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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)




1.88 now live! [New engines, Local Resource, and loads more]

Huge new content update for the stable branch. Engines have been completely reworked and replaced, you can now play all game modes with 'local resource' stored on your vehicles. Supply groups and Transit fleets added to manage the logistics of your war. Loads of new features, simplifications to overly complex systems, balance improvements have been added. To name but a few we have Laser Aborb shields, Explosive Reative Armour, new HEAT and HESH mechanics. There's also a new campaign we threw in at the last minute where you can play as DWG vs. just the Onxy Watch!

The in game manual has been updated to reflect the changes, and so have the building guides- so you'll find plenty of info in game. You'll also find buttons on the main menu where you can learn more about these changes.

Here is an absolutely must watch video from IreLAN gaming on the new update. Definitely worth a watch!


[Improvement] Code re-written to support modding in future
[Improvement] Aim point selection is less deterministic in it's selection of block.
[Improvement] Maximum strength attribute added to the planet editor for setting maximum garrison sizes
[Improvement] Special and Generic fleets now have difficulty levels assignable in the map editor
[Improvement] perminently locked unlock and faction design visibility options added to world editor
[Improvment] A new engine system called the Fuel Engine has been created to replace the current engine
[Improvement] Added a new system for electric engines and electric energy (plus electric energy supplying)
[Improvement] Lots of new content updates
[Improvement] Localised Resource Mechanic Addded, as well as supply groups and transit fleets for sharing both Raw Resource (in Localised Resource Mode) and Processed Resource (in all modes).
[Improvement] HEAT and HESH mechanics changed (manual pages added for both so you can learn more.
[Improvement] AI PID controllers and General Purpose PID controllers added for controlling loads of systems accurately
[Improvement] Explosive Reactive Armour added
[Improvement] Reworked electric engine system to be far more useful, and made electric energy the '4th processed resource'
[Improvement] Added Laser Absorb shield that uses electric energy from batteries to absorb laser damage
[Improvement] Added ACB options for changing shield type (to laser absorb) and changing excess drive factor
[Improvement] If excess drive factor set below 1 the shield turns off
[Improvement] ACB inputs added for responding to roll, pitch and forwards requests from AI
[Improvement] ACB inputs added for vehicle roll, and fractional engine power remaining
[Improvement] ACB outputs added for controlling Fuel Engines
[Improvement] ACB output added for setting spinners in Continuous and Continuous Reverse modes to spin at a certain speed (not disrupting those in other modes)
[Improvement] ACB output added for controlling PID set points
[Improvement] Advanced Projectile System ammo feeding system simplified. Ammo Ouputs gone completely and shell part boxes no longer needed. APS takes ammo directly from vehicle reserves
[Improvement] Scrapped vehicles leave a resource dump on the map that you can pick up (mainly for Localised Resource Mode)

[Balance] Jet engines are now use more power than propellers
[Balance] Custom jet engines now need clearance behind the exhaust / compressor to be able to work.
[Balance] Fuel tanks cost oil to place and return resource equivalent to their fullness.
[Balance] Ammo barrels cost metal to place and return resource equivalent to their fullness.
[Balance] Spares crate cost natural to place and return resource equivalent to their fullness.
[Balance] Smoke deployment now costs ammo and fuel
[Balance] Experience gain in Campaign depends on difficulty setttings
[Balance] APS shells no longer begin loading timer afresh on failed load attempt- they try again one second later. APS no longer costs shell parts (they use ammo instead). Ammo cost is effectively x4.
[Balance] Lasers use 20% less power to charge up

[Change]Air and water drives now go from -1 to 1, not -5 to 5.
[Change] Resource gatherer gathering made visually less complex (no debris floats up from sea bed)
[Change] Resource View toggle button is R
[Change] Toggling repairs is now F7
[Change] Naval AI is now less likely to select reverse gear for long journeys
[Change] Failsafe upgraded to be more accurate when radius set non-zero
[Change] Air pump now provides buoyancy at the center of the underwater unbreached volume- not the center of mass.

[Fix] 8m autoloaders now actually hold 8m shells.
[Fix] many vehicles under Naval AI control driving slowly

[Removal] Supply pump, Electric Engine Charger, Electric Engine Generator ,Shell Parts Box, Ammo Output Feeder and Oil Processor blocks removed.


[ 2015-12-18 17:10:43 CET ] [ Original post ]