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 (84 reviews) - 89% of the 84 user reviews in the last 30 days are positive.
Very Positive (2,378 reviews) - 89% of the 2,378 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 (34)

August 7

v1.9587 released (detection: radar, sonar, IR, visible etc)

Really pleased to be pushing this huge series of development branch patch to the stable branch tonight. There are three main areas of focus here:
1) Detection mechanics (radar, sonar, IR, visual, retroreflection, wireless signal detection). Vehicles must now detect and track each other and can be designed with stealth in mind. All the new components are AI components although missiles have got some new components too (radar active seekers, radar and sonar buoys).

2) Usability improvements: prefabs in the inventory to speed up building for new and old players alike. A checklist in the inventory to help new players get to grips with the game and help old players remember the basics. A new weapon aiming system that turns the avatar in to a serious threat and adds a lot of gameplay options for those wanting to control their own weapons.

3) A single raw resource (called Material) replaces the natural, metal, oil, scrap and crystal raw resources. This doesn't involve much, if any, redesigning of your vehicles but it makes the game far more streamlined, balanced and understandable. Scrap smelters and crystal farms are now for decoration only but fuel refineries and ammo production still works as usual. Spare parts are no longer in the game at all.

Here is the full change log although I think we've forgotten a few things..

[Change] Detection equipment now available and necessary

[New Feature] Sonar Active / Passive added for detecting submarines and other ships

[New Feature] Radar Active / Passive added for detecting above water targets

[New Feature] Visible cameras and coincidence range finders added for detecting above water targets

[New Feature] IR Cameras added for detecting above water targets

[New Feature] Retroreflection sensors added for detecting targets with visible band optical systems

[New Feature] Wireless snooper added for detecting systems with wireless transmission and reception

[New Feature] Range finders added for tracking detected targets and delivering range estimates

[Change] Natural, Metal, Oil, Scrap and Crystal have been replaced with a single Material

[Change] A 'none' weapon slot has been added

[Change] a simple two slot weapon system is now the default for new players- you can select which you prefer in the options menu

[Bug fix] AI weapon control is no longer overrriden when you are using a UI

[Change] you can begin building on a force when it is out of play by using a new button on the UI or by looking at it and pressing B

[Change] You can begin building on a force or vehicle by looking at it from a distance of up to 1km, rather than 30 metres

[Change] the fleet info tooltip has been revamped

[Change] your player's position is clearly marked in the fleet control UI and the map UI

[Addition] new exhaust pipe added

[Addition] 2m and 3m beams/slopes added

[New Feature] Player aiming of weapons is now far more accurate and allows pin point accuracy of all weapons under your control

[New Feature] A checklist has been added to the inventory to help new players figure out what is needed

[New Feature] Prefabs are now in the main inventory tabs to help players quickly assemble fuel engines (more to come)

[New feature] Radar guided missiles added

[Change] Passive sonar can detect sonar torpedoes and LAMS can engage them

[Change] Passive radar can detect radar guided missiles and LAMS can engage them

[New feature] Missile radar buoy, Missile sonar buoy added

[New feature] Reverse fire missile launch pad added

293 comments Read more

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

103 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 Sept. 2016! Learn more
Very Positive (84 reviews)
Very Positive (2,378 reviews)
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2,061 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
19 of 21 people (90%) found this review helpful
8 people found this review funny
53.3 hrs on record
Early Access Review
Posted: September 1
Do you like minecraft?
Do you like naval warfare?
Do you like aerial warfare?
Do you like space warfare?
Do you like any form of vehicular warfare?
Do you like making stuff?
Do you like rts games?
Do you like tinkering with things?
If you answer yes to ANY of those questions, buy this game, actually, buy it anyway its just too good not to have.
Was this review helpful? Yes No Funny
13 of 14 people (93%) found this review helpful
4 people found this review funny
502.3 hrs on record
Early Access Review
Posted: September 17
This game is hard. You will be frustrated. You will sit there wondering "why the hell isn't this working?" for most of your early experience. You will want to cry. You will want to scream. You will want to pull out your hair. Then, suddenly, things will begin to make sense. You'll build something that works, and you'll start to win battles. You'll feel like a badass. You'll advance across the map, blowing up ships and dismantling your enemies as your empire grows.

