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 (1,535 reviews) - 88% of the 1,535 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 (30)

January 30

1.915 [Campaign updates, CRAM Cannons and much more]

Huge update- drag calculation updated (with "localised drag"), a new type of cannon called the CRAM Cannon replaces the Custom Cannon component set (it's fairly backwards compatible- don't worry too much), loads of new campaign and usability updates (including fleet patrol loops). A building bar of favourite designs has also been added so you can play the different game modes with more of an RTS feel. Planet editor has had numerous updates so expect more vibrant campaigns, missions and community made worlds soon.



[Improvement] Profile moved to a new, more robust system that stores more preferences
[Improvement] A favourite design building hot bar has been added
[Improvement] Out of play vehicles can be retrofitted
[Improvement] A 'Quick Retrofit Wizard' has been added for upgrading automatically to the latest version of a blueprint during campaign play
[Improvement] Battle setup GUI simplified

[Improvement] Game speed can be controlled from the E GUI now as well as the map
[Improvement] Graviton ram APS shell base added
[Improvement] Text applied to the out of play force markers to add clarity
[Fix] Out of play repairs now provides ammo and fuel and spares when repairing the respective components
[Improvement] you can now target a fleet as the target of a fleet move order
[Improvement] you can hold shift and click on a previous waypoint to create a loop back to that waypoint for fleets
[Improvement] a 'force feed' option for dumping all spare resource into the target of the transit fleet
[Improvement] Aerial Pitch PID has an 'altitude error to elevation request factor' slider for helping tune the aircraft's altitude control
[Improvement] Armour class of armour is increased when in multiple layers- for both exp damage and kinetic damage
[Improvement] Explosive damage equations changed so that high armour materials absorb a reasonably large amount of the explosive power
[Improvement] Aerial AI collision avoidance added to standard Aerial AI. Only works with altitude at the moment (one goes high, one goes low)
[Improvement] Drag is applied at the center of drag- you may need to re-balance your vehicles with this change
[Improvement] blocks have their drag reduction potential defined in all 6 directions- not just one value. Slopes are therefore only useful when placed in certain orientations
[Improvement] Slopes and corners all specify two positions that need to be free of blocks for them to work- this is to avoid exploits
[Improvement] APS EMP, HESH THUMP, HEAT frag and HESH frag damage have all been increased by a factor of 2
[Improvement] CRAM cannon replaces Custom Cannon
[Improvement] Event system added to the map editor
[Fix] Fix with in play retrofitting providing unlimited resources
[Improvement] Increase and Decrease game speed now rebindable
[Improvement] Lots of new Map Editing options for facilitating game-play types and fine tuning how designs spawn
[Improvement] Resource zones can be specified to have a finite reserve amount of any or all resources
[Improvement] HQs can be specified to only build certain types of design or designs of certain corporations

[Improvement] New "faction merge" functionality added to map editor to create super factions.

31 comments Read more

January 13

1.897 patch notes

Loads of fixes and improvements- and quite a number of new features to keep you busy.

[Improvement] Missile laser retains aim direction more effectively
[Improvement] Shield projector has complex controller input for excess drive factor
[Improvement] Turrets are now back to being smoothly rotating like they used to be
[Improvement] Firing constraints for turrets have a bug fixed that was affecting azimuth when using elevation only constraints
[Improvement] turret traverse speed is now based on turret mass
[Imrovement] Explosions now limited in their ability to turn corners and get past armour
[Improvement] APS barrel traverse speed is slower for larger barrels
[Fix] Loading a shell directly into the firing piece now works as intended
[Fix] battery power will not be used to run generators to charge batteries- in the absense of any fuel
[Fix] Aerial AI less likely to lose altitude whilst moving to waypoint
[Change] Jet model replaced with a new one- and jet engine drag factor set to 0.25
[Improvement] Inline turbo provides cooling to cylinder if exiting directly from it
[Improvement] Standard turbo can be placed inline if you wish
[Improvement] Exhaust outputs are a source of heat for the attraction of IR missiles
[Improvement] Inline turbos which have a lot of exhaust passing through them are equivalent to a turbo that is run at a higher engine RPM
[Improvement] The turbo efficiency improvement curve now goes up to a value of 5- which results in 50% fuel usage. You can achieve this efficiency by running an engine at 100% with an inline turbo with 5 exhausts flowing through it
[Fix] Jets are now counted as hot objects again
[Fix] Qualification mode now counts advanced projectile system projectile damage correctly
[Fix] Fix with APS explosions managing to pass through a single layer of armour
[Fix] Bribing in localised resource mode fixed
[Fix] A fuel refinery when destroyed and repaired will still work now
[Improvement] hot object list added to the Constructable Info GUI (V)
[Improvement] Required accuracy before fire has a minimum of 0.5 instead of 2 now
[Fix] Out of play resource gathering now uses fuel- and needs fuel to run
[Fix] issues fixed when fuel engines run out of fuel

[Improvement] railguns reworked to use vehicle battery energy storage and be more configurable. New rail gun propellant component added as a shell module
[Improvement] Experience is given to all players in multiplayer
[Improvement] Intel images can be taken for all vehicles. Screenshots now properly encoded as jpeg
[Fix] Fixes to naval AI that broken when the PIDs we introduced and fix to submarine fleet move
[Fix] Fix to out of play oil to fuel conversion and fuel use for resource gathering (numbers were both too pessimistic)

30 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)

Workshop

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

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 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.

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: 600 MB 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: 600 MB available space
    Minimum:
    • Memory: 4 GB RAM
    • Storage: 600 MB available space
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • Memory: 4 GB RAM
    • Storage: 600 MB available space
    Minimum:
    • Memory: 4 GB RAM
    • Storage: 600 MB available space
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • Memory: 4 GB RAM
    • Storage: 600 MB available space
Helpful customer reviews
39 of 48 people (81%) found this review helpful
29 people found this review funny
18.8 hrs on record
Posted: January 21
Early Access Review
You know a game is good when most of the negative reviews are only people who can't build.
Was this review helpful? Yes No Funny
16 of 16 people (100%) found this review helpful
260.7 hrs on record
Posted: January 13
Early Access Review
if you like games where creativity, physics, and sandbox functions are the top priority, such as kerbal space program, then you will absolutely LOVE this game. and with so many ways to play its easy to see why I can spend hours upon hours playing FTD. Nick Smart (the AWESOME guy that made this game) is incredibly active on the forums and listens to the smallest request from people, for instance I noticed something was misspelled so I sent him a message on the ftd forums and within 10 minutes he replied back saying it was fixed and thanks for letting him know. and sure enough, I checked steam and there was an update and the misspelled item was fixed. I HIGHLY recommend this game to anyone.
Was this review helpful? Yes No Funny
20 of 27 people (74%) found this review helpful
21 people found this review funny
74.2 hrs on record
Posted: January 22
Early Access Review
This game is smarter than I am.

10/10
Was this review helpful? Yes No Funny
11 of 11 people (100%) found this review helpful
8 people found this review funny
167.4 hrs on record
Posted: January 16
Early Access Review
One of the few games where you can honestly release a small shriek of happiness watching a 300mm Hollowpoint HE shell hit a flying squirrel.
Was this review helpful? Yes No Funny
6 of 8 people (75%) found this review helpful
4 people found this review funny
77.0 hrs on record
Posted: January 18
Early Access Review
You know a game is complex when a "basic" tutorial on youtube is 45 mins long

10/10 would boat again
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