Over 1000 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 (211) - 95% of the 211 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (4,241) - 89% of the 4,241 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?

“From the Depths is nearing completion now. It has most of the essential features and loads of extras such as map editor and modding support. We will continue to improve the UI and tutorials for the full release.”

What is the current state of the Early Access version?

“Hundreds of player tested releases in and very stable. A massive amount of content that can keep you entertained for hundreds if not thousands of hours.”

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 are 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 (55)

August 9

2.4.8 Stable release :D

What is up epic community 😀
We have released the next update v2.4.8 😀 which comes with numerous bug fixes, tweaks and new additions.

(2.4.7 is a special beta branch if anyone doesn't like

We have worked hard to get tank tracks in this update, and I know the “track” taken to get here has been a long one. However there is a small delay as the delivery van had a puncture, since its still using tires. We will have the tracks here on Wednesday 14th along with the custom battle mode :(
*cough about time cough*

(I was going to insert a tank joke but I fear I would go off track)

Tank tracks will wrap around wheels automatically, choosing to lay above or below the wheel depending on placement. As you can see in the screen shot, the center wheel on the top row has the track passing under as the wheel is a bit lower than the rest in the line.

  • AI behaviour and maneuver
These cards will automatically add a behaviour and a manoeuvre which can come pre-configured as well as customisable.

  • Missile tweaks balance and improvements
Our epic missiles of mass boomness have been tweaked up! They are now 50% more agile meaning a much better hit rate and precise and fuel tanks store more fuel by 25% and an epic 250% boost to the decoys :O but missiles have had their damage cut to 75% - more stat changes and details on the decoys below
  • Lasers
Lasers have had another epic tune up, the list is long so more details will be found in the patch notes. However the new additions are, Armored focus and steering optic with 600HP, 20 armor costing 100 materials and 80 weight. The Output regulator now allows us to reduce the base energy discharge rate of cavities. Regarding minimum shot energy, the laser won't fire until the energy stored in the laser system reaches the value given. Burst size, if the energy gets below the minimum it will not shoot until the total cavity energy reaches the % given.
  • Aiming above water line
We now have the option to tell our dakka and anything connected to the mainframe using aimpoint selection to fire above the sea line! This is going to be a great benefit to us when it comes to our lasers for sure! Say no more to firing under the sea and losing a crap ton of damage :D
  • Cinematic camera
The cinematic camera will now allow us to focus on a shell APS/Cram/missile and specific parts of the construct will work by using shift+caps or ctrl+caps, which should give us a better way to record those special moments :D

  • Mirrored prefabs
We have recently set up a road to release challenge and we are really grateful that we have such an awesome community, and as you may know already we have hit the first milestone and unlocked prefab mirroring

  • Exporting STL files has been resolved :D So go 3D print your epic builds!
  • Live feed
You will be seeing announcements by us like news, bug related issues / fixes and any events etc at the main screen :D

With all that good stuff out the way, this is how things are looking behind the scenes.
What you are seeing in the images below are our sprints, and each sprint is a new update. This first image is the current sprint/update.

Everything that is crossed out on the right side is what has been completed.
Items tagged with Community engagement are suggestions that we pick up on from the main forum, Reddit, Steam and Discord. Tags with request tracker which is a more preferred method in sending us requests is through requests/suggestion page found here https://brilliantskies.customercase.com/forums/request-tracker. Please go check that out and vote on the things you like and if there is something you want added please leave a detailed suggestion and try to keep it to one suggestion per ticket.

For our next update we have the following planned, however we will probably be adding to this list and perhaps shifting one or two tasks to the next sprint.
This is the current list, which we hope will be settled for the 22nd August.

As you can see, there are signs of steam tweaks (there is more to come for steam in this or the next sprint) a new feature Steam jets, which we shall talk about another time and the most awesome cluster cram :D (cannot wait to stick a bomb chute using cluster crams on the White Flayers). The rail decorations in this list is a small fix to the current rails so they don’t block detection systems.

The following is subject to change!
You have probably noticed the Campaign stuff, which I am really looking forward to. We will be seeing a number of changes. There will no longer be garrisoned AI, and fleets will be on the map doing things like: patrol guarding fortifying / harvesting.

