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:
Recent:
Very Positive (124 reviews) - 91% of the 124 user reviews in the last 30 days are positive.
Overall:
Very Positive (1,918 reviews) - 89% of the 1,918 user reviews for this game are positive.
Release Date: Aug 7, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“From the Depths was released via our website on the 1st of January in a pre-alpha state and the involvement from the community was amazing. We averaged a new release every 4 days for 6 months and the experience of developing with the help of the player has been absolutely priceless. By releasing in early access on Steam we hope to grow the customer base and make sure the game is tailored to new players and veterans alike!”

Approximately how long will this game be in Early Access?

“From The Depths will be in development for approximately 6 months before the entire wish-list is included, however development will continue for as long as there are players!”

How is the full version planned to differ from the Early Access version?

“The full game will have more multiplayer support, include more story missions, a more advanced Campaign mode, and more components. Funding from the early access stage will also allow us to add a professional artist to the team to rework the graphical side of the game.”

What is the current state of the Early Access version?

“Approximately 50 player tested releases in and very stable. 225 different components, not including 19 missile parts. A totally free-form designer mode, structured story missions and an extremely challenging open world Campaign mode all exist. Multiplayer is being added and is testable in an extremely early state.”

Will the game be priced differently during and after Early Access?

“The price may increase slightly in the full release.”

How are you planning on involving the Community in your development process?

“The forum at http://www.fromthedepths.com/forum is the main hub of interaction between developers and players. Almost every player comment is read and replied to by a developer. The vast majority of the features in the first 50 versions of the pre-alpha were added due to player request or through open discussion with the players.”
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Buy From The Depths Alpha

 

Recent updates View all (32)

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:

http://www.fromthedepthsgame.com/forum/forumdisplay.php?fid=137

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

18 comments Read more

April 1

1.947 [mod support and so much more]

So pleased to release this huge update to the stable branch. Land vehicles, mod support, multiplayer improvements, improved player movement (and stairs!), balance changes, CIWS turrets and bomb chute barrels are among the hundreds of changes.

You can view and share mods here - and steam workshop support for them will be added shortly.

[Improvement] Wheels controllable by piggybacking onto water mode or air mode propulsion

[Improvement] Resource zone resource growth rate is now constant again- rather than increasing when the zone is empty

[Improvement] new control options added to the Automatic Control Block

[Improvement] Mod support added to the game

[Change] Ammo router no longer required for the Advanced Projectile System

[Improvement] Stairs block added"

[Improvement] Rambot avatar can now cling to his vehicle (which is the default movement mode). Press \\ to change mode. Double tap space to release from vehicle

[Change] Scuttlebot avatar removed from the game

[Improvement] replace block now works in multiplayer

[Improvement] Prefabs now work in multiplayer

[Improvement] Sub object save and load now works in multiplayer

[Improvement] Weapon control is better in multiplayer

[Improvement] Client movement is controlled client-side in multiplayer so is lag free

[Improvement] New hand holding tutorial system added to lead you through the tutorial resources available

[Improvement] New sound manager system added which has nice effects and models speed of sound

[Improvement] support added for land units and all terrain vehicles as forces and fleets

[Improvement] Bomb Chute barrel for Cram cannon added

[Improvement] Significantly increased the FPS when on the map

[Bug fix] land should no longer disappear from beneath the player or vehicles

[Change] the way sails are placed has changed a bit- some may well now be broken- sorry about that

[Improvement] Prefabs and sub objects now stored in individual files

[Change] Missile drag decreases from 100% at altitude 0m to 50% at altitude 300m and then 0% at altitude 500m. Ability to turn using fins decreases from 100% at 300m to 10% at 500m

[Improvement] Projectile follow camera is now an orbital view of the projectile / missile

[Change] Lasers can damage out to 10km now- not just 3km

[Change] Raw resource storage containers now store 2k resource per meter cubed- not 10k

[Improvement] game config sliders for resource storage and overall damage scaling

[Improvement] You can pause the game at any time by pressing F11- you can still move the camera and look about

[Change] vehicle drag is reduced from 100% at 300m altitude to 10% at 500m altitude (where air density reaches 0)

[Improvement] event outcome likelihood is now customizable in the map editor

[Improvement] Resource dump levels are now controlled by the server and synchronized to the players

[Improvement] Retrofitting is enabled in multiplayer games

[Improvement] Resource supply distance based on the force's resource storage capacity

[Improvement] There is now the option in the V menu to disable the removal of water effects due to air pumps

[change] APS Autoloaders now have a bonus to reload speed for the larger variants, roughly 40% of the previous size

[Improvement] Several new player skills/buffs have been added, structure inplace for more in future. Current new skills that work are Gunnery, Sea Captain, Gun smiths, Salvo Batterries, Naval engineering, Aerial engineering and Astro enginerring

[Improvement] tooltips enabled for enemy vehicles in the fleet control UI.

[Improvement] Close In Weapon Support (CIWS) AI weapon controller added for firing turreted APS at missiles

[Improvement] Control block can now force all weapon types to fire

[Improvement] LCW shots per second limit is now 40 instead of 2. Not sure why it was ever 2

[Improvement] Vehicle on vehicle collision bugs ironed out

[Improvement] when you give orders to your vehicles they will sort of speak back to you. There are four personalities associated with the four modes: water, air, land, all terrain.

