Design, build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more!
User reviews: Very Positive (144 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 may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until 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!”

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

"Extremely complex yet rewarding vehicle construction and combat. Build the warmachine of your dreams and test it on the seas or skies of battle."
Read the full review here.

Recent updates View all (8)

October 4

1.531, 1.532,1.54,1.541,1.542 patch notes

The main push with this series of updates was to get many more (30 or 40 more in fact) new community made designs into the game to represent the different factions of the game. You can see each faction in more detail here
A number of bugs have also been fixed and the main show stoppers in multiplayer have been fixed as well.

Bug fixes

[bug fix] structures and fortresses now work in multiplayer
[bug fix] Password guess box is added when server is password protected
[bug fix] laser (simple) description updated to reflect that it uses ammo
[bug fix] capslock vehicle designer vehicle hold no longer slows down game for big vehicles
[bug fix] respawn beacon added to starting fortress, as well as some spare part crates
[bug fix] Saving vehicles in multiplayer no longer makes them 'enemy spawn' when loaded again
[bug fix] Precision spin block logic tightened up- they rotate in the same direction as normal spin blocks and their speed is correctly calculated.
[bug fix] bug fixes in the visualisation of prefabs before placement
[bug fix]Fortress controller moves fortress in orientation of fortress, not the controller placement
[bug fix]Shrinking blocks bug fixed for drills/laser components
[bug fix]Setting the rotation angle of a spin block via automatic control block does no longer revert 'rotation reverse' to 'rotation'
[bug fix]Some issues fixed with the selection of a vehicle of interest by looking at it
[bug fix]large block placement code fixed to allow, for example, jet engines to be placed more naturally
[bug fix]ammo,fuel,spares, reserve limits are saved to the constructable
[bug fix]Scuttlebot death in MP is fixed

You can now select the team when spawning a vehicle in the designer

Vehicle designer freeze vehicle button (CAPS LOCK by default) is customisable (CAPS LOCK does not work on MAC in Unity)

Many in game vehicles added and many updated, each faction now has multiple different unique units.

Custom missile staggered fire is now more robust for second salvo

Wood can be placed at multiple orientations, as it could be before 1.53

You will save the vehicle you are building on, when in build mode, regardless of the vehicle you are actually standing on or closest to.

The firing delay for weapons is now enabled

Explosive missile warheads now stack into a single larger explosion

There is a configurable delay on the automatic control block trigger pulse

Changes to the way blueprints spawn in campaign mode

What's next
See here for more info

3 comments Read more

September 15

1.52 and 1.53 series change log

Hi there :)

The main idea here was to get a working multiplayer co-op designer mode. That goal was achieved but there is still a lot of work to do on the multiplayer aspects of the game.

I've also added new engine art and implemented a new way of rendering alloy and metal blocks using a seamless tileable texture that covers a 4x4 area of blocks.

The multiplayer creative mode is not yet finished but is playable and open to everyone to test. A large number of blocks only work currently on the server side, and "join in progress" not yet added.

Multiplayer creative mode, corner blocks and alloy and metal textures look much nicer.

Bug fixes

[Bug fix] Laser transceiver connectivity bug fixed
[Bug fix] Laser firing through terrain bug fixed
[bug fix] Shells from autocannon inherit platform velocity
[bug fix] patrols to -1,-1 are now re-tasked
[bug fix] Resource no longer given for removing dead blocks
[bug fix]Crash fixed when deleting turret/spinner whilst building on it in simple build mode
[bug fix] enemies spawned in from vehicle load GUI as enemy AI will still be treated as salvage
[bug fix] connecting transceivers into turrets bug fixed
[bug fix] single player respawn bug fix from last version
[bug fix] wood pieces that the resource gatherer digs up are now low poly- performance improvements.
[bug fix] Campaign diplomatic relations reset after new game start
[bug fix] Campaign time reset after starting a new game. No more shrike bombers as first attack on a second play through
[bug fix] radar does not give the appearance of working when it is disconnected

Multiplayer hosting and joining settings are saved
Auto login to last used player profile
Multiplayer co-op vehicle designer mode added
Drive maintained positive plus negative inputs together stop the drive
Build mode double tap speeds up cursor in all directions (not just W)
Simple build mode can now paint as well
Story mission select GUI prompts player to buy some resource
The 'attack salvage' option is now saved to the AI mainframe
Naval AI idle approach distance (default 50 metres) is now configurable
Suicide pill item added
Engine art completely overhauled
Art style changed for alloy and metal blocks- seamless alloy and metal pieces
new corner blocks added for alloy, metal and wood
prefab placing now shows the blocks you are going to place
prefab selection marker now more clearly shows the extent of the prefab to be selected
you can fill with larger blocks

What's next

A long over due addition of content to the single player campaign, the first boss fight of the story missions and fixing any bugs that will come up in the multiplayer creative mode, whilst adding all the rest of the features the multiplayer needs.

