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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)




v1.957 released!

Huge update with loads of new components, new mechanics and balance changes. Nukes, heavy armour, warp drives, optimisation and laser's shooting down large shells are just a few of the new features. Let me know what you think in the comments section below :)

New Components

New laser cavities added which have more energy storage

3 new RTG parts for generating constant power for a high initial cost without the requirement for fuel

Spares Processed added to keep your spare parts topped up

Tactical Nuke component added for Kamikaze runs

Land AI card added

Shield busting 'Disruptor Conduit' nose cone added for APS that channels EMP damage into the shield projector itself

3m and 6m Autoloader variants now available (with clips)

Warp drives added

Wavefront corrector component added for offensive lasers

APS shell ejector added for avoiding ammo racking

Heavy Armour added

Fixes and improvements

[Improvement] Fixes to Adventure mode spawning difficulties

[Bug fix] 2x2x2 resource containers now mirror correctly

[Improvement] Fuel refineries now have several warnings when being damaged from gas build up

[Bug fix] Fix to the damage from particle cannon pipes that are correctly terminated

[Bug fix] more support for spawning land vehicles in land designers (used to spawn under the terrain level and pop up!)

[Improvement] RTG Generators now charge batteries out of play

[Bug fix] Fixed a bug regarding the selling of raw resource containers and placing of containers as prefabs

[Bug fix] LUA error reporting fixed (has been broken for a few weeks, sorry!

[Improvement] Diplomacy UI revamped a bit

[Improvement] Unavailable single player game modes no longer visible

[Improvement] Fleet move AI pathfinding for naval vessels is now better

[Bug fix] rendering of big chunks of debris now fixed

[Bug fix] identification of when blocks should be perminently removed is now better (no more perminent battle damage during build mode)

[Bug fix] engine display is now correct when using an electric engine as well

[Bug fix] Laser range now correctly calculated and displayed

[Bug fix] APS penetration depth fuse fixed

[Improvement] Optimisation of several slow areas of code

[Change] Several APS blocks vertices count reduced signicantly (small fps boost)

[Change] many blocks retextured

[Bug fix] CRAM shells now explode on impact with terrain


Content updates

Loads of content updates to all three planets and a new planet "Ashes of the Empire" added with a land vehicle campaign

[Improvement] DWG tutorial story missions updated

[Improvement] New planet Icons in main menu for switching between planets

[Improvement] Faction flags added for Glao planet

New Features

[Improvement] Brawler player buff added, very useful for adventure mode

[Improvement] Leader boards many missions which feed scores into a 'Player Score' metric... which unlocks the "luck" attribute

[Change] You cannot order a fleet into allied territory, and lose relationship when you trespass there

[Improvement] you can now save your vehicle as an STL file for 3D printing. The option is in the Vehicle info UI (press V)

[Improvement] Low level of detail mode added for distant vehicles

[Change] SHIFT + P in build mode will cylce the following views: density (mass/volume) of components, forwards drag, cost density and hiden structural blocks

[Change] Centre of mass, buoyancy and drag clearly shown in build mode

Balance Changes and mechanic changes
[Improvement] Engineering captain skill works on fuel engines to increase efficiency and keep heat down

[Improvement] Armour smithing faction skill increases resitance to all damage types except EMP which it adds a susceptability to

[Improvement] Fleet supply faction skill implemented to increase supply range of forces

[Improvement] no skills adjust gravity or air density any more

[Improvement] Leadership ability increases fleet speed on the map and radar view distance

[Improvement] Luck can make a x4 accurate LAM shot

[Improvement] Skills have been rebalanced substantially

[Improvement] APS required barrel lengths for propellant burn and accuracy have been reduced and have a roll-off for high shell lengths

[Change] APS rebalanced so that cooldown scales using the 'standard' gauge equation and damage scales using the 'strong' gauge equation. Large shells should now achieve higher DPS than before and be more competative.

[Change] Effective range added for APS shells

[Change] Particle cannon arms with lenses now fire 2 50% strength shots not one

[Change] Jets and propellers have a 'top speed' and thrust falls off as they approach this speed


[Improvement] APS shell modules have a maximum length, allowing you to use more fuses at higher gauge than previously


[Change] Inertial fuses now allow fragments to explode on the far side of the shield


[Change] LAMS can shoot down CRAM shells and APS shells

[Change] Missile warners can detect large CRAM and APS shells


[Change] A docked vehicle can no longer use repair tentacles to repair the vehicle it is docked to

[Change] Munition Warners need to have a clear line of sight out of the vehicle to function

[Change] Missiles have a detectable range base on the thrust their thrusters are putting out

[Change] Munition warners are less effective if the vehicle is quickly rotating

[Change] Thumper heads increase missile health by a factor of 2.5

[Change] It's now the barrel not the gauge cooler that smokes in an APS system


[Change] Laser warner now needs a clear view out of the vehicle in order to operate- much like the munition warner does

[Change] You can now factor shield strength rather than change it using an ACB

[Change] Shield projectors cannot project through other shield projectors

[Change] both reflect and disrupt shields ignore AP and instead have effectiveness proportional to shell indicent velocity


[Change] Exhausts need a clear line of sight out of the vehicle or they lose cooling potential

[Change] if a shell with no fuses ricochets it will not explode

[Change] HE Missiles expoding underwater (i.e. torpedos) do significantly more damage and have larger radii

[Change] vehicle temperature is now far more important for the use of IR missiles

[Change] Shields and light fittings now radiate heat, as does the firing of cannon shells and missiles


[ 2016-06-30 12:29:14 CET ] [ Original post ]