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 (123 reviews) - 88% of the 123 user reviews in the last 30 days are positive.
Very Positive (2,034 reviews) - 89% of the 2,034 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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Recent updates View all (33)

June 30

v1.957 released!

Huge update with loads of new components, new mechanics and balance changes. Nukes, heavy armour, warp drives, optimisation and laser's shooting down large shells are just a few of the new features. Let me know what you think in the comments section below :)

New Components

New laser cavities added which have more energy storage

3 new RTG parts for generating constant power for a high initial cost without the requirement for fuel

Spares Processed added to keep your spare parts topped up

Tactical Nuke component added for Kamikaze runs

Land AI card added

Shield busting 'Disruptor Conduit' nose cone added for APS that channels EMP damage into the shield projector itself

3m and 6m Autoloader variants now available (with clips)

Warp drives added

Wavefront corrector component added for offensive lasers

APS shell ejector added for avoiding ammo racking

Heavy Armour added

Fixes and improvements

[Improvement] Fixes to Adventure mode spawning difficulties

[Bug fix] 2x2x2 resource containers now mirror correctly

[Improvement] Fuel refineries now have several warnings when being damaged from gas build up

[Bug fix] Fix to the damage from particle cannon pipes that are correctly terminated

[Bug fix] more support for spawning land vehicles in land designers (used to spawn under the terrain level and pop up!)

[Improvement] RTG Generators now charge batteries out of play

[Bug fix] Fixed a bug regarding the selling of raw resource containers and placing of containers as prefabs

[Bug fix] LUA error reporting fixed (has been broken for a few weeks, sorry!

[Improvement] Diplomacy UI revamped a bit

[Improvement] Unavailable single player game modes no longer visible

[Improvement] Fleet move AI pathfinding for naval vessels is now better

[Bug fix] rendering of big chunks of debris now fixed

[Bug fix] identification of when blocks should be perminently removed is now better (no more perminent battle damage during build mode)

[Bug fix] engine display is now correct when using an electric engine as well

[Bug fix] Laser range now correctly calculated and displayed

[Bug fix] APS penetration depth fuse fixed

[Improvement] Optimisation of several slow areas of code

[Change] Several APS blocks vertices count reduced signicantly (small fps boost)

[Change] many blocks retextured

[Bug fix] CRAM shells now explode on impact with terrain

Content updates

Loads of content updates to all three planets and a new planet "Ashes of the Empire" added with a land vehicle campaign

[Improvement] DWG tutorial story missions updated

[Improvement] New planet Icons in main menu for switching between planets

[Improvement] Faction flags added for Glao planet

New Features

[Improvement] Brawler player buff added, very useful for adventure mode

[Improvement] Leader boards many missions which feed scores into a 'Player Score' metric... which unlocks the "luck" attribute

[Change] You cannot order a fleet into allied territory, and lose relationship when you trespass there

[Improvement] you can now save your vehicle as an STL file for 3D printing. The option is in the Vehicle info UI (press V)

[Improvement] Low level of detail mode added for distant vehicles

[Change] SHIFT + P in build mode will cylce the following views: density (mass/volume) of components, forwards drag, cost density and hiden structural blocks

[Change] Centre of mass, buoyancy and drag clearly shown in build mode

Balance Changes and mechanic changes
[Improvement] Engineering captain skill works on fuel engines to increase efficiency and keep heat down

[Improvement] Armour smithing faction skill increases resitance to all damage types except EMP which it adds a susceptability to

[Improvement] Fleet supply faction skill implemented to increase supply range of forces

[Improvement] no skills adjust gravity or air density any more

[Improvement] Leadership ability increases fleet speed on the map and radar view distance

[Improvement] Luck can make a x4 accurate LAM shot

[Improvement] Skills have been rebalanced substantially

[Improvement] APS required barrel lengths for propellant burn and accuracy have been reduced and have a roll-off for high shell lengths

[Change] APS rebalanced so that cooldown scales using the 'standard' gauge equation and damage scales using the 'strong' gauge equation. Large shells should now achieve higher DPS than before and be more competative.

