TUXDB - LINUX GAMING AGGREGATE
by NuSuey
NEWSFEED
▪️ GAMES
▪️ STEAM DECK ▪️ DEALS ▪️ CROWDFUNDING ▪️ COMMUNITY
tuxdb.com logo
Support tuxDB on Patreon
Currently supported by 9 awesome people!

🌟 Special thanks to our amazing supporters:


✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]

Steam ImageSteam ImageSteam ImageSteam ImageSteam ImageSteam Image
2.2.27.11 released. New missile sizes!

The full suite of missile changes has now been released for feedback, alongside a bunch of other new features such as the decorative "mimic" block, some new structural blocks and a "laser cutter" laser power based melee weapon, and improvements to wheels. Hope you enjoy it, and post any bugs here v2.2.26 [Add] : Added a 'mimic' block that is a decorate block that can take the mesh of any of the blocks in the game. It can also orientate it, position it and scale it. [FTD-251] v2.2.26 [Add] : Rudder, jet(s) and propeller(s) now have smoothly increasing force outputs so they cannot go from +1 to -1 in one frame v2.2.26 [Change] : Sail attachments, blocks and weather vanes now have reduced drag v2.2.26 [Change] : Marauder given more fuel v2.2.26 [Change] : Sea Adder switched to fill paddle power, and 100% more grenades! v2.2.26 [Change] : Hummingