From the Depths
by Brilliant Skies Ltd. · 6 Nov, 2020
59 downloads
About the Game
Summary
In From the Depths you can build and take first-person command of battleships, planes, submarines, space ships, hot air balloons and more! The game 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 some action orientated mission focused on upgrading a design to fit a role.
- 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, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
- 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, sonar seekers, buoyancy compartments and propellers, to deliver a truly bespoke weapon.
- Design 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 AIs by combining 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 and more

Screenshots
24 images
Version Information
Steam Patch Notes
Official update history
From the Depths - Additional Fixes
🔧 Fixes
Missiles:
Improved missile guidance handling of roll so that turning thrusters don't keep firing when pointed at a target
Breadboard:
Fixed connection colours not being saved in breadboard prefabs.
Fixed naming an anchor component "start" or "Start" causing the breadboard to automatically move to that location.
Additional NaN (Not a Number) protections for missile breadboards.
Fixed set target position and set target offset disabling guidance modules when active.
UI:
Fixed file selection menus breaking when a folder is deleted.
🔄 Changes
Breadboard:
Changed multiply component clamping to allow smaller numbers.
Additional Vehicle Updates
Neter
DWG (Deep Water Guard)
Flying Squirrel
Overhauled propulsion/evasion
Price reduced without compromising evasion
Riverhome
Fixed clipping issue with frontal shield and smokestacks
OW (Onyx Watch)
Palisade
Overhauled; still retains its original concept but heavily improved
Hard difficulty, adventure difficulty 30-40
Palstave
Difficulty reduced to hard from godly
LH (Lightning Hoods)
Quadrupole
Added proper structuring to the material platform
Added BB notation
TG (Twin Guard)
Alarmed
Torso should now anchor to the base more reliably
Harmony Swarm
Fixed a critical issue with missing BB components
GT (Gray Talons)
Hyperion
Difficulty increased to godly as originally intended
SS (Steel Striders)
Allegiance
Fixed disconnected cooler on main gun
Falcon Squadron
An incorrect version was submitted, which has now been addressed
Iron Maiden
Fixed block missing from hull
Victoria
Fixed block missing from hull
Rapromium's Dockyard
Potential fix for leaving the resource zone
This will only apply in new campaigns
We discovered a critical memory issue within the breadboard system which is why some of you were reporting it as feeling slow. This patch fixes the problem. Please note the other work on breadboard I've mentioned previously and some of you on the discord have seen me working on is not this update, its now entering a test phase.
I've had some reports following the security fix that people have lost access to their FTD profile. This is caused by antivirus it seems, you need to add exceptions to your AV.
Thanks and happy building!
This build updates unity to 6000.0.60f1 to fix a flaw in security discovered by a white hat hacker that Unity rolled out a critical patch for.
Bugfixes mostly.
Additions
Controls, It is now possible to focus enemy craft through the AI control menu.
Changes
Gameplay, It is no longer possible to build within 75m of an enemy craft (In combat only).
Fixes
Plates, Triangle plate mirroring fixed
APS, DIF (Direct-Input-Feed) cannon reloads can no longer be bypassed by changing the cannon gauge or using separators. (In combat only).
Steam, Fixed the large steam boiler connector not properly connecting while rotated into a specific position.
Flamethrower, Fixed the back connection flamethrower base, it no longer points south.
Controls, Fixed a bug that made it impossible to focus on the adventure raft while using legacy controls.
Missiles, Fixed bug that caused missile sync to fail unless they are set to full salvo.
Alpha build Live 4.2.5
Access the alpha builds by going into the Steam library, find the game, right click on it and go to properties. Click on the betas tab and choose alphatest alphatesst
Just remember that this doesn't always hold the latest version of the game and should only be used to test things. On a stable update always remember to swap back to stable.
Fixes:
Animation block, Removed errors when trying to spawn a locked avatar type.
UI compass, Fixed the azimuth positions of enemy markers on the in game compass.
UI, The screen no longer rotates when the mouse cursor is moved to a different screen/application.
CRAM, New CRAM 2 way connector now connects front and down instead of right and down, as per other 'corner style' connector pieces/pipes. You'll need to replace any of these.
Missiles, Fixed exceptions that can occur when gantry blocks are deleted in certain positions.
LWC, Deleting an LWC that had an active failafe check should no longer lock the weapon.
