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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
Really excited to be pushing the particle cannons to stable and to be releasing the first iteration of Adventure Mode and two new planets, as well as the many other new additions and features that you will find detailed below.
Adventure Mode is a back to basics game mode where you have to manually build up a ship or fleet and fend off enemies whilst warping through warp gates, hunting for resource and salvaging your enemies. It's an atmospheric survival style game where everything is done in 1st person (or through the newly revamped wireless camera control system) and there is only one save slot per adventure. It'll be getting more updates as the week goes on to add more warp dimensions of different types.
A new planet has also been added called Glao which features a fun, small and strategic campaign mode. You're a mining corporation fighting for control of a small planet against three other corporations. It's still a work in progress.
Dangerous Waters WWII planet has also been added. It's a community project featuring an Allies vs Axis campaign with replicas of most of the hardware of WWII. It's still very much a work in progress and you're welcome to get involved with this project on the official forums here:
We've also added Particle Cannons which use stored battery energy to fire high energy particles. These are great fun and currently have no direct counters which make them a great investment. We've also added Radioisotope Thermoelectric Generators which cost a lot of crystal to place but produce an infinite (but slow) battery charge capability. Perfect for Adventure Mode.
Wireless cameras when placed on turrets can now control the turret aiming and weapon firing. They also have up to x20 zoom so you can see further than every before. Also perfect for Adventure Mode.
Here is the full change log since the last announcement was posted:
[Improvement] Nanites and Scientist fleet buffs implemented. Non-implemented buffs/skills have been marked in the Character sheet
[Improvement] AI aiming prediction more precise by an order of magnitude. CIWS and long range combat should see a marked improvement
[Change] Laser systems now provide double the damage at double the power cost
[Improvement] Auto-loaders now show multiplier for larger variants in overlay
[Improvement] Several new tutorials
[Improvement] Iron Cover ship test facility added to help give new players some basics of ship building
[Change] Custom Jet intake add-on is now 1x1x1m instead of 3x1x1m
[Improvement] New Particle Cannon weapon now added
[Improvement] Texture upgrade (and some models) for Laser Components, Custom Jets, Drills, Strategic Antenna, Surge Protector, Scrap Smelter and Crystal Farm
[Improvement] APS mantlets can be placed at any orientation and work as expected
[Bug fix] EMP damage bug fix- it was choosing bad paths occasionally
[Improvement] Ships will not spawn in land garrisons and land vehicles will not spawn in sea garrisons
[Change] Enemies of 2 or more difficulty levels above or below the player's selected design difficulty level will no longer ever spawn
[Bug fix] Fuel is spent for out of play movement with custom Jets
[Improvement] New game mode (adventure mode!) added
[Improvement] Radioisotope Thermoelectric Generator added for charging batteries
[Improvement] Docking on off button added to the generic force control button panel
[Improvement] Wireless cameras can now aim and shoot turrets
[Bug fix] Cross platform multiplayer bugs introduced in the mod support release are fixed
[Change] Oil drills no longer work underwater
[Improvement] Oil drills and resource gatherers turn off when there is no storage for raw materials
[Bug fix] No engine icon does not display when there is an electric engine with battery power available
[Bug fix] Issues with scrolling and group selection on the map due to mouse over map icons now fixed
[Change] Shortcuts to the planets added to the top of the main menu
[Bug fix] Bug with sailing AI card turning into an endless 'off state' after loading fixed
[Improvement] Particle Cannon tube lenses can now fire in all directions
[Bug fix] Balloons more stable and will not warp you miles under glitchy circumstances
[Improvement] Laser anti missile defense now has adjustable range and firing angle
[Change] Lasers and bullets fired from the Cannon Anti Missile Controller can physically connect with and destroy missiles
[Bug fix] Sail winch settings are synchronized in multiplayer
[Bug fix] The sailing AI card roll avoidance mechanism is now working as expected
[Bug fix] Sailing AI now controlling sails more sensibly
So pleased to release this huge update to the stable branch. Land vehicles, mod support, multiplayer improvements, improved player movement (and stairs!), balance changes, CIWS turrets and bomb chute barrels are among the hundreds of changes.
You can view and share mods here - and steam workshop support for them will be added shortly.