The AI should respond effectively to what the player is doing as well as the AI having a job system prioritising jobs like reclaiming a resource zone / reconstruct fortress to gather resources.
Lastly the AI should be using localised resources, and this should generate a lot of movement on the map with transporters.

Lastly my fave build that I found. This time on Reddit by MarijusLTU12


Update log
v2.4.8 [Add] <ACB>: Fortresses can now be controlled using ACBs v2.4.8 [Add] <ACB>: Missile hatches can now be forced open using ACBs v2.4.8 [Add] <Avatar>: A cinematic camera option has been added. Press SHIFT + CAPSLOCK by default to access this. It follows the shell / missile or vehicle you are looking at. Mouse wheel or [ ] brackets zoom in and out in this view. It only works when not in first person view, at the moment. v2.4.8 [Add] <Breadboard>: Added the 'output' function to the maths evaluator that gets last frames output. If you can't wait for proper memeory components, you use this to make your own in the meantime. v2.4.8 [Add] <Building>: The ability to mirror the placement of a prefab has been added. When a mirror is active only the mirrored prefab will be created. Remove the mirror to create the unmirrored version. v2.4.8 [Add] <Holograms>: Color customization for holograms and texts v2.4.8 [Add] <Holograms>: It is now possible to hide the hologram projector block v2.4.8 [Add] <Laser>: Armored focusing and steering optics added: 600 HP, 20 armor, 100 materials and 80 weight v2.4.8 [Add] <Laser>: New targeting option for aimpoint selection card: prefer blocks above water v2.4.8 [Add] <Laser>: Output regulator slider: burst size, if energy of a shot gets below the minimum it won't shoot again until total cavity energy reaches this % v2.4.8 [Add] <Laser>: Output regulator slider: minimum shot energy, laser won't fire until the energy given to the next shot reaches this value v2.4.8 [Add] <Laser>: Output regulator slider: reduces base energy discharge rate of cavities, between 0.1%-20%/second (mostly useful for big pulsed LAMS systems) v2.4.8 [Add] <Missiles>: The the point that TPG or APN wants to aim for is now also displayed if the AI path view is enabled v2.4.8 [Add] <Simple AI>: Add differential yaw: sets 50% turn left-right preset on all forward/backwards propulsion blocks left-right of the CoM v2.4.8 [Add] <Simple AI>: Automatic propulsion setup: newly placed thrusters/control surfaces use all possible presets based on their position/orientation(from pusher, turner, pitcher, roller) v2.4.8 [Add] <Simple AI>: Bombing run airplane AI v2.4.8 [Add] <Simple AI>: Bombing run hovercraft AI v2.4.8 [Add] <Simple AI>: Circling airplane AI v2.4.8 [Add] <Simple AI>: Circling hovercraft AI v2.4.8 [Add] <Simple AI>: Frontal hovercraft AI v2.4.8 [Add] <Simple AI>: New air block: Universal flight surface. Control surface that gets automatically configured. Old ones do not use the auto configuration v2.4.8 [Add] <Simple AI>: New behavior: bombing run. Lines up attack runs and pitches to the target on the last leg v2.4.8 [Add] <Simple AI>: New behavior: circle at distance. Circles the enemy, can rolls to match its elevation, can use up-down evasion, set specific sides and max approach angle v2.4.8 [Add] <Simple AI>: New configuration buttons on AI mainframe basic tab: Basic configuration, Add differential yaw, Remove hover control, Remove strafe control v2.4.8 [Add] <Simple AI>: New manoeuvre: airplane movement. Can use pitch to control altitude and roll into turns. Reduces thrust and circles the waypoint when idle. v2.4.8 [Add] <Simple AI>: New manoeuvre: hover movement. Uses up-down thrusters to control altitude. Parks at waypoints out of combat v2.4.8 [Add] <Simple AI>: New simple AI cards that automatically configure a behavior and manoeuvre v2.4.8 [Add] <Simple AI>: Point at and maintain distance behavior extended: left-right evasion, altitude absolute or relative to target, pitch limit v2.4.8 [Change] <Community>: We've added in a live feed of information / annoucements and bug alerts into the main menu v2.4.8 [Change] <Holograms>: Switched to new UI v2.4.8 [Change] <LAMS/Projectiles>: APS flak damage up from 30% of HE