Then you'll lose. You'll push too far. A goliath of unfathomable power will emerge over the horizon and annihilate that which you worked so hard to build all on its own. You will want to scream. It will be seemingly unbeatable and slowly reclaim the territory you so easily plundered before. Your empire will be slowly crushed. You'll look up tutorials and begin to learn. You might download a few community designs and see if this monster of a craft can be destroyed. You'll slowly whittle it down until it lies motionless in the water and you claim your phyrric victory.

This experience will lead you to design new craft. Upgrade your weapons. Thicken your armor. Power up your shields. Soup up your engines. You will be proud of this new craft, and it will perform admirably. You'll take back what you lost and start to win against the monsters you awakened. Then, it will hit you again. Your new craft will begin to struggle against new and even more powerful enemies. You'll begin to lose again, and you will learn again.

This game is about losing, and learning how to overcome these losses. It is merciless. Your creativity means nothing to the terrors waiting for you.

This is From the Depths.
Was this review helpful? Yes No Funny
6 of 7 people (86%) found this review helpful
4 people found this review funny
37.2 hrs on record
Early Access Review
Posted: August 29
Oh yeah. This is the real deal. This is what would happen if you threw some random guy into a mostly water planet, and throw in some other factions that (may) try to kill him, and to protect himself, he has to build boats, but he is clueless.

The first few attempts the guy makes, his ship is too slow, flips, sinks, and ends up a sinking mosaic.

The next few attempts he has to thwart pirates so he makes a decent, tiny little boat that destroys one, two, three blocks and then it gets blown up by a missile. Thankfully the starter fortress is a godsend and saves him from a buttkicking.

A lot of attempts pass and somehow he makes a... plane? That kills one of the easy pirate ships with an atom bomb Kamikaze design! Yay!

A few more attempts and he makes an average medium ship with a balanced... well, everything! It gives even the pirate designs a run for their money with a shield that bounces off most projectiles and missiles.

*Spongebob time card*
3 days later

He finally manages to conquer Neter with his awesome reusable Kamikaze design somehow because the plane's diving at the enemy so fast, the turrets can't catch up!

From humble beginnings (a crappy raft) to conqueror! (awesome kamikaze design)

My experience so far;

1st campaign (a little hard difficulty): A disaster in every way possible. Couldn't attack fast enough to do anything, and it ended in defeat with no resources left, so repair was impossible.

Multiplayer (average difficulty): Learned about shipbuilding, engines, cannons, not so much missiles, and the fact that other people are better than me. Ended when I accidentally smushed too many ships together and crashed the game for the both of us.

Another multiplayer session (average difficulty): Much shorter, learned about balloons, flying, etc. Ended when the game host just decided to quit.

2nd campaign (very easy difficulty): A success so far, first upgraded the starter fortress, then made a mess of balloons that could somehow go to 3100m above the air (3.1km!) that saved ME from a buttkicking by just living, so that I could drop down as me and explode the enemies. 2 moderately difficult designs that got butchered just by this one plank of wood with 2 antennas attached to it for scouting, LOTS OF BALLOONS, and NO WEAPONS. Reminds me of the movie Up... then, just today, I made a breakthrough and made a working AI (well, who knows it hasn't been tested... yet) for the starting_rib with 2 crappy cannons with the minimal gauge and just 2 barrels!

A wonderful experience. And a worthy substitute for the entire public education system if used correctly, in my opinion. It has all the strains and benefits of learning in a fun package! Imagine of the public schools were replaced with From the Depths schools, good lord, that would (prooooooooooooobably) never happen.
Was this review helpful? Yes No Funny
4 of 5 people (80%) found this review helpful
3 people found this review funny
133.2 hrs on record
Early Access Review
Posted: September 17
I ♥♥♥♥ing hate everything in this game. The AI is stupid, building is ♥♥♥♥ing unoriginal and the weapons are complete ♥♥♥♥♥♥♥t.

Did I say "I hate the game"? Oh sorry, I meant to say...


Was this review helpful? Yes No Funny
10 of 17 people (59%) found this review helpful
Not Recommended
784.4 hrs on record
Early Access Review
Posted: September 17
A great and lovely game, that is sadly more or less growing out of its own goal.

