stealth in mind. All the new components are AI components although missiles have got some new components too (radar active seekers, radar and sonar buoys).

2) Usability improvements: prefabs in the inventory to speed up building for new and old players alike. A checklist in the inventory to help new players get to grips with the game and help old players remember the basics. A new weapon aiming system that turns the avatar in to a serious threat and adds a lot of gameplay options for those wanting to control their own weapons.

3) A single raw resource (called Material) replaces the natural, metal, oil, scrap and crystal raw resources. This doesn't involve much, if any, redesigning of your vehicles but it makes the game far more streamlined, balanced and understandable. Scrap smelters and crystal farms are now for decoration only but fuel refineries and ammo production still works as usual. Spare parts are no longer in the game at all.

Here is the full change log although I think we've forgotten a few things..

[Change] Detection equipment now available and necessary

[New Feature] Sonar Active / Passive added for detecting submarines and other ships

[New Feature] Radar Active / Passive added for detecting above water targets

[New Feature] Visible cameras and coincidence range finders added for detecting above water targets

[New Feature] IR Cameras added for detecting above water targets

[New Feature] Retroreflection sensors added for detecting targets with visible band optical systems

[New Feature] Wireless snooper added for detecting systems with wireless transmission and reception

[New Feature] Range finders added for tracking detected targets and delivering range estimates

[Change] Natural, Metal, Oil, Scrap and Crystal have been replaced with a single Material

[Change] A 'none' weapon slot has been added

[Change] a simple two slot weapon system is now the default for new players- you can select which you prefer in the options menu

[Bug fix] AI weapon control is no longer overrriden when you are using a UI

[Change] you can begin building on a force when it is out of play by using a new button on the UI or by looking at it and pressing B

[Change] You can begin building on a force or vehicle by looking at it from a distance of up to 1km, rather than 30 metres

[Change] the fleet info tooltip has been revamped

[Change] your player's position is clearly marked in the fleet control UI and the map UI

[Addition] new exhaust pipe added

[Addition] 2m and 3m beams/slopes added

[New Feature] Player aiming of weapons is now far more accurate and allows pin point accuracy of all weapons under your control

[New Feature] A checklist has been added to the inventory to help new players figure out what is needed

[New Feature] Prefabs are now in the main inventory tabs to help players quickly assemble fuel engines (more to come)

[New feature] Radar guided missiles added

[Change] Passive sonar can detect sonar torpedoes and LAMS can engage them

[Change] Passive radar can detect radar guided missiles and LAMS can engage them

[New feature] Missile radar buoy, Missile sonar buoy added

[New feature] Reverse fire missile launch pad added

263 comments Read more

June 30

v1.957 released!

Huge update with loads of new components, new mechanics and balance changes. Nukes, heavy armour, warp drives, optimisation and laser's shooting down large shells are just a few of the new features. Let me know what you think in the comments section below :)

New Components

New laser cavities added which have more energy storage

3 new RTG parts for generating constant power for a high initial cost without the requirement for fuel

Spares Processed added to keep your spare parts topped up

Tactical Nuke component added for Kamikaze runs

Land AI card added

Shield busting 'Disruptor Conduit' nose cone added for APS that channels EMP damage into the shield projector itself

3m and 6m Autoloader variants now available (with clips)

Warp drives added

Wavefront corrector component added for offensive lasers

APS shell ejector added for avoiding ammo racking

Heavy Armour added

Fixes and improvements

[Improvement] Fixes to Adventure mode spawning difficulties

[Bug fix] 2x2x2 resource containers now mirror correctly

[Improvement] Fuel refineries now have several warnings when being damaged from gas build up

[Bug fix] Fix to the damage from particle cannon pipes that are correctly terminated

[Bug fix] more support for spawning land vehicles in land designers (used to spawn under the terrain level and pop up!)

[Improvement] RTG Generators now charge batteries out of play

[Bug fix] Fixed a bug regarding the selling of raw resource containers and placing of containers as prefabs

[Bug fix] LUA error reporting fixed (has been broken for a few weeks, sorry!