7 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”

About This Game


In From the Depths you can build and take first-person command of battleships, planes, submarines, giant terrible geese, space ships, hot air balloons and more! The game is currently in open-alpha and contains a wide range of single player content including:
  • A creative mode allowing you to push your designs to the limit and ensure the total annihilation of your opponents.
  • A campaign waged over hundreds of islands against eight factions.
  • A Story Mode where you can (eventually!) play 15 missions as each of the eight factions - a fantastic mixture of strategy, design and wild battles! Defend your fleet against waves of enemy forces in a series of extremely tough challenges that unlock new components.
An expansive multiplayer and co-op element is planned for the coming months!

Key Features

  • Design and build your fleet, fortresses and structures however you want. The alpha currently has 279 unique components blocks, not including 19 different components for making missiles, torpedoes, depth charges and bombs.
  • The sky's the limit, you can equip your vehicle with - cannons, lasers, mines, bombs, missiles, torpedoes, propellers, rudders, jet engines, wings, hydrofoils, hot air balloons, anchors, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
  • Realistic physics - every block destroyed or added affects the vehicle's functionality, physics and control. Drag, inertia tensors, buoyancy and sealed compartments are all updated based on the design of your vehicle and the damage sustained.
  • Be part of a fantastic community (, with new releases made on average twice a week. Community organised challenges and blueprint sharing make it an extremely friendly place to hang out!

Customisable Components

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

System Requirements

    • 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
118 of 131 people (90%) found this review helpful
51.4 hrs on record
Early Access Review
10/10 Would recommend

I have never reviewed a game on steam before, Usually they don't hold my interest for too long (Except KSP). But I've enjoyed playing this game a lot. I've had this want for a deep physics based building combat game and when I saw this game back in January I was like WHOA NICK SMART YOU NEED TOTAKE MY MONEY RIGHT NOW. It has so many things to make and mess around with that it keeps me delightfully interested and curious, exploring new aspects of this massive sandbox.

I have probably put around one hundred hours just making a large ship in the sandbox mode and having it face large ai ships. Watching as my watertight compartments become breached and seeing a rush of repair drones fly over frantically trying to keep the damage under control as the bow starts to sumberge, I continue to engage. A shell from an enemy heavy deck gun punches through the armor protecting my ships forward magazine, and the majority of the front deck of my ship disentregrates and flies everywhere with a huge explosion. My stern's array of 24 missile launchers fire possibly one last volley at the enemy battleship, and I score a hit on their fire control center, stopping their weapons from firing and giving me a small bit of time to do repairs to keep her floating.

Of course if sandbox isnt your thing there are missions and campaign mode as well. Soon there will be multiplayer as well, and I think that will be amazing, considering the copius amounts of fun I have only against the AI.

Cannons, guns, missiles, lasers, drills, rams... All are yours to build, and you don't just place them, you put down each block of that cannon to tailor its size, range, damage output, speed, and armor penetration to your liking.

Check out Youtube videos of this game if you need more convincing, espically the AplhaMaster tournament to see some crazy designed ships/aircraft on a budget. I made a goliath cannon that ran the length of its hull, turning into a fireworks show when it was hit once. It was quite amusing.

Theres something that the developer here does that almost no other early access game developers are doing: He actually works!! Wow! I have had a few buys of early access games that have become stagnant and unfinished, and that have not considered the players wants and suggestions (StarForge I'm talking about you). I feel that the developers from some early access games have stolen my cash and everyone elses cash, making empty promises. Not only do updates for From the Depths frequently come out with new content and fixes/optimisations, but Nick(the dev) is extremely active on the forums. It shows that he really cares about making this game for his players to enjoy. This is one of the few early access games that I can see the progress and feel satisfied that my money went to helping the developer make a game, not sit around.
Posted: August 2
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50 of 59 people (85%) found this review helpful
4.9 hrs on record
Early Access Review
Starting out in From The Depths can be a discouraging experience, the amount there is to learn may seem overwhelming but is met with some of the most rewarding results I've come across in the vehicle crafting sandbox genre. This is a game that requires patience to be put in but gives back in copious amounts, learning the usage of every tool is key to creating the most enjoyable experience as you'll have plenty to use at your disposal.