It sadly is a issue when the designer of the game is more listening to there current fanbase instead of keeping the game's aspects and charm in mind and in so i would say that this game was a good buy at the time , right now i would strongly suggest waiting till its finaly settled in what direction it want to go before the final product.
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
9.0 hrs on record
Early Access Review
Posted: September 9
I normally don't write reviews for games because it often isn't worth the invested time but here I am going to make an exception.

The reason that I am writing this review is because I have noticed that the developers of this game are truely dedicated to this product, the game is constantly being updated and new (meaningful!) features keep getting added.

Now besides how noble developers are from that aspect, that does not sadly guarantee a good game, in this case however it truely does!

From the depths is a great game in which you build ships, fleets and even (space)planes to assure your dominance of the seas, it's a game that lets your imagination run wild as long as you know how to play it. The game sports decent physics and has great battles, did I mention elements of strategy gaming?

There is however one big 'problem' that this game has, it is a big time investment, it has a steep learning curve and perfecting your ships is going to take a while. Now don't worry, there are tutorials (bit of an understatement) that will guide you all the way to the hardest mechanics, just don't expect something light when you play this game.

All in all I wouldn't recommend this game for players with a short attention span, but if you have enough time, like being challenged, like battleships and love customization in games, then this one is a must buy!
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
1 person found this review funny
287.0 hrs on record
Early Access Review
Posted: September 25
The joy of breaking everyone else's lego without the annoyance of being told off for it.

Was hooked as soon as I realised that surviving the first 20 mins of adventure mode was actually a real challenge.
Next thing I know I'm 5000 metres above Neter cackling maniacally and zapping fools from the Death Star 3.0

10/10 Every bored engineering student needs this.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
273.2 hrs on record
Early Access Review
Posted: September 23
The Cryptaris Federation grows stronger with every new Vessel!
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
204.1 hrs on record
Early Access Review
Posted: September 23
This is by far one of the best building games I have ever played. It pieces together so many different things and brings it together to make something amazing. Though the game does have an immense learning curve, you will will truely see the beauty in the game once you make something. Then it gets crushed. Then you scream. Then you quit. You come back to the game and you decide to look up a tutorial. Your stuff actually works, and you feel awesome. The cycle continues on and on again. Failure, success, failure success. If you like to build things, strategize, command, and overall love to be a badass and blow things up, then this is the game for you.
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
365.3 hrs on record
Early Access Review
Posted: September 1
The best Designing game i have ever played
Was this review helpful? Yes No Funny
Recently Posted
476.1 hrs
Early Access Review
Posted: September 27
AMazing game but needs input restet button I have accendely remove the ablity to use my personal whepon M1 and optimazation would be fun to
Helpful? Yes No Funny
2.3 hrs
Early Access Review
Posted: September 27
Its pretty cool
Helpful? Yes No Funny
42.7 hrs
Early Access Review
Posted: September 26
Would cry again.
Helpful? Yes No Funny
310.5 hrs
Early Access Review
Posted: September 26
This is better then sex.
Helpful? Yes No Funny
11.1 hrs
Early Access Review
Posted: September 26
The tutorial ruins the game. TLDR er TLDPlay.

Don't rip me off for pro-rated misadvertised "500 xp" when your going to base my powers in the game off said progression.

Gun and cannon barrels clip through objects.
Stearing sucks even with a ♥♥♥♥ ton of balance, or not, or rudders ect.
Center of Mass is not calculating properly in simulation only in build mode.
Making ship heavier made it fly into the air more because of crazy bouyance calcs.
Stearing with a rudder always pulls hard to one side, the heavier your ship the less you notice.
Stearing often does nothing or forces you in the wrong direction.
Steam overlay confuses the controls in the game resulting in cannot regulalrly use steam overlay.

This game is not for me until it gets improved.
Helpful? Yes No Funny
943.3 hrs
Early Access Review
Posted: September 26
get it or die
Helpful? Yes No Funny
50.8 hrs
Early Access Review
Posted: September 24
Pretty fun game. Very immersive with the ability to create whatever you want to.
Helpful? Yes No Funny