[Improvement] Diplomacy UI revamped a bit

[Improvement] Unavailable single player game modes no longer visible

[Improvement] Fleet move AI pathfinding for naval vessels is now better

[Bug fix] rendering of big chunks of debris now fixed

[Bug fix] identification of when blocks should be perminently removed is now better (no more perminent battle damage during build mode)

[Bug fix] engine display is now correct when using an electric engine as well

[Bug fix] Laser range now correctly calculated and displayed

[Bug fix] APS penetration depth fuse fixed

[Improvement] Optimisation of several slow areas of code

[Change] Several APS blocks vertices count reduced signicantly (small fps boost)

[Change] many blocks retextured

[Bug fix] CRAM shells now explode on impact with terrain


Content updates

Loads of content updates to all three planets and a new planet "Ashes of the Empire" added with a land vehicle campaign

[Improvement] DWG tutorial story missions updated

[Improvement] New planet Icons in main menu for switching between planets

[Improvement] Faction flags added for Glao planet

New Features

[Improvement] Brawler player buff added, very useful for adventure mode

[Improvement] Leader boards many missions which feed scores into a 'Player Score' metric... which unlocks the "luck" attribute

[Change] You cannot order a fleet into allied territory, and lose relationship when you trespass there

[Improvement] you can now save your vehicle as an STL file for 3D printing. The option is in the Vehicle info UI (press V)

[Improvement] Low level of detail mode added for distant vehicles

[Change] SHIFT + P in build mode will cylce the following views: density (mass/volume) of components, forwards drag, cost density and hiden structural blocks

[Change] Centre of mass, buoyancy and drag clearly shown in build mode

Balance Changes and mechanic changes
[Improvement] Engineering captain skill works on fuel engines to increase efficiency and keep heat down

[Improvement] Armour smithing faction skill increases resitance to all damage types except EMP which it adds a susceptability to

[Improvement] Fleet supply faction skill implemented to increase supply range of forces

[Improvement] no skills adjust gravity or air density any more

[Improvement] Leadership ability increases fleet speed on the map and radar view distance

[Improvement] Luck can make a x4 accurate LAM shot

[Improvement] Skills have been rebalanced substantially

[Improvement] APS required barrel lengths for propellant burn and accuracy have been reduced and have a roll-off for high shell lengths

[Change] APS rebalanced so that cooldown scales using the 'standard' gauge equation and damage scales using the 'strong' gauge equation. Large shells should now achieve higher DPS than before and be more competative.

[Change] Effective range added for APS shells

[Change] Particle cannon arms with lenses now fire 2 50% strength shots not one

[Change] Jets and propellers have a 'top speed' and thrust falls off as they approach this speed


[Improvement] APS shell modules have a maximum length, allowing you to use more fuses at higher gauge than previously


[Change] Inertial fuses now allow fragments to explode on the far side of the shield


[Change] LAMS can shoot down CRAM shells and APS shells

[Change] Missile warners can detect large CRAM and APS shells


[Change] A docked vehicle can no longer use repair tentacles to repair the vehicle it is docked to

[Change] Munition Warners need to have a clear line of sight out of the vehicle to function

[Change] Missiles have a detectable range base on the thrust their thrusters are putting out

[Change] Munition warners are less effective if the vehicle is quickly rotating

[Change] Thumper heads increase missile health by a factor of 2.5

[Change] It's now the barrel not the gauge cooler that smokes in an APS system


[Change] Laser warner now needs a clear view out of the vehicle in order to operate- much like the munition warner does

[Change] You can now factor shield strength rather than change it using an ACB

[Change] Shield projectors cannot project through other shield projectors

[Change] both reflect and disrupt shields ignore AP and instead have effectiveness proportional to shell indicent velocity


[Change] Exhausts need a clear line of sight out of the vehicle or they lose cooling potential

[Change] if a shell with no fuses ricochets it will not explode

[Change] HE Missiles expoding underwater (i.e. torpedos) do significantly more damage and have larger radii

[Change] vehicle temperature is now far more important for the use of IR missiles

[Change] Shields and light fittings now radiate heat, as does the firing of cannon shells and missiles

102 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)

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 over 400 unique components blocks, not including 29 different components for making missiles, torpedoes, depth charges and bombs.
  • The sky's the limit, you can equip your vehicle with - cannons, lasers, mines, bombs, missiles, torpedoes, propellers, rudders, jet engines, wings, hydrofoils, hot air balloons, anchors, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
  • Realistic physics - every block destroyed or added affects the vehicle's functionality, physics and control. Drag, inertia tensors, buoyancy and sealed compartments are all updated based on the design of your vehicle and the damage sustained.
  • Be part of a fantastic community (http://www.fromthedepthsgame.com/forum), with new releases made on average once a week. Community organised challenges and blueprint sharing make it an extremely friendly place to hang out!

