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 (140 reviews) - 86% of the 140 user reviews in the last 30 days are positive.
Very Positive (2,120 reviews) - 89% of the 2,120 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.”
Read more

Buy From The Depths Alpha


Recent updates View all (33)

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

92 comments Read more

May 9

v1.9513! Particle Cannons, Adventure Mode and two new planets to test

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

23 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! Learn more
Very Positive (140 reviews)
Very Positive (2,120 reviews)
Recently Posted
Ɣ SquidDroid Ɣ
( 357.1 hrs on record )
Early Access Review
Posted: July 25
Well, this game is Incredible, its has a steep learning curve, but once you are past it, it provides unlimitited hours of fun!
Helpful? Yes No Funny
Official Deng
( 332.1 hrs on record )
Early Access Review
Posted: July 24
Let me level with you. This game has a learning curve, and a somewhat steep one. But if you're like me and you're never happy with your somehow-floating-somehow-able-to-survive-metal-rectangles you'll eventually feel on top of the world, like the campaign of Neter and it's sprawling seas have nothing that could match you. You'll build magnificent, beautiful war machines that are equal parts art and lethal design. You'll tweak your ships thousands of times and go through hundreds of iterations until you feel like you can stop and move on to the next one, and you'll spend days on that one too.

Then an update will come out, and you have to rebuild your whole 20+ ship fleet and restart your 30+ hour campaign file.

10/10 Nick, I love you.
Helpful? Yes No Funny
odd burger
( 340.7 hrs on record )
Early Access Review
Posted: July 24
Helpful? Yes No Funny
( 7.8 hrs on record )
Early Access Review
Posted: July 24
Story is fun, I love making new ships and destorying THY ENEMIES.
Helpful? Yes No Funny
( 6.2 hrs on record )
Early Access Review
Posted: July 23
This would be a great game if I could play it well
Helpful? Yes No Funny
( 588.4 hrs on record )
Early Access Review
Posted: July 23
A learning curve that will kill your brain if you don't like building complex systems. Once you learn that, you have the best building game ever. 570 hrs totally worth it building the most stupid looking and ugly ships and guns. Would Recommend it heavily
Helpful? Yes No Funny
( 4.1 hrs on record )
Early Access Review
Posted: July 23
The learning curve is horrific and the strange 'do that but not like that like THIS' mechanics are infuriating I've yet to acheive anything outside of the tutorials, reccomend for people who love building games though
Helpful? Yes No Funny
( 91.4 hrs on record )
Early Access Review
Posted: July 22
FtD player criteria quiz:

1. Are you patient?
2. Are you willing to learn the mechanics of the game?
3. Do you have a reasonable understanding of physics?
4. Can you get your head around different control schemes easily?
5. Do you think the navy is cool?
6. Are you a pyromaniac who will put HE ammo in everything?
7. Are you a megalomaniac who will put 2 metre CRAM cannons on everything to make up for the fact that you can't actually build an advanced cannon (or even a stable ship)?
8. Do you think Particle Accelerator cannons are what the world needs?

If yes to more than 6 of these then From the Depths is for you my friend.
If not then go back to Roblox u cheeky skrub
Helpful? Yes No Funny
( 37.9 hrs on record )
Early Access Review
Posted: July 22
lags alot, but who the hell cares? BUY THIS GAME!
Helpful? Yes No Funny
Eyce Kryptose
( 86.1 hrs on record )
Early Access Review
Posted: July 22
I feel this game is very good for those who love building but also strategy and design. This game is a bit glitchy but can run decently on a standard desktop, though slow when too many entities are on screen in the game. All in all it's a great game and is still being worked on so there may be improvements in the future for more active gameplay than anything.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
17 of 17 people (100%) found this review helpful
1 person found this review funny
72.1 hrs on record
Early Access Review
Posted: June 27
From the good of voxel building games and homage to the building spirit alike, this is a tinkering title you must have in your library. Whether you take the gameplay at face value or proivde your own deeper reasons to play on the planet - From the Depths just manages to be the right kind of openess and demanding of your input. There's a distinct gravity when the idea of the tutorials are non-intrusive yet "you're going have a bad time" noted about the main menu. It's almost like a conterbalance for the thirsty builders and head-canoners who come with ideas on bated breath.

In other words, its a game that respects what you want to get into. Its learning curve can come off deceptively harsh, being a storm wind at your front, when after you chime with the game rules, is really the wind in your sunbathed sails. I barely can begin to stress how emergent the gameplay is and can already become. My play hours are no compare to the scrawls of paper holding designs, logistics, and strategies to reach that meta level of enjoyment, This living toybox is near a 4X game if you are immersed enough. Moveover, Brillant Skies map, naviagation, and tactical screens are great barebones look at the "real time true strategy" genre layered in it. And a reminder, at time of typing the game is Early Access and a steal when a sale is going on.

From the Depths is a gem tried and true. Every notable build and action has excellent feedback sublte and large. This fact shining the most in the Campaign as the goal lends a real-time affair to getting resourcing and building right. It's rare in a game a player builds and modifies efficiency -itself- , something any peak performer would droll at when the engines are running. And I think that's a summary right there, an engine you keep feeding and it keep providing. And you the player in turn are the same for the game. This duet is really a hallmark to what makes open sandbox (especially voxel-based) a key game type in this era.

Get this game, please - the enlightenment and enjoyment is that one heavy tool the yields just right in hands, and what ever you make feels like dawn break gold.

(PS. Seriously, I feel like that Courage Wolf meme so many times with this game. makes you feel experienced with a gruff in your voice, and giant mug in hand, and an aura that you have a story to tell to the young ones )
Was this review helpful? Yes No Funny
21 of 24 people (88%) found this review helpful
22 people found this review funny
11.0 hrs on record
Early Access Review
Posted: July 3
This game makes me remember my significant lack of intelect.
Was this review helpful? Yes No Funny
15 of 16 people (94%) found this review helpful
4 people found this review funny
230.2 hrs on record
Early Access Review
Posted: June 29
While the initial learning curve might be really steep, this game has a surprising amount to offer. The realistic physics make solving problems with your designs interesting and realistic and you can spend dozens of hours trying to make the perfect ship or plane, or whatever you can imagine. Be warned though the initial learning curve is steep - if you're somebody who likes making things in games like Kerbal Space Program and such then you'll love this.
Was this review helpful? Yes No Funny
10 of 10 people (100%) found this review helpful
1 person found this review funny
719.2 hrs on record
Early Access Review
Posted: June 29
I absolutely adore this game and the sheer freedom of design it gives to the player. You can build practically anything. Realistic warships, flying castles, sea monster submarines, laser-spewing hovercraft, the list goes on for ages.

With that said, it's not perfect. The controls are difficult to learn at best, with two options of a mouse-based control scheme that's easy to use but can make building difficult at times, and a keyboard-based scheme that is vastly superior to the mouse-based scheme for building, but much harder to learn and use. The learning curve is very harsh as well, considering just how much stuff there is to build with and how complex building effectively can get.


-Allows an unreal degree of design freedom
-Great fun once you get the hang of it
-The build mode has a lot of useful features like mirroring and the ability to copy and paste subobjects (turrets/rotating parts).
-Absurd skill ceiling, you will never stop learning clever tricks or new methods
-Updates fairly frequently
-Combat is hilariously destructive, in some cases with weapons blasting entire chunks of enemy vehicles off
-Vehicles can be fitted with customizable AI that allow the ship to be controlled automatically

-Battles can cause massive drops in performance if the fight is big enough (huge vehicles/lots of vehicles).
-Difficult to get the hang of.
-Difficult, period. Enemy vehicles WILL give you trouble when you start out.

Overall, it's a very good game and can be a lot of fun once you get the hang of it, but the difficulty and learning curve are pretty intense. Highly recommended for anyone that enjoys designing their own vehicles, as this game allows you to do precisely that.
Was this review helpful? Yes No Funny
7 of 7 people (100%) found this review helpful
1 person found this review funny
69.0 hrs on record
Early Access Review
Posted: June 30
How can I not recommend From The Depths? It is very complex, which is off-putting to some, but once you get used to it you can build huge helicarriers of doom or massive battleships, or well, just about any war machine you can think of! Totally worth the price and hard to believe it's early access!
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
373.8 hrs on record
Early Access Review
Posted: July 3
it is like minecraft but better, it gives you really a lot of freedom.
you can spent hours on a single craft making it nearly perfect if you wish to, but you don't always have to.
however it can be quite hard when you are new to the game. From the Depths had quite a "learning curve"

overall, i'm glad i played this game
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
686.4 hrs on record
Early Access Review
Posted: July 7
I love this game!

I always had a thing for naval combat, and this game delivers that in spades. You can take to the skies, the sea, under the sea, in space, and even on land now. However, there are a few things that concern me.

The part that hooked me the most is the building. It's not some Minecraft or Space Engineers clone, no. Building has all sorts of customisable elements that allow for endless creativity. While there are simple one click placement weapons and things, the game's true power comes alive with the various customisable cannons, missiles, and even engines. Every cannon, missile, engine, etc. have multiple components that determines how it functions and what it can be used for. Even the ammo is customisable.

Even in its early access state, the game has balance in it's own way; in order to have a big gun you need a big ship, there is just no way around that. Some issues exist, like under-powered torpedoes. But in the end, how you build will determine how you emerge from combat.

Combat is perhaps, either a weakness or a strength of the game: Combat is decided by your skill in the build designer, not your skill on the battlefield. Combat is resolved almost exclusively through AI control with very limited tactical input. Boarding and capturing ships, while possible, is made nearly impossible for most parts of the game. Many ships have multiple AI cores (destroy these captures it) hidden across the ship, then buried beneath umpteen layers of armor. Still, the combat is satisfying with well though out victory mechanics.

