Over 250 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 (694 reviews)
Release Date: Aug 7, 2014

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Early Access Game

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

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

What the developers have to say:

Why Early Access?

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

Approximately how long will this game be in Early Access?

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

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

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

What is the current state of the Early Access version?

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

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

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

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

“The forum at 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


Recommended By Curators

"Impressive vehicle building sandbox game that allows you to build battleships, planes, submarines, space ships and so much more."
Read the full review here.

Recent updates View all (23)

July 27

1.72 Patch notes

I'm really excited to release this new set of patches to the stable branch. The new developments have been focused on making the campaign a bit more versatile and user friendly- we've got out of play repairs, a new, more structured, battle mechanic (allowing battles to be started from up to 5km away), loads of improvements to the user interfaces, a whole bunch of bug fixes and multiplayer co-op saving and loading working again.

It's still quite fresh and untested but due to the bug in co-op campaign loading I didn't want to delay any longer. Any issues you find you can report and I'll fix them tomorrow night.

[1.7] Markers added to mission editor, and objectives can link in to them

[1.7] Random number generator for terrain replaced with a thread-safe one- terrain will be slightly different now (sorry)

[1.7] (bug fix) problem with victory condition GUI removing force references when editing multiple different missions now fixed

[1.7] (bug fix) Missile turrets will fire further than the previous max range of approximately 1.5km

[1.7] (bug fix) EMP damage calculation maths was wrong

[1.7] (bug fix) fixed an issue with possible faction colors not rendering as paint jobs

[1.7] (bug fix) Fixed an issue with prefabbed mainframes being placed

[1.7] Repair bug code release code made more efficient

[1.7] New battle system for single player and multiplayer campaign

[1.7] Out of play repairs added for campaign

[1.7] Dead blueprint state added for campaign to allow damaged ships to be taken home for repairs

[1.7] In campaign forces can be duplicated to dead blueprints- which can then be repaired

[1.7] Fleet control and strategic interfaces made top down (revert to old view by toggling with TAB)

[1.7] User interfaces cleaned up

[1.71] Battles can be started from a force selection, as well as a fleet selection (relevant to E menu and zoomed in map)

[1.71] Dead blueprint marker style change

[1.71] Water and jet control preferences (settings of vehicle constructs) are synced over the network when changed

[1.71] Fixed issue with GUI bugging out after AI starts a battle on you

[1.71] Kill blueprint button shown next to recycle blueprint option in campaign

[1.71] Storm sound effects no longer go funny when camera is moving fast

[1.71] Endless zoom from E and N GUIs to Map and back (scroll wheel)

[1.71] You can use [ and ] in the E and N GUIs to zoom in and out (like on the map)

[1.71] Warning added to HUD when Heartstone power less than 50%

[1.71] Respawn pods fall much faster

[1.72] Global mods (based on character level) not being applied- now fixed

[1.72] Game speed problem after slowing game and opening main menu fixed

17 comments Read more

July 16

Patch notes 1.651 to 1.655

Hi All,

Main changes are to the steam workshop- glitches and crashes that have affected the vehicle workshop since 1.6ish should now be fixed and planets can now also be added to the workshop and shared (along with all the vehicles of that planet). It's not had much testing beyond what I've done myself so let me know if you run into bugs via the forum at www.fromthedepthsgame.com/forum.

Memory usage has been reduced by about 500MB so that should help to avoid crashes (for those of you who might have had out of memory errors and crashes)

The map has had a bit of a tidy up and comes with some extra functionality :)

A few bugs have been fixed as well.

Change log

[1.652] Another default spawn point added for the campaign in the event that the fortress is scrapped- so that new players don't spawn in the middle of the map

[1.652] Bug fixed with clients rejoining the lobby of a map they were just in

[1.652] Other misc. bug fixes to multiplayer

[1.653] Static fleets (structures) now have a different map marker (tactical view)

[1.653] Fortreses have a different map marker (tactical view)

[1.653] Loads of the map GUI enhancements

[1.653] Vanilla designer has a resource zone by default now

[1.653] DWG faction update

[1.653] Credits GUI (access from main menu) updated with community 'keepers of the lore'

[1.6531] Added ACB option for 'enemy range > [input] or no enemy

[1.6531] Add quick buttons from campaign to designer and designer to load game

[1.6531] Fixed a bug for story missions where the player team was not correctly assigned

[1.654] Steam workshop for planets added, workshop for vehicles upgraded with bug fixes

[1.6541] Steamworks version updated- crashes should be avoided now

[1.6541] Huge amounts of smoke no longer crash game (and lasers are weakened when firing out of smoke as well as into smoke)

[1.655] Memory usage reduced by about 500mb. Should help to avoid crashes.

