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 (1,849 reviews) - 89% of the 1,849 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 (31)

April 1

1.947 [mod support and so much more]

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

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

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

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

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

[Improvement] Mod support added to the game

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

[Improvement] Stairs block added"

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

[Change] Scuttlebot avatar removed from the game

[Improvement] replace block now works in multiplayer

[Improvement] Prefabs now work in multiplayer

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

[Improvement] Weapon control is better in multiplayer

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

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

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

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

[Improvement] Bomb Chute barrel for Cram cannon added

[Improvement] Significantly increased the FPS when on the map

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

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

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

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

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

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

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

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

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

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

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

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

[Improvement] Retrofitting is enabled in multiplayer games

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

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

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

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

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

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

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

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

[Improvement] Vehicle on vehicle collision bugs ironed out

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

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

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

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

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

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

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

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

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

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

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

[Improvement] Inventory, fleet control and map UI declutter

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

29 comments Read more

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.

45 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
Helpful customer reviews
15 of 15 people (100%) found this review helpful
4 people found this review funny
115.4 hrs on record
Posted: April 21
Early Access Review
Imagine Space Engineers with worse graphics, and a far better set of features, set on an Earth-like planet (Neter). You have much more control over everything (from custom-building your engine to building your entire ship around a giant gun if you so choose) but there's also a steeper learning curve due to the wide range of features. If the in-game tutorials aren't enough, just ask on the discussion forums and you'll get a quick answer at most times of day.

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

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

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

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

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

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

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

Now, again, if you're only interested in seeing these ships blow up, and you don't want to tweak them yourself, you're better off not buying the game and instead just watching a nicely edited video someone else has made where they below up the ships for you.
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7 of 7 people (100%) found this review helpful
73.1 hrs on record
Posted: April 8
Early Access Review
(This is an Early Access game, review written on 4/8/16)

From the Depths is an engineering game where you construct naval ships, aircraft, subs, and structures to shoot at and conquer other ships, aircraft, subs, and structures. This is done mostly in first-person although there are map overview RTS aspects as well.

From the Depths has a lot of, well, depth to its building. Every aspect of your air/water craft is constructed of essentially minecraft blocks. Even fuctional aspects, like the engines or weaponry, are contructed of special blocks. There are several weapon types to build, including two types of naval cannon, missiles and torpedoes, and even lasers, each with relative checks and balances. There is a ton of customization when it comes to building your fleet, but there is also a big learning curve. I feel this curve is not insurmountable though.

There is a strategic campaign where you fight and defeat 8 unique factions for world domination or something. The forces featured are largely designed by the community. The campaign can be fairly challenging for a newer player, but it can get very unbalanced later on, as you get an over abundance of resources.

While Early Access titles are typically very dubious in value, I find From the Depths trustworthy. The dev is fairly active on the official forums, and often informs us on what he is working on. I've owned this game for about six months, and multiple major updates with big features have been released.

Overall, From the Depths is a complex but nonetheless fun and intriguing game in the build-stuff-out-of-blocks genre.
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6 of 6 people (100%) found this review helpful
7 people found this review funny
265.3 hrs on record
Posted: April 26
Early Access Review
Alright, FTD fans! This game is great for it's entertaiment and creativity value! In fact, it taught me my alphabets:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

ABC's are fun! - 26 letters/10
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5 of 5 people (100%) found this review helpful
270.7 hrs on record
Posted: April 19
Early Access Review
Written as of Release 1.947, 19 April, 2016.

This game is one I've been addicted to for months now. I may not have the hours to show it, as I play a fair amount offline, but the experience is definitely here. I'll have a quick summary. Would I recommend From The Depths to someone who is willing to learn and values gaining experience through trial and error? Yes. Would I recommend it to someone who just wants a simple game that's easy to get into and you can easily become a powerful god in? Absolutely not.

Well, why would I recommend this to the first type of people? Well, it's a hard game. I'm not going to lie. This game will slam your face in the ground many times. But the ones who learn from things like that will thrive off of what they learned from that. They'll get back up, dust themselves off, and fix the problem before heading back in. A fair amount of knowledge is useful in From The Depths. Simple physics, some mathematics, advanced problem solving, etc. But even people who don't know those can easily excel with the will to learn from mistakes. Your ship keeps flipping over? Well, time to make sure the center of mass sits lower in the vehicle. Basic problem solving can soothe the rage I see in others.

But what about the second group, Dim? As I said, it's a hard game. Not everything will just pop right up to you. I first started playing this before the new tutorial additions, and let me tell you, it was hard. 90% of what I know came from reverse engineering, experimentation, and watching others. But now there's a much better tutorial system that even helped me with some things. I can say if you instantly want to be a god at building things, this will never be the game for you. No amount of tutorials will ever make it so. You have to be able to not get frustrated at every little thing and be able to problem solve. It takes time.

Now some people complain about the "horrible" UI. Well, yes, it's extremely simple and definitely not pretty. But it gets the job done. There are a few things that I'd say are difficult to figure out, but once you get it, it's second nature. I will admittedly say the multiplayer is lackluster. It's originally what I got the game for, to play with friends. But now they're working on it. It's an Early Access game after all. There will be issues. There are quite a few other little issues, but everything is subject to change since I first typed this. No game is perfect. I will say the learning curve was rough, but the game must have some addictive drug in it after you get the hang of what to do.

Amazing building capabilities
Smart AI systems (usually)
Infinite combinations of gun systems
Highly reactive physics
Superb combat effects (shell impacts, pieces flying off, etc.)
Amazingly rewarding for the ones who persist
Great graphics (for a Voxel game)

Harsh learning curve
Poor optimization
Poor multiplayer
Small glitches (shouldn't be much of a problem, however)

8/10. Amazing game in my opinion, but it has flaws. Worth the buy for those willing to invest some time into it.
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2 of 2 people (100%) found this review helpful
2 people found this review funny
750.2 hrs on record
Posted: April 10
Early Access Review
From the Depths is a game I could probably play forever, its a constant cycle of learning, frustration, completeion, horrible depression when you accidentialy delete the one block keeping your ship that you spent 3 hours building together, and then running back to the vehicle desginer when you find out the hard way you were not ready for the Grey Talons. Incredible game, but it's learning curve is a 90 degree angle. Worth more than i bought it for.
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