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.
Recent Reviews:
Overwhelmingly Positive (106) - 97% of the 106 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (3,755) - 88% of the 3,755 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 (43)

October 31

Update v2.3.1 Attack on Rambot Released! - Happy Halloween!


Happy Halloween everyone! I hope everyone is have or had a wonderful time dressing up in costume, giving out candy, or receiving candy! Update v2.3.1 comes with the return of From the Shadow campaign! This time with the special event mission: Attack on Rambot! I hope everyone has fun with this little special mission as it contains all community designs. It is a special Tower Defense mission which hopefully is a different From the Depths experience.
Special thanks to everyone that submitted and helped.
Craft in image created by zombieeeeeee.

Huge steam parts have been accidently pushed out early, do not worry. They've been fixed up and it should all be corrected in the next quick patch. Will update the technical changes when that is done.

Join the Official Discord to be ontop of updates as they happen, or even chat with the Devs. Share your screenshots and designs with others in the community as well.
https://discord.gg/pKgnWdf

Follow our Twitter or Facebook for the screenshot showcase, perhaps even get your own posted to the official pages.
https://twitter.com/FTD_Game
https://www.facebook.com/FromTheDepthsGame/


Technical change listing:
v2.3.1 [Add] <Attack on Rambot>: The night is dark and full of terrors. Darkness encrouches upon FTD.
v2.3.1 [Change] <APS>: Grav. compensators now increase effective time by 100% of base
v2.3.1 [Change] <CRAM>: Increased cram projectile lifetime from 20s to 40s
v2.3.1 [Change] <UI>: Credits updated
v2.3.1 [Fix] <APS>: Projectile tooltip now shows secondary head charge stats when following the shell [BUGS-372]
v2.3.1 [Fix] <Blocks>: Autocannon now works (after repair) if killed whilst firing [BUGS-392]
v2.3.1 [Fix] <Blocks>: Temporary fix to [BUGS-421] that was causing fast ships with the new modular big rudders to fly into space
v2.3.1 [Fix] <Game>: Mouse 3 and 4 can now be mapped to most things
v2.3.1 [Fix] <Missiles>: Missiles no longer explode underneath the target's armour [BUGS-418]
v2.3.1 [Fix] <steam engine>: Propellers in reverse now consume power instead of creating some [BUGS-417]

Content Changes
v2.3.1 [Change] <DWG Easy>: Airship Gantry Atlas given a tuneup.
v2.3.1 [Change] <DWG Easy>: Atlas given a tuneup.
v2.3.1 [Change] <DWG Easy>: Costal Defense given a tuneup.
v2.3.1 [Change] <DWG Easy>: Monkey Barrel given a cleanup.
v2.3.1 [Change] <DWG Easy>: Sea Viper now much more aggressive.
v2.3.1 [Change] <DWG Regular>: Atlas retrofit given a tuneup.
v2.3.1 [Change] <DWG Regular>: Duster now has a secret weapon.
v2.3.1 [Change] <SS Easy>: Iron Maiden drop a new album....I mean new Lore!
v2.3.1 [Change] <SS Regular>: Retribution replacement finally overcome its stage fright.
14 comments Read more

October 23

2.3.0.8 released

New steam parts such as a steam drive-shaft propeller. A turning jet for missiles and some bug fixes. Large rudder pieces and some new armour / decorative pieces. APS and CRAM cannons can now aim to lob shells in high artillery arcs.

