Design, build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more!
User reviews: Very Positive (278 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 (10)

December 2

1.55, 1.5501,1.5502,1.5503,1.5504,1.5505,1.5506 patch notes!


The 1.55 --> 1.5506 changes introduced a host of new gameplay features such as a continuous seamless world (for all game modes), fleets, formations, "out of play" vehicles/fortresses/structures, retrofitting of designs in campaign, a new map, and loads more. This adds a lot more strategy to the campaign as well as adding a number of other benefits such as no load times, throttling of battle sizes to match the power of your computer specs.

Other changes include "retrofitting" that can be used to fit out existing fleets of vehicles to the latest build standard, and FtD can now be launched without an internet/steam connection.

Change log
As usual bug fixes for bugs added between 1.55 and 1.5506 are not listed here.

New map, One seemless world, no scene changes
Terrain system reconfigured to load while you move- will be moved into a second thread to reduce stutter
Forces (vehicles/structures/fortresses) can be assigned to fleets for ease of use
Forces can be moved 'out of play' when you don't need them for fighting or building on
Fleet control GUI (E) added for control of forces and fleets in battle and out of battle
Fleets can be given more orders on the map
Player can warp from to teleporters/chairs/forces/constructables when they please
Enemy Faction resource zone guard units added
Battle point system added for limiting the size (but increasing the duration) of battles
[Bug fix] Nasty DWG forces no longer spawn immediately and sea viper is back in the early game
You can capture enemy forces now, simply kill all crew and destroy the mainframe to claim them
Tapping WASD SPACE ALT in build mode moves the build marker one position
[bug fix] build marker control is more stable under slow framrate now
You can customise the Interact button ('Q' by default)
You can assign weapon slot change buttons ('[' and ']') by default
Third person camera is removed from the view change cycle by default, enable it again in the options menu
Tooltip system added but not many tooltips writen yet
[1.5501] Map size issue fixed. Fonts made more readable and some GUI updates
[1.5501] Unlimited fleet points in designer. Blockade end distance increased to suit planes with a big attack run
[1.5502] Steam overlay used for opening external links
[1.5502] You can no longer use enemy equipment or interact with it (until you capture it)
[1.5502] Caps lock for projectile follow can be re-binded
[1.5502] Centre of mass calculation takes into account large blocks
[1.5502] You can now longer glitch vehicle specific blocks onto fortresses, and visa versa
[1.5502] Sub vehicle spawner no longer has terrible glitch!
[1.5502] Experience and friendly fire and such is no longer buggy
[1.5502] Approaching large fights no longer has the same performance impact
[1.5502] Docking stations can now only target friendly units
[1.5502] AI fleets now are only blockaded fully by player"

[1.5503] Retrofitting added to game (V menu and Fleet Control GUI (E menu)
[1.5503] Repair logic fixed for large blocks
[1.5503] GUI reskin
[1.5503] Basic controls tutorial fixed
[1.5504] Retrofitting fixed so that vehicles don't spawn miles away after retrofitting",
1.5505] Spin blocks can be driven by primary,secondary and tertiary drives now
[1.5505] Fleets sorted by distance from player in E GUI
[1.5505] Fleet and force selection maintained from map to E GUI (sort of)
[1.5505] Spare parts crate shows spare part number and is manually refillable using natural resource
[1.5505] You can override AI piloting of your vehicle simply by pressing a control button
[1.5505] Fortress AI card fleet move enabled (and fortress move power consumption reduced
[1.5506][Feature] Pathfinding around islands on the map now performed for all fleets",
[1.5506][Feature] Multiple queued move orders allowable for fleets (hold shift)",
[1.5506][Feature] Fleet altitude and rotation setable from the map",
[1.5506][Feature] story mission objectives shown on HUD",
[1.5506][Change] missile laser, AI radar/tracker/detector can be placed at any orientation",
[1.5506][Change] game launches without steam now",
[1.5506][Bug fix] Retrofitting to full health no longer possible.",
[1.5506][Bug fix] You can now longer place sub vehicle spawner on spin block or turrets",
[1.5506][Bug fix] all teams get inf resource in designer",

