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:
Very Positive (38) - 81% of the 38 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (3,630) - 88% of the 3,630 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.”
Read more

Buy From The Depths Alpha


Recent updates View all (41)

October 15 released. New missile sizes!

The full suite of missile changes has now been released for feedback, alongside a bunch of other new features such as the decorative "mimic" block, some new structural blocks and a "laser cutter" laser power based melee weapon, and improvements to wheels. Hope you enjoy it, and post any bugs

v2.2.26 [Add] <Blocks>: Added a 'mimic' block that is a decorate block that can take the mesh of any of the blocks in the game. It can also orientate it, position it and scale it. [FTD-251]
v2.2.26 [Add] <Blocks>: Rudder, jet(s) and propeller(s) now have smoothly increasing force outputs so they cannot go from +1 to -1 in one frame
v2.2.26 [Change] <Blocks>: Sail attachments, blocks and weather vanes now have reduced drag
v2.2.26 [Change] <DWG Easy>: Marauder given more fuel
v2.2.26 [Change] <DWG Easy>: Sea Adder switched to fill paddle power, and 100% more grenades!
v2.2.26 [Change] <GT Easy>: Hummingbird widgets removed.
v2.2.26 [Change] <GT Easy>: Iron Juggernaut performance increase.
v2.2.26 [Change] <GT Regular>: Aardsterk performance increase.
v2.2.26 [Change] <LH Easy>: Firefly performance increase.
v2.2.26 [Change] <LH Easy>: Volta performance increase.
v2.2.26 [Change] <LH Regular>: Eclipse performance increase
v2.2.26 [Change] <LH Regular>: Flash perforamnce increase.
v2.2.26 [Change] <Modding>: Refactored construct module code and the attributes that put a module into the game[FTD-42]
v2.2.26 [Change] <Physics>: Vehicles now have high friction on terrain [BUGS-335]
v2.2.26 [Change] <SD Regular>: Archangel improved to prepare for new missiles.
v2.2.26 [Change] <TG Expert>: Pixy given more lunch from Mother Eros
v2.2.26 [Fix] <Blocks>: ACB complex key various bugs fixed
v2.2.26 [Fix] <Blocks>: ACB enemy/target altitude bounds fixed [BUGS-195]
v2.2.26 [Fix] <Blocks>: ACB range not shared in MP fixed [BUGS-243]
v2.2.26 [Fix] <Blocks>: ACB steam valve control now works [BUGS-337]
v2.2.26 [Fix] <Blocks>: Mimic block when loaded as part of a sub object now works [BUGS-301]
v2.2.26 [Fix] <LH Regular>: Polarity taught that it is not Superman.
v2.2.26 [Fix] <Multiplayer>: Mouse based shift to replace in build mode now works on clients [BUGS-317]
v2.2.26 [Fix] <Multiplayer>: Rubber-banding of client vehicles when frame shifted in multiplayer fixed [BUGS-338]
v2.2.26 [Fix] <Ocean>: Fixed the flickering of the water pumped effect when the camera moves [BUGS-234]
v2.2.26 [Fix] <Regression>: Jet particle trails no longer get stretched when the reference frame jumps
v2.2.26 [Fix] <Regression>: Mass slider in game config panel now works again [BUGS-267]
v2.2.26 [Fix] <Regression>: Missiles resettting to default missiles fixed [BUGS-290] [BUGS-269]
v2.2.26 [Fix] <Regressions>: Air balloons now function correctly for client in multiplayer [BUGS-258]
v2.2.26 [Fix] <Regressions>: All new wheel settings are correctly applied to the physical wheel model after load now [BUGS-238]
v2.2.26 [Fix] <Regressions>: Explosions now make visuals and sound on the client in multiplayer [BUGS-278]
v2.2.26 [Fix] <Regressions>: Qualification mode no longer crashes when a missile is fired [BUGS-298]
v2.2.27 [Add] <Constructs>: Rendering approach for chunks has changed, and a new construct module for efficiently rendering rotating drive shafts / crank shafts / anything that rotates on an axis has been added [FTD-263]
v2.2.27 [Add] <Land>: Spin blocks in motion now create propulsive forces when they hit the ground- this allows large rubber wheels and some styles of walkers to be made [FTD-265]
v2.2.27 [Add] <Lasers>: Added in a laser cutter component that creates a powerful melee weapon using the laser system [FTD-240]
v2.2.27 [Add] <Lua>: Major additions to Lua: reworked Components and additions to Weapons, Self Awareness, SubConstructs and Misc.