to 40%, missile interceptor damage up by 60% v2.4.8 [Change] <LAMS/Projectiles>: APS, CRAM and missile health increased by 50% across the board to follow energy and 0Q/output regulator limiting buff v2.4.8 [Change] <LAMS/Projectiles>: Kinetic projectiles do double damage to missiles v2.4.8 [Change] <Laser>: 0Q laser damage/energy up from 0.5 to 0.75 (pulsed is 1) v2.4.8 [Change] <Laser>: 0Q laser now has 150% AP, compared to pulsed(down from 200%) v2.4.8 [Change] <Laser>: Armor for focusing/steering optics increased from 8 to 10 v2.4.8 [Change] <Laser>: Focusing optics have better damage falloff reduction (10 of them do ~85% damage at 1000m, up from ~78%) v2.4.8 [Change] <Laser>: Laser cavity sizes up from 100/400/4000 to 150/600/6000 v2.4.8 [Change] <Laser>: Laser pump base energy/second up from 20 to 30, power cost from 40 to 60 v2.4.8 [Change] <Laser>: Simple laser damage/second down from 1600 to 1000, AP down from 10 to 8 v2.4.8 [Change] <Laser AP>: AP modifier examples: 1 smoke 30%, 3 smokes 20.8%, STR 1 shield 53.6%, STR 10 shield 24.89%, v2.4.8 [Change] <Laser AP>: Frequency doubler cost up from 200 to 250 v2.4.8 [Change] <Laser AP>: Laser shield is now the equivalent of a smoke with SHIELD_STRENGTH * 175 strength. Still only the strongest shield counts v2.4.8 [Change] <Laser AP>: Multiple smoke layers use the sum of their strengths to determine their AP reduction v2.4.8 [Change] <Laser AP>: Pulsed shots use all doublers with the same Q switch count as the beam. If multiple Q switch configs fire in the same frame their pump and doubler counts are summed to determine AP. v2.4.8 [Change] <Laser AP>: Smoke clouds have a strength value: 1000 for dispenser, 100/600 for 200mm/500mm APS warhead v2.4.8 [Change] <Laser AP>: Smoke now reduces laser AP, instead of damage v2.4.8 [Change] <Laser AP>: Smoke reduces laser AP to: 300 / (SMOKE_STRENGTH^1/3) % of the original (in other words reduction is proportional to density) v2.4.8 [Change] <Laser AP>: Smokes with a combined strength over 400 block laser missiles guidance and visual/laser detection equipment v2.4.8 [Change] <Laser AP>: Wavefront coder removed v2.4.8 [Change] <Missile decoys>: Flare and sonar/radar target simulator signal strength up to 250% v2.4.8 [Change] <Missile decoys>: Radar/IR/torpedo guidance now tries to recognize missile decoys, randomly reducing their signal strength to 10-100% (rolled when fired) v2.4.8 [Change] <Missile decoys>: Remote guidance error added by signal jammer down to 75% v2.4.8 [Change] <Missile decoys>: Signal processor component improves the decoy recognition of guidance, reducing remaining decoy signal strength to 25/20/15% (S/M/L) v2.4.8 [Change] <Missile decoys>: Single pixel IR seeker reduces decoy missile signal strength to 15-30%, instead of 10-100 v2.4.8 [Change] <Missiles>: All damage cut to 75% v2.4.8 [Change] <Missiles>: Fuel tanks hold 25% more fuel v2.4.8 [Change] <Missiles>: Short range thruster now has the same efficiency as variable, 1 thrust for 1 fuel v2.4.8 [Change] <Missiles>: Single pixel IR seeker angle down from 35° to 30°, still can't use signal processor and has half the signal strength threshold v2.4.8 [Change] <Missiles>: Target priority modifier at an angle now scales with the the maximum angle of the guidance component. v2.4.8 [Change] <Missiles>: Turning rate increased by 50% across the board v2.4.8 [Fix] <ACB>: Arrows added to the complex control action [BUGS-857] v2.4.8 [Fix] <ACB>: It is now possible to set the warp drives resting charge using an ACB [BUGS-1124] v2.4.8 [Fix] <ACB>: Propulsion powerscale can now be negative [BUGS-867] v2.4.8 [Fix] <ACB>: Setting AI behaviours now works fine [BUGS-1131] v2.4.8 [Fix] <Airpumps>: Opening or closing a door will now update the airpumps correctly [BUGS-799] v2.4.8 [Fix] <APS>: APS barrels now extends correctly after having fired [BUGS-1141] v2.4.8 [Fix] <APS>: APS recoil absorbers tooltip connection fixed [BUGS-1156] v2.4.8 [Fix] <Blocks>: The 'Spread to' feature now copy all the data of the block, not only the data of current UI panel [BUGS-840] v2.4.8 [Fix] <Boilers>: Pipes must now be correctly oriented to connect to a boiler [BUGS-883] v2.4.8 [Fix] <Breadboard>: Fixed not being able to add more outputs to a component if it has many inputs v2.4.8 [Fix] <Breadboard>: Fixed the 'and', 'or' and '!' operators not working correctly v2.4.8 [Fix] <Build>: The mirror plane marker isn't shrinked with the blocks anymore [BUGS-916] v2.4.8 [Fix] <Chairs>: Main chair feature now working [BUGS-1096] v2.4.8 [Fix] <CRAM>: The automatic auto-loader can no longer have 4 connections, and it also visually auto-rotate in order to be correctly placed [BUGS-730] v2.4.8 [Fix] <Explosions>: The default value for the air bleeding power is now fixed to '0.35', the '/Users/<Windows Username>/From The Depths/Player Profiles/<FtD Username>/profile/profile.ExplosionBalancing' file will be overwritten in order to reflect the correct default values (the automatic overwriting will be removed after a few weeks) [BUGS-1140] v2.4.8 [Fix] <Holograms>: No more problem when setting the 'lock to image ratio' toggle with no image v2.4.8 [Fix] <Holograms>: The holograms and texts will not disappear anymore when behind glass blocks [BUGS-95] v2.4.8 [Fix] <Laser>: Lasers are now aiming better at very long distances [BUGS-1131] v2.4.8 [Fix] <Lua>: Fixed NullReferenceException when trying to get the fleet info while a ship in the fleet was being scrapped v2.4.8 [Fix] <Map>: [BUGS-1135] fleet and force commands can now be ordered to locations shared by map area names and scrap symbols (again). v2.4.8 [Fix] <Missiles>: Required accuracy can now be enabled/disabled for missile controllers on the hull, the default status is disabled (when not on the hull, then it will always been activated) [BUGS-788] v2.4.8 [Fix] <PAC>: Fixed PAC missing some blocks if there are more than 20 in a row [BUGS-925] v2.4.8 [Fix] <Pistons>: Color will now be applied correctly to pistons when placed or loaded [BUGS-1176] v2.4.8 [Fix] <Projectiles>: Projectiles now correctly hit (or not hit) moving vehicles. Ricochets against moving vehicles now also take the velocity of the vehicles into account. v2.4.8 [Fix] <Propulsion>: Fixed a bug that caused propulsion requests to not be executed [BUGS-1001] [BUGS-995] v2.4.8 [Fix] <Propulsion>: Propulsion controlled by general purpose PIDs or (AI)breadboards now works correctly again [BUGS-1001], [BUGS-995] v2.4.8 [Fix] <Shells>: Fixed shells missing approximately one block out of 10 v2.4.8 [Fix] <Shells>: Proximity fuse will not damage/destroy the shield projector anymore when hitting a shield [BUGS-461] v2.4.8 [Fix] <Shields>: The shield's alpha is now processed correctly [BUGS-991] v2.4.8 [Fix] <Shields>: The shield's alpha is now processed correctly [BUGS-991] v2.4.8 [Fix] <Skills>: Debug explosion skill fixed (be careful, large explosions can hurt very badly) v2.4.8 [Fix] <STL>: The STL exporter is now fixed. It exports 3D models of your vehicles which can be loaded into other modelling applications or 3D printed. It's accessible in the Construct Info UI (press V on a vehicle) v2.4.8 [Fix] <TextBlock>: The text block allowed 512 characters but actually could only save 255. Two more 255 text slots have been added to the block to fix this issue. v2.4.8 [Fix] <Tooltips>: Various laser tooltips updated v2.4.8 [Fix] <UI>: It's no longer possible to accidentally interact with the main menu before the screen has fully faded in v2.4.8 [Fix] <UI>: The ACB Controller UI now works fine when modifying the name of a button which is not the first one [BUGS-1111] v2.4.8 [Fix] <UI>: The red channel of the color with shininess pickup is now working well with the mouse-wheel [BUGS-601] v2.4.8 [Fix] <UI>: The UIs are now displaying the correct number of digits [BUGS-1099] v2.4.8 [Fix] <UI>: The UIs are now displaying the correct number of digits [BUGS-1099] v2.4.8 [Fix] <VideoBlock>: No more problem when using an ACB to control it v2.4.8 [Fix] <VideoBlock>: The camera view shouldn't make the whole game to flicker [BUGS-1084] v2.4.8 [Fix] <VideoBlocks>: The Video Screens now have a name by default so the Video Controller list doesn't appear empty [BUGS-1120] v2.4.8 [Fix] <VideoBlocks>: The Video Screens now have a name by default so the Video Controller list doesn't appear empty [BUGS-1120]
31 comments Read more