What's next

In the immediate future:
Out of play vehicles repairing / repaired by others in the fleet
Block visualiser for the inventory
User interface improvements
Map click and drag selection of fleets
More enemy units for each faction (hard to keep up with the amazing number of excellent designs the community is creating for the factions!)
Moving to Unity 5 (Significant performance improvements expected)

After that (Between now and probably February, but a bit hard to judge!)
Terrain and other vehicle avoidance for AI controlled planes
Kamikaze AI
Anti laser protection blocks (smoke dispensers, mirrors)
Anti personal AI components
Custom ammo for cannnons
Ridable sea monsters
More refinement of the multiplayer leading to co-op campaign

13 comments Read more

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 !


31 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”


Share your vehicle blueprints via the workshop

Feature List

  • A huge game world explorable from the ocean depths into outer space.
  • A full and accurate physics model including dynamic damage simulation, sailing mechanics and weather effects.
  • Battle against fleets of AI craft and build your own to meet the menace.
  • Build fortress bases, mine for resources and battle other factions in campaign mode where strength and diplomacy are the keys to victory.
  • In-game Steam workshop support to share your creations with the world.
  • RPG-Style character progression with levels, perks, skills and inventory systems.
  • Available now on PC, Mac and Linux.

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 alpha and contains a wide range of single player content including:
  • A creative mode allowing you to push your designs to the limit and ensure the total annihilation of your opponents.
  • A campaign waged over hundreds of islands against eight unique factions.
  • A Story Mode where you can (eventually!) play 15 missions as each of the eight factions - a fantastic mixture of strategy, design and wild battles! Defend your fleet against waves of enemy forces in a series of extremely tough challenges that unlock new components.
An expansive multiplayer and co-op element is planned for the coming months!

Key Features

  • Design and build your fleet, fortresses and structures however you want. The alpha currently has 279 unique components blocks, not including 19 different components for making missiles, torpedoes, depth charges and bombs.
  • The sky's the limit, you can equip your vehicle with - cannons, lasers, mines, bombs, missiles, torpedoes, propellers, rudders, jet engines, wings, hydrofoils, hot air balloons, anchors, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
  • Realistic physics - every block destroyed or added affects the vehicle's functionality, physics and control. Drag, inertia tensors, buoyancy and sealed compartments are all updated based on the design of your vehicle and the damage sustained.
  • Be part of a fantastic community (, 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
34 of 43 people (79%) found this review helpful
16.1 hrs on record
Posted: December 6
Early Access Review
I was only 9 years old. I loved Deepwater Guard so much, I had all the Deepwater Guard story missions completed. I pray to Deepwater Guard every night before heading back to the fortress, thanking them for the resources I've been given. "Deepwater Guard is love" I say; "Deepwater Guard is life". My fleet hears me and calls me a traitor. I knew they were just jealous of my devotion to Deepwater Guard. I call them scrap. They fire missiles at me and send me back to the fortress. My ship is damaged now, and my hull really hurts. I stay at the dock and it's really cold. Suddenly, a fleet is moving towards me. It's the Deepwater Guard. I am so happy. They come closer to me and whisper into my ear "CREEEEAAAK". They grab me with their powerful harpoons and pull me under the water. I'm ready. I spread my hull for Deepwater Guard. Their cannonballs penetrate my ammo supply. They explode so much but I do it for Deepwater Guard. I can feel my engine tearing as my ship fills with water. I push against their force. I want to please Deepwater Guard. They creak as they fill my ship with their cannonballs. My fleet arrives. Deepwater Guard looks them right in the AI mainframe and says "CREEEEAAAKKK". Deepwater Guard leaves through the ocean. Deepwater Guard is love, Deepwater Guard is life.
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17 of 21 people (81%) found this review helpful
261.0 hrs on record
Posted: November 22
Early Access Review
Ok, this sandbox game, THIS sandbox game, THIS SANDBOX GAME, right here, if you are in to SANDBOX GAMES, this is it for you! The developer is doing an insane job with updates, and he is truly building an outstanding sandbox game *with an awesome mix of campaign/strategy gameplay* that just blew my mind away. I play minecraft, terraria, starbound, space engineers, etc etc, and this one took me from all of them. Absolutely awesome game, great updates on a routine basis, open minded developer, great player community, and a fun and interactive experience to keep you looking forward to playing when you get off work huzzah!!! I highly HIGHLY recommend it, big time kudo's to the dev.
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8 of 9 people (89%) found this review helpful
160.6 hrs on record
Posted: November 30
Early Access Review
This is an absolutely, positively magnificent game. Don't scroll down just yet, I have an explanation for my madness.