[Improvement] Wheels controllable by piggybacking onto water mode or air mode propulsion
[Improvement] Resource zone resource growth rate is now constant again- rather than increasing when the zone is empty
[Improvement] new control options added to the Automatic Control Block
[Improvement] Mod support added to the game
[Change] Ammo router no longer required for the Advanced Projectile System
[Improvement] Stairs block added"
[Improvement] Rambot avatar can now cling to his vehicle (which is the default movement mode). Press \\ to change mode. Double tap space to release from vehicle
[Change] Scuttlebot avatar removed from the game
[Improvement] replace block now works in multiplayer
[Improvement] Prefabs now work in multiplayer
[Improvement] Sub object save and load now works in multiplayer
[Improvement] Weapon control is better in multiplayer
[Improvement] Client movement is controlled client-side in multiplayer so is lag free
[Improvement] New hand holding tutorial system added to lead you through the tutorial resources available
[Improvement] New sound manager system added which has nice effects and models speed of sound
[Improvement] support added for land units and all terrain vehicles as forces and fleets
[Improvement] Bomb Chute barrel for Cram cannon added
[Improvement] Significantly increased the FPS when on the map
[Bug fix] land should no longer disappear from beneath the player or vehicles
[Change] the way sails are placed has changed a bit- some may well now be broken- sorry about that
[Improvement] Prefabs and sub objects now stored in individual files
[Change] Missile drag decreases from 100% at altitude 0m to 50% at altitude 300m and then 0% at altitude 500m. Ability to turn using fins decreases from 100% at 300m to 10% at 500m
[Improvement] Projectile follow camera is now an orbital view of the projectile / missile
[Change] Lasers can damage out to 10km now- not just 3km
[Change] Raw resource storage containers now store 2k resource per meter cubed- not 10k
[Improvement] game config sliders for resource storage and overall damage scaling
[Improvement] You can pause the game at any time by pressing F11- you can still move the camera and look about
[Change] vehicle drag is reduced from 100% at 300m altitude to 10% at 500m altitude (where air density reaches 0)
[Improvement] event outcome likelihood is now customizable in the map editor
[Improvement] Resource dump levels are now controlled by the server and synchronized to the players
[Improvement] Retrofitting is enabled in multiplayer games
[Improvement] Resource supply distance based on the force's resource storage capacity
[Improvement] There is now the option in the V menu to disable the removal of water effects due to air pumps
[change] APS Autoloaders now have a bonus to reload speed for the larger variants, roughly 40% of the previous size
[Improvement] Several new player skills/buffs have been added, structure inplace for more in future. Current new skills that work are Gunnery, Sea Captain, Gun smiths, Salvo Batterries, Naval engineering, Aerial engineering and Astro enginerring
[Improvement] tooltips enabled for enemy vehicles in the fleet control UI.
[Improvement] Close In Weapon Support (CIWS) AI weapon controller added for firing turreted APS at missiles
[Improvement] Control block can now force all weapon types to fire
[Improvement] LCW shots per second limit is now 40 instead of 2. Not sure why it was ever 2
[Improvement] Vehicle on vehicle collision bugs ironed out
[Improvement] when you give orders to your vehicles they will sort of speak back to you. There are four personalities associated with the four modes: water, air, land, all terrain.
[Bug fix] bug fix regarding fog of war view distance for dead blueprints
[Improvement] build bar / favourites list works in multiplayer now
[Change] Missile explosive warhead damage doubled from 200 to 400 per warhead
[Change] You no longer need a patrol AI card to give orders to the AI- so the card is now obsolete
[Change] User interface for fleets and forces simplified and unified quite a bit
[Change] you can now longer have a fleet without a flagship- one will always be assigned
[Bug fix] Fleet rotation speeds now properly calculated and applied
[Change] Volume used instead of block count in a number of places throughout the game now
[Improvement] AI, Fleet, and Resource Zone bindings added to Lua.
[Bug fix] Lua editor will now select all code when CTRL+A is pressed.
[Improvement] Inventory, fleet control and map UI declutter
[Improvement] Dangerous Waters WWII RTS planet is in the built in planet's folder and ready for v0 testing.
“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”
“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)
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