v2.3 [Add] <CRAM>: Added high arc options to CRAM cannons as well
v2.3 [Add] <Missile turning thrusters>: 2 parameters: start delay and fuel budget(in % of total fuel on missile)
v2.3 [Add] <Missile turning thrusters>: New component: turning thruster. Gives 2.5x as much turning force as a fin in the same position, not affected by air density, uses fuel.
v2.3 [Add] <Missile turning thrusters>: Only engages when the angle to the target is above 10°, has a 5° inaccuracy
v2.3 [Add] <Missile turning thrusters>: Uses up 1 fuel tank in 5 seconds
v2.3 [Add] <PID>: Updated the UI to the new format
v2.3 [Add] <Rendering>: Non PRB shaders now use triplanar mapping for structural components, like the PBR shaders do
v2.3 [Add] <Steam engine [experimental]>: Propeller shaft: new type of shaft, used after a reduction gear and allowing to connect a propeller to the steam engine
v2.3 [Add] <Steam engine [experimental]>: Reduction gear: can be connected to any shaft block or propeller shaft block. It manages the transition between the steam engine and the propeller rotation speeds, the more you add, the more responsive the propeller is
v2.3 [Add] <Steam engine [experimental]>: Sealed propeller shaft: it is a 2m long propeller shaft which allow you to place any other block in the second part, allowing you to seal your ship while letting the propeller shaft going through
v2.3 [Add] <Steam engine [experimental]>: Shaft bearing block: increase the max safe rotation speed of the assembly
v2.3 [Add] <Steam engine [experimental]>: Shaft shift-axis: allow to shift the axis of the shaft by one meter (must be connected to a standard shaft block, not a crank or even a propeller shaft)
v2.3 [Add] <Steam engine [experimental]>: Steam-propellers: specific propellers which must be attached to a shaft propeller. It cannot rotate faster than the rotation speed of the main shaft, and its speed is reduced if the steam engine do not provide enough energy
v2.3 [Add] <UI>: When you move or resize a UI element (of the new UI system), those changes are saved (for a resolution and font size)
v2.3 [Add] <UI>: You can swap tabs in the new UI system by pressing [ and ]. They keys are remappable
v2.3 [Change] <LAMS improvement>: New target type options: missile only, cannon shell only or everything
v2.3 [Change] <Missile adjustments>: Explosion force against missiles reduced even more, 50% of the previous value(only the pushing force, damage dissipation comes later)
v2.3 [Change] <Missile adjustments>: M interceptor base damage up from 800 to 1000
v2.3 [Change] <Missile adjustments>: Regulators give 100% of the base lifetime instead of 50%
v2.3 [Change] <Missile adjustments>: S missiles take more damage from interceptors(80-100 from a small one)
v2.3 [Change] <Missile adjustments>: Turnrate now isn't reduced below 100 m/s
v2.3 [Change] <Missile firing modes>: 3 firing modes adjustable on the controller: Continuous, Salvo, Full salvo
v2.3 [Change] <Missile firing modes>: Continuous: is the current behavior, fire 1 missile on a trigger pull. Fire all at once if stagger is 0.
v2.3 [Change] <Missile firing modes>: Full salvo: same as salvo, but won't start firing until all launchpads not missing a gantry are fully loaded.
v2.3 [Change] <Missile firing modes>: Salvo: fire every missile of every launcher once on a trigger pull. Also stops if it can't fire missiles in a stagger step. Fire all at once if stagger is 0.
v2.3 [Change] <Steam engine [experimental]>: Overhaul of the way the rotating blocks takes damage, any rotating block can now be damaged (not only the pistons)
v2.3 [Change] <Steam engine [experimental]>: The gears maximum safe rotation speed will now decrease when rotating components are added to it. Using cased cranks is better, shaft bearing blocks even increase the max safe rotation speed of the assembly
v2.3 [Change] <Steam-propeller>: Part of the propeller shaft weight is now added to the total assembly weight, depending on the command sent to the propeller (0: no weight added, 1: full weight added)
v2.3 [Change] <Steam-propeller>: The blocks descriptions better describe how they are connected to each other (an update of the steam build help will be done at some point)
v2.3 [Change] <Steam-propeller>: The friction coefficient applied to the main assembly is now only based on the number of reduction gears
v2.3 [Change] <Steam-propeller>: The medium propeller of the small gearbox has been removed
v2.3 [Change] <Steam-propeller>: The propeller shaft blocks are now a lot more durable and should resist against most explosions
v2.3 [Change] <Steam-propeller>: The propeller shaft can now rotate faster than the engine shaft, by x1.5 per reduction gear
v2.3 [Change] <Steam-propeller>: The propeller shaft now need less energy from the steam engine in order to reach its maximum rotation speed, it depends on the number of reduction gears
v2.3 [Change] <Steam-propeller>: The propeller shaft texutre is now different from the engine shaft texture to help differentiate them
v2.3 [Change] <Steam-propeller>: The propellers are less heavy
v2.3 [Change] <Steam-propeller>: The propellers now consume some (very few) of the energy generated by the steam engine
v2.3 [Change] <Steam-propeller>: The tooltip indicating the state of the steam engine now display more information and is a lot more readable
v2.3 [Change] <Steam-propeller>: There is now a mirrored version of the large reduction gear
v2.3 [Change] <Steam-propeller>: Transition to the shaft added to the propeller models
v2.3 [Change] <Weapons>: All fragmentation warheads now create an actual cone of fragments instead of a square-base pyramid
v2.3 [Change] <Weapons>: Fragments are now evenly distributed (on average) instead of concentrated at certain directions
v2.3 [Fix] <Missiles>: Ejectors are now properly attached to the large gantry and don't glow red showing an apparent 'disconnection'
v2.3 [Fix] <Missiles>: Fixed bug in interceptors that causes it to destroy all enemy missiles
v2.3 [Fix] <Missiles>: Fixed turrets with missiles using the wrong information for aiming
v2.3 [Fix] <Missiles>: Gantries need to have the same forward direction as launch pads in order to connect. Fixes some issues with large rail missiles
v2.3 [Fix] <Missiles>: Missiles are no longer assumed to inherit the velocity of the parent vehicle for aiming
v2.3 [Fix] <Missiles>: Torpedoes no longer consider gravity for aiming
v2.3 [Fix] <Missiles>: Torpedoes now use the correct speed when aiming
v2.3 [Fix] <Steam-propeller>: The 1m propeller is now working as intended
v2.3 [Fix] <Steam-propeller>: The propeller shaft weight is now initialized correctly, so the shaft won't lose rotation speed each time a steam block is added anywhere
v2.3 [Fix] <Steam-propeller>: The small sealed propeller shaft now works as intended
25 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)

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 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.

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: 1 GB 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: 1 GB available space
    Minimum:
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    Minimum:
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • Additional Notes: Steam connection required to play the game
    Recommended:
    • Memory: 4 GB RAM
    • Storage: 1 GB available space

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