[Bug fix] bug fix regarding fog of war view distance for dead blueprints

[Improvement] build bar / favourites list works in multiplayer now

[Change] Missile explosive warhead damage doubled from 200 to 400 per warhead

[Change] You no longer need a patrol AI card to give orders to the AI- so the card is now obsolete

[Change] User interface for fleets and forces simplified and unified quite a bit

[Change] you can now longer have a fleet without a flagship- one will always be assigned

[Bug fix] Fleet rotation speeds now properly calculated and applied

[Change] Volume used instead of block count in a number of places throughout the game now

[Improvement] AI, Fleet, and Resource Zone bindings added to Lua.

[Bug fix] Lua editor will now select all code when CTRL+A is pressed.

[Improvement] Inventory, fleet control and map UI declutter

[Improvement] Dangerous Waters WWII RTS planet is in the built in planet's folder and ready for v0 testing.

29 comments Read more
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Reviews

“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”
Denkiphile

“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

Summary

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.

Workshop

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    Minimum:
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Very Positive (124 reviews)
Overall:
Very Positive (1,918 reviews)
Recently Posted
Psy_Commando -=SF-O=-
( 392.3 hrs on record )
Early Access Review
Posted: May 31
Out of all the vehicle building games around I played a lot of (Space Engineers, Empyirion Galactic Survival, Starmade) I have to say, this one is my favorite.

You can do so much!
At the time I wrote this review, you could do: Ships, Hydrofoils, Hovercrafts(Well, technically. But there's no hovercraft skirt parts right now, just thrusters and propellers), Submarines(those are a bit trickier to get working AI wise), Aircrafts, Airships, Spacecrafts, Helicopters(Those are tricky to make too), and they just added land vehicles(Still rough around the edges, and not very usable in combat, but some fun can be had with those already).
Or, you can get creative and just abuse the physic engine to make weird contraptions :B

The game relies mainly on AI to control the vehicles/structures you build in the game. The AI is still a bit wonky, especially path finding and collision avoidance, but its possible to minimize the problems using long range weapons and spreading your ships around in formations. However, it'll always find a way to use whatever you give it..
Another nice thing is that, your creation can be controlled in battle using a strategic map view, which makes things much easier.

Manual controls are available, but, right now they're very limited, convoluted, and not very practical for anything that's more than a simple basic ship. And even then, there's some weirdness with it. However, I'm pretty sure the devs are definitely going to fix those in a way or another before release.

The build mode is probably one of my favorite part of this game. I'm talking about Keyboard mode. Its really efficient and handy most of the time. Most people seems to say it has a high learning curve, but personally I figure it out under 2 hours, after watching the video tutorial. And I usually have issues with different control schemes in games. (Actually, the vehicle steering controls are more confusing than this tbh)
Sure its a bit intimidating at first, but try messing around with it, not building anything serious. Your first ship will probably be a complete piece of junk that keeps sinking on its own, or capsizing but try watching getting started tutorial videos by Irelan gaming for example, you'll understand a lot better how to make things work. Or you can also just spawn ships/vehicles from the campaign and take them apart and see how they managed to make them float/fly/etc and work.

One thing I love particularly here is the way you can customize almost every system you build with attachements and extensions. Nearly all systems are multi-blocks. And not just in a quantitative way, like Starmade for example(AKA more blocks == more powerful) Building large systems without powerful enough support systems to back them up will yield a pretty innefective system. It'll still work, but you could do better use of your space.
For instance, you can build a huge engine, but it'll drink so much fuel at mid and low RPMs compared to several smaller engines that turn on and off to meet demands that you'll get a very fuel hungry design with a very weak spot. And well, there's also overheating to take into account, but its pretty manageable, even though radiators are pretty shoddy right now.
Of course, you can do that with way more things than just engines! Weapons systems, propellers, etc.. And probably more in the future. You can build canons from the magazine to the tip of the barrels. You assemble each parts together to get the best out of the space you have, while making sure a single shell won't find a way to hit your magazines and blow everything up! And you can customize your shells, build gauss canons, add timed/proximity detonation and a lot more!

The recent weapon and armor rebalance did a pretty solid job at balancing out the game. AKA you can't sink a big floating metal castle ship armored with 2 to 5m of armor, with an army of tiny ships with 20mm chainloaded AP guns anymore :P
Some things are still a bit overpowered though, and some things definitely need some work. Namely UI, engine and power mechanics, shields, player weapons, land vehicles, space vehicles and the physics involved with going to space.

But, from what the devs teased, there's a lot of great improvements coming soon. And even in this state, the game is a ton of fun. Playing the campaign and designing your ships, or refitting any enemy ships you manage to capture, sending massive fleets against an enemy's forces is already tons of fun IMO.

The devs are overall doing amazing work with this game! They listen to feedback, keeps asking questions and mentioning what they're working on in the forums, and release patches and content regularly. (During early access at least)
Helpful? Yes No Funny
Firefox
( 2.4 hrs on record )
Early Access Review
Posted: May 31
so there i was about to kill myself then out of no where the rope i was about to hang myself with oppen a youtube video of this game i thought about killing myself 99 time a day now only 98 times 10/10
Helpful? Yes No Funny
Menti
( 529.0 hrs on record )
Early Access Review
Posted: May 31
From the Depths is a physics based sandbox game that has taken up a ton of my time. On the surface it looks like another one of those Minecraft clones we all see floating about but with boats. It's a block building game, right? There are tons of those out there.

But FtD is different. This game is quite complex and in-depth. So much so that I am glad I got in when I did way back when because with all the new features and complexity that have been added I'm not sure I would've enjoyed it as much. That is this game's biggest downside. The learning curve is quite steep. I have over 500 hours in this game and I still learn a thing or two every now and then.

The only thing limiting what you can build, for the most part, is your imagination. If you want to build a four-legged Godzilla that fires missiles from its claws and lasers from its eyes, you can. And you are not limited to just sea based vessels despite the name. Planes, spacecraft, tanks, and submarines are all possible and viable.

The developer is hard at work at this game and has been ever since I started playing. The amount of updates and the rate that they come out at is more than satisfactory. It's not the fastest updating game, but this is not a title you have to worry about the developer walking away from.

All in all, FtD is a very fun game with literally hundreds of hours of potential. My library of games on Steam is not insubstantial and includes more than a few AAA titles, yet this is the game I've put the most hours in to. It's very easy to sit down, start building a ship, and then look up and three hours have passed. So if you've always wanted to build, sail, and fight a vehicle of war in a fairly well balanced, physics based sandbox, this is the game for you!
Helpful? Yes No Funny
jacobbyte
( 193.4 hrs on record )
Early Access Review
Posted: May 30
From the depths is a truly wonderful game.

It's a bit like space engineers as you construct vehicles.

Despite the unpolished exterior, there is a lot of complexity to this game, there are amazing things on the workshop that show how creative the players are.

The building interface could use a little bit of polishing (it could stand to steal the Space Engineer's hotbar).

It is a massive timesink and I doubt that I'm all that good at it despite the length of time I've spent playing it.

You also may need a rather beefy system to play it well, as it is a bit of a resource hog, but I'm not sure it can get faster, as there is a very large amount of processing due to the various complexities that exist in the game.

In any case, I'd recommend it over Space Engineers, as the strategic element works quite well, despite some teething problems that are now just getting sorted with the AI.

Then there's the adventure mode, which turns it into a bit of a roguelike, which is odd and terrifying due to the suddeness and immense superiority which I typically find myself facing(once again, I'm not that good at it).

I'd definitely recommend it.
Helpful? Yes No Funny
[DSC] Equilibrium
( 186.4 hrs on record )
Early Access Review
Posted: May 28
It's an engineer's ♥♥♥♥♥♥, and has enough possibility to guarantee longevity, even more so with the new addition of mods. Be wary of dubious graphical fidelity (though it is improving) and potential performance issues, although they never ruined my game experience.

Developers have kept up with updating this game consistently and comprehensively. If this continues, FtD has every reason to -- with the right support -- grow into a masterpiece.
Helpful? Yes No Funny
Reggae Shark@Trade inventory
( 1.1 hrs on record )
Early Access Review
Posted: May 28
Please add the German Langauge its unplayable as germn with normal english skills
Helpful? Yes No Funny
Kappa 123 123 123
( 0.5 hrs on record )
Early Access Review
Posted: May 28
♥♥♥♥ game.
Helpful? Yes No Funny
cantchoos the Slayer
( 134.8 hrs on record )
Early Access Review
Posted: May 28
how much money do you need to take before you upgrade the damn graphics on this?
Helpful? Yes No Funny
Shoringin
( 339.1 hrs on record )
Early Access Review
Posted: May 28
This Game Is Very Fun, I've Built Over 100 Vehicles, Structures, and Sky Fortresses. My Favorite Faction Is The Lightning Hoods!
Helpful? Yes No Funny
Rnev
( 99.0 hrs on record )
Early Access Review
Posted: May 28
One week in and i just love this game.
If you like to build stuff - this game is for you - powerful designer allows to build anything and design it to your liking. Ships, planes, spacecraft for sure but also the engines, weapons and AI can all be designed to fit any requirement.
It takes a bit of time to learn but it's not overly complicated and it's a lot of fun.
A real gem imo.

Pros
- Excellent (the best?) designer / builder.
- Has depth but not overly complicated.
- Build everything - not just vessels but also weapons, engines and AI.

Cons
- Hurts social human relataions - builder so addictive i played almost 50 hours in just over a week.
- Non trivial learning curve (totally worth it though).
- UI could be better organized

Bottom line: totally worth every cent - even in alpha stage.
Helpful? Yes No Funny
Bagrosaurus
( 100.0 hrs on record )
Early Access Review
Posted: May 27
This Game is fun but you wont have any idea of whats going on in your first hour. :)

I recomend this game only if you like building games

btw its not simular to minecraft at all, except for blocks.
Helpful? Yes No Funny
Pellean009
( 310.0 hrs on record )
Early Access Review
Posted: May 26
From the Depths is a very enjoyable game; it's primary attraction is engineering and vehicle or base design, but it also overlaps in many other areas:

It has elements of tabletop wargames: there is not a universal stockpile of the resources you need- the 4 raw resources (natural/wood, metal, oil, and crystal) and 3 refined resources (scrap/parts, fuel, and ammunition) need to be physically moved around the game world and distributed to the fleets and bases that require them.

It resembles the Total War series in that you manage a large empire with fortifications, resource sites, and fleets roaming a very large map, with battles zooming in to focus on individual fleets.

It has fleet-command elements: you set the combat behavior of each vessel in a fleet, order them to stay in formation or engage at will, and manually control steering, individual weapons, or your ship's entire aersenel.