v2.2.27 [Add] <Missile hatches and gantries>: All sizes have 2 launcher/gantry types: normal and rail
v2.2.27 [Add] <Missile hatches and gantries>: Both gantry versions cost the same, rail gantries have half the HP and 1/4 the weight
v2.2.27 [Add] <Missile hatches and gantries>: Gantry durability up, a bit below metal HP and 20 armor
v2.2.27 [Add] <Missile hatches and gantries>: Hatches added: 4x4 large hatch, 2x1 normal M hatch, 1x2 aerodynamic M hatch(less durable than the 2x1), 1x1 S hatch. The S/M hatches also contain a 1m gantry
v2.2.27 [Add] <Missile hatches and gantries>: Hatches have a bit below HA level weight and durability. They are not structural
v2.2.27 [Add] <Missile hatches and gantries>: Launchpads missing a gantry won't reload
v2.2.27 [Add] <Missile hatches and gantries>: Rail gantries can't have hatches/ejectors/lua transceivers but are as aerodynamic as a 4m slope
v2.2.27 [Add] <Missile hatches and gantries>: Rail launchers can connect to gantries on both sides
v2.2.27 [Add] <Missile hatches and gantries>: Rail launchers have an invisible version for aesthetic purposes
v2.2.27 [Add] <Missile remote guidance>: AI mainframe cost up to 400, GPP card cost up to 200
v2.2.27 [Add] <Missile remote guidance>: Each missile in the air needs general purpose processing power to function. If there is not enough GPP available its aimpoint will be off(right now by ~5m for every 10% missing)
v2.2.27 [Add] <Missile remote guidance>: Follows the aimpoint of the attached LWC, or the player aimpoint if the missile's weapon slot is selected
v2.2.27 [Add] <Missile remote guidance>: New missile component: remote guidance. 100% drag, 10% base HP, not limited to nose
v2.2.27 [Add] <Missile secondary propeller>: Can only be placed after a short range/variable thruster
v2.2.27 [Add] <Missile secondary propeller>: New component: secondary torpedo propeller, a wide rotating rim hanging over normal thrusters
v2.2.27 [Add] <Missile secondary propeller>: Same options/output as a normal prop
v2.2.27 [Add] <Missile secondary propeller>: The only component with double mass and has twice the drag of fins(slightly worse agility/acceleration and is ~20% slower than a dedicated missile/torpedo)
v2.2.27 [Add] <Missile signal jammer>: Currently uses 100-10000 power, that translates to 0.1-1 jamming strength in a ~300-1000m radius. Strength decreases further from the jammer
v2.2.27 [Add] <Missile signal jammer>: Each 0.1 strength adds ~1.5m inaccuracy to enemy remote guided missiles(only the strongest counts)
v2.2.27 [Add] <Missile signal jammer>: New AI block: signal jammer, attaches to mainframes/connectors
v2.2.27 [Add] <Missile signal jammer>: This means small fighters can get away with 100-200 power and have a decent defense against remotes(or a carrier can cover them from up to 1Km out)
v2.2.27 [Add] <Missile signal jammer>: Uses power and interferes with enemy electronics(read: remote guidance missiles)
v2.2.27 [Add] <Modding>: The vehicle event scheduling system has been refactored a bit [FTD-264]
v2.2.27 [Change] <APS>: Advanced cannons can now be set to aim using high arcs instead of only low arcs
v2.2.27 [Change] <Block>: Steam shafts given less cute names.
v2.2.27 [Change] <Blocks>: Naming has gone through some OCD changes, more consistant for mimic searching.
v2.2.27 [Change] <DWG Easy>: Duster now actually a propeller airplane.
v2.2.27 [Change] <DWG Easy>: Falkenheim had some new windows installed.
v2.2.27 [Change] <DWG Easy>: Shrike had mimic treatment.
v2.2.27 [Change] <DWG Godly>: Paddlegunner given paddle power!
v2.2.27 [Change] <DWG Godly>: Pilferer fully paddle powered and tuned up.
v2.2.27 [Change] <GT Easy>: Aardsnel had the shakes removed.
v2.2.27 [Change] <GT Easy>: Cirrus has mimic treatment.
v2.2.27 [Change] <GT Easy>: DreadNought had mimic treatment.
v2.2.27 [Change] <GT Easy>: Morning Star struck with military cutbacks.
v2.2.27 [Change] <GT Easy>: Mosquito now has less malaria.
v2.2.27 [Change] <GT Easy>: Rusted Ram Small House renamed.
v2.2.27 [Change] <GT Easy>: Talon SkyFortress has mimic treatment.
v2.2.27 [Change] <GT Easy>: Warhorse gone through some cutbacks.
v2.2.27 [Change] <GT Expert>: Kite Fighter has a tuneup.
v2.2.27 [Change] <GT Expert>: Machination given new railings.
v2.2.27 [Change] <GT Godly>: Cerberus has been replaced with Maro's.
v2.2.27 [Change] <GT Regular>: Aardvark Refinery has mimic treatment.
v2.2.27 [Change] <GT Regular>: Aeonic given minor tuneup.
v2.2.27 [Change] <GT Regular>: Ascension has been given some makeup.
v2.2.27 [Change] <GT Regular>: Bee given more sober pilots.
v2.2.27 [Change] <GT Regular>: Endeavour given some tuneup.
v2.2.27 [Change] <GT Regular>: Gnasher given some makeup.
v2.2.27 [Change] <GT Regular>: Hermes given some makeup.
v2.2.27 [Change] <GT Regular>: Hunter has mimic treatment.
v2.2.27 [Change] <GT Regular>: Hydroponics Farm has mimic treatment.
v2.2.27 [Change] <GT Regular>: Iron Curtain has new shiny railings that are up to code.
v2.2.27 [Change] <GT Regular>: Nightjar has mimic treatment.
v2.2.27 [Change] <GT Regular>: Peacekeeper given some tuneup.
v2.2.27 [Change] <GT Regular>: Smog given some backup.
v2.2.27 [Change] <GT Regular>: Vulture given some makeup.
v2.2.27 [Change] <GT Regular>: Warbird given some makeup.
v2.2.27 [Change] <GT Regular>: Wasp given some makeup.
v2.2.27 [Change] <GT Regular>: Werebat given a tuneup.
v2.2.27 [Change] <LH Expert>: Beluga Elite fanned off a bit.
v2.2.27 [Change] <LH Expert>: Dagger received some honing.
v2.2.27 [Change] <LH Expert>: Mantis now has some new shades.
v2.2.27 [Change] <LH Godly>: CrossBolt had mimic treatment.
v2.2.27 [Change] <LH Godly>: Terawatt received more stabilizations
v2.2.27 [Change] <LH Regular>: Inquisitor received some tune ups.
v2.2.27 [Change] <Lua>: Functions added to get the propulsion inputs issued by AI and the player
v2.2.27 [Change] <Missile agility>: Faster missiles are clumsier, turnrate decreases linearly with speed down to 30% at 600 m/s.
v2.2.27 [Change] <Missile agility>: Fin force is proportional to the distance from the the center of the missile. Putting fins in the front come with a speed reduction/warhead offset but increases agility more than the 2nd fin in the back.
v2.2.27 [Change] <Missile agility>: Fins are weaker higher up, turnrate decreases linearly from 100% to 50% at 500m. Combined with speed bonus higher up this means turning is still practically disabled at 500m+.