Customisable Components

The customisable components in From the Depths allow a unique level of engineering customisation:
  • Design custom missiles, bombs, depth charges and torpedoes by combining various warheads types, fuse types, IR seekers, laser beam riders, laser designators, thrusters, navigation algorithms, fuel pods, sonar seekers, buoyancy compartments and propellers, to deliver a truly bespoke weapon.
  • Design custom cannons by combining four different barrel types and lengths with autoloaders, warhead types, ammo boxes and auxiliary components to create everything from AA cannons to howitzers.
  • Design custom AI by combing an AI mainframe with 'AI cards' slotted into motherboard blocks. Add radar detection, laser detection and tracking and local weapon controllers to give partial or full control to AI. Create anything from a fully AI controlled aircraft carrier to a battery powered drone.
  • Design custom engines using crank shafts, cylinders, carburetors, super chargers, exhausts and fuel injectors. Electric engines, generators and chargers are also available for backup power supplies and drones.
  • Similar systems exist for the creation of anti-vehicle and anti-missile lasers, as well as drills that can cut even the largest of battleships in half.

Workshop

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Processor: Intel Core2 Duo 2.0 GHz (or AMD equivalent)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 8800GT / ATI Radeon HD 3870 / Intel HD Graphics 4000
    • Storage: 1 GB available space
    • Sound Card: DirectX® compatible on-board
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • Processor: Intel Quad Core i5 @ 2.5 GHz (or AMD equivalent)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 460 / AMD Radeon HD 7800 series
    • Storage: 1 GB available space
    Minimum:
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    Minimum:
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Very Positive (240 reviews)
Overall:
Very Positive (2,394 reviews)
Recently Posted
WaffleMan777
130.3 hrs
Early Access Review
Posted: August 29
AWESOME GAME... but it is super super super complicated at first. Watch videos from Lathland on YouTube, this helped a lot. After you learn how to play, this is the best game ever
Helpful? Yes No Funny
Indica
6.7 hrs
Early Access Review
Posted: August 28
Omg where has this game been all my life. This is excatly what I wanted Space engineers to be able to do. the game is Bleeping Amazing...
Helpful? Yes No Funny
wyatt.osterling
295.7 hrs
Early Access Review
Posted: August 27
I would like to start out that,if you have a decent computer that this game truly runs fine. I get 80 foster with a $600 laptop on battery saver mode. The only negative is you have to close FTD before putting your computer to sleep. (Weird things will happen if you don't) My only recommendation is to not get frustrated and do the tutial.
Helpful? Yes No Funny
Kalom69
123.7 hrs
Early Access Review
Posted: August 27
It didnt take me long at all to become completely absorbed in this gem of a game. And this is after playing many other steam/xbox/web browser games that were just a let down. Its like FtD came into my life just when I needed it. FtD is very complicated in terms of gameplay/ship building mechanics. For example, you might build a large ship with 500 fast firing autocannons when you first start, and rip through the initial Deepwater Gaurd faction like they are just wet card-board boxes (well they actually kind of are). After some time, though, you will meet the Onyx Watch and your ship build is instantly obsolete. Mainly because the onyx watch have extremely heavily armoured ships that actually bounce the autocannon(or any low caliber) shells off their hull. So now your seemingly epic ship is sinking, along with your hopes and dreams. This is okay. You get (not can or have to, GET TO) make a new ship. Or airplane, spaceship, or submarine (Im a naval fanatic so I build surface ships almost exclusively).