It has flight and ship simulator content as well- drag, bouyancy, lift, center of mass, and weather all impact the performance of your vehicles.

If at least one of that list appeals to you as a subgenre of a building game, it's definitely worth your money. If you're still not certain how you feel, this is my go at the pros and cons of the game.

Pros:
Incredibly versitile: each individual weapon system has an addicting level of customizeability to it. For missiles and cannons, you literally design the projectile as well as the delivery system, allowing for a huge variety of effective ranges, fire rates, ammo consumption, and effects. Lasers and particle cannons are less variable in effect but far more in power, ranging from tiny anti-missile lasers to massive coaxial weapons that utilize the entire power output of a dreadnaught to fire. CRAM cannons, or heavy mortars, are massive weapons that make the Karl Gustav feel inadequate- they are less customizeable that cannons are, but still range massively in payload and practicality. The engines are just as variable, and engineers (pun intended) have many different components to modify the ratio between size, fuel efficiency, heat management, and power output. Even the propulsion options are varied: sails, paddlewheels, screws, hydrofoils, propellors, airfoils, jet engines, rockets, balloons, and heliblades are all options available to you to make your creations get where they're going.

User-friendly but intricate AI management: the systems on your ships are either run manually or by an AI, and said AIs have very simple graphic interfaces that gives a surprizingly thorough amount of control over how you want it to work. LUA scripting is also available in-game for those with the skill who want to fine-ture even further.

Low computing demand per object- the game plays impressively well considering what it does. I've played battles with dozens of ships and other vehicles in which hundreds of shells are in the air at once, each a fully realized physics object affected by gravity, drag, and angle of impact, dozens of realtime-calculated volumetric explosions occur simultaneously, and 30+ AIs all reacting to changing battlefield circumstances with little performance loss. Only MASSIVE ships or huge explosions slow the game down, and it's always smooth, not stuttery. I actually rather like the slowdown, because it makes blowing a ship's ammo magazine have its own slo-mo effect.

A variety of game types: There are story missions for single-player, a single player open map campaign, a variety of co-operative and head-to-head multiplayer options, and the editor, in which anything can be built and any enemy can be spawned in. There's something for you here regardless of how much time you have and whether you want to take over the world with your fleets or want to spend a few hours trying to build the perfect cannon or engine.

Integrated Steam Workshop and mod support.

Cons:
Early Access- the game is not feature complete, and everything is liable to change in patches.

Somewhat cartoonish graphics- think borderlands, but as a block builder and without any organic elements.

Computer demand- while the game is very resource efficient as I mentioned above, late game battles in the campaign will have moments that drag for even top-end computers, and entire battles can crawl or even cause memory dump errors on older machines.
Helpful? Yes No Funny
tpenguin249
( 19.7 hrs on record )
Early Access Review
Posted: May 26
Have no idea how this game works, but I still have fun playing it. If you are looking for a complicated but fun Strategy game, its for you. But be warned you will need to stick your head in more than a couple tutorials to really get the most out of it.

Pros.
+Many hours of gameplay.
+The difficulty can be widley adjusted.
+Can build what ever you want, from space ships to small scouting boats.
+Has moderate A.I.
+The Battles are fun and intense, expecially when you have whole armodas fighting each other.
+Has a creative mode so you don't need to worry about enemies meessing up your fun.
+Can save and load creations onto the wrokshop.
+A decent amount of weapons, which you can customize, like rockets and heavy artillary.
+Physics are at top notch with full destructablility.
+Devs update the game frequently

Neutral.
I am putting the fact that this game is REALLY complicated in the neutral section because some people like hard-to-get complicated games while some people like easy-going simple games. Its really up to how much time you want to spend in this game. If you watch the first tutorial and then jump right in, you will not get any of it and most likely rage quit.

Cons
-No really multiplayer, but there is small communities which do play sometimes.
-Requires lots of time to pick up.
-Crashes sometimes.
-Ramming is not effective, but might be buffed in later patches.
-Needs a sort of beefy computer to run.
-The updates sometimes remove parts of your creations and causes you to have to go back to fix it. An example is that the custom cannons have been switched and swapped with other different things, So you had to replace them.

I honestly have not played this game myself, because I don't really know how to play efficiently. I don't know how to build my own ships and stuff like that. I do know all of this from watching other people play it. You could probably get to know the entire game form watching other people play it. A good example is Robbaz, who shows not the fine details of the game but shows you how fun it can be if you are creative and you know how the game works. Go watch his entire series on it, you will get lot of laughs and a basic example on how it works.
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TOMINATOR
( 2.0 hrs on record )
Early Access Review
Posted: May 26
Product received for free
I love this game but I think it would be better if it had a dedicated server so I can play with my friends
Helpful? Yes No Funny
Stinger Maine
( 512.7 hrs on record )
Early Access Review
Posted: May 25
OH DEAR GOD WHAT A GREAT GAME!

I mean it!

It might be in development still, but right now you can already do so many things with it. Everything from building ships, tanks, planes, space stations, replicas, wacky inventions, submarines, sonic the hedgehog you name it! It might look like minecraft on steroids, but it’s so much better. Even though the ships are voxel based, the terrane and water is not, and with every single new update, there are thousands of possibilities added. While the ui might be hard to follow at first, it’s just like a garage. You learn where each block is, what it does, and how to use it through trial and error. Just look at the ships I put on the workshop! Most are terrible, but as time went on, I got better.
And if you don’t like the learning curve, I would just say that its not that bad. YouTube as plenty of tutorials and walkthroughs of what each piece does, and it even has built in tutorials on major components. Go to youtube to see game play and others opinions. I promis thats is free!