[Change] Effective range added for APS shells

[Change] Particle cannon arms with lenses now fire 2 50% strength shots not one

[Change] Jets and propellers have a 'top speed' and thrust falls off as they approach this speed

[Improvement] APS shell modules have a maximum length, allowing you to use more fuses at higher gauge than previously

[Change] Inertial fuses now allow fragments to explode on the far side of the shield

[Change] LAMS can shoot down CRAM shells and APS shells

[Change] Missile warners can detect large CRAM and APS shells

[Change] A docked vehicle can no longer use repair tentacles to repair the vehicle it is docked to

[Change] Munition Warners need to have a clear line of sight out of the vehicle to function

[Change] Missiles have a detectable range base on the thrust their thrusters are putting out

[Change] Munition warners are less effective if the vehicle is quickly rotating

[Change] Thumper heads increase missile health by a factor of 2.5

[Change] It's now the barrel not the gauge cooler that smokes in an APS system

[Change] Laser warner now needs a clear view out of the vehicle in order to operate- much like the munition warner does

[Change] You can now factor shield strength rather than change it using an ACB

[Change] Shield projectors cannot project through other shield projectors

[Change] both reflect and disrupt shields ignore AP and instead have effectiveness proportional to shell indicent velocity

[Change] Exhausts need a clear line of sight out of the vehicle or they lose cooling potential

[Change] if a shell with no fuses ricochets it will not explode

[Change] HE Missiles expoding underwater (i.e. torpedos) do significantly more damage and have larger radii

[Change] vehicle temperature is now far more important for the use of IR missiles

[Change] Shields and light fittings now radiate heat, as does the firing of cannon shells and missiles

39 comments Read more

May 9

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

Really excited to be pushing the particle cannons to stable and to be releasing the first iteration of Adventure Mode and two new planets, as well as the many other new additions and features that you will find detailed below.

Adventure Mode is a back to basics game mode where you have to manually build up a ship or fleet and fend off enemies whilst warping through warp gates, hunting for resource and salvaging your enemies. It's an atmospheric survival style game where everything is done in 1st person (or through the newly revamped wireless camera control system) and there is only one save slot per adventure. It'll be getting more updates as the week goes on to add more warp dimensions of different types.

A new planet has also been added called Glao which features a fun, small and strategic campaign mode. You're a mining corporation fighting for control of a small planet against three other corporations. It's still a work in progress.

Dangerous Waters WWII planet has also been added. It's a community project featuring an Allies vs Axis campaign with replicas of most of the hardware of WWII. It's still very much a work in progress and you're welcome to get involved with this project on the official forums here:


We've also added Particle Cannons which use stored battery energy to fire high energy particles. These are great fun and currently have no direct counters which make them a great investment. We've also added Radioisotope Thermoelectric Generators which cost a lot of crystal to place but produce an infinite (but slow) battery charge capability. Perfect for Adventure Mode.

Wireless cameras when placed on turrets can now control the turret aiming and weapon firing. They also have up to x20 zoom so you can see further than every before. Also perfect for Adventure Mode.

Here is the full change log since the last announcement was posted:

[Improvement] Nanites and Scientist fleet buffs implemented. Non-implemented buffs/skills have been marked in the Character sheet

[Improvement] AI aiming prediction more precise by an order of magnitude. CIWS and long range combat should see a marked improvement

[Change] Laser systems now provide double the damage at double the power cost

[Improvement] Auto-loaders now show multiplier for larger variants in overlay

[Improvement] Several new tutorials

[Improvement] Iron Cover ship test facility added to help give new players some basics of ship building

[Change] Custom Jet intake add-on is now 1x1x1m instead of 3x1x1m

[Improvement] New Particle Cannon weapon now added

[Improvement] Texture upgrade (and some models) for Laser Components, Custom Jets, Drills, Strategic Antenna, Surge Protector, Scrap Smelter and Crystal Farm

[Improvement] APS mantlets can be placed at any orientation and work as expected

[Bug fix] EMP damage bug fix- it was choosing bad paths occasionally

[Improvement] Ships will not spawn in land garrisons and land vehicles will not spawn in sea garrisons

[Change] Enemies of 2 or more difficulty levels above or below the player's selected design difficulty level will no longer ever spawn

[Bug fix] Fuel is spent for out of play movement with custom Jets

[Improvement] New game mode (adventure mode!) added

[Improvement] Radioisotope Thermoelectric Generator added for charging batteries

[Improvement] Docking on off button added to the generic force control button panel

[Improvement] Wireless cameras can now aim and shoot turrets

[Bug fix] Cross platform multiplayer bugs introduced in the mod support release are fixed

[Change] Oil drills no longer work underwater

[Improvement] Oil drills and resource gatherers turn off when there is no storage for raw materials

[Bug fix] No engine icon does not display when there is an electric engine with battery power available