Probably what concerns me the most is the developer's focus in making the game. Every new patch brings new balance fixes and parts, which is all very good. But, each patch also brings out new world maps, all of them incomplete. Even the most complete of the worlds has parts of it that say "to be written". So it seems to me that the devs keep making new stuff without finishing what they already have. This makes me question whether the main world will ever be completed at all.

The campaign also gets tedious once your on a roll. Essentially you battle enemies in a map tile to gain control of it, then repeat for the next, and the next, and the next, until you reach the enemy base. Then repeat again.

However, when things get tedious, I just build something new; his is firs and foremost a building game. Then take my new ship (or submarine, plane, fort, tank, airship, or spaceship) back in there for a fresh new change in the mode of battle.
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3 of 3 people (100%) found this review helpful
441.0 hrs on record
Early Access Review
Posted: July 6
I cannot recomend this game enough to those who like other such engineering titles like robocraft or scrap mechanic.

With weapon creation that is comparable to actual weapon engineering in depth and customizability and many different types of weapons to try. the game is updated every month with new weapons ships and armor types to equip your ships with meaning the face of war is constantly evolving. a huge open world map and 9 factions each with strengths and weaknesses allows you to use your ships and test them agains everything from lasers to particle cannons.

overall the complexity of building and fantastic destruction engine makes this a very entertaining game and when you look at your boat covered with weapons and heavy armor and you know you constructed it you feel proud
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3 of 3 people (100%) found this review helpful
1 person found this review funny
646.7 hrs on record
Early Access Review
Posted: July 9
From the Depths is a game that allows you to really go with the immagination and actually build anything you want. So it is Minecraft you say. No, it is not, it is a game that instead of letting you build a static ship, or structure to admire let's you build a perfectly functional ship with cannons, missiles, lasers, torpedoes, AntiAir artillery, Laser missiles defence systems and tons of other weapons and defence systems. It is a game where you can truly go nuts with the building and create working replica on 1:1 scale of your favourite ships/planes/submarines/everything you imagine ( you can build also sky fortresses, buildings, underwaterbases). I really can do nothing more than tell you to buy this game as even if in development it is one of the game with more content i've ever seen, actually i've got soemthing like 650 hours in this game and i'm nowhere near tired of it. Just watch the constructions on the workshop to undestand the magnitude of the creation you can do, and as a conseguence the magnitude of the battles you can do betwen those creations !!
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2 of 2 people (100%) found this review helpful
371.4 hrs on record
Early Access Review
Posted: July 1
If you enjoy building structures, vehicles, aircraft and watching them blow other creations to bits then this game is perfect.

While I admit it is an Alpha, it has a LOT in it, but it does keep changing. Not to mention how complex things will seem to a new player; there's a lot to learn, but as with any challenge, it is great when you succeed -- and this game is no different.

Purchased on a whim to get a few hours of gameplay with a friend I was dissapointed when the multiplayer didn't work properly for me ( this was a personal issue, and no-one else seems to get it, so don't worry ) I decided to try the AI campaigns out, just for a gander, and From The Depths quickly became in my list of most played games, at 300+ hours and still rapidly rising the challenge this game presents is formidablle for even the best of players, all the while being perfectly capable of overcoming it.

There is a massive customizability in each ship, tank or whatever you create. I shouldn't realise say 'customize' as you get no set pieces, you get blocks, 1 meter, 2 meter or even 4 meter sloped glass blocks against Explosive Reactive Armor. Each has benefits that are detailed. They aren't simply placed on an 'armor' preset number, each block handles the fire it takes differently, being deflection, completely stopping a shell / missile all the way to being ethereal.

The customization comes in the form of the weapons you use. There are currently four weapon types:

CRAM Cannons: These are your artillery-type cannons. Although perfectly spammable by your choice, these cannons are commonly used as slow-firing but incredibly powerful area of effect devastators. And will more than easily create an explosion capable of tearing vessels in half.

Advanced Cannons: These more modern-esc cannons are used as either Anti-Missile, or just Anti-Everything, you can set them up to destroy shields, penetrate armor and burst molten copper into a vessel, EMP areas or flat out blow things up. These can be gatling guns or massive 300mm + Destroyer cannons completely at your personal discretion.

Missiles: Great for getting past shields these again, very extensive weapons can be used in a variety of ways, be it super-fast Anti-Air or Massive anti-capital torpedoes.

Lasers: Never really delved into these personally, but they haven't been left out the by the developer, this weapon system can do serious damage and are just as useful as the others.

Speaking of developers you can see just how active and knowledgable the developer is in the scene of creating games by looking at the From The Depths forum, where you can see updates, suggestions ( Which are not negletected) , other players builds from typical modern-like creations to vehicle representations of the Kraken.

All in all a VERY diverse game about blowing things up and creating what's on your mind.

After 3000+ hours in Minecraft 'cause I'm a scrub I thought I'd never want to build anything again, From The Depths taught me other-wise.
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