First and foremost, every player from the curious new builders to the most seasoned of engineers will want to delve into the playable tutorials and building guides supplied by the game as you'll quickly find the learning curve is no joke. Although it may seem tedious at first the more patient of players will begin to slowly learn important hotkeys and shortcut tools such as copying and reusing large sections of previously created vehicles that will make your building endeavors quick, seamless, and enjoyable.

Creating vehicles is way more than just their visual appearance and basic form, you'll have to get into the guts of each machine and engineer their inner-workings putting you in full control of everything from connecting series of logic up to thrusters, distributing equal amounts of power evenly across your ship, to creating your own missiles and ammunition as well as defining their behavior. The limits in From The Depths are determined solely by your own creative capacity.

Aside from the vehicle creation and building mode, there are some ambitious features to battle it out in including a progressive campaign that expands with each update and quick skirmishes you can set up for testing your new creations in the heat of battle. Terrain in the game varies from sea, to land, to air/space giving you lots of types of traversable landscape to consider when creating your specific dream vehicle.

The campaign itself is impressively engrossing for those well versed in the mechanics of the game throwing you into the world with a starting base to gather resources from and expand off of as you fight for survival and resourceful territories. This campaign mode is already very addictive and continues to grow rapidly with each update, promising the addition of more enemies, factions and objectives to spice up your survival in this free-form sandbox adventure.

Currently in development is the story based mission mode but it already features a couple of the basic starting missions which I found to be some of my most exhilarating moments with the game. The few story missions we have already do a great job of setting you up with some pre-determined scenarios, getting you into an operable pre-made vehicle and dropping you into the midst of a full-scale battle. These missions are a really excellent way to get a glimpse at what all-out war looks like in From the Depths.

Considering the complexity of what you can do and the scope of freedom you have doing it, From the Depths is a game I feel deserves way more attention and hype from sandbox and crafting enthusiasts. For me it's certainly the next biggest sandbox game on the market and one I've already put more time into than KSP or Space Engineers, and the prospects shown from constant updates and a very close relationship between the developer and the community make it even more important to get involved early to watch something already engrossing turn into something huge.
Posted: August 26
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44 of 52 people (85%) found this review helpful
20.2 hrs on record
Early Access Review
I've been playing this game for quite a long time! I bought it on their site quite awhile back, and I love it.

You are able to build boats, buildings, blimps, flying fortresses, and just about anything else your heart desires!

You can build something with an AI mainframe (pretty complex) and make a drone to protect you autonomously.

You can stage huge battles on land, sea, and in the air, or even all at once.

You're only limited by the power of your computer.
Posted: August 1
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42 of 50 people (84%) found this review helpful
39.8 hrs on record
Early Access Review
It took a time to figure out for optimal engine construction and a time for weight to water extrusion ratio with iron blocks and a time for float support, roll/pitch assemblies etc. That was two days for 150m long vessel. And this is the only beginning I didn't touch the weapon system yet. And you say its only PRE-ALPHA?! I'm lucky to get it this time so I can learn a bit before full release. The game is for the real engineers! Nick Smart you are genious! (Also a super awesome support from this guy)

P.S. Don't buy it if you are lazy or don't have a time or you don't like to think.
Posted: August 10
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30 of 37 people (81%) found this review helpful
27.8 hrs on record
Early Access Review
This game has so many good things going for it I don't know where to begin. If you consider yourself a vehicle designer, a fan of ship battles, or simply enjoy cruising around in a ship, aircraft or land vehicle of your own design, this is the game for you.

Rapid updates, great design, awesome developer and rigid stability make this Early Access game well worth it.

Word of caution though. This game's complexity and controls may require a youtube tutorial, practice and a few hours of trail and error before you get the hang of the game. Though if you enjoy learning how to play as much as I do, definitely buy this.
Posted: August 10
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