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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 From the Depths 

 

Developer

 Brilliant Skies Ltd. 

 

Publisher

 Brilliant Skies Ltd. 

 

Tags

 Action 

 Indie 

 Strategy 

 

RPG 

 

Adventure 

 

Simulation 

 

Singleplayer 

Release

 2020-11-06 

 

Steam

 20,99€ 19,49£ 24,99$ / 0 % 

 

News

 195 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 248 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/268650 

 

How long to Beat

Main Story + Extras

 40 Hours 

 

Completionist

 46 Hours 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 200,000 .. 500,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 119  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 182 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 From The Depths Linux 64 [973.8 M] 


DLC

 From the Depths - Steel Striders Anime Girls character pack 




LINUX STREAMERS (0)




Multiplayer (inc. co-op campaign) back in stable branch

I'm pleased to announce that changes from about 8 "development branch" releases are now being pushed into the stable branch to get more people involved in the multiplayer testing. This involves a lot of adversarial and creative multiplayer maps as well as the ability to test co-op campaign play.

Multiplayer is still rough around the edges so report any bugs you find at www.fromthedepthsgame.com/forum

You can also design maps for multiplayer in the map editor and upload them to the forum for integration into the game.

Changes
(Bugs created in one version and fixed in the next are not listed here)

[1.633] Friendly missiles should no longer target flares

[1.634] Issues with laser designators retargetting all the time fixed

[1.634] R also changes block rotation as well as type selection

[1.634] Augmented nav missiles and one turns play ball with each other

[1.634] Fixes for mac users who are experiencing infinite loading screens.

[1.634] Control for firing vehicle weapons (CTRL and middle mouse) more widely advertised

[1.635] Prompt on screen when you are overriding AI control of weapons

[1.635] ACB has new inputs where it can respond to turn left and turn right commands to the vehicle

[1.635] Button in options to disable slow motion explosions

[1.635] ACB can activate a drone's mothership's docking station

[1.635] ACB inputs added for fuel and battery charge

[1.635] Dedicated heli spinner has a 'world vertical' fraction setting for adding stability

[1.635][bug fix] Guide construct is never accidentally destroyed on the main menu but the Auto Battling process.

[1.635] Multiplayer added back in to FtD with lots of new features.

[1.635] Guide interface tidied up a bit

[1.635] [bug fix] Water no longer visible inside boats (it was casting shadows even when transparent

[1.635] Save vehicle GUI logic changed so you no longer need to deselect the current selection to enable renaming

[1.635] Prefabs save and place the settings of the blocks now

[1.635] Damaged enemy vehicles are culled in the vanilla designer

[1.635] Complexity prefererence is saved

[1.635] Missile seeking parts and one turns fixed a bit- note that one turns and APNG don't work well together due to the guidance algorithm of APNG.


[1.641] New game mode- attrition added

[1.642] Blueprint Spawner (block) and Blueprint Respawner And Scrapper (block) disabled in multiplayer


[1.643] Autoloaders no longer accidentally connect into cannon connectors

[1.643] Resource zone growth of resources have been stabilised

[1.643] Less likely to target a random dead block- more likely to choose an alive one

[1.643] World map deactivated on deaths

[1.643] Problem with placing dedicated heli spinners on precision turrets fixed

[1.643] new map 'Tournament of Kings' added to multiplayer


[1.65] Laser Colorer block added for changing laser beam color and width for laser weapons.


[1.65] Map editor allows setting of faction designs to different difficulty levels

[1.65] Co-op campaign now available (still pretty rough around the edges I think)

[1.65] Faction updates (DWG, TG and GT especially)

[1.65] Basic design merging options added to map editor for merging two .faction files together


What's next
I'll be spending the rest of the week tidying up loose ends, maturing the features already in the game, and fixing bugs in the single and multiplayer, and then begin preparations for the custom cannon ammunition overhaul, which will begin with some changes to the engine to optimise performance and potentially the inclusion of a "fire mechanic (things burning).


[ 2015-07-08 19:48:42 CET ] [ Original post ]