So if you are a person who likes to tinker, toy, test, fail and get better, this is the game for you.
Helpful? Yes No Funny
Spoonikle
( 463.7 hrs on record )
Early Access Review
Posted: May 25
Super deep, complicated, building game. Great combat, active, helpful, mature community.

If you liked making stuff in garrys mod but hated the servers crashing and minge bags - This is your game.
Helpful? Yes No Funny
sandman14714
( 181.0 hrs on record )
Early Access Review
Posted: May 25
Very good game but it takes a lot of time to learn the basics.
Helpful? Yes No Funny
JosePink170
( 1,040.1 hrs on record )
Early Access Review
Posted: May 24
It's alright
Helpful? Yes No Funny
najitaka
( 132.9 hrs on record )
Early Access Review
Posted: May 24
This game will test your creativity, engineering, logic, and adaptability. You can build or download any vehicle you can imagine. It has programmable AI that fights for you or you can take control. It has campaign, adventure, and workshop modes that all offer something unique. It is one of the best games I've ever played.
Helpful? Yes No Funny
WinningPrism817
( 163.3 hrs on record )
Early Access Review
Posted: May 24
Very good game but multiplayer needs to be worked on right now i have seen much happen but multiplayer is not getting anywhere
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
11 of 11 people (100%) found this review helpful
1 person found this review funny
Recommended
240.9 hrs on record
Early Access Review
Posted: May 2
This game is so intensely fun, I can't believe it's not well known. It's definitely a gem in the rough of steam games.
In my opinion, the very best, most addicting games out there are the ones that offer a wide expanse of creativity through building and customization. From the Depths is just that. I'm sure many people put most of their time into the campaign-like modes, but my favorite part of the game is the editor. You can create any ship, plane, flying-fortress, submarine - ANYTHING! You can pit your own creation against hundreds of developer-made creations, slowly perfecting each part of your vessel. There is a steep learning curve, but it is manageable with some patience, especially with the infinite possibilities that this game offers.
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8 of 9 people (89%) found this review helpful
1 person found this review funny
Recommended
24.1 hrs on record
Early Access Review
Posted: May 4
-Core flaw (of personal opinion): Very tiring and steep learning curve with the build interface, I would say thats its biggest flaw. Example: theres an 'align block with camera' button, but not a rotate button? Or if they do its very hidden, so again, deep (lol) learning curve.

You can always find guides on youtube for ship building / button layout, etc. But for example: I purchased this game some time in 2015 and had a blast with it, trying to relearn the controls again after remembering the several sessions I spent trying to memorize things so it didn't take me an eternity to build the simplist of things really sort of just 'turned me off' again from playing, my feelings on its flaws aside and how they discouraged me from re-learning at the present moment aside!

------------------------------------------
It's a very 'deep' voxel based game, not quite as hands on as minecraft, you dont collect your resources by hand. The process is some thing of harvesting resources from visable fields in the ocean / using the remains of your enemies. The game does offer missions, multiplayer, a few different campaigns. If you lack ideas you can grab almost anything conceaved on the workshop, no one seems to be shy about sharing their vessels, terrible or not some times. The campaigns sort of turn into an RTS of sorts pretty quickly, as you manage AI fleets and build / repair / arm said vessels with autorepair parts once you can afford them / build repair AI vehicles / Add guns, missiles, torpedoes, etc.

-Build anything from 'Space Ships' (I'm not sure if you could call it space, look into that if its a selling point to you*) to old timey galleys to submarines to helicopters to zeplin airships, Aircraft carriers, aircraft carrier subs, sub carrier subs, space ship carrier subs?- the sky is sort of the limit along with your imagination (hence the title) and it can seem a bit primitive, users have come up with some very creative content and shared in the workshop to help 'put wind in your sails' for creative ideas of your own.

-Battles can become very exciting, and you can witness your dreams get ripped to shreds, luckily you can save blueprints of your works in progress pretty much any time you like before hand so yeah, you'll learn to save often. I would say having your creation fight other AI craft and win or lose can be quite satisfying and challanging especially at first. Combat can be done manually (manual turret aim, etc) or have AI do 50% - 100% (shoot, or shoot & drive) depending on how you've designed your ships, again because its a voxel game using odd blocks to represent ideas of ship componenets, there is a learning curve even on how AI works on a boat, unless its been changed you must add certain AI controller blocks to work with other AI blocks, its not quite as complicated as it sounds but does take a bit of reading and guide sloothing. That being said, because of its complexity with parts it will allow users to create very cool and unusual concept vehicles.

-Bugs and crashing, it's at a minimal if any, and if memory serves me correct earlier versions were relitively bug and crash free, though again if I remember correctly from the peroid I played when I purchased, it did not include multiplayer of any sort less sharing vessels, so I cannot speak for the potential bugginess of the MP aspects of the game.