Changes:
Missiles, New proximity fuse component now uses 8 hitscan rays to find a target and will move the detonation point onto the target. EMP, incendiary, and HE move to the contact point. Frag moves to the contact point and is directed towards the contact point. Thump is also applied for consistency at the contact point. This means it should achieve the optimal hit on the target regardless of payload type removing any potential for a "noob trap."
(These can be rebound)
Key binds, Numpad 2 is no longer bound to camera-mode-cycle which is now purely TAB. Numpad 2 is reserved specficially for construct-mode-camera.
Key binds, Numpad 0 is bound specifically to the free-camera mode.
Construct camera, Construct camera now has a maximum of 9 cameras per user and cameras can be re-ordered and easily activated/added/removed from the UI.
Construct camera, The default camera for a vehicle now has roll and pitch stabilisation enabled by default, with buttons on the UI to disable them or add yaw stabilisation.
Construct camera, Reduced the smooth duration in the construct camera orbit distance scroller.
Drills, Components of the drill system are now immune to impact damage like rubber to make them more viable.
Fixes
Regression, Fixed the UI issue in the width value of the prefab window.
Saves, Construct saving now has a check to make sure that the save is valid before overwriting the original file as the JSON serialisation has been known to fail and write empty white space.
Fill tool, Fixed an issue with the fill tool when filling far from the origin of the game world.
CRAM, Two way connector now has a mirror part.
Pivots, Pivot parts should now render as decorations correctly.
APS, 7m clip now uses the correct mesh.
Add
Modding, Added to the ExampleMod all the other UnityEngine.Module.Dll DLLS that may be required for mods to reference.
Missile, Added a basic proximity fuse component back into game.
Campaign
Neter
Bucanneer (DWG): Standardized weaponry to Sven Kno CRAM weaponry, minor aesthetic update.
Coyote (DWG): Added deco to missiles, fixed LWC parameters.
Jacobs Folly (DWG): Fixed turret rotation getting stuck
Ransack (DWG): Added torpedo decos, adjusted shield activation range
Sailfish (DWG): New Sven Kno thrustercraft; a highly-aggressive, swift monstrosity that gets in close to incinerate its targets. Godly difficulty, adventure difficulty 35-45.
Tug of War (DWG): Replaced some reinforced wood with regular wood.
Walrus (DWG): Partial overhaul using Riverhome hull as a basis; slightly cheaper with more appropriate weaponry. Cargo craft so no difficulties to note. Original Walrus has been converted to an SM version for story missions.
Harrow (WF): Overhauled water skimmer; gets in close to broadside with a powerful flamethrower. Difficulties unchanged.
Pandemonium (WF): Overhauled water skimmer; a ramming craft outfit with your typical WF melee arsenal of sawblades. Medium difficulty, adventure difficulty 35-45.
Veles (WF): Fixed APS being incorrect gauge.
Wrecker (WF): Slight aesthetic change
Fear (TG): Updated interceptor positions so they can properly fire.
Pearl Swarm (TG): Retired, replaced by Tolerance Swarm.
Tolerance (TG): Changed to now be a swarm design, which spawns 5 of them.
Anode (LH): Overhauled; a durable, PAC-equipped submarine that broadsides from afar. Medium difficulty, adventure difficulty 35-55.
Candela (LH): Overhauled; large carrier-style water skimmer that still retains the firepower and mobility of their other large skimmers. Godly difficulty, adventure difficulty 65-85.
Chrysoprase (LH): Fixed EMP protection, slightly improved primary weapon.
Coulomb (LH): Added a combat subroutine for fighting submarines.
Gigawatt (LH): Updated detection, added a combat subroutine for fighting submarines.
Hydrovolt (LH): Much less susceptible to self damage with PAC.
Megawatt (LH): Minor detection updates.
Superradiance (LH): New LH water skimmer; when you hear the gun charge, pray. Godly difficulty, adventure difficulty 65-85.
Thunderbolt (LH): Updated movement, minor deco update.
Craftsman (SS): Fixed an issue that made it dive into the water.
Submarine Pen (SS): Produced submarines should no longer clip into the structure.
Lowly Skybase (GT): New decorative structure, replaces Rusted Ram Small House.
Hydroponics Spire (GT): New decorative structure, replaces Hydroponics Farm.
Neutrino (SD): New drone; a drone-like design that gets in close to zap with laser weaponry. Easy difficulty, adventure difficulty 1-20.
Pulsar (SD): Overhauled; frontsider thrustercraft with burst plasma and laser weapons. Easy difficulty, adventure difficulty 20-30.
Ashes
Accuser (WF): General improvements.