Although the building mechanics are complicated, they also allow a high level of control over your designs. It takes many hours to complete the tutorial, but afterward you are rewarded with the ability to precisely and fairly quickly build complex designs. By fairly quickly, I mean you can build super complicatd designs in 8-12 hours of time vs. 16-20+ hours on other inferior building games (Empyrion I'm looking at you 0.0). There are quite a few things that make your building experience less time consuming, like the ability to autofill in a wall, floor or ceiling by pressing F while looking into an outlined frame. Pressing G automatically reorients the front of your block to the face the direction you are facing. Basically there are a lot of little things that help you with building quickly.

After you have mastered the art of constructing vehicles, it's a good idea to start a campaign. In campaign mode, you basically play a very long RTS game where the objective is to take over enemy territories until you control the entire map. Any ship you have built in the editor can be spawned in. You have limited resources and earn more by holding territory and mining the resources from "resource zones". It isnt very difficult in just an RTS sense, just take as many resource zones as possible and dont waste ships. The real problem (on higher difficulties) is how amazing the in-game enemy ships tend to be. I didnt even start a campaign until I was about 20 hours in (spent all that time learning the ship buidling system down to the finest detail). Once I was about 40 hours into my first campaign I realized that the difficulty setting for enemy ship designs was only about halfway between easiest and the middle setting. So I turned it to slightly above the middle. Holy hell. Every ship I had got obliterated VERY quickly. So I spent another 10-15 hours basically watching my ships get sunk over and over and watching territory get taken from me by those ♥♥♥♥♥♥♥ lightning hoods (really those LH ship designs are so amazingly effective). I spent that time studying more game mechanics. Eventually I figured out how to fine tune my ships hulls/structure to be resistive to the point that they are still floating and dealing damage at less than 70% health remaining (most ships start to sink at around 80%). Then I repeatedly made and remade weapons systems, making minute changes over the course of many more hours (I kept switching between campaign to battle and test a blueprint then back to editor mode to change something small).

This continued until my designs were hyper efficient to the point that the game became easy again. Then I turned the difficulty up again.... and I am repeating the same process over as of the writing of this review. My first campaign is about 60 hours in, yet less than halfway completed due to the complexity and effectiveness of late game enemy designs. My point is, this game doesnt have to be extremely difficult or easy, you can put the difficulty exactly where you are comfortable with. You dont have to be an astroengineer to to have fun with this, but if you ARE an engineer then you can be sure the game can adapt to your needs. If you want to just pirate-esque ships, start with a low difficulty. Once you're capable of building an effective aircraft carrier or floating-uber-mega-airship-skyfortress, you might wanna turn up the difficulty.

Within the confines of a review it would be difficult to describe the entirety of what the game has to offer without it turning into a rant. You can build airplanes/jets, airships, surface vessels, submarines (the AI has a hard time controlling them though), land vehicles, and buildings. Oh... and one of my favorites... orbital lasers. Yes, you heard correctly. I recently managed to build a spaceship specifically designed to orbit the planet while firing laser beams undetected from space.... it is overpowered to say the least.

There are only a few issues with the game, mostly in the performance department. It can get quite laggy during large scale battles, although thats to be expected to a degree.

Anyways if you are still on the hing about getting this game after reading this review, I would recommend you go on YouTube and check out Lathland's "Let's Play FtD" series to get a good idea of what gameplay is like. For $20 I have yet to find a game that is more enjoyable and with more replay value.

If you have any specific questions, by all means leave a comment. Or troll posts, that's cool too. Im out, the depths are calling to me....
Helpful? Yes No Funny
I hate mondays
32.3 hrs
Early Access Review
Posted: August 27
This game is amazing. It took awhile to learn, so this game is definitly for those who have alot of patience. But once you learn how to play it, its one of the funnest games I've ever owned.
Helpful? Yes No Funny
Spacer
189.9 hrs
Early Access Review
Posted: August 27
Hello,

i really recommend this game, since for me its the first of its kind that let's me be build something that i can actually put to good use. Its nice to build a spaceship in Space Engineers, its interessting to create a huge structure in minecraft. But to see your creation battle and fight the way you designed it to, really brings joy to me. Destroying other ships or getting destroyed yourself block by block is a really cool experience. You can spectacte vehicles abilities (shooting, shields, enginepower..) to drop out one after another if the corresponding regions/connections were destroyed.