v2.2.27 [Change] <Missile agility>: Turnrate is reduced at very low speeds, for now linear increase from 0% at 0 m/s to 100% at 100 m/s (high speed scaling )
v2.2.27 [Change] <Missile agility>: Turnrate is reduced by SQRT(LENGTH_IN_METER), so a 3m S missile turns twice as fast as a 12m L with the exact same components.
v2.2.27 [Change] <Missile agility>: Turnrates decreased across the board
v2.2.27 [Change] <Missile aiming>: APN changed, now it is affected by gravity
v2.2.27 [Change] <Missile aiming>: Missile controller now aims bombs using 70% the ejection speed of the first attached launcher
v2.2.27 [Change] <Missile aiming>: Missile controller now aims dumbfires using the max speed of the first attached missile at the current altitude
v2.2.27 [Change] <Missile cost>: Ammo cost is 100(?)/cubic meter of gantry (3m S missiles 4x75, 6m M missiles 600, 12m L missile 4800)
v2.2.27 [Change] <Missile cost>: Each gantry costs 200, 800 for large
v2.2.27 [Change] <Missile cost>: Each launchpad costs 600 materials, 2400 for large
v2.2.27 [Change] <Missile cost>: Launchpads that contain missile components cost 400/3200
v2.2.27 [Change] <Missile cost>: Lua transceiver cost up to 2000
v2.2.27 [Change] <Missile damage>: All missiles do some speed-based thump damage, adding bodies/thumpers increase this (1 body adds as much damage as 20 normal components, thumper is worth 1.5 bodies).
v2.2.27 [Change] <Missile damage>: All warhead scaling is linear.
v2.2.27 [Change] <Missile damage>: EMP damage is 200/2000/20000
v2.2.27 [Change] <Missile damage>: Frag damage is 15x400, 30x2000, 60x10000 with all sizes having 6 AP
v2.2.27 [Change] <Missile damage>: HE damage is 400/4000/40000 per warhead, radius is TOTAL_DAMAGE^0.33 (~33-50m for L missiles)
v2.2.27 [Change] <Missile damage>: Replacing 1 normal warhead with a body means losing ~50% damage but gaining lots of HP. Missile impacts have 20 AP.
v2.2.27 [Change] <Missile damage>: Underwater HE damage bonus down to 50%
v2.2.27 [Change] <Missile detection>: All missiles/bombs in the air can be detected at a distance based on their size, even at 0 thrust
v2.2.27 [Change] <Missile detection>: Passive sonar only picks up torpedos at a range that depends on their thrust
v2.2.27 [Change] <Missile detection>: Thrust-based detection range scales with the ~square root of thrust
v2.2.27 [Change] <Missile ejectors>: Each S/M/L ejector adds 75/50/25 speed (L heavy launchpad can take 8 ejectors)
v2.2.27 [Change] <Missile ejectors>: Ejector addon cost up to 50
v2.2.27 [Change] <Missile ejectors>: If launchpad has 0°/0° ejection elevation/azimuth thrusters and propellers give a base launch speed: SR thrusters 100 m/s, torpedos(only primary) 50 m/s, S/M/L variable thrusters 40/20/10
v2.2.27 [Change] <Missile ejectors>: Launchpads with hatches can't set ejection elevation/azimuth
v2.2.27 [Change] <Missile ejectors>: Setting ejection azi/ele further from straight forward/backwards gradually reduces speed, down to 75% when either is 90°, 50% when both
v2.2.27 [Change] <Missile ejectors>: Variable thruster got a start delay parameter, 0-10s
v2.2.27 [Change] <Missile fuses>: Proximity fuse only available on M/L missiles
v2.2.27 [Change] <Missile fuses>: Proxy should be a bit more reliable now, not terribly useful but those so inclined can go squirrel hunting with L missiles
v2.2.27 [Change] <Missile fuses>: Proxy takes up volume equal to 20% of an M missile component
v2.2.27 [Change] <Missile fuses>: Safety fuse only takes half the volume of an S module, rest can be filled up with useful things
v2.2.27 [Change] <Missile gauges>: L launchpads and gantries are 2x2 and 1m high, each gantry contains 1 missile component
v2.2.27 [Change] <Missile gauges>: M is the current size
v2.2.27 [Change] <Missile gauges>: Missile lifetimes are 10/20/40 seconds, 20/40/80 for bombs and torpedos
v2.2.27 [Change] <Missile gauges>: Reload time of a launchpad is 10 * SQRT(LENGTH_IN_METER)
v2.2.27 [Change] <Missile gauges>: S has 4 missiles/launchpad and each gantry holds 4x4 missile components
v2.2.27 [Change] <Missile gauges>: Small/medium/large missiles (S/M/L from now on)
v2.2.27 [Change] <Missile hardkill>: Flak damage up from 20% of HE to 30% of HE
v2.2.27 [Change] <Missile hardkill>: Flak radius multiplier down to 2.5 from 4 (~76% the previous final value with the damage change)
v2.2.27 [Change] <Missile hardkill>: LAMS attenuation ~75% at 500m, ~49% at 1000m
v2.2.27 [Change] <Missile hardkill>: LAMS damage down to 20% of the previous value (uses the same amount of laser energy)
v2.2.27 [Change] <Missile hardkill>: LAMS inaccuracy down to 0.05°
v2.2.27 [Change] <Missile hardkill>: LAMS node material cost up to 200
v2.2.27 [Change] <Missile harpoons>: Both harpoons and cable drums are max health components
v2.2.27 [Change] <Missile harpoons>: Cable length is 300/600/1200 for S/M/L cable drums, half that for the harpoon itself
v2.2.27 [Change] <Missile harpoons>: Cable strength is 500/2000/8000 for S/M/L
v2.2.27 [Change] <Missile harpoons>: Cables break at max range
v2.2.27 [Change] <Missile harpoons>: Each winch power provides 3 force(an M harpoon cable with maxed winch is 133% the force of a huge jet).
v2.2.27 [Change] <Missile harpoons>: Half the harpoon force is applied at the mainconstruct's CoM, half at the contact point(part CoM to reduce flipping)
v2.2.27 [Change] <Missile harpoons>: Winches are now attached to launchpads
v2.2.27 [Change] <Missile harpoons>: Winches can only have 1 harpoon cable attached(won't let you fire a harpoon without a free winch)
v2.2.27 [Change] <Missile harpoons>: Winches need power to work and they can be configured to use up to as much power as the cable strength of the attached launchpad(like a fishing pole, it will ease up if the cable would break)
v2.2.27 [Change] <Missile health>: EMP/HE/frag warheads, thrusters and IR/radar/laser guidances 20%
v2.2.27 [Change] <Missile health>: Fuel/fins/everything else 40%
v2.2.27 [Change] <Missile health>: Lua transceiver/remote guidance 10%
v2.2.27 [Change] <Missile health>: Missile component base HP is 20/200/3000, each type has its own modifier on that
v2.2.27 [Change] <Missile health>: Missile HP is the sum of component HPs
v2.2.27 [Change] <Missile health>: Single pixel IR seeker, torpedo sonar, torpedo propeller modifier is 50%
v2.2.27 [Change] <Missile health>: Thumper head, body, harpoon/cable 100%
v2.2.27 [Change] <Missile interceptor>: All countermeasures are even more WIP than the rest, numbers are just illustrations
v2.2.27 [Change] <Missile interceptor>: Charge damage is 6 * BASE_HP_OF_M_MODULE, 1200 right now
v2.2.27 [Change] <Missile interceptor>: Charge range is 35m
v2.2.27 [Change] <Missile interceptor>: Interceptor heads are only available on M missiles
v2.2.27 [Change] <Missile interceptor>: Interceptors coordinate, they will assign enough damage to comfortably kill the target and prioritize finishing missiles others already got a lock on
v2.2.27 [Change] <Missile interceptor>: Interceptors have 3 charges, they use them all at once: main target + 2 additional missiles if there are any in range, otherwise the charges are wasted
v2.2.27 [Change] <Missile interceptor>: Interceptors only trigger if they are very close or have started to move away from the target but are still in range(goal is to get in the middle of swarms)
v2.2.27 [Change] <Missile interceptor>: Interceptors prioritize targets larger than themselves(+also take range and angle into account)
v2.2.27 [Change] <Missile interceptor>: They retarget if the have missed their contact or the target is destroyed
v2.2.27 [Change] <Missile internal space>: APN, TPG and 1-turn are now small components: only take 1/2 the volume of an S component, 1/16 of M, 1/128 of L
v2.2.27 [Change] <Missile internal space>: Final component health will be the volume-weighted average of APN/TPG/1T (40%) and the filler's health modifier (body 100%, fuel 40%, HE/EMP 20%)
v2.2.27 [Change] <Missile internal space>: The rest can be filled with fuel, HE, EMP or be reinforced for health/thump damage(body). Launchpads got a slider with these options
v2.2.27 [Change] <Missile LAMS>: Less possible downtime against destroyed projectiles
v2.2.27 [Change] <Missile LAMS>: Option to stop firing when under smoke
v2.2.27 [Change] <Missile LAMS>: Option to target only out of water/under water projectiles
v2.2.27 [Change] <Missile LAMS>: Options to target only projectiles with a diameter above X mm and/or below Y mm (missiles are 250/500/1000mm)
v2.2.27 [Change] <Missile LAMS>: Stricter angle/distance checks
v2.2.27 [Change] <Missile LAMS>: Will look for another target when the previous one is starting to get further away
v2.2.27 [Change] <Missile launch/triggering>: After they left the vehicle all non-terrain contact will trigger the full impact damage
v2.2.27 [Change] <Missile launch/triggering>: EMP/harpoons/flares now still work if impact damage destroys the block hit (EMP can jump 6m, harpoons/flares 3m to the nearest block)
v2.2.27 [Change] <Missile launch/triggering>: Explosion triggered by missile impacts/destroying missiles only happens if warhead arming delay is over(and impact is not on the launcher if there is a safety fuse on the missile)
v2.2.27 [Change] <Missile launch/triggering>: harpoons/flares now still work if EMP damage destroys the block hit
v2.2.27 [Change] <Missile launch/triggering>: Impact damage uses the relative velocity of the missile and the target hit (head on collision more damage, hitting a plane from behind less)
v2.2.27 [Change] <Missile launch/triggering>: Missile use new gridcast hit detection, can't teleport through armor
v2.2.27 [Change] <Missile launch/triggering>: Missiles that didn't leave the launching vehicle can only damage it if the go faster than 75 m/s (below that they only bounce around on collisions)
v2.2.27 [Change] <Missile launch/triggering>: Missiles with 0°/0° ejection angle and downwards facing bombs are moving on rails, won't deviate from the launchpad until they completely leave it
v2.2.27 [Change] <Missile launch/triggering>: Overall launching is much more lenient, no more scattering
v2.2.27 [Change] <Missile movement>: Anything with fins can glide, redirect their velocity(from gravity/turns) to a forward pointing one
v2.2.27 [Change] <Missile movement>: Conversion rate depends on angle of missile and velocity, 100% at 0°, 50% at 90°, 0% at 180°, with 20% loss
v2.2.27 [Change] <Missile movement>: Conversion rate is further reduced at very low speeds, 0% at 0 m/s, 100% at 30 m/s
v2.2.27 [Change] <Missile movement>: Fin bonus speed and cheat method reworked into 'gliding'
v2.2.27 [Change] <Missile speed>: Drag reduction is linear from 100% at 0 altitude to 50% at 500m (missiles are still faster higher up, but aren't off-the-charts)
v2.2.27 [Change] <Missile speed>: Fins 200% drag, secondary torpedo propeller 400%, sonar/radar buoys 500%
v2.2.27 [Change] <Missile speed>: Fuel tank capacity doubled (1000/10000/100000)
v2.2.27 [Change] <Missile speed>: Highest practical missile speed is ~400m/s (2m long S with SR thruster)
v2.2.27 [Change] <Missile speed>: Maxed out variable thruster speeds are ~240/220/200 m/s for 3/6/12m S/M/L missiles
v2.2.27 [Change] <Missile speed>: Radar/IR/laser guidance 60% drag, single pixel/thumper/torpedo sonar 40%
v2.2.27 [Change] <Missile speed>: Short range thruster is fixed 450/4500/45000 output and 600/6000/60000 fuel/sec, 5 sec max
v2.2.27 [Change] <Missile speed>: Torpedo limit 200/2000/20000, 80/800/8000 fuel/s at max
v2.2.27 [Change] <Missile speed>: Torpedos are ~90/80/70 m/s
v2.2.27 [Change] <Missile speed>: Variable thruster limit 300/3000/30000
v2.2.27 [Change] <Missile speed>: Variable thrusters/torpedo propellers can also set a start delay
v2.2.27 [Change] <OW Easy>: Bailey has less booze on board.
v2.2.27 [Change] <OW Easy>: Churl has less booze on board.
v2.2.27 [Change] <OW Easy>: Constellation has mimic treatment.
v2.2.27 [Change] <OW Easy>: Defiant given more sober Captain.
v2.2.27 [Change] <OW Easy>: Partisan given new railings.
v2.2.27 [Change] <OW Expert>: Constitution has mimic treatment.
v2.2.27 [Change] <OW Expert>: Fairday has a new captain.
v2.2.27 [Change] <OW Godly>: Angler has mimic treatment.
v2.2.27 [Change] <OW Godly>: Chancellor has mimic treatment.
v2.2.27 [Change] <OW Godly>: Huskarl given some tuneup.
v2.2.27 [Change] <OW Regular>: Essen has less boose on board.
v2.2.27 [Change] <OW Regular>: Iron Cross has minor tuneups.
v2.2.27 [Change] <OW Regular>: Nightingale has mimic treatment.
v2.2.27 [Change] <OW Regular>: Seagull has new railings.
v2.2.27 [Change] <OW Regular>: Straussland given some tuneup.
v2.2.27 [Change] <SD Godly>: Event Horizon has a tuneup.
v2.2.27 [Change] <SS Easy>: Allegiance installed new railings up to code.
v2.2.27 [Change] <SS Easy>: Chrysaetos had mimic treatment.
v2.2.27 [Change] <SS Easy>: Coal Factor has a mimic treatment.
v2.2.27 [Change] <SS Easy>: Dromaeo had their pilots retrained.
v2.2.27 [Change] <SS Easy>: Gannus given a slight new paintjob.
v2.2.27 [Change] <SS Easy>: Hammer now has some new shades.
v2.2.27 [Change] <SS Easy>: Iron Maiden installed new railings up to code.
v2.2.27 [Change] <SS Easy>: Reefshark appointed a new Captain.
v2.2.27 [Change] <SS Easy>: Thunderchild has a big tuneup.
v2.2.27 [Change] <SS Expert>: Annularis given new shades and tuneup.
v2.2.27 [Change] <SS Expert>: Catshark has mimic treatment.
v2.2.27 [Change] <SS Expert>: Excalibur given some tuneup.
v2.2.27 [Change] <SS Expert>: Greatwhite has a new captain with some tuneups.
v2.2.27 [Change] <SS Expert>: Icarus has mimic treatment.
v2.2.27 [Change] <SS Expert>: Maelstrom given some tuneup.
v2.2.27 [Change] <SS Expert>: Novara received a new Captain.
v2.2.27 [Change] <SS Expert>: Remora has mimic treatment.
v2.2.27 [Change] <SS Expert>: Trident given some tuneup.
v2.2.27 [Change] <SS Expert>: Trondheim has mimic treatment.
v2.2.27 [Change] <SS Expert>: Victoria given some tuneup.
v2.2.27 [Change] <SS Godly>: Asphodel given some tuneup.
v2.2.27 [Change] <SS Godly>: Bayonet has mimic treatment.
v2.2.27 [Change] <SS Godly>: Bullshark has a new Captain and given some tuneups.
v2.2.27 [Change] <SS Godly>: Kitakami has mimic treatment.
v2.2.27 [Change] <SS Godly>: Spectre has a tuneup.
v2.2.27 [Change] <SS Godly>: Thyr has mimic treatment.
v2.2.27 [Change] <SS Godly>: Valient given some tuneup.
v2.2.27 [Change] <SS Regular>: Cinder has new been given new crew training.
v2.2.27 [Change] <SS Regular>: Exter has some minor tuneups
v2.2.27 [Change] <SS Regular>: Guernsey given a tuneup.
v2.2.27 [Change] <SS Regular>: Hydra has mimic treatment.
v2.2.27 [Change] <SS Regular>: Manatee has mimic treatment.
v2.2.27 [Change] <SS Regular>: Norge has new riggings up to code.
v2.2.27 [Change] <SS Regular>: Reaper has mimic treatment.
v2.2.27 [Change] <SS Regular>: Rhea given large tuneup.
v2.2.27 [Change] <SS Regular>: S.M.S. Daring installed new railings up to code.
v2.2.27 [Change] <SS Regular>: Sabre given crew retraining and tuneups.
v2.2.27 [Change] <SS Regular>: Sacrilego had some corners cut off.
v2.2.27 [Change] <SS Regular>: Shadowcat has mimic treatment.
v2.2.27 [Change] <UI>: Weapon UIs moved to the new UI format
v2.2.27 [Fix] <LH Expert>: Ohm had its LAMs reconnected.
v2.2.27 [Fix] <Missiles>: Remote guidance when under manual control can aim at the specific player aim point now.
v2.2.27 [Fix] <Regressions>: Missile control blocks that have been killed and repaired stopped working [BUGS-350]
v2.2.27 [Fix] <Regressions>: Mouse based building shift to replace stopped working in mirror mode [BUGS-357]
v2.2.27 [Fix] <Wheels>: Tank mode wheels are now controlled well by AI and work when forward speed request is high
25 comments Read more

September 14

2.2.24 Released

Hi all,

Here is the change log from 2.2.4 to 2.2.24.
