
Over 1000 unique components allow you to build and command voxel vehicles from the deep ocean to outer space! Forge strategies, allegiances and fleets strong enough to destroy eight deadly factions of the planet and reign supreme. A genre-defying mashup of simulation, building, RTS and RPG.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 875 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The only game where you can fight Pirates, The US, Vikings, and Aliens at the same time and win
UI and control aspect of the game needs massive improvement. It presents a significant wall to new players who like myself want to engage with the game and its mechanics but are thrown off by poor controls and UI
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, Russian, Japanese, Korean*languages with full audio support
Hours played at review time, across 878 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great Game in pretty much every regard. That being said the AI system is such a awful mess of jank, overcomplication and needing a borderline programming degree just to ensure your ship/tanks dont endlessly drive in circles, ram eachother totally ignoring any and all pathfinding or collision avoidance. Googling your issues to be redirected to reddit posts 4 years ago that dont help, you use the official FTD discord and ask for help and NOBODY replies. Its a good building and fighting game but trying to make your craft do what you wish is more or less spending 6 hours following dead end tutorials, slamming your head into a brick wall tweaking every single setting and subroutine for NOTHING to do what youre trying to do. its enough to make me not want to play the game as i know i can build a nice vehicle but god forbid it actually runs right
so good i had to buy this after, like, playing an illegitimate copy for a couple hundred hours. every system is basically an entire minigame in and of itself and its like pure crack when you haphazardly assemble something that beats up an enemy ship sure the learning curve is a rusty barbed wire wall with crap smeared on it for good measure but if you have boatloads (pun intended) of time to kill this game is amazing (i hope you realize that fact before the 2 hour refund window is up) havent played the campaign until now, much like most of the players, well according to steam achievements
I’ve been playing this game for so long it’s practically on my resume. Just when you think the dev cycle is done, they surprise you yet again. Let's be real: it’s a beautifully janky mess and you need an engineering degree to get anything automated without causing an accidental meltdown on yourself. But if you’re looking for a deep-dive game with zero FOMO, look no further. The campaign's difficulty curve is brutal but brilliant. Don't hide from the hard counters; embracing the pain makes it all the sweeter when you finally build the ultimate counter-machine to annihilate that one specific enemy that's been ruining your week. (Flying Squirrels, I’m looking right at you. You're on my list). Pro tip: If you love building masterpieces but your brain short-circuits the moment power/ AI and weaponssystem management is involved, Force a friend who actually understands and enjoys thinking tp p[lay this game with you. Teamwork makes the dream work: you handle the aesthetics, they handle the internals. Massive thank you to the dev(s?) for still working on this and keeping us delightfully frustrated after all these years.
The game is actually very good but ui is so bad that you forgot to have fun from the game
From the Depths is a game that I grew up watching with videos from Robbaz in the early years and then Lathland back in the late 2010's and more recently that frog guy with the piss laser. Ultimately, I have always had a strong urge to play this game due to my fascination with military technology and vehicles, the same desire that led me to BattleTech, so as you can imagine once I got my hands on a PC and this game, well. -The flood gates opened-. I have made way to much stuff. I promise, to all of you, I will become a prolific workshop designer and contribute creativity like so many of you do. P.S. pls dont look at any of my current workshop stuff, its kinda ass, i need to learn decos
One day, I was 9 or 10 I think, my dad called me and my brother into the living room to tell us about a new game that's out on steam about building ships and pitting them against each other. He said he's going to buy us all a copy so we can play it together, and he did. Me, my dad, and my brother spent the next several hours messing around with the controls, building very basic hulls, trying to figure out how to build a gun. My brother tapped out first, he is quite good at picking up any game but From The Depths was different, this wasn't simply a game, this was a tool built to pull every ounce of creativity out of your head and plop it into a virtual world, my brothers creativity wasn't strong enough on it's own, he needs something more, a hard-set goal, a motive. My dad stopped playing next, he loved the game but he also owns his own business and simply doesn't have the time to toy with his creativity like this game requires of you. I played for about 100 hours, learned everything my preteen brain could handle, and then I forgot about this game for an entire decade. A few months ago I decided to reinstall From The Depths and give all those things I couldn't figure out another shot. And ♥♥♥♥♥♥♥♥♥ has this game gotten so much better! Don't get me wrong, the game was good 10 years ago, but recently the devs (possibly new devs, I'm not sure) have reopened this project and have been robustly updating this game to the communities requests. From The Depths takes so much time and effort to understand, it has the steepest learning curve of any game I have ever played, and every second of that learning is worth it. From The Depths has nurtured the engineer in me since before I had an interest in engineering, and even now it's being upheld and updated so people can keep enjoying this project. Most people are not capable of enjoying this game, but the people who do get more enjoyment from it than most other games they play, myself included. I've logged hundreds of hours into From The Depths over the last few months and I hope to do so for decades to come.
>be me >come across FtD video >be mesmerized by the creations made >buy game (on discount) >play game >realize >get a degree in marine engineering >build boat >boat not work >make new boat >repeat a minimum of 17 times >boat now works and can fight >send boat to enemy >get annihilated >stop playing for 3 months >come back >rinse and repeat
Just got 100 hours, about 8 of those have been in the campaign. It is a difficult game to get into, but it's not the fault of the game at all. The tutorials they provide are excellent, but there are a lot of them. And there have to be, because the game just has that much depth. And I've seen comments that called it "unnecessarily complex" which had me concerned when I bought it. But that's not true, all of it is necessary for the game to work the way that it does. If you like losing yourself in a build and optimizing every part of it, this game is for you. Of those 100 hours I've spent I'd say over 80 hours in the designer.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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