Building a vehicle requires you to think of the different aspects you want for it. Material for the hull, shape, what weapons to use and where, countermeasures, different propulsionsystems, detection, defense, buoyancy ... ... if something doesnt work the first time its naerly always fixable with more tweaking. Havent encountered a considerable bug yet.

The mechanics in this game "make sense" and are logically implemented. I feel like the programmers are really competent and know what they do. The updates so far only added more stuff to wrap your head around and have fun with.

Since its still in early access i dont really have many complaints. The multiplayer part could use a bit more love but is functional so far.
Helpful? Yes No Funny
0o000|Meteora
2.3 hrs
Early Access Review
Posted: August 27
Day 35, I am still on tutorial.

Someday I will succeed to make my own vehicle (other than a boat with no weapons).
Helpful? Yes No Funny
Admiral Fox
95.0 hrs
Early Access Review
Posted: August 26
this game is fun and smart phisics and in depths story the sandbox side is sandbox you can do anything build anything update's meen that the devs or investing in the game so that meens it will be a good game in the when commplte.
Helpful? Yes No Funny
Natrekz
21.2 hrs
Early Access Review
Posted: August 26
It's a very relaxing game where you can be creative and build what you want. There are not many bugs which is impressive for an "Early-Acces" game. I think that you should buy this game even though it's 20$.

~Natrekz
Helpful? Yes No Funny
Petcher_HD
269.3 hrs
Early Access Review
Posted: August 26
ITS AMAZING (but hard to lern)
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
64 of 67 people (96%) found this review helpful
25 people found this review funny
Recommended
94.2 hrs on record
Early Access Review
Posted: August 2
"Don't worry, I'm an engineer" the game. As in: think of something and you can make it. What is something? Anything. A weaponized house? Yawn. Walking Mech? Done. Helicarrier? You got it. A tower of spikes that scrapes ships apart? Implemented. A pill that fixes ships? Uh-huh. A manta-ray submarine that flies into space and drags ships into space with it to dash upon the rocks? Made, tested, and shipped.
Was this review helpful? Yes No Funny
11 of 11 people (100%) found this review helpful
1 person found this review funny
Recommended
114.8 hrs on record
Early Access Review
Posted: August 6
The game is outright amazing. Totally worth it if you are a Space Engineers, Kerbal, Factorio, etc style of player.

However, there is a significant learning curve to overcome which will lead to much fustration for the first 10 to 20 hours of gameplay. Once you get over that hill, the game is amazingly deep and rewarding.

There are some amazing Youtubers with great guides explaining how the game mechnics work.

Lathland
Dels Gamings
Robbaz
ireland Gaming
Was this review helpful? Yes No Funny
11 of 11 people (100%) found this review helpful
1 person found this review funny
Recommended
321.4 hrs on record
Early Access Review
Posted: August 2
If you enjoy building games like me, this game is gem in the rough. It has similar vehicle design to Empyrion, but much more detailed. Of all the building games I've tried (7 Days, ARK, Subnautica, Eden Star, Empyrion, Intersteller Rift, Space Engineers, Miscreated, WURM, etc ,etc.) the combat in this game is by far the best. Submarines, surface ships, aircraft, spaceships, land vehicles and forts can all participate in the same battle.

Pros:
- Sky's the limit in design possibilities.
- Lots of combat.
- Repair bots function automatically. No need to repair/replace damaged blocks by hand.
- Thousands of designs on the Steam Workshop.

Cons:
- Some counter-intuitive physics at times. (For example, ships use bouyancy rather than displacement)
- Incredibly steep learning curve.
- Maximum of 50,000 blocks per battle.
- The UI is difficult to navigate and controls are somewhat clunky.
Was this review helpful? Yes No Funny
10 of 10 people (100%) found this review helpful
1 person found this review funny
Recommended
202.3 hrs on record
Early Access Review
Posted: August 6
This game is absolutely incredible... And what a unique concept; it combines the designing and building of Ships, Submarines, Aircraft, Spacecraft, Land vehicles and Structures with strategy and even a little optional first person search & destroy action,
Was this review helpful? Yes No Funny
22 of 33 people (67%) found this review helpful
5 people found this review funny
Not Recommended
363.9 hrs on record
Early Access Review
Posted: August 11
I don't even remember when I got this game. I remember I got it way back when there was only one cannon type, the blocks looked like garbage, and it was much rougher. I now have become devoted religiously to this game. I can not sleep at night. I want to build more. I want to watch more battles. I want more, basically, and I have been late to work/school/other important things because I just have to get this ONE weapon system done. Then before I know it my eyes are on fire and my mouth is hanging open with drool dribbling out because I have been at it nonstop for hours building an armada the Royal Navy would be jealous of.