Acolyte (WF): Complete internal overhaul improving the gun/armor and adding anti air capabilities
Inferno (WF): Fixed targeting issues when multiple enemies are present.
Pariah (WF): Improved the shell for the main gun
Rapture (WF): Fixed an AI issue
Ravager (WF): Added ramming against smaller targets and laser defense
Saviour (WF): Fully rebuilt to be more like the Zealots style, difficulties unchanged.
This patch addresses that issue by providing a button in the Vehicle Key Map tab of the options menu to rebind the vehicle to UHJK (etc). There is also a button to bind back to WASD (etc) if you wish. When the bindings are in UHJK (etc) the game has no conflicts between WASDQE for camera/UI/building and vehicle control and as such activates SIMULTANEOUS mode in which CTRL is unused and both camera/UI/building commands and vehicle commands are executable simultaneously- the way FTD has always been.
Another complaint was that warping the avatar to a vehicle did not make that vehicle the focus of the construct-cam. That's been fixed. This means that when you press tab to swap from avatar to construct cam your construct cam will be looking at the construct your avatar is on. Thanks for raising that issue.
Projectile cam no longer disables weapon use and can be tabbed out of as per other modes.
And I fixed a residual camera movement that made it quite hard to tab out of construct cam immediately after moving the camera around.
Various other small fixes are included in the patch, and the previous patches dealt with things like the avatar jumping out of chairs whenever space was pressed.
Thanks for bearing with me whilst I gather up all this feedback and address as much of it as I can.
Happy holidays to you all,
Nick Smart,
Project lead
APS, [BUGS-3940] [BUGS-4144] APS ammo intakes are checked more frequently, reducing inaccuracy at low calibers in cases where intakes are the throughput limit.
APS, Fixed builtin shells created by the client not showing up at the host in multiplayer games.
Steam, [BUGS-4137] Fixed steam crank generators connecting even when placed at a 90° rotation.
A small update to the standard sable branch that fixes a few issues mainly directed towards multiplayer APS.
Changelog
- Added the ability to teleport to craft via the C menu
- There is now a button on flag posts to determine if the flag texture is flipped on the other side
Changes
Misc
- Increased the max size on hologram projectors from 100x100 to 350x350
Fixes
Multiplayer
- Fixed client avatar repair tentacles always working, despite being turned off
- Fixed spray painter not being synced
- Fixed starting vehicle possibly spawning under ground in land adventure
- Fixed various problems with clearing clips and loaded shells not being synced
- Fixed clearing clips now works for both host and client
Additions
Misc
A couple of changes and fixes for the current Alpha branch.
Changelog
Changes
AI
- Added target prioritisation options for plasma and flamer firepower
Fire
- Oxidizer-efficiency at 40 intensity compared to 20 down from 66% to 50%
- Projectiles with 20->40 fire intensity get 20->0% extra fuel and oxidizer. Fire damage modifier back to (INTENSITY - RESISTANCE * 0.15) / (RESISTANCE * 0.85)
Fixes
APS
- Added incendiary parameters in the shell customizer for incendiary head
CRAM
- Fixed incendiary pellets not contributing to shell health and kinetic damage
Fire
- Fixed (mainly small) fires possible not spreading to the parent construct if they kill the subconstruct's root block
- Fixed a problem causing fires to spread back from subconstructs to possibly far away parts(around 0,0,0) of the parent
Flamer
- Fixed flamer main blocks causing problems when the vehicle is destroyed
- Tank connection markers correctly show which direction they can send and receive connections from
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We are pleased to introduce Incendiary pellets for CRAMs, as well as a number of changes and fixes.
- Added incendiary pellets to CRAMs. Intensity and oxidizer content can be changed in the cannon's Q menu
- Removed minimum caliber needed for incendiary bodies. Turns out igniting fires is fast even at RPMs in the 1000s
- Added incendiary head to APS shells
- AI hot point targeting can target fires (could already do it in previous versions, was missing from the changelog)
- Small flamer tanks only get 75% fuel/catalyst/oxidizer for every material spent compared to large
- Cargo container health from 8100 to 15000, armor from 7 to 5, flammability from 60 to 200%, fire resistance from 10 to 20
- Improved performance for igniting fires
- Made projectiles with a strong incendiary component much more consistent in finding blocks that are close enough to ignite
- Various tooltip/UI fixes
Current Release
v3.8.0.4
Uploaded Mar 29, 2024
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System Requirements
How to Install
From_The_Depths.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
1.8 GB
v3.8.0.4
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