This is an engineering game with block style building and heavy sandbox elements. One could say that this is like Space Engineers, but there's something different. The craft you build serve a point. There's a dynamic, open world war-like campaign that you must build and design craft for (or snipe them off of the workshop and learn how they work,) to complete.

In this campaign you'll be introduced to several factions with vessels that are very different per faction (The developer is currently taking user submissions that fit a certain faction's theme) that you must design crafts that can combat this.

I keep saying the word "craft" in place of boat because it can be anything. Boats, planes, land vehicles, spacecraft, ballooncraft, submarines, anything you can design can come to life in this with its simple automation that you can put in place.

While this game, at the time of the review, has a small-but-growing community, it is VERY robust, there has to be the highest ratio of players that are also streamers and youtubers to regular players I've ever seen. There's loads of tutorials and user submitted designs on the official forums (don't let the Steam forums decieve you.)

And for those holdouts that are concerned about the longevity and developer-community relations on this product, the developer is very active on the official forums, with, to date, 18% of all the total posts on the forums being his. He constantly throws out suggestions that he wants to see in the game to gauge community reaction as well as take in any well-thought-out revisions that the community members have to offer. There's even been a quote of him saying "I can put it in, people just need to ask for it." When it comes to longevity, it used to be just him on the project, but I've seen some more people come on as official staff.

This is a hidden gem. I want the world to see it. My rating? 15 out of 10.
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4 of 4 people (100%) found this review helpful
2.3 hrs on record
Posted: December 7
Early Access Review
Excellent game, just a bit rought around the edges! This game has a huge amount of poetential, it just isn't fully finished. The idea behind the game is great, basically it is an open world vehicle-building game, with an emphasis on physics and battles. The Dev is extremely active in the community, and responds to players' suggestions and new ideas.

Give it time, and I think this game will shape up to be truly amazing!
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3 of 3 people (100%) found this review helpful
4.1 hrs on record
Posted: December 16
Early Access Review
Ha, got it for 5$ with the Steam Winter Auction.
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4 of 5 people (80%) found this review helpful
141.7 hrs on record
Posted: December 7
Early Access Review
Awesome game. Build fortresses, boats, submarines, airplanes, helicopters, balloon driven airships or all of the above in one vehicle using a completely free form physics voxel building thing. 

All the details of your design come into play. Your vehicle will have a center of mass based on where you put your everything, a center of lift based on where you put your wings or hydrofoils, a center of thrust based on where your engines are, and even centers of positive or negative buoyancy based on where the lighter and heavier than water parts are. Having things off center applies torque to your vehicle which can cause it to flip or roll over.

There's fighting against AI in this game too. Weapons range from simple one block weapon systems including rams, old pre 1880s style cannons, machine guns and guided missiles. Watching cannon fire arc between opposing groups of ships and seeing blocks get smashed, hulls broken open, ships listing or sinking is great. Even better is when someone's ammo barrels get destroyed and there's a huge explosion with slow motion effects.

To help with the battling you can also design your own weapon systems such as cannons, missile launchers, lasers or drills that might be as large as one system spanning the entire size of your vehicle.

If that wasn't enough, you can fill your design with its own AI brain and various automatic control blocks, then tweak all the parameters so that you have your own AI controlled vehicles.

As for the cons, well there are plenty. The game is in a very rough state. There's a lot of content, but almost none of it is balanced very well or free of glitches.