The customization in this game is off the charts. Literally every single component of your vehicle is custom assembled out of blocks. The smallest corvettes and PT boats to the biggest battleships all start with a single block, and are built from there. The weapon systems and other such components are amazingly well designed, and are very intuitive once you learn them. The satisfaction of blowing off a ship's superstructure or ripping out her guts with an ammo detonation is just... intoxicating. Watching a battleship rock as she fires her massive main battery cannons is an amazing sight to behold. The graphics are... well, I like them, but they are not ground breaking. I think they are good. It runs well, and crashes rarely. Though, take that with a grain of salt, as I spent way too much money hand crafting a PC. It is an ambitious game, and the dev seems competent enough in fixing bugs and improving the game. I simply love it. I sink every free hour I have into it, trying to get better and finally whip the Deepwater Guard into submission.

---

So why is this review in red? Did I hit the wrong button? No. No I did not. While I love this game, and many others probably think the same, I know it has problems. These may be problems that will end up killing it. Why is it still in Alpha? It has been a really long time. Where is the game going? There are new blocks, new graphics, but that all helps the sandbox. The campaign is pretty much the same as it ever was, just a few new and unbalanced modes have been added. Why is it so darned difficult? Difficulty is not a bad thing but it feels like the starting designs could be toned down a little. That is this game's biggest flaw.

It is too darned difficult. It is difficult for new players, it is difficult for seasoned players, and it shouldn't be that way. Getting into the game is not as simple as booting it up and starting a tutorial. The tutorials are often poorly worded and rushed. Some effort has been made to improve that recently, but with not so impressive results. The first boat you try to build probably won't even float or fire. It will likely roll over and sink. If it doesn't do that, the first enemy that sees it will blow it in half and not even blink. After a few dozen (more likely hundred) hours, your boats might actually get a couple of hits in before being ripped apart in a massive explosion.

It is massively guilty of a cardinal sin of game design: It makes you go outside of the game to learn basic things. It is fine if you have to go watch a YouTuber play to learn how to build better, but to have to do that to learn how to build at all? A big no no. It drives away new players, which is what any game needs to survive. Only a select few can get over the insane learning cliff this game has and push on to become "good". That is bad. Really bad. It needs to be helped, and the more updates come out the more obvious that issue is mostly being ignored.

I am a Naval nerd. I love reading about ships, reading about naval battles, that sort of thing. This game caters to a sort of niche, and I guess I am in that niche, to some degree. However, most people are not tinkerers or nerds or geeks who like to be hit over the head and smacked on the knuckles and go at it again, to chip away at the cliff of difficulty. A lot of people don't even know how fishing boats work and some might not even know what hydrodynamics mean, or what rangefinders are, or what a citadel or barbette is in boat terms. Many people just want to get a boat built and stand half a chance in battle, and that is a big achievment in this game when it shouldn't be. This game, for how much I love and worship it, is missing out on that point, and its going to start hurting it badly sooner or later. So with that, I have to, with great pain, give it a thumbs down. If you are willing to undergo the brutal initiation ritual of the FtD cult, then by all means, click that buy button and get ready for many curses, tears, and maybe even some blood and broken equipment. If you think that is too much, then you are not alone. Feel free to wander off and try something else.
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8 of 8 people (100%) found this review helpful
7 people found this review funny
Recommended
82.4 hrs on record
Early Access Review
Posted: August 6
7 steps on how to play this game:

1. buy the game

2. run the game

3. check for tutorials on youtube

4. check for tutorials on youtube

5. check for tutorials on youtube

6. repeat steps 3 to 5

7. enjoy the game


overall the game is awesome ;)
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7 of 7 people (100%) found this review helpful
Recommended
36.5 hrs on record
Early Access Review
Posted: August 6
There is something oddly compelling about this game....

