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:
Mostly Positive (64) - 73% of the 64 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (3,592) - 88% of the 3,592 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 (40)

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.

31 comments Read more

August 27

2.2.4 released! Updates to oceans/UI/shaders/post processing/game engine and lots more.

Very excited to finally release 2.2.4 with new features and small mountain of fixes, New features include ocean simulation, new UI work, physically based rendering (PBR) shaders for all blocks and ACB improvements as well as various other graphics improvements and smaller changes.

Here are the patch notes -

v2.2 [Add] <ACB>: ACBs can now have a custom 'min interval between activations'
v2.2 [Add] <ACB>: ACBs delayed action can now be queued (before it wasn't possible, so when an action was delayed the ACB couldn't issue another action)
v2.2 [Add] <ACB>: ACBs now have a custom priority (highest priorities have more control)
v2.2 [Add] <ACB>: All ACB-controlled block types can now have a custom name (use the 'Block naming' skill, or Shift+N when building or not)
v2.2 [Add] <ACB>: An ACB 'AND' logic gate is simulated when several ACBs are touching each other, the ones with only a condition or only an action are 'attached' to the ones with an action and a condition
v2.2 [Add] <ACB>: Major ACB modifications, the inputs and blocks are now in collapsable categories; the states of the condition and action are now displayed
v2.2 [Add] <ACB>: Most ACB conditions can be inverted (as with a 'NOT' logic gate)
v2.2 [Add] <ACB>: Most ACB conditions now have a min and max inputs
v2.2 [Add] <ACB>: The ACB can now use a string pattern to select blocks according to their names
v2.2 [Add] <ACB>: The ACB has been completely overhauled
v2.2 [Add] <ACB>: The ACB now have a 'design' GUI, which displays the location of the blocks controlled by the ACB
v2.2 [Add] <ACB>: Various new ACB conditions and actions
v2.2 [Add] <Blocks>: GP PID now has an option for height above land and waves (rather than land and mean sea level)
v2.2 [Add] <Blocks>: Spot light added (model for it to come)
v2.2 [Add] <Character>: Telekenesis skill now scales with vehicle size
v2.2 [Add] <Character>: There's a new block data copy/paste skill which does the same as 'Ctrl+C' and 'Ctrl+V' in build mode
v2.2 [Add] <Character>: There's a new debug skill to see the AC and health of a block (the real AC, with all the stacking if any)
v2.2 [Add] <Character>: There's a new EMP debug skill (working as the explosion or impact debug skills)
v2.2 [Add] <Effects>: Added a reflection probe to the camera to facilitate reflections
v2.2 [Add] <Effects>: Added an ambient occlusion effect which is toggleable from the options menu
v2.2 [Add] <Effects>: Added an image blooming effect which is toggleable and customisable from the options menu
v2.2 [Add] <Effects>: Added PBR shaders for all vehicle materials to produce Physically Based Rendering
v2.2 [Add] <Effects>: Added the ability to scale sun light and ambient light from the options menu
v2.2 [Add] <Effects>: Implemented deferred rendering
v2.2 [Add] <Missiles>: Variable thrust propellers added
v2.2 [Add] <Modding>: Ability to add changes to the patch notes change log by using static constructors in block classes
v2.2 [Add] <Modding>: ExampleMod mod has been added to FTD which contains a boilerplate mod that adds a new block to the game as well as some code. Visual Studio project included. You'll find this mod in your FTD installation game files alongside all other 'core' mods.
v2.2 [Add] <Modding>: Modders can now indicate that a SubObject is 'decorative only', it will automatically display it along with the ablock it is attached to
v2.2 [Add] <Modding>: The dictionary 'CustomVariables' has been added to 'AllConstruct', 'Block' and 'INode', so mods can have and share their own variables attached to vehicles, blocks and nodes
v2.2 [Add] <Options>: Added the option to enable / disable the shadow casting of vehicle lights
v2.2 [Add] <UI>: Added support for a new and improved UI framework
v2.2 [Add] <UI>: Created a new change logging system
v2.2 [Add] <UI>: Main menu vehicle demo camera now follows vehicles more smoothly
v2.2 [Add] <UI>: Moved the Naval Movement Card UI over to the new framework
v2.2 [Add] <UI>: Moved the options menu to the new UI framework
v2.2 [Change] <AI>: The patrol routes have been simplified and the code made more generic and robust
v2.2 [Change] <APS>: -APS firing pieces now have the equivalent of 10 gauge coolers base(balance for smaller systems vs large)
v2.2 [Change] <APS>: There's now one decimal place for the RoF of the APS firing piece
v2.2 [Change] <Blocks>: Blocks now have a unique Id over the whole vehicle (not only its current SubConstruct)
v2.2 [Change] <Blocks>: Distortion sphere for ERA fixed and new shader
v2.2 [Change] <Blocks>: It is now possible to customize the color of the particle cannon effect
v2.2 [Change] <Blocks>: It is now possible to customize the color of the smoke for the smoke generators
v2.2 [Change] <Blocks>: LWCs now have a custom priority (highest priorities have more control)
v2.2 [Change] <Blocks>: Simple lasers can now have their color modified in their GUI
v2.2 [Change] <Blocks>: Smoke generators can now be stopped
v2.2 [Change] <Buoyancy>: Buoyancy for larger vehicles now takes into account waves and uses a sparse sampling system to maintain performance
v2.2 [Change] <Buoyancy>: Water level heights for large vehicles are sampled sparsely to ensure full coverage but at a lower resolution
v2.2 [Change] <Modding>: A mod .dll can contain multiple 'plugin' classes. These now extend interface GamePlugin not FtdPlugin.
v2.2 [Change] <Modding>: Making your own custom 'object pools' is now possible using Pooler.GetPool<YourPool>. All pools now accessed via this mechanism.
v2.2 [Change] <Modding>: Player profile files now moddable. Use ProfileManager.Instance.GetModule<YourType>() to get and set content of the profile. Loading and saving of this content is automatic.
v2.2 [Change] <Modding>: Plugin.json file property name 'FTD_version' changed to 'gameversion' for compatibility with future games. Update this to read "2.2.0" for compatibility with this release
v2.2 [Change] <Modding>: StaticPools.AdvSoundManager replaced with BrilliantSkies.Core.Pooling.Pooler.GetPool<BrilliantSkies.Effects.SoundSystem.AdvSoundManager>. Pooler.GetPool<AdvSoundManager> when using 'Using statements'.
v2.2 [Change] <Modding>: When there are an error and a warning for a mod, the error is now displayed in priority
v2.2 [Change] <Optimization>: Acessing blueprints via the designer loading window is now faster
v2.2 [Change] <Optimization>: Loading a blueprint is now faster
v2.2 [Change] <Physics>: -Change to explosive force acting on vehicles, includes a small amount of rotational torque and less random flying into space marauders
v2.2 [Change] <Shields>: Shields distort and reflect calculation changed to be more forgiving of angle of incidence and velocity(this is a stop gap until shield reforms)
v2.2 [Change] <Sounds>: Each engine is now slightly pitched differently (not noticeable until you have a whole lot), will reduce crazy noise levels with a lot of them
v2.2 [Change] <Steam>: Now compliant with Steamworks 1.41 rather than 1.32. Steamworks dot Net version 11 rather than 9.0 is being used. This doesn't add any new functionality- just keeping up to date.
v2.2 [Change] <Wheels>: Turning wheel does everything a drive wheel does plus turning (they used to only turn)
v2.2 [Change] <Wheels>: Wheels now use a purpose built wheel physics package and should behave much better than previously. You are no longer limited to a maximum of 20 wheels
v2.2 [Fix] <Blocks>: Better management of the LWC firing, the APS guns shouldn't 'eat themselves' anymore when the vehicle is going fast
v2.2 [Fix] <Blocks>: Holoprojector wrong URL when loading a blueprint from v2.15
v2.2 [Fix] <Blocks>: Negative idle azimuth of the 2-axis-turret now works fine
v2.2 [Fix] <Blocks>: Shield external drive now displayed in its GUI (and the plots are updated accordingly)
v2.2 [Fix] <Blocks>: SpinBlock badly displayed when upside down
v2.2 [Fix] <Blocks>: The small and large cannons can now be fired with the ACB