[1.655] Prefab block parameter saving fixed- so prefabs captured after this point should be placed with correct parameters

6 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)


Share your vehicle blueprints via the workshop

Feature List

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

About This Game


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

Key Features

  • Design and build your fleet, fortresses and structures however you want. The alpha currently has 279 unique components blocks, not including 19 different components for making missiles, torpedoes, depth charges and bombs.
  • The sky's the limit, you can equip your vehicle with - cannons, lasers, mines, bombs, missiles, torpedoes, propellers, rudders, jet engines, wings, hydrofoils, hot air balloons, anchors, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
  • Realistic physics - every block destroyed or added affects the vehicle's functionality, physics and control. Drag, inertia tensors, buoyancy and sealed compartments are all updated based on the design of your vehicle and the damage sustained.
  • Be part of a fantastic community (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: 2 GB RAM
    • Graphics: NVIDIA GeForce 8800GT / ATI Radeon HD 3870 / Intel HD Graphics 4000
    • Hard Drive: 500 MB available space
    • Sound Card: DirectX® compatible on-board
    • Additional Notes: Steam connection required to play the game
    • Processor: Intel Quad Core i5 @ 2.5 GHz (or AMD equivalent)
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce GTX 460 / AMD Radeon HD 7800 series
    • Hard Drive: 500 MB available space
    • Memory: 2 GB RAM
    • Hard Drive: 500 MB available space
    • Additional Notes: Steam connection required to play the game
    • Memory: 2 GB RAM
    • Hard Drive: 500 MB available space
    • Memory: 2 GB RAM
    • Hard Drive: 500 MB available space
    • Additional Notes: Steam connection required to play the game
    • Memory: 2 GB RAM
    • Hard Drive: 500 MB available space
Helpful customer reviews
148 of 178 people (83%) found this review helpful
116 people found this review funny
49.0 hrs on record
Posted: July 18
Early Access Review
you know when your crush said they liked you back

this is what it feels like
Was this review helpful? Yes No Funny
53 of 54 people (98%) found this review helpful
3 people found this review funny
302.8 hrs on record
Posted: July 18
Early Access Review
Superb! Truly amazing amount of vehicles, fortresses, spaceships, warships, etc to create! In depth missile, engine, cannon, and AI customization. Still learn something new every time I play it. Developer is very active in the forum and frequently updates the game. CPU intensive with large firefights / ships
Was this review helpful? Yes No Funny
89 of 116 people (77%) found this review helpful
82 people found this review funny
86.2 hrs on record
Posted: July 27
Early Access Review
I built a gigantic, superplane that murders everything with one volley.

First thing I did was allahu ackbar into a Marauder and instakill us both.

10/10 Aloha snackbar simulator 2015

EDIT: okay holy ♥♥♥♥ wow you guys really liked this review for some reason. I'll write a real one now.

From the Depths (or FtD, as I shorten it to) is a game where you build ships, tanks, planes, spaceships, space stations, flying fortresses, and submarines, among other fantastical sh!t you can make. The building, while originally counterintuitive and clunky to new players, quickly becomes engrained in the muscles, making it very easy to begin building once you master the controls and read a few guides.

Gameplay- 9/10

The game plays incredibly; it's fun, relaxing, and exciting all at the same time, depending on what you happen to be doing. It is, however, marred by occasional frame issues. I myself have not had many, but I have built myself a godrig, so consider your hardware carefully before puchasing.

Audio- 6/10

Arguably the weakest part of the game, the audio and soundtrack (of which there is none at time of writing) is very generic, with almost copy-pasted wave crashing effects, firing sounds, and propeller and engine sounds droning on. Many people, among them myself, have learned to ignore it, but it still is a weak point in an otherwise good game. It will most likely be rectified as the game progresses (it is an alpha, after all).

Visuals/Graphics- 8/10

The game doesn't look terrible, despite its indie roots and early dev. stage. In fact, many of the best looking areas in gaming that I have seen come from me dicking around on small skiffs on the highest graphical setting. Most of the time, however, it looks fairly standard. As stated above, it might challenge some older/weaker PCs, but it will, most likely, be fixed over time.

Overall- 8/10

The game is a quirky, fun, and addicting building game, where the inner engineer in you can come out to play in a voxel based world, where very little cannot be overcome by a little bit of thinking. It's very new, however, and may seem rough to those not familiar with it. The price point, another weak point, hovers around $20. It is worth it, but be careful, and seriously consider what type of gamer you are.

Also you can aloha snackbar. That part was pretty great.
Was this review helpful? Yes No Funny
33 of 34 people (97%) found this review helpful
2 people found this review funny
34.0 hrs on record
Posted: July 28
Early Access Review
The concept and depth of this game is huge. The only thing you are provided with in the campaign is a simple fort and a small boat. Everything else is up to you. you build your ships how you want to. Your cannons how you want too. want a long range Artillery gun or a rapid fire AA gun? Go ahead and piece it together and build it. want a submarie that fires torpedos or launches torpedos that turn into missiles? Piece it together how you want to.

For me the game did take a couple youtube videos and about half a bottle of whiskey to really figure out how stuff works together to really make an effective ship. of my 20 something hours played so far probably 15 of it has been spent trying different designs of ships and weaponry to see what functions together well. But, that has been the best part.
There really is no better feeling than building up a fleet of ships that you have created to watch them blow up the enemy in a battle and tear through the offensive lines.

It is in early access and has a few minor bugs i've seen, but nothing really game breaking that i have discovered. The graphics are nice for a voxel based game. On both my PC and gaming laptop i have not discovered one second Under 30 FPS, it runs smoothe on my machines.

All in all, buy this game, it really reminds me of a game i would have always wanted as a kid when all i had was legos.

4.5/5 - The only reason i wouldnt give this game 5 start is the lack of a tutorial or some explanations of certain things. Which really isnt a big deal because I'm fairly positive in beta or full release they will have a very nice in depth tutorial.
Was this review helpful? Yes No Funny
41 of 48 people (85%) found this review helpful
21 people found this review funny
127.3 hrs on record
Posted: July 26
Early Access Review
Glided perfectly onto an enemy airship, beat down the door to the amunition, blew myself up with a grenade launcher. Best game I've seen in ages
Was this review helpful? Yes No Funny