DO I recommend this for you?:
--------------------------------
If you enjoy playing creator mode more so in minecraft for the end results of aesthetics or loved tekkit because of the layers of complexity from new blocks it added and how they worked together, and you can learn a 'new way of building' with some keys that almost seem to have purpose behind their strangeness after you remember/figure out why, then yes I do recommend this title to you, especially if you're a fan of naval combat.

on the other hand if you're looking for some thing quick where the user simply plays the game more so then building ships in the ship / vehicle creator then you may not quite enjoy this title like I and others have,

though like I've mentioned its vast armada of user created content avialable in the workshop allows you to download and plug into your campaign any vehicle of any purpose, refinary, rig, or what ever you might need at almost any time, but be weary you can't build GaryColeman68's USS Enterprise (with A-4, F-14, & AH-64) if you just start your campaign and have limited resources! So keep all that in mind, though at any time you could take said Enterprise into a combat simulator against JakeLongArm82's Space Drednaught (with submersive and sub-bay abilities) and see who's fleet 'keeps afloat', Both those examples of users content are totally made up, though lots of that stuff does exist.

-------------
Short & Sweet: It's a creative man's fleet builder and psuedo RTS, in no way is it a quick way to burn some time for fun though.
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4 of 4 people (100%) found this review helpful
3 people found this review funny
Recommended
140.3 hrs on record
Early Access Review
Posted: May 9
10/10. Constantly updated, workshop support, an example of what early access should be. (Lookin' at you H1Z1, DayZ, etc.)
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
35.6 hrs on record
Early Access Review
Posted: May 13
From the Depths (FtD) is a game I highly recommend to people who like a learning curve in their games. This is a kind of game where you can show off your skill and power to your friends because you put in the time and effort to master the game. If you are a lazy person who likes playing games like Call of Duty just because they are easy, don't get this game. The game itself is a pretty interesting sandbox game where you can build ships, fortresses, planes, and even land vehicles. Most of the game revolves around the ships (hence the name, From the Depths) which all have main components like engines, propellers, rudders, AI cores, weapons systems, and etc. Each of these components will need to be learned individually and will function together to make your ship. The game allows for a lot of customization with its parts. I think that this game really shows what you can be capable from learning from a game. I highly recommend this game to anyone who is interested.

-TheNileCroc07

[EDIT] By the way, the achievement of completing the first tutorial is broken for me. If anybody else has this problem, please tell me in the comments.
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2 of 2 people (100%) found this review helpful
Recommended
192.4 hrs on record
Early Access Review
Posted: May 14
Careful if you play this game after playing team fortress 2. I learned the hard way you can't make a conga line with ships.
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1 of 1 people (100%) found this review helpful
Recommended
189.7 hrs on record
Early Access Review
Posted: May 6
Easy to learn, hard to master, really really fun to play!
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1 of 1 people (100%) found this review helpful
Recommended
1.9 hrs on record
Early Access Review
Posted: May 9
Well, from the high activity of the developer(s) of this game, I can guarantee, that this is what Early Access games should be like. (even with my little hours of playing)
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1 of 1 people (100%) found this review helpful
Recommended
220.0 hrs on record
Early Access Review
Posted: May 5
learning curve is steep but It is worth it if you like building and resource management games
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1 of 1 people (100%) found this review helpful
Recommended
211.8 hrs on record
Early Access Review
Posted: May 12
*REVISED*

So the construction and ship building is a lot less complicated than it looks. It will still take an afternoon or so for you to get the basics down but once that happens this game truly becomes something special.

It's the good things about Kerbal Space Program, plus violence.
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1 of 1 people (100%) found this review helpful
5 people found this review funny
Recommended
522.0 hrs on record
Early Access Review
Posted: May 22
1: Start game
2: Build a mighty warship
3: ???
4: Ship is now defying orders and being submarine.
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1 of 1 people (100%) found this review helpful
Recommended
99.0 hrs on record
Early Access Review
Posted: May 28
One week in and i just love this game.
If you like to build stuff - this game is for you - powerful designer allows to build anything and design it to your liking. Ships, planes, spacecraft for sure but also the engines, weapons and AI can all be designed to fit any requirement.
It takes a bit of time to learn but it's not overly complicated and it's a lot of fun.
A real gem imo.

Pros
- Excellent (the best?) designer / builder.
- Has depth but not overly complicated.
- Build everything - not just vessels but also weapons, engines and AI.

Cons
- Hurts social human relataions - builder so addictive i played almost 50 hours in just over a week.
- Non trivial learning curve (totally worth it though).
- UI could be better organized

Bottom line: totally worth every cent - even in alpha stage.
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1 of 1 people (100%) found this review helpful
Recommended
339.1 hrs on record
Early Access Review
Posted: May 28
This Game Is Very Fun, I've Built Over 100 Vehicles, Structures, and Sky Fortresses. My Favorite Faction Is The Lightning Hoods!
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1 of 1 people (100%) found this review helpful
Recommended
100.0 hrs on record
Early Access Review
Posted: May 27
This Game is fun but you wont have any idea of whats going on in your first hour. :)

I recomend this game only if you like building games

btw its not simular to minecraft at all, except for blocks.
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1 of 1 people (100%) found this review helpful
2 people found this review funny
Recommended
79.6 hrs on record
Early Access Review
Posted: May 12
Overall.. amazing. I would HIGHLY recommend this game to anyone who has time to spare
steps:
1. Binge watch Youtube tutorials
2. PLAY the tutorials in-game
3. ATTEMPT to do things
4. Go back to youtube..
5. Test everything out
6. Have an all out blast
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1 of 2 people (50%) found this review helpful
1 person found this review funny
Recommended
62.6 hrs on record
Early Access Review
Posted: May 4
Hard but rewarding.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
2 people found this review funny
Recommended
0.4 hrs on record
Early Access Review
Posted: May 21
10/10
Made me shoot up my school.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
Recommended
104.3 hrs on record
Early Access Review
Posted: May 15
I built a dong so that was pretty cool.
10/10 would build a bigger dong again
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Most Helpful Reviews  In the past 90 days
39 of 45 people (87%) found this review helpful
42 people found this review funny
Recommended
275.1 hrs on record
Early Access Review
Posted: April 26
Alright, FTD fans! This game is great for it's entertaiment and creativity value! In fact, it taught me my alphabets:

A is for Andy, who bought with him a crystal pickaxe, clearly in the wrong game.