Despite the fact that I have died time and time again in the Adventure mode, and despite the fact that the game has an extremely steep learning curve (though, if you have played Minecraft Mods like Buildcraft, it's not really as bad as it appears on the surface), this is a surprisingly engaging game, possibly because of the promise of what you CAN do if you persevere.

Like Dwarf Fortress, losing is 'fun', and each iteration takes you slightly nearer to survival as you learn your way through the components you are using, your knowledge of how to assemble and use the equipment available is the key to your survival.

Looks-wise the game is reminiscent of games like Minecraft or Starmade, the GUI is basic, and can be fiddly at times, it works ok, but probably needs (and will probably get) a polish in the future.

There ARE glitches, the AI can have the occasional strange mood, and I can understand how the level of complexity can be offputting, engines are easy, but some of the weapon stuff is pretty complex, I've yet to manage a working anti-missile laser, but I'll get there.

If you're the sort of person who doesn't mind losing frequently, and who doesn't mind having a wiki open in their browser whilst playing, this is a fun, challenging game with a massive amount of scope. Even the tutorials try to kill you and you know what? That's oddly refreshing.
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7 of 7 people (100%) found this review helpful
6 people found this review funny
Recommended
49.1 hrs on record
Early Access Review
Posted: August 6
I have no idea what I'm doing.

Edit 8/9/16

SEND HELP I CAN'T STOP PLAYING

Edit 8/21/16

Alright heres an actual review since I really love this game.

TLDR at the bottom

From the Depths is a Sandbox, Building, and Strategy game all in one. You can make Ships, Battleships, Cruisers, Aircraft Carriers, Submarines and a hell of a lot more. If you aren't too much of a naval guy, then you can also make aviation vehicles such as Airplanes, Jets, Airships, and even Spaceships. If you aren't too much of a naval guy or aviation guy then don't worry, I'll get to that later in this review.

The Official Campaigns
Alright so this game has 6 main campaigns, each where you play as each different faction. The planet you play this campaign at is called Neter. I have not played the faction campaigns at all so I won't be giving a description for those since I know jack ♥♥♥♥ about them. But I will say which faction is for which campaign.
  • Quest for Neter - If you wanna be independent and not play as any faction, then this one is for you. You wanna fight everyone and reign supreme? Then go ahead. You wanna make friends with other factions? Go ahead, it's your game.
  • Of Oil and Pirates - Deepwater Guard
  • Operation Iron Maiden - Steel Striders
  • The Steel Inquisition - White Flayers
  • Surge Protection Protocol - Twin Guard
  • The Ascension Project - Lightning Hoods
  • Scarlet Skies - Scarlet Dawn
These are the main campaigns you can play.

The Custom Campaigns
Alright so you might be thinking, "This ♥♥♥♥ sounds easy". It isn't. But if you want more of a challenge, then here's the custom campaigns.
  • The Quest for Glao - Play on a different planet called Glao. The air is toxic and you require a "Heart Stone" in order to not die horribly by the toxic air. Not to worry, you can make one easily. You play independently in this campaign.
  • Dangerous Waters - Are you not too creative. Are you too lazy to make ♥♥♥♥? Do you love WWII? Then this campaign is for you. This campaign is set around WWII and is more of an RTS than other campaigns. You cannot build in this campaign but you can get resources and chose historically (almost) accurate vehicles that you can control. You can chose normal ships, submarines, planes, and even tanks! You can only play as the Liberty (USA) Faction in this campaign for now.
  • Ashes of the Empire - This campaign takes 10 years before The Quest for Neter campaign. You play on Neter again, but something is very different.
    #Discussions_QuoteBlock_Author
    If you aren't too much of a naval guy or aviation guy then don't worry, I'll get to that later in this review.
    That's right. Land! You finally have a (very) large open world that you can make Tanks, Cars, Trucks, and more and use them to annihilate your foes with. There are some very tiny water areas if you really want to build ships. Of course there's a large ♥♥♥ area for your aviation vehicles as well.
These are all the custom campaigns.