August 7

We have hit the first road to release milestone ! :D

What is up epic community!

We are really happy to see the follower count skyrocket from yesterday's post :D

We have hit the first milestone and we should be able to use the mirrored prefabs in the next stable release :D

We are really proud to have such an awesome and helpful community! Keep it up as we really appreciate it :D

So make sure you are all following us on the following platforms:


30 comments Read more
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“My jaw almost hit the floor when I installed a few community made vehicle blueprints. The creativity and ingenuity on display was simply incredible [...] there is no doubt that this game is going to be truly epic”
Game Ramble

“The game’s physic system is especially impressive. Giant galleons feel like absolute tanks trudging through the ocean, while speedboats slice through the waves at a precarious pace [...] Combat is chaotic and intimately customizable. There is perhaps no greater pleasure than executing a successful broadside”

“From the Depths is a very fine-tuned and detailed strategy title, one that offers amazing cusrtomization options and the opportunity to test out your own creation live on the battlefield. If you're a strategy enthusiast and love vehicle design, this one deserves your attention.”
The Indie Game Magazine (Issue 43 Nov 2014)

Workshop for vehicles, planets and mods

Share your vehicle blueprints, planets (factions, campaigns, missions, multiplayer maps) and mods via the workshop

Feature List

  • A huge game world explorable from the ocean depths into outer space.
  • A full and accurate physics model including dynamic damage simulation, sailing mechanics and weather effects.
  • Battle against fleets of AI craft and build your own to meet the menace.
  • Build fortress bases, mine for resources and battle other factions in campaign mode where strength and diplomacy are the keys to victory.
  • In-game Steam workshop support to share your creations with the world.
  • RPG-Style character progression with levels, perks, skills and inventory systems.
  • Comprehensive in-game planet, campaign, mission and multiplayer map editor.
  • Available now on PC, Mac and Linux.

Just Updated

Recent updates include a far more versatile AI system, a more customizable way of controlling the different systems of your vehicle, a new annotation system for adding descriptions and flare to your designs, loads of multiplayer improvements, new user interface systems and an expansion of the missile system to allow for micro missiles and cruise missiles.

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 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 strategic campaign waged over hundreds of islands against eight unique factions.
  • A Story Mode where you can play 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.
  • Adventure mode where you start on a raft and must build up your fleet and travel a dangerous universe fighting or running from enemy fleets

As well as a wide range of multiplayer content
  • Design with your friends in co-op designer
  • Play a range of adversarial modes
  • Play the entire single player campaign together in co-op

Key Features

  • Design and build your fleet, fortresses and structures however you want. There are currently over 1000 unique components blocks, not including 38 different components for making missiles, torpedoes, depth charges and bombs and 34 different components for making the ultimate cannon shell!
  • 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 with new releases made on average once a week. Community organised challenges and blueprint sharing make it an extremely friendly place to hang out!
  • Loads of single player and multiplayer content in which to use your designs (campaigns, co-op campaigns, missions, adventures)
  • Design your own planets/campaigns/missions/multiplayer maps using the planet editor or add your own mods easily using a fully integrated modding interface

Customizable Components

The customizable components in From the Depths allow a unique level of engineering customization:
  • 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 auto-loaders, 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, drills that can cut even the largest of battleships in half, Particle Cannons, Jet engines, Oil refineries and more

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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