I expect many of them to be improved or eliminated by development. The game has quite a learning curve. Some of that is due to complexity, which is good, but most of it is due to UI design which is both poor quality and very non standard. What other games use the t-o and g-l row of keys for controlling vehicle movement? It even varies from vehicle to vehicle based on weather you're using a ship's wheel, generic vehicle controller, or complex controller. Other games allow you to move a camera, vehicle and character around using the same 6-10 keys and a mouse or controller, so there's no reason why this one should be different. It's not like the system is any better either. Even after playing for 150 hours, I routinely find myself disoriented while switching between 1st person, 3rd person and build cameras, and pressing space to jump out of my seat when I mean to move the camera up, or vice versa. Or pressing w to move forward and being confused when nothing happened, because I'm in 1st person mode while seated and I meant to move the camera forward.

I've more or less given up on playing the campaign game at this point. It's an interesting idea and may get better with development, but right now it has a number of problems. Blockade ranges are the same for all vehicles, which makes weapons with a longer range somewhat useless, since they can't actually enter battle unless they're the closest... but if the closest spawn first, then the long range units can't spawn because they're not "in battle". I had an absurd situation in my campaign involving a fight near my starting fortress where I was able to toggle between playing a completely broken "force" near the enemy. My design had no weapons, no AI, nothing but hull pieces, and was nowhere near me.

Yet the enemy considered this a fleet that must be defeated before moving a few hundred meters closer to my starting fortress. There's a retreat button that allegedly gives up on a force and destroys it, but all this did was remove my fleet from play, allowing me to put my fortress in play... which would then proceed to shell the the enemy ships for a few seconds, because they would despawn. They're waiting to fight with the wrecked ship I just "retreated", you see. Player ships and fleets should probably be completely destroyed much more aggressively when the player or an AI mainframe isn't physically on them. It's kind of a mess overall at this point really, and could use a lot of work. 

Luckily there's still the vehicle designer and single player story missions, which provides plenty of gameplay all on their own. 

Lots of the physics values are suspect. For example, engine parts have a mass of 0.1, the same as a block of wood, which means they float. In general, the game is poorly balanced. There are a number of complex systems in the game right now such as engine design that have a few clearly efficient solutions rather than encouraging design tradeoffs for different sorts of things, and right now the best weapon system is simply lasers. The developer is aware of the last two problems though and will probably have them smoothed out by the end of next month.

Since this is an early access game, I'd like to offer some suggestions for improvements to the game:

I strongly suggest to the developers that they completely rehaul the control system and bindings to be based on the 9 keys in the wasd region, q-e, a-d, z-c, plus 1-3 other nearby keys such as shift, v, or r to get the total back up to or beyond 10. The f key could serve a similar role to what q does now except it would toggle between being at a control station and controlling the vehicle and moving your character around. Use alt as a modifier to toggle moving the camera. Now you can do everything you could do in the current control system, but it's significantly less disorienting, and also similar to how other games work.

I would also say the turret and gunnery system needs a complete rehaul. they look and control terribly, and it's far too easy to cause them to freak out or glitch. Motorized and elevation barrels shouldn't be a thing when there are already turrets that do the same thing, and moving barrels look terrible when they inevitably clip through other objects. Not to mention you can use them to phase into your own ship and shoot itself. 

I suggest the turret system be changed as follows: get rid of moving barrels from custom cannons completely and make every turret either a horizontally locked azimuth only turret or a vertically locked elevation turret and allow them to be chained together exactly one time. The overall orientation of the turret assembly (for aiming purposes) could be determined by placing a specific block, or by letting a firing piece or similar block control its turret. This would allow the creation of much more sensible turrets that would actually aim their weapons without insane glitching.
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5 of 7 people (71%) found this review helpful
43.8 hrs on record
Posted: November 20
Early Access Review
Have you ever designed a kick-♥♥♥ sailboat in Minecraft and wish you could take to the seas with it? Have you ever thought Kerbals were too peaceful? Have you ever wanted to design a plane that used cannons as a means of movement? Me neither, but in From the Depths, YOU CAN!

From the Depths is a sandbox physics game with some rts elements thrown in for good measure. Build a ship, watch it sink. Build a better ship, one that moves! ....Then watch it get blown up. Build a gun, then build a ship around it! This is, in essence, what FtD is all aboot.