B is for Beth, who'd bought this game in 2014 and still haven't even started the campaign.

C is for Calvin, whose 7x5x3 boat keeps sinking everytime he attached his 20x15x10 CRAM cannon to it.

D is for Donny, who for some unfathomable reason places all of his unprotected ammo barrels on the top deck, 'to keep the powder dry' he says.

E is for Edward, whose ship keeps capsizing so much that he essentially says 'frak it' and rebuilds the entire hull out of glass.

F is for Frank, who fears drowning and shuns submarines like the plague, complaining about there being too much water despite the fact that he's a robot.

G is for Gail, who boards an enemy ship and proceeds to tear its insides out with her trusty grenade launcher, only to blow herself up when she stood too close to the ammo barrel she was attacking.

H is for Harriet, who shoots the enemy robotic captain and captures a large ship it was piloting after spending hours searching for any mainframes she may've missed, only to get blown up by her own ship's missiles.

I is for Ingrid, who wasn't being careful on the deck of her ship during a battle and got taken out by a well-placed shot.

J is for Justin, who'd thought that rushing headlong into a paddlegun's field of fire with SMG blazing was both heroic and a good idea.

K is for Kenny, who'd died many times trying to close the distance with a bastion using the starter boat just so that he can board and capture it. You ♥♥♥♥♥♥♥s!

L is for Leon, who fought with the Gray Talons like a lion but died like a cat who'd ran out of lives just because he didn't bring sufficent anti-air/air support.

M is for Mark, who'd built his laser assembles all over the ship but forgot to add the transmitters.

N is for Nancy, whose newest mystery case involves figuring out why her engines are burning through the fuel so fast...

O is for Oscar, who resigns to his trashcan in frustration after taking a refinery explosion too many.

P iz fo Peter, who wantz ta clobba fings togetha loike ah roight an proppa Ork but findz out why Ork techyology iz zo killy but unstable...

Q is for Queen, whose confidence was immediately demoted to the level of her new name 'Peasant' after realizing that nobody in Neter respected royalty, especially royalty whose ships cannot survive an encounter with their weakest ships...

R is for Rommel, who is not as intellectually endowed as his WW2 namesake and who, instead of building up his fleet or defenses like his namesake would, decided to wait for the Deepwater Guard's first ships to come, confident that his pistol will protect him. He'd fought and defeated sea vipers after all, so what's the worst that can happen? Needless to say, his bowel continence and life were not long for this world.

S is for Samuel, who unlike his namesake in Life is Strange, actually died when his base got attacked by flying squirrels.

T is for Terry, who built a ship that can launch hundreds of missiles but cannot figure out why they keep targetting his own ships.

U is for Ursula, who foolishly attacked the Scarlet Dawn's spaceships with simple cannons and dropped bombs.

V is for Victory, who then changed his name to 'Defeat' after sending wooden, unprotected planes against the Lightning Hoods.

W is for Waldo, who everyone in multiplayer is looking for after making disrespectful trashtalk matched only by an inability to deliver.

X is for Xavier, whose struggles in vain to read the minds of the ships coming at him like his X-Men namesake and who couldn't get away fast enough in his wheelchair to avoid the salvo when they got within range.

Y is for Yale, who will have too many students not studying because they still trying to learn how to build ships and stuff.

Z is for Zod, who built a huge, lag-producing fleet of spaceships with the intent of conquering Neter for the glory of Krypton but somehow forgot to add the weapon controllers to any of the ships.

ABC's are fun! - 26 letters/10
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28 of 29 people (97%) found this review helpful
4 people found this review funny
Recommended
115.9 hrs on record
Early Access Review
Posted: April 21
Imagine Space Engineers with worse graphics, and a far better set of features, set on an Earth-like planet (Neter). You have much more control over everything (from custom-building your engine to building your entire ship around a giant gun if you so choose) but there's also a steeper learning curve due to the wide range of features. If the in-game tutorials aren't enough, just ask on the discussion forums and you'll get a quick answer at most times of day.

From the Depths is centered around two things
  1. Building vehicles- either to use against other players in a battle, or against the AI in a campaign
  2. Battling against players or the AI in a game mode of your choosing
If you don't find the idea of trying to custom build the best combined fleet of ships, submarines, aircraft (whether propellled by jets, balloon, or propellers), and then sending in your fleet to fight as per specific set of commands you and the AI mainframe will give it, this probably isn't the game for you.

I'll explain the campaign, but first I want to talk about what From the Depths has that really sets it apart:

-A unique keyboard-based build mode (in addition to the mouse-based mode of building common to games like Space Engineers.) It's impossible to explain in words, but I find it more efficient in most cases. Don't worry, there is a symmetry mode. It'll take you an hour to get used to this, the time investment will pay off in the long-run, the only downside is you'll be wondering why every other game like this doesn't offer the same system. Also, make sure you don't build your ship backwards, the in-game tutorial will explain this, don't skip it.

-Four unique offensive weapon systems, all customizable. Also, your AI (if properly set up) can use all of these effectively, don't worry about trying to pinpoint the lasers your guided missiles will follow far into the horizon. I'll try to explain each in-game system briefly (the in-game tutorial will give much more detail):
  • Missiles/torpedoes. Missiles can be short, medium, or long ranged depending on how much fuel you give them, which has the obvious tradeoff of carrying a smaller payload, you can add a lot of maneuverability and speed to intercept small aircraft at short range, or you can go for longer-range missiles that slowly but surely send their payloads in excess of 3-4km. You can actually use missiles to distract missiles- get a small missile system, set it to "flare", set a control block to "fire when hostile missile is within 300m" and whenever a missile is close enough your little set of missiles will fly from your ship or aircraft- works well against infrared seeking torpedoes, not so much against laser-seeking torpedoes.
  • CRAM cannons. The name "CRAM" stems from the fact that the way the guns work is that you have a series of "pellet boxes" and "ammo boxes", the more pellet boxes you have the faster you pack your shells with explosive/EMP/kinetic material, the more ammo boxes the faster you load, you'll definitely want to focus on packing over reloading as there's no point in firing a shell with hardly any power packed into it. These are great against large, slow ships and can have a barrel gauge of 2,000mm, really substantial- you might think that it would be immensely overpowered, not so, as with any weapon system there's a big trade off in reload time, and other variables.
  • Advanced cannons/rail guns. Depending on how you design your shell, and the more parts you have to a shell the more room you need to store that shell at any given gauge- the more you can "do" with it. I'll give you a concrete example. If I want to fire a shell with 10 gunpowder casings, 2 stabilizing fins which reduce inaccuracy by 80% each (the effect stacks), 3 HE warhead bodies, 3 EMP warhead bodies, 1 proximity depth fuse, and 1 AP capped nose, my shell will release a combined HE/EMP explosion after penetrating a certain depth, the drawback of using this number of parts is that I have to use a lot more storage space for the ammo of a gun of 100mm gauge with a 19 part shell, as opposed to that same 100mm gauge gun firing a shell with only 6 parts. Every thing has a cost and a benefit, so you have to make a compromise with every design. With advanced cannons, you want to focus on accuracy and cooldown so you can fire quickly and accurately, without taking up all the space for gauge increasers which let you fire larger shells, and without taking up all the space for your autoloaders and ammo clips. You can set these up to fire at incoming missiles, if you want to try, use a small gauge and a rapid fire rate.
  • Lasers- I haven't used them myself, but they're designed with several components which, again, have their costs and benefits. These use up energy from the engine, so probably are a bad choice for a small vehicle with a small engine- better go with a cannon or missile system. These are also effective against missiles
Honorable mention would be drills and rams, both of which can be used to ram other ships, and some people create some rapidly spinning versions mounted on the front for a large boost to the damage- but I don't really bother.

For defensive systems, you can use shields which, at steeper angles, reflect incoming cannon shells, flares as mentioned before can distract incoming missiles, and of course you can stack heavy metal armor for protecting against anything that gets through. Do not forget to put some surge protection from EMP around things like your AI mainframe.

Engines are fully customizable- I won't explain it in detail, but the way you design your cylinders/exhaust/carburators/injectors/etc. allows you to compromise between fuel efficiency, performance, and so on. Jet engines also come in a small standard size which takes up 1 block, or a large customizable jet which has parts that are 3 wide x 3 high x 1 long, and you can stack these parts to make an engine as powerful as it is thirsty for fuel.

Now, why does any of this matter? Because of the creativity the massive set of tools allows, my overview of what you can do in the game is far from exhaustive. If you want to create a giant, inexplicably airborne floating metal death cube, you can do it, and you've got about half a dozen different ways to make sure it doesn't fall to the ground, or you can make much more realistic design of fighter craft, you can try to design a fleet around a set of workhorse medium cruisers with a few pieces thrown in, or, alternatively, gamble the whole battle on one giant metal ship which has a huge engine, is shielded from all angles, and has several systems designed to fight submarines, aircraft big and small, defeat missiles, and of course destroy large enemy ships threatening you from several kilometers away. IF you really want, you can design your ship around a massive railgun which fires shells at several kilometers per hour, and an engine which can hopefully power it- sort of like an A10, except it floats and is intended to fire through entire ships- also, make sure to use hollowpoint heads on railguns, they impart the entire kinetic force of the shell travelling at 3km/second to the point of impact.

Now, again, if you're only interested in seeing these ships blow up, and you don't want to tweak them yourself, you're better off not buying the game and instead just watching a nicely edited video someone else has made where they below up the ships for you.
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25 of 26 people (96%) found this review helpful
14 people found this review funny
Recommended
348.0 hrs on record
Early Access Review
Posted: April 26
You wanna build a ship. Check.
Airplane? Yep.
Submarine? Totally.
Helicopter? You betja.
Spacecraft? Definetely.
A giant flying chicken that has cannons and missiles? Already done.

Hours upon hours of sanbox content, this game is the penultimate of early access.
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