v2.2 [Fix] <Blocks>: When a drill is turned off it slows down now. Before it just kept going.
v2.2 [Fix] <Blocks>: When loading a SubConstruct which has a SubConstruct on it and this child SubConstruct has ammo intakes, the ammo intakes configuration is now loaded correctly
v2.2 [Fix] <Mechanics>: Guns will now fire correctly when they have a delay if fired using an ACB
v2.2 [Fix] <Mechanics>: It is now possible to follow a shell fired manually (using Caps-Lock) even if the weapon has a delay
v2.2 [Remove] <Blocks>: BoomBlock removed
v2.2 [Remove] <Designer>: Removed 'races' from designer.
v2.2.1 [Add] <Effects>: Vehicle paint now has an option to include a modifier for shininess
v2.2.1 [Add] <Technical>: [not recommended] Change streaming assets inside FTD files by creating a file called StreamingFolder.txt next to the executable / app and writing your directory within that text file. Directory must exist.
v2.2.1 [Add] <Technical>: Bug reporter / emailer created which is accessible with SHIFT + F1
v2.2.1 [Add] <Technical>: Change save location from 'my documents' by creating a file called SaveLocation.txt next to the executable / app and writing your directory within that text file. Directory must exist.
v2.2.1 [Add] <UI>: In game block information now displayed in a more consise and easy to read format
v2.2.1 [Add] <UI>: When a block is selected all connected blocks light up blue. Some blocks display issues with a red tint.
v2.2.1 [Add] <UI>: You can now make cutaway views of vehicles by pressing 'end' in build mode
v2.2.1 [Change] <Blocks>: Heliump pump is losing helium x10 time slower for an above water leak compared to an underwater leak
v2.2.1 [Change] <Blocks>: Heliump pump is now providing x1.33 the up-force of an airpump for the underwater volume, and x0.33 for the above water volume (before it was x0.33 for all the volume)
v2.2.1 [Change] <Blocks>: If a block contains 'NOPID' in its name (be careful of the case), then it will not be controlled by a GP PID. Will not work for roll and pitch
v2.2.1 [Change] <Blocks>: Newly placed (or repaired) airpump and helium pump will now start in a fully flooded room
v2.2.2 [Change] <Avatar>: Skills and items are automatically unlocked/locked when added/removed from your toolbar.
v2.2.2 [Change] <Blocks>: Hologram projector now has a new model
v2.2.2 [Change] <Blocks>: It is now possible to go to the previous or next chair by using '[' and ']' keys (previous and next vehicle keys)
v2.2.2 [Change] <Blocks>: It is now possible to set the main chair by looking at it and pressing Q when sitting in it
v2.2.2 [Remove] <Shields>: Removed the shield colour changer. It is now a decoration. Colours can of course still be changed inside the shield projector itself
v2.2.3 [Fix] <Projectiles>: Fixed two long standing bugs in the projectile grid casting. [BUGS-3] [FTD-126] [FTD-84]
v2.2.3 [Fix] <UI>: Fixed some issues with windowed modes and font sizes [BUGS-8] [FTD-26] [FTD-127]

And here is the focus for the month of September 2018
1) Updating missiles. Three different gauges, some new mechanics, missile hatches and balancing is all being worked on.
2) Testing and improving the multiplayer aspects of the game
3) Improving wheels for land vehicles
4) Rolling out the new UI style to more parts of the interface

In other news we have added several new staff to the team and created bug and feature request trackers linked in with out development tools. You can find these

We apologise for the long delay between the stable release of 2.1.6 and 2.2.4. That is due to the large scope of work involved in upgrading to PBR shaders, Unity 2017.3, and a huge amount of code refactoring that took place to make FTD easier and faster to work on in the long run.

If you want more detailed information, and want to follow what's going on more closely, check out the forums! https://forum.fromthedepthsgame.com/index.php
If you want to hang out with the dev team and community, visit the discord - https://discord.gg/ATseFkc

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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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