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:
Very Positive (81 reviews) - 83% of the 81 user reviews in the last 30 days are positive.
Very Positive (2,433 reviews) - 88% of the 2,433 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

303 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

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

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

“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


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.


System Requirements

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Additional Notes: Steam connection required to play the game
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Additional Notes: Steam connection required to play the game
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Very Positive (81 reviews)
Very Positive (2,433 reviews)
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2,109 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
5 of 7 people (71%) found this review helpful
13 people found this review funny
392.7 hrs on record
Early Access Review
Posted: September 25
The joy of breaking everyone else's lego without the annoyance of being told off for it.

Was hooked as soon as I realised that surviving the first 20 mins of adventure mode was actually a real challenge.
Next thing I know I'm 5000 metres above Neter cackling maniacally and zapping fools from the Death Star 3.0

10/10 Every bored engineering student needs this.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
214.4 hrs on record
Early Access Review
Posted: September 23
This is by far one of the best building games I have ever played. It pieces together so many different things and brings it together to make something amazing. Though the game does have an immense learning curve, you will will truely see the beauty in the game once you make something. Then it gets crushed. Then you scream. Then you quit. You come back to the game and you decide to look up a tutorial. Your stuff actually works, and you feel awesome. The cycle continues on and on again. Failure, success, failure success. If you like to build things, strategize, command, and overall love to be a badass and blow things up, then this is the game for you.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
37.7 hrs on record
Early Access Review
Posted: October 1
i wish you could make the weapon firing system more stable while the vehicle is moving
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
4 people found this review funny
Not Recommended
152.0 hrs on record
Early Access Review
Posted: October 1
Started off well, the devs actually listened to what changes the majority of the community suggested. Unfortunately, a very vocal minority has taken over and turned the game into a job just to play. You have to do way, way to much problem solving and tweaking to build any ship thats worth while, which has made the designs in the workshop rather genaric and carbon copied. At one point they had hundreds of unique and amazing crafts, now its mostly the same designs with slight variation. The store page has some of these original and unique crafts in the preview images, but they no longer work with the new mechanics or, because of rule/item changes, have become incredibly under powered to the point of obsolescence.

I had a few friends who used to play or were interested in FTD, but every one of them has quite siteing the sheer amount of time wasted trying to work around all the needlessly intricut mechanics that take hours to build, trouble shoot, tune, and finally impliment almost any ship. Especially in the later parts/challenges of the game. 6-8 hours of build time for 10-40 minutes (depending on the battle/enemy faced) of fun sucks.

It started off as an interesting voxel war game and has become a mind numbing pile of frustrating mechanics and ugly ships whose community has become cancerous.
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
2 people found this review funny
357.6 hrs on record
Early Access Review
Posted: September 29
Oh my god this game is fun if you're an engineery type like me.

Make whatever you make in Minecraft, except it actually moves. And shoots! And has bad AI! But at least there is AI so you can have fleet battles.

The vehicle building is really well designed in terms of controls. Feels like a basic CAD program, except a little less crashy.

The campaign is a little long for me. I can't stick with it long enough to get through the Deepwater Guard, but that doesn't matter! I'm building all these boats and satellites and planes I'll never get the chance to use because the game's updates keep breaking them!

And you know what? That's fine. I love the building part of this game. When I'm playing this game, I'm in the vehicle designer, and when I'm in there, usually I'm either building or just setting ships against each other in combat because the destruction in this game is excellent.
Was this review helpful? Yes No Funny
3 of 5 people (60%) found this review helpful
3 people found this review funny
42.9 hrs on record
Early Access Review
Posted: September 26
Would cry again.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
1,794.6 hrs on record
Early Access Review
Posted: September 23
Yes it takes time to learn how to play this game, but it absolutely worth it, in fact that is where the most fun come out :)
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
204.8 hrs on record
Early Access Review
Posted: September 28
The railway gun (german wwii cannon) fires a 800mm shell
The Advanced cannon in this game can fire up to a 500mm shell (CRAM cannons can go up to 2000)
Why am I using the Advanced cannon?
Because you can put multiple of them on one turret (as much as you have space for), and make them fire their entire x round magazine in under 5 seconds.
Guns is crazy in ftd
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
2.3 hrs on record
Early Access Review
Posted: September 27
Its pretty cool
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
494.6 hrs on record
Early Access Review
Posted: September 27
AMazing game but needs input restet button I have accendely remove the ablity to use my personal whepon M1 and optimazation would be fun to
Was this review helpful? Yes No Funny
Recently Posted
[SnE] Nomae The Jester
121.7 hrs
Early Access Review
Posted: October 20
This game has an awesome amount of freedom and fidelity with every build. You want to build a to-scale Bismark? Go ahead. How about a Man of War from the age of sail, but with a massive two-tone laser? Why not? Apache Attack Helicopter? Check. A massive airship, the likes of which the world has never seen, that remains aloft using hundreds of thrusters? Yep. Now tanks, racecars, and mobile bunkers are a reality as well.

The fact that this game is still in alpha blows my mind. The idea that there will continue to be more and more content added to this already wonderfully deep and complex game is fantastic.

Don't let the complexity put you off. Building a raft bristling with homing missles, for example, is quite simple and effective. And who doesn't like to obliterate their foes with swarms of missiles streaking through the sky?
Helpful? Yes No Funny
Shiny Shellder
32.2 hrs
Early Access Review
Posted: October 20
best game ever..
Helpful? Yes No Funny
11.0 hrs
Early Access Review
Posted: October 19
great game i have a mac and it will not let me disable the repair thingy
Helpful? Yes No Funny
5.3 hrs
Early Access Review
Posted: October 19
Well, in my opinion, the learning curve is pretty extreme. Im only 1/2 of the way through the tutorial, and there's alot to still learn, but i love it! it has a great consept and extream detail, LOVLEY!
Helpful? Yes No Funny
207.4 hrs
Early Access Review
Posted: October 18
it is a very fun and adictive game and i recomend it to every one I can
Helpful? Yes No Funny
1.1 hrs
Early Access Review
Posted: October 17
This game could be better if the tutorial was better. The Tutorial is very confusing and The Game is hard. It will take time to learn how to play but I got it for a cheap discount so It's worth the price. 7.5/10

Helpful? Yes No Funny
128.8 hrs
Early Access Review
Posted: October 17
Another sandbox game where you build stuff. This time we have water world with "Borderlands" graphic and original attempt simmilar to steampunk.
Build water ships, boats, fortress, tanks, airships, submarines, baloons and even strategic space crafts - all of this to conquer world.
Game has not only first person mode but actually you can create whole fleet and play RTS with AI.
Still under development but very playable. Stong advantage is customization of weapon systems. Create cannons, customise bullets and payloads. Disadvantage: still lot of bugs and not too frequent updates.
Overall i recommend this game
Helpful? Yes No Funny
3.5 hrs
Early Access Review
Posted: October 16
Its an ok game...meh
Helpful? Yes No Funny
4.6 hrs
Early Access Review
Posted: October 16
Helpful? Yes No Funny
168.3 hrs
Early Access Review
Posted: October 16
Helpful? Yes No Funny