The last stable release was 2.2.16. 2.2.17 through to 2.2.24 have been done in the dev test beta's branch. It's all live now in the main branch.

We've been concentrating mostly on fixing the bugs in the bug tracker, but have also made substantial progress on the missile rework which is currently underway, and added a bunch of new features such as the slope of sloped armour now being used in the projectile damage / ricochet calculations. You'll find a lot of changes to the way missiles work in this build, but the more radical changes such as small, medium and large gauges of missile, hatches, new guidance modules and balancing is still being worked on.

v2.2.5 [Fix] <Regressions>: Custom flags download when game starts, like they used to [BUGS-37]
v2.2.5 [Fix] <Regressions>: Fix for RTG bug allowing infinite material in campaigns [BUGS-31]
v2.2.5 [Fix] <Regressions>: Improved buoyancy for vehicles with over 2K blocks [BUGS-26]
v2.2.5 [Fix] <Regressions>: Multiplayer speed of time syncronisation issue fixed [BUGS-35]
v2.2.5 [Fix] <Regressions>: Ocean colors slightly updated for some weathers
v2.2.5 [Fix] <Regressions>: Various fixes to drop down menus [BUGS-29] [BUGS-32]
v2.2.5 [Fix] <Regressions>: White highlighting now only for blocks with a tooltip to display [BUGS-30]
v2.2.6 [Fix] <Regressions>: Various plotting problems fixed [BUGS-24]
v2.2.6 [Fix] <Regressions>: Vehicles saved with 'Nan' position can now be loaded at [BUGS-14]
v2.2.7 [Fix] <Mods>: Fixed 'mostly-black screen' when loading some old incompatible mods
v2.2.7 [Fix] <Regressions>: Fixed a bug causing world to go orange / purple [BUGS-42] [BUGS-20]
v2.2.7 [Fix] <Regressions>: Fixed battle deployment limits [BUGS-40]
v2.2.7 [Fix] <Regressions>: Multiplayer client vehicle spawning fixed [BUGS-43]
v2.2.7 [Fix] <Regressions>: Multiplayer transfer blueprints no longer reporting as corrupt [BUGS-43
v2.2.7 [Fix] <Regressions>: Weapon slot 10 now functions again [BUGS-25]
v2.2.8 [Fix] <Regressions>: Block IDs once again converted to GUID before being sent across network to fix multiplayer bug [BUGS-59]
v2.2.8 [Fix] <Regressions>: Bug with barrels loading in incorrect position on pistons fixed [BUGS-53]
v2.2.8 [Fix] <Regressions>: Default designer vehicle should now be saved when changed [FTD-130]
v2.2.8 [Fix] <Regressions>: Exploding text no longer splits over multiple lines as it grows [BUGS-54]
v2.2.8 [Fix] <Regressions>: Speed factor now affects spin block visual rotation and helicopter blade force [BUGS-56]
v2.2.8 [Fix] <Regressions>: Stabilisation level of wireless camera now saved [BUGS-58]
v2.2.9 [Add] <UI>: Highlighting of blocks is now optional, controls are in the UI panel of the menu [BUGS-30]
v2.2.9 [Fix] <Block>: Condition and action value ACB sliders linked together [BUGS-44]
v2.2.9 [Fix] <Block>: Fixed physics crash when placing a SubObject containing a wheel
v2.2.9 [Fix] <Regressions>: Centre of mass changes no longer affect vehicle speed estimates [BUGS-78],Tutorial completion metre is updated correctly now [BUGS-74]
v2.2.9 [Fix] <Regressions>: Coordinate frame now updated in multiplayer- fewer graphical glitches and shaking. [BUGS-70]
v2.2.9 [Fix] <Regressions>: Multiplayer saves now send correctly [BUGS-71]
v2.2.10 [Fix] <Regressions>: APS and CRAM frags should now detonate from the correct point [BUGS-18],Jets now use the real water level, rather than 0, to determine whether or not they should run. Useful in storms. [BUGS-91]
v2.2.10 [Fix] <Regressions>: Campaign options are once again customisable from the options menu [BUGS-88]
v2.2.10 [Fix] <Regressions>: Lensed particle cannon shots no longer use twice as much energy as they should [BUGS-12]
v2.2.10 [Fix] <Regressions>: Loops fixed for fleet movement orders [BUGS-97]
v2.2.10 [Fix] <Regressions>: Particle cannon effect is more colourable now [BUGS-94]
v2.2.11 [Add] <Modding>: Poster holders and projectors can define a #hashtag in their URL to load images from Texture Definitions in the mods (which can also define a hashtag for themselves). Try #Cezar for an example. [FTD-167]
v2.2.11 [Fix] <Regressions>: Bug fixed in inertia tensor calc that made vehicles often very wobbly [BUGS-96]
v2.2.12 [Fix] <Regressions>: Adv Ammo UI displays the correct average frag damage now [BUGS-107]
v2.2.12 [Fix] <Regressions>: Fixed 'exploding suspension' on the new wheel system [BUGS-22] [BUGS-57] [FTD-145]
v2.2.13 [Add] <Blocks>: Blocks now connect using a stack, rather than recursion. Should avoid all crashes when making, for example, long PAC arms. [BUGS-88] [FTD-183]
v2.2.14 [Add] <UI>: When you defocus a slider's text input box, it will apply the text now. [BUGS-121]
v2.2.14 [Fix] <Regressions>: Fixed laser coupler connection issues of 2.2.13 [BUGS-123]
v2.2.14 [Fix] <Regressions>: Fixed PAC arm issues of 2.2.13 with more than one arm [BUGS-125]
v2.2.15 [Add] <Avatar>: Head torch added to camera for building / exploring in the dark [REQ-46]
v2.2.15 [Fix] <Regressions>: Cooling time is now properly reflected in the APS ammo UI. Cooling time is now 50% of 2.1.6 cooling time, rather than the 2.2.4 tweak of adding 10 imaginary gauge coolers, which takes overall cooling time down to 42% of 2.1.6 values. [BUGS-77]
v2.2.15 [Fix] <Regressions>: Loading a campaign with custom difficulty now shows the custom difficulty sliders without asking once again if you are happy with custom difficulty [BUGS-112]
v2.2.15 [Fix] <Regressions>: Passive regeneration of ammo out of build mode has been added [BUGS-126]
v2.2.15 [Fix] <Regressions>: Spin block in rotation mode no longer uses motor power. [BUGS-127]
v2.2.15 [Fix] <Regressions>: Wheel force requests go via the vehicle, so you can now visualise them in build mode [FTD-185]
v2.2.15 [Fix] <Regressions>: Wheels exhibit less side ways jitter [BUGS-128]
v2.2.16 [Add] <Campaign>: Added Medium/Hard/Very Hard Quest for Neter campaign scoreboards. Results should be posted properly.
v2.2.16 [Add] <Modding>: Material replace and mesh replace are now functional for the first time [BUGS-140]
v2.2.16 [Fix] <Campaign>: Fixed the Easy Quest for Neter campaign scoreboard. Results are now posted properly.
v2.2.16 [Fix] <Regressions>: AI components report connection to the mainframe using the correct name now [BUGS-133]
v2.2.16 [Fix] <Regressions>: Batteries spawn full in designer mode now, and for 'fresh' constructs [BUGS-130]
v2.2.16 [Fix] <Regressions>: Custom difficulty damage difficulty no longer resets to 1 if modified mid campaign [BUGS-112]
v2.2.16 [Fix] <Regressions>: Explosion force no longer has the ability to send vehicles immediately off into space due to a bug [BUGS-137]
v2.2.16 [Fix] <Regressions>: Feedback UI message now allows multiple lines [bug reported by email]
v2.2.16 [Fix] <Regressions>: Missile warner no longer disables when in the dip of a big wave, but above water [BUGS-91]
v2.2.17 [Add] <Effects>: The reflection probe can now be disabled entirely, as well as being set to an infrequent update or a full frame update
v2.2.17 [Add] <Environment>: It is now possible to adjust the CPU ocean colours independently of the GPU ocean colors. CPU ocean colours updated for Neter. [FTD-193]
v2.2.17 [Add] <Missiles>: Fuel tanks use the body component's model
v2.2.17 [Add] <Missiles>: Launchpad and missile logic completely revamped
v2.2.17 [Add] <Missiles>: Launchpads/controllers/gantries display reload information
v2.2.17 [Add] <Missiles>: Missile components of the same type are now merged into a single model(visual only)
v2.2.17 [Add] <Missiles>: Missile trail length changeable from the options menu (misc tab)
v2.2.17 [Add] <Missiles>: Missile trails improved
v2.2.17 [Add] <Missiles>: Missiles and downward facing bombs with 0° ejection elevation/azimuth won't move or rotate away from the gantries until they clear them
v2.2.17 [Add] <Missiles>: Missiles can only have one thruster or torpedo propeller, in the back
v2.2.17 [Add] <Missiles>: New missile building UI that also provides detailed stats
v2.2.17 [Add] <Missiles>: Pressing fire will only launch 1 staggered missile, holding the button continuously fires missiles(unstaggered behavior unchanged)
v2.2.17 [Add] <Missiles>: Variable propellers are removed, plain Propellers take their functionality
v2.2.17 [Add] <Missiles>: Variable thruster max thrust down to 3000, propeller thrust limit is 2000
v2.2.17 [Fix] <Regressions>: APS ammo customisation UI now presents the correct barrel length needed for accuracy factor of 1, and displays the correct equation for barrel length needed for propellant burn. [BUGS-135]
v2.2.18 [Fix] <ACB>: ACB piston extension in now in meters and in percent [BUGS-115]
v2.2.18 [Fix] <ACB>: An ACB executed by another ACB (directly or via a complex control) will be execute in the same frame or in the next frame, depending on the ACBs execution order [BUGS-52] [BUGS-101]
v2.2.18 [Fix] <Gameplay>: Victory conditions now latch to a pass state, when appropriate [BUGS-182]
v2.2.18 [Fix] <Missiles>: Missile editor UI made to fill the screen [BUGS-177]
v2.2.18 [Fix] <Missiles>: Missile torpedo propeller now applies the initial launching boost once again
v2.2.18 [Fix] <Missiles>: Torpedos will 'sea skim' without an altitude preference, but no higher than -1m altitude. But if a running depth is defined 'sea skim' torpedos will use it
v2.2.18 [Fix] <Missiles>: Various ballast tank regressions from 2.2.17 fixed [BUGS-178]
v2.2.18 [Fix] <Vehicles>: Recursive air pump calculations replaced with stack based. This will stop (potential) crashes when penetrating high volume hulls [BUGS-172] [FTD-31]
v2.2.19 [Fix] <Missiles>: Ballast tank buoyancy adjust now works as expected. And buoyancy once again overcomes gravity for standard missiles [BUGS-178]
v2.2.19 [Fix] <Missiles>: Saving and loading of missible blueprints now reimplenented
v2.2.21 [Add] <Blocks>: ACB water, air, primary, secondary and tertiary commands
v2.2.21 [Add] <Blocks>: Added a railing block, same as the paddle wheel but with no executable code
v2.2.21 [Add] <Blocks>: Paddle wheel is now affected by the subconstruct's motor buff from motor drive of spin block.