In career mode you can take your designs and put them to the test. Capture resource nodes, battle pirates, and build your empire. Switch from game view to map view and position your fleet. Instead of rolling the dice when two ships meet, go back into physics mode and battle your enemy head on. You can manually control your vehicles and bases, or you can use the modular AI pieces and build an AI to do it for you.

Speaking of modular, this game features modular engines, cannons, lasers, missiles, etc. Instead of placing a gun block where you want a gun, you can build your cannon from many modules that altar how the gun works. Range, reload time, damage, armor penetration, explosive rounds, accuracy, etc.
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3 of 4 people (75%) found this review helpful
87.7 hrs on record
Posted: November 19
Early Access Review
First off, the game can be a little discouraging at first. I hope you will stick with it because it really is something special. There is something satisfying about designing and building a vessel/craft and sending her to the battle front. I am still getting my feet wet (yes, after 30+ hours) and have really enjoyed myself so far.
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3 of 4 people (75%) found this review helpful
200.1 hrs on record
Posted: November 23
Early Access Review
If you love a technical game that inspires your imagination and creativity then this is it in its most extreme form. The complexity of this game makes for quite a steep learning curve at the start. In fact even now I am still learning even after all the hours I have played it.

This game is getting regular updates. The developer is also doing a great job with communication on the forums.
Over all it’s a fantastic game at this stage. I believe this game deserves every bit of attention it gets.
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3 of 4 people (75%) found this review helpful
46.6 hrs on record
Posted: November 18
Early Access Review
This game is pretty amazing. The game only gets fun after u have learned everything which takes some time but its worth it. This game is going to be so amazing once its finished
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3 of 4 people (75%) found this review helpful
75.4 hrs on record
Posted: November 19
Early Access Review
Awesome Developer
Very much worth the $20's if you like block to block construction and destruction.
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3 of 4 people (75%) found this review helpful
21.5 hrs on record
Posted: November 19
Early Access Review
Gotta say i love the game and experimenting is fun especialyl once you start the campaign....lots of things to do the campaign witht eh recent update can take far logner to conquer and there are still a few bugs but over all is an aweseom game for the price and utilizing steam workshop designs help alot if your not sure how to start your first ships...Over all gotta give it a 7/10 which might change down the road with more updates to teh sinple player missions and additional content
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3 of 4 people (75%) found this review helpful
8.4 hrs on record
Posted: November 25
Early Access Review
This is one of the best games I have played in a loooooooooooooong time! And it's indie, so none of those microtransactions and other infamous parts of AAA games. Well optimized, and does not require a great pc. But at the same time, it has great physics, many options for creativity and tons of replayability. But, the control scheme is very confusing to a beginner, but you will learn.
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3 of 4 people (75%) found this review helpful
72.7 hrs on record
Posted: November 27
Early Access Review
This is neither an easy nor forgiving sandbox, but if you make a point to stick with it and learn the fundamentals of the game the rewards worth it. As I write this review it is still an early access game but shows promise as it continues to grow and expand.

If you think it is fun putting your creations into a skirmsh with various opponents and see how they thrive or fail inspiring you to improve on your designs or create better ones from scratch. You'll have to learn all you can at making efficient and effective designs if you want to surive and not break the resource bank. Making vehicles that compliment each other and work together is crucial and challenging and expect to spend lots of hours learning by doing.

When starting out I'd recommend watching videos on youtube and understanding how things fit together it's not very intuitive and there are some thing you simply need to know before you set out. The In-game tutorial is helpful as a leap off point but you'll still want to study others designs either on the workshop or those placed by the developers in game to get get an idea of 'how do they make this work?' and go from there.

Test and retest, trial and error is key here, don't expect to master things in a day or a week even, there are so many possibilities and generally if you can think it you can build it, the big question usually is if you should.

The only gripe I had is that he interface/controls take a lot of getting used to and feel clunky to me, but you can remap keys and such to something more to your liking but there is still room for improvement and as it is still in development I am sure it willl there have already been strides in this regard so I have high hopes for it.