[Bug fix] Issues with scrolling and group selection on the map due to mouse over map icons now fixed

[Change] Shortcuts to the planets added to the top of the main menu

[Bug fix] Bug with sailing AI card turning into an endless 'off state' after loading fixed

[Improvement] Particle Cannon tube lenses can now fire in all directions

[Bug fix] Balloons more stable and will not warp you miles under glitchy circumstances

[Improvement] Laser anti missile defense now has adjustable range and firing angle

[Change] Lasers and bullets fired from the Cannon Anti Missile Controller can physically connect with and destroy missiles

[Bug fix] Sail winch settings are synchronized in multiplayer

[Bug fix] The sailing AI card roll avoidance mechanism is now working as expected

[Bug fix] Sailing AI now controlling sails more sensibly

23 comments Read more
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“My jaw almost hit the floor when I installed a few community made vehicle blueprints. The creativity and ingenuity on display was simply incredible [...] there is no doubt that this game is going to be truly epic”
Game Ramble

“The game’s physic system is especially impressive. Giant galleons feel like absolute tanks trudging through the ocean, while speedboats slice through the waves at a precarious pace [...] Combat is chaotic and intimately customizable. There is perhaps no greater pleasure than executing a successful broadside”

“From the Depths is a very fine-tuned and detailed strategy title, one that offers amazing cusrtomization options and the opportunity to test out your own creation live on the battlefield. If you're a strategy enthusiast and love vehicle design, this one deserves your attention.”
The Indie Game Magazine (Issue 43 Nov 2014)

About This Game


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

Key Features

  • Design and build your fleet, fortresses and structures however you want. The alpha currently has over 400 unique components blocks, not including 29 different components for making missiles, torpedoes, depth charges and bombs.
  • The sky's the limit, you can equip your vehicle with - cannons, lasers, mines, bombs, missiles, torpedoes, propellers, rudders, jet engines, wings, hydrofoils, hot air balloons, anchors, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
  • Realistic physics - every block destroyed or added affects the vehicle's functionality, physics and control. Drag, inertia tensors, buoyancy and sealed compartments are all updated based on the design of your vehicle and the damage sustained.
  • Be part of a fantastic community (http://www.fromthedepthsgame.com/forum), with new releases made on average once a week. Community organised challenges and blueprint sharing make it an extremely friendly place to hang out!

Customisable Components

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


System Requirements

Mac OS X
SteamOS + Linux
    • Processor: Intel Core2 Duo 2.0 GHz (or AMD equivalent)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 8800GT / ATI Radeon HD 3870 / Intel HD Graphics 4000
    • Storage: 1 GB available space
    • Sound Card: DirectX® compatible on-board
    • Additional Notes: Steam connection required to play the game
    • Processor: Intel Quad Core i5 @ 2.5 GHz (or AMD equivalent)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 460 / AMD Radeon HD 7800 series
    • Storage: 1 GB available space
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Additional Notes: Steam connection required to play the game
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Additional Notes: Steam connection required to play the game
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
Customer reviews
Customer Review system updated! Learn more
Very Positive (123 reviews)
Very Positive (2,034 reviews)
Recently Posted
( 339.4 hrs on record )
Early Access Review
Posted: July 1
If you enjoy building structures, vehicles, aircraft and watching them blow other creations to bits then this game is perfect.

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

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

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

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

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

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

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

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

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

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

After 3000+ hours in Minecraft 'cause I'm a scrub I thought I'd never want to build anything again, From The Depths taught me other-wise.
Helpful? Yes No Funny
Mari Tech
( 143.9 hrs on record )
Early Access Review
Posted: July 1
Amazing game, from what i have played i can say that this is one of the most advanced ship/plane/airship/tank/base/spaceship/house/whatever you can come up with builder. You are not in a customize screen where you can swap out maybe 2 or 3 parts, you make literaly every single part of it, want a sniper ship? Done. Want a space lazer? done. Want something no one has come up with yet? Done.

In essence this can be considered a perfect game, it is going to be even better since mod support is coming out. All in all, this is a amazing game that will need alot of time to learn. Buy this game if you are willing to commit.
Helpful? Yes No Funny
spicy memer
( 1.9 hrs on record )
Early Access Review
Posted: July 1
I dont care what people say, they say yeah sure its complex, but when you understand it, its pretty simple. Well theres a problem with that, no matter how fun a game can be when you understand it, it must be easy to be understood. Who wants to do boring stuff ages and ages before you can have fun? A good game is simple and easy to learn, this game is not easy to learn. Therefore I regret my purchase, no matter how fun it can be.