v2.2.21 [Change] <APS>: Adjustable HEAT factor range is now 0.5-1 instead of 0.5-2
v2.2.21 [Change] <APS>: HEAT cone angle to 30° from 15° (more consistent damage that's a bit worse on a perfect 90° hit)
v2.2.21 [Change] <APS>: HEAT frag count rescaled so max is lower/min is higher
v2.2.21 [Change] <APS>: HEAT penetration metric scales with the square of HEAT factor (0.5 has 1/4 the metric of 1), metrics increased by 25% across the board
v2.2.21 [Change] <Balance>: Dediblades got a soft speed limit of 50m/s
v2.2.21 [Change] <DWG Easy>: Marauder now 100% paddle powered.
v2.2.21 [Change] <DWG Easy>: Vanguard stability improved and a shiny new gun.
v2.2.21 [Fix] <Blocks>: ACB propulsion command now works in manual, not only under AI control
v2.2.21 [Fix] <GT Godly>: Achievement some minor missile fixes.
v2.2.21 [Fix] <GT Godly>: Numbus missile fixes.
v2.2.21 [Fix] <SS Easy>: Iron Maiden map updated.
v2.2.21 [Fix] <SS Godly>: Cezar missile fixes.
v2.2.21 [Remove] <DWG Easy>: Vanguard Retrofit removed from the lineup.
v2.2.22 [Add] <Sound>: Repetative / continuous sounds (engines, sea creak, turrets) now attenuate over time so you don't have to listen to at max/any volume forever. Customisable in sound options menu. [BUGS-221] [FTD-218]
v2.2.22 [Add] <Technical>: Content change logs automatically imported into the main change log [FTD-217]
v2.2.22 [Fix] <Blocks>: Dediblade spiners once again listen to the motor drive (regression from 2.2.15) [BUGS-153]
v2.2.22 [Fix] <Blocks>: Wings that are placed upside down now also provide lift [BUGS-218]
v2.2.22 [Fix] <Missiles>: Missile maneouver axis system fixed- missiles (especially one turns missiles/torpedos) should have less problems now. [BUGS-191] [BUGS-242]
v2.2.22 [Fix] <Missiles>: Missile thrusters work when underwater if in a dry space- this includes all missile gantry blocks. This fixes a regression from 2.2.17. [BUGS-211]
v2.2.22 [Fix] <System>: Less memory footprint for explosions [BUGS-198]
v2.2.23 [Change] <DWG Easy>: Shrike bombs now more reliable.
v2.2.23 [Change] <LH Godly>: Hydrovolt minor rearrangements.
v2.2.23 [Change] <WF Easy>: Buriser got some fresh ACbs
v2.2.23 [Change] <WF Easy>: Perdition got a real lesson on the difference of boat and plane.
v2.2.23 [Change] <WF Regular>: Matyr now actually a boat instead of thrustercraft pretending.
v2.2.23 [Change] <Wheels>: Drive wheels can now be configured in 'Tank mode' in order to be able to turn like a tank (off by default)
v2.2.23 [Change] <Wheels>: It is now possible to copy the current wheel configuration on all the wheels on the same side
v2.2.23 [Change] <Wheels>: Turning wheels can now be configured to turn in the opposite direction if placed on the rear of the vehicle (default setting)
v2.2.23 [Change] <Wheels>: Wheel suspension can now be configured
v2.2.23 [Fix] <Block stats>: Issues of ticket [BUGS-212] addesssed, with exception of CRAM heavy barrel costs
v2.2.23 [Fix] <Blocks>: Decorative railing now placeable on fortress / structure [BUGS-215]
v2.2.23 [Fix] <DWG Easy>: Walrus paddle wheel no longer spins the entire craft.
v2.2.23 [Fix] <Gridcasting>: Explosions on the very extreme edge of the vehicle work properly again [BUGS-108]
v2.2.23 [Fix] <Gridcasting>: Grid casting has a better approach to air interface calculation [BUGS-205]
v2.2.23 [Fix] <Gridcasting>: HEAT correctly recognises air gaps between spaced armour [BUGS-204]
v2.2.23 [Fix] <Gridcasting>: Number of hit elements now limited correctly, when sub constructs are involved [FTD-13, FTD-51]
v2.2.23 [Fix] <Regressions>: Subobject repairing regression fixed [BUGS-208]
v2.2.23 [Remove] <DWG Easy>: Vanguard Retrofit removed from the lineup, DWG Muddywaters, WF Speed Bumps, MP Tower Defense all adjusted accordingly to the change.
v2.2.24 [Add] <Blocks>: Added an articulated paddle that only applies force in the vehicle's forwards direction
v2.2.24 [Add] <Pathfinding>: Pathfinding codebase for FTD combined with that of FS. FTD pathfinding for naval AI expected to improve [FTD-221]
v2.2.24 [Add] <Technical>: An automatically incrementing 'build revision' number has now been added to handle hot fixes without version changes. [FTD-224]
v2.2.24 [Fix] <Avatar>: Avatar has rudimentary ability to walk up slopes now
v2.2.24 [Fix] <Blocks>: Dediblade max speed set to 100m/s, not 50m/s
v2.2.24 [Fix] <Multiplayer>: Spawning subconstructs like the prefabs in the inventory now works across multiplayer games without causing a desync [BUGS-68]
v2.2.24 [Fix] <Regressions>: Stacking many SubConstruct do not freeze FtD anymore [BUGS-225]
v2.2.25 [Change] <DWG Easy>: Javelin now more ship than rocket ship.
v2.2.25 [Change] <DWG Easy>: Kalmar now fully paddlewheel powered.
v2.2.25 [Change] <DWG Easy>: Ocelot slowly backs itself back into the bush.
v2.2.25 [Change] <SS Expert>: Aerotyrant received a new nose paint job.
v2.2.25 [Fix] <DWG Easy>: Vanguard crew removed the reverse gear after a few accidently wrong shifts.

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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

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