This game may not be for everyone but if you like sandboxes to play in this certainly fits the genre and is worth a look.
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3 of 4 people (75%) found this review helpful
76.0 hrs on record
Posted: November 30
Early Access Review
i love this game its amaseing. i got this game 3 days ago and ive played over 33 hours beleive it or not...

the controls do take a little getting used to and it does take bit of learning but i think thats part of the fun.

its not even compairable to space engineres in my opinion their is way more that you can do and way more customization available. not to mention that its still in pre alpha and their is plenty more to come.

the game is a bit graphic intensive. i personaly play this game on a 4 year old toaster at the lowest quality and 1024x600 fullscreen and i feal it looks Great. Any up to date decent computer would easily run this game at full quality.
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3 of 4 people (75%) found this review helpful
25.8 hrs on record
Posted: November 30
Early Access Review
A block building game that feels nothing like Minecraft or any of its clones. You build ships, planes, submarines, or whatever else you can imagine, arm them like they are a SWAT team of Jayne Cobbs and let them free. If you want to go truly crazy you could make enough explosions that even Michael Bay would say it was a bit excessive. Would recommend to anyone who played with legos and always ended up building battlecruisers and dreadnaughts.

Only feels like a (pre)alpha in the multiplayer, which is still very buggy, but its new and being improved.
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2 of 3 people (67%) found this review helpful
13.0 hrs on record
Posted: December 1
Early Access Review
This game is awsome, This is what i wanted from starmade. Basicly you build ships and aircraft out of blocks, build costum cannons and rocket launchers, and more! And finaly build entire fleets to destroy your enemy! 10/10 would buy again
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2 of 3 people (67%) found this review helpful
428.7 hrs on record
Posted: December 1
Early Access Review
This game is easily one of my favorite games right now, the amount of freedom in building ships is great and the feeling of success from one of my builds not sinking instantly is even better. The campaign recently got overhauled and so far has been brilliant fun.

For anybody who likes your space engineers, robocraft or any other vehicle based block building game you will love this, there is a great amount of depth in every build with fully custom engines and cannons to great designs aesthetically. Hopefully with the cannon overhaul it will get even better!
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1 of 2 people (50%) found this review helpful
21.0 hrs on record
Posted: December 2
Early Access Review
From the Depth, how can I tell you people what it is about?
+The physics are amazing
+Graphics arent actually that bad if you can get past the blocks
+Campain actually is fun and challenging
+Massive fleet battles are just amazing
+So much stuff to do
+Lots of stuff to learn
+Boats, planes,space craft
+MMO skills

-The first time you play it you might get alittle sick, just keep playing its worth it
-If your lazy this is not the game for you
-If you refuse to learn you are stupid

Want to know how to play well?
Click this link and watch a couple episodes.
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1 of 2 people (50%) found this review helpful
112.4 hrs on record
Posted: December 1
Early Access Review
It's pretty damn hard to get started if you want any kind of working machinery. Once you understand it a bit better and get used to it, you can make some crazy contraptions.

I'm being kind of traditional (lazy?) and sticking to ships for the moment. Going crazy with those missile launchers, tho.
So much fun to see 10 or 20 them fire in series and strike a target.

Now, something I disliked a lot was the fact that you need to level up in practice mode before you can enter the campaign. I guess it serves the purpose of making sure you know how to fight, and it's good that you don't have to do a tutorial every time you do the campaign, but the learning tools seem a bit crazy to me (a 1+hour youtube video? Really?)

Now, there are also text and interactive tutorials, however the interactive ones kinda zip by so fast that I had to re-do the AI training a few times in order to figure out how to automate a gun.

So far, sandboxing is a lot of fun. I'd rather the freaking flying units to be a little easier to understand, tho.

An incredibly, INFURIATING part of the game is that, when your stuff is in combat, EVERYTHING ELSE GETS PHASED OUT. This includes your repair dock entering combat while it's repairing your combat ship.
Guess what happens? Your dock goes into combat while your combat ship phases out, entering a 500 second cooldown. If your dock has a minimum amount of guns, YOU'RE SCREWED.
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