Really, the devs must make this much more simple if they want to attract more people.
Helpful? Yes No Funny
( 71.2 hrs on record )
Early Access Review
Posted: June 30
Battleship 2016ver
Helpful? Yes No Funny
( 127.1 hrs on record )
Early Access Review
Posted: June 30
Astonishingly good game. Prepare to worship the developer, as I have. Keep up the good work! To those who have not bought this game and enjoyed it, anyone who has patience and a creative mind should. It has a very steep learning curve, however, so be ready to drop 50 hours into enjoying how to die.
Helpful? Yes No Funny
( 0.5 hrs on record )
Early Access Review
Posted: June 30
its too complex, tutorials do nothing to teach you nuff said
Helpful? Yes No Funny
The Destroyer
( 49.1 hrs on record )
Early Access Review
Posted: June 30
How can I not recommend From The Depths? It is very complex, which is off-putting to some, but once you get used to it you can build huge helicarriers of doom or massive battleships, or well, just about any war machine you can think of! Totally worth the price and hard to believe it's early access!
Helpful? Yes No Funny
( 280.6 hrs on record )
Early Access Review
Posted: June 29
I built a big ship.
The ship was laser'd to death in moments.
I refit the big ship with shields.
The ship was laser'd to death in moments.

10/10 love the customization possibilities this game presents.
Helpful? Yes No Funny
( 869.3 hrs on record )
Early Access Review
Posted: June 29
Fantastic sandbox game and so much more. Great AI combat. Although Complex at first this game has one of the best building systems I've seen.
Helpful? Yes No Funny
( 17.4 hrs on record )
Early Access Review
Posted: June 29
this game is dank
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
14 of 14 people (100%) found this review helpful
2 people found this review funny
193.9 hrs on record
Early Access Review
Posted: June 18
A crafting game in which you will never punch a tree or heft a pickaxe against a rockface. Instead it puts you in an RTS: you want resources, you better go take them from the AI-controlled factions, either by conquering resource point areas and putting automated drilling platforms on them, or just ripping their ships apart as salvage. You, know: fun.

The game is still under very active development, which is a mixed blessing. Replacing custom cannons with CRAM cannons, and making the drag model more realistic, made the game more fun, but you need to be prepared for a ship that was awesome yesterday to need rework to be effective tomorrow. Nick, the developer, *is* good at making sure they still load in and do best-effort conversions, so you can tweak rather than rebuild from start---important, given building a good battleship can take you a weekend's play.

Nick is pretty active on the forum. He tends to pick up serious bug reports pretty quick, but there's the risk that as always the fanbase constantly pressures for more difficulty, more complexity (without actually introducing more intersting decisions), more dilution of a design just to have more everything. Such is early access.

Philosophically, this is a nerd game. It doesn't have difficulty levels: it has a pair of difficulty sliders that control different scaling factors. If you want the AI to stop throwing the controls to full lock every time it's a fraction off-course, you'd better learn to start tuning a PID controller. You can control some things with Lua, although not as thorougly as I'd like yet---you can't *quite* replace the stock AI with it. Lua missiles are currently as gods to their lesser, built-in-guidance bretheren. You don't *need* to do any of this, and there's a lot of effort put into getting you going with simpler subsets, but this is game that's not shy about giving you parameters to tune.

It's ugly, and the dirty, rusty, outlined art-style can make it hard to identify blocks at first. The UI is pure programmer, weirdly positioned buttons and the occasional bizzare workflow (like having to manually save workshop items to disk). The physical nature of battles can make it pretty attractive in motion, though, missiles streaking through the air as a ship rips in half from a huge ammo explosion.

The build tools are pretty good. It's got arbitrary symmetry and plane-fills, saveable prefab regions and subobjects, and the recommended keyboard-based mode is pretty slick once you've got used to it. Ships themselves are instanceable in the strategy game proper, and remember how they used to be before they were damaged, so repair is automatic once enabled even if they were completely destroyed. This is not a game about manual labour; this is a game about designing machines of war and using them to conquer the world.