Building
There are two ways to build. Using your keyboard or using your mouse and WASD. The game recommends you using the keyboard method but I like using the mouse more as I am used to it from other building games.
You have a wide arsenal of blocks and other ♥♥♥♥ to use on your vehicle that you are building. You can make a simple, wooden raft or Pirate Ship or you could make a mix of metal blocks and lighter blocks to make a huge ♥♥♥ Battleship or something like that.
The building is very easy for me to use. You can make a frame of the bottom of a ship and press a simple little keyboard button that fills in the frame automatically for you with whatever block you have selected currently. You can also make both sides of your ship easily with the mirror option. You can also paint your vehicle in any colors you want.
This game makes building easy and simple.

Gameplay
So you finished making (or spawned in) a vehicle. Congrats. Now you gotta see if that ♥♥♥♥ is seaworthy. You can use the vehicle creator and spawn some enemies in and see how your vehicle does. If it ♥♥♥♥s up, then try improving it or make a new vehicle from scratch. If it's victorious (multiple times perhaps?), then try the campaigns. You can spawn in your ship (or make a new one) in the campaigns but they will cost materials.
Playing in campaign mode is survival mode or something like that. You make ♥♥♥♥ to kill other ♥♥♥♥ and take their ♥♥♥♥ that can be used to make more ♥♥♥♥ that kills other ♥♥♥♥. Or you could just make some Fortresses in material areas that can drill out materials that you can use to make stuff with.
This is gameplay for now. I might continue on it later.

Conclusion and TLDR

Rating Scale
  • Nuclear Waste
  • ♥♥♥♥♥♥
  • Meh
  • Ok
  • Good
  • Hey! That's pretty good.
  • Amazing
  • Flawless.

    This game is Amazing to me. A lot, and I mean a whole damn lot, of this game is top notch and perfect. The reason I don't say it's flawless and say it's amazing instead is because some stuff can be annoying and can get you to start screaming at your monitor.
    HOWEVER, if you are a pretty chill gamer dude or Dudette who loves building, then this game would probably be Flawless for you.
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4 of 4 people (100%) found this review helpful
Recommended
255.7 hrs on record
Early Access Review
Posted: August 23
This game is amazing, so customizable, and so many things to do. 200+ hours in and I'm still not even close to discovering the best methods for building things. And there are a lot of things to build. You want a giant battleship that can destroy every enemy that dares face it, you can do it. You want a small destroyer that unleashes hundreds of missiles? You can do that, too. Want a submarine that can launch planes? That's possible too. Want a battleship that flies? That's possible too. Just want to make a man's sausage that fires missiles? Well, you do you. You could also build a floating castle, spaceship, submarine-helicopter hybrid, flying tank, land battleship, fighter jet, bomber, helicopter, hovercraft, submarine-spaceship hybrid, ship with a giant saw on the front that cuts through other ships, kamikaze, ICBM, robotic person that shoots lasers, robotic chicken that shoots lasers, motorcycle, sports car, house, sailboat, galleon, the Black Pearl from Pirates of the Carribean or any other ship from that franchise, a flying galleon, a vertical take off plane, airship, galleon airship, scultpture of whatever person, creature, or thing you want, a paddlewheel steamship, ironclad, or even bumper car.

I would say the sky's the limit, but it isn't. You do anything, and I mean anything. The list I made isn't even a full list, there are so many more things to build that I didn't write down, and the developer is STILL implementing now things. Speaking of the developer, he listens to what you have to say. If you go on the forum right now, I garuntee that there is a comment made by one of the developers. They listen, talk to you, give reasons why something is or isn't in the game. If they like an idea, they might even put it in the game. On top of all this, if you build a good quality ship on the workshop that you put a lot of effort in, there is a good chance the developers might put your ship in the game as an enemy faction. How cool would that be?

TL;DR Great game, lots of stuff to build, developers listen to you.
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3 of 3 people (100%) found this review helpful
1 person found this review funny
Recommended
40.8 hrs on record
Early Access Review
Posted: August 5
So much to do and learn. This is a gift that keeps giving.
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