Seriously, though. You'll lose a weekend doing combat trials on that battleship.
Was this review helpful? Yes No Funny
7 of 7 people (100%) found this review helpful
90.2 hrs on record
Early Access Review
Posted: June 2
Best game I've ever played. From the Depths is the ultimate building game, letting you fully create anything you want, from battleships and sailboats to submarines, mechs, tanks, blimps, airplanes, and even spaceships! Don't even get me STARTED with the weapons! This game is very difficult, as it is an uber-complex game where you even have to construct your own engines, one of the earliest hurdles for newer players. Overall, I would conclude that this game is an amazing masterpiece, and the ultimate creating tool to ever hit the STEAM workshop!
Was this review helpful? Yes No Funny
8 of 9 people (89%) found this review helpful
3 people found this review funny
104.7 hrs on record
Early Access Review
Posted: June 22
learning curve is steeper than a 90 degree angle
but this is one of my favorite games
buy it
Was this review helpful? Yes No Funny
6 of 6 people (100%) found this review helpful
2 people found this review funny
218.7 hrs on record
Early Access Review
Posted: June 16
This game is hard, there is no denying that. The controls are clunky and awkward and DEFINITELY not suited for new players. But I love it.

It took well over 20 attempts to get just a decent hull designed that A) floated and B) was stable, so new players please please do not give up when your first boat fails horribly. Slight tips: I found that bigger is usually better for air pumps, (most of my ships are capital sized battleships), and ships really don't have to look nice at the start, (I have a cube, that floats, it's epic).

The building controls take a few hours to get used to BUT there is an option to use a more familiar, minecraft style system.

This game is very good to teach yourself how to do stuff in it. I watched one tutorial for guns, gave myself a few hours, and could design them to specific characteristics rather quickly.

NEVER go straight into the campaign, stick to the designer while you learn, turn waves off (in the settings) and build. It is very easy to zone out and find you built several warships without even thinking.

There is something really satisfying about setting your best ship off into an enemy flotilla and watch it destroy every last one.

Possibly the best thing I own to take me to nirvana.
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4 of 4 people (100%) found this review helpful
611.4 hrs on record
Early Access Review
Posted: June 20
If you like vehicle designers, sandboxes, real time strategy games, or just want to feel like a pirate: GET THIS GAME!!!
It takes a really long time to figure out anything, but if you get the hang of it and are anything like me, this game will fill a void like no other game can.
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4 of 4 people (100%) found this review helpful
30.5 hrs on record
Early Access Review
Posted: June 27
From the good of voxel building games and homage to the building spirit alike, this is a tinkering title you must have in your library. Whether you take the gameplay at face value or proivde your own deeper reasons to play on the planet - From the Depths just manages to be the right kind of openess and demanding of your input. There's a distinct gravity when the idea of the tutorials are non-intrusive yet "you're going have a bad time" noted about the main menu. It's almost like a conterbalance for the thirsty builders and head-canoners who come with ideas on bated breath.

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

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

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

(PS. Seriously, I feel like that Courage Wolf meme so many times with this game. makes you feel experienced with a gruff in your voice, and giant mug in hand, and an aura that you have a story to tell to the young ones )
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3 of 3 people (100%) found this review helpful
647.7 hrs on record
Early Access Review
Posted: June 29
I absolutely adore this game and the sheer freedom of design it gives to the player. You can build practically anything. Realistic warships, flying castles, sea monster submarines, laser-spewing hovercraft, the list goes on for ages.

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


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

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

Overall, it's a very good game and can be a lot of fun once you get the hang of it, but the difficulty and learning curve are pretty intense. Highly recommended for anyone that enjoys designing their own vehicles, as this game allows you to do precisely that.
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3 of 3 people (100%) found this review helpful
49.1 hrs on record
Early Access Review
Posted: June 30
How can I not recommend From The Depths? It is very complex, which is off-putting to some, but once you get used to it you can build huge helicarriers of doom or massive battleships, or well, just about any war machine you can think of! Totally worth the price and hard to believe it's early access!
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4 of 5 people (80%) found this review helpful
2 people found this review funny
194.3 hrs on record
Early Access Review
Posted: June 29
While the initial learning curve might be really steep, this game has a surprising amount to offer. The realistic physics make solving problems with your designs interesting and realistic and you can spend dozens of hours trying to make the perfect ship or plane, or whatever you can imagine. Be warned though the initial learning curve is steep - if you're somebody who likes making things in games like Kerbal Space Program and such then you'll love this.
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2 of 2 people (100%) found this review helpful
869.3 hrs on record
Early Access Review
Posted: June 29
Fantastic sandbox game and so much more. Great AI combat. Although Complex at first this game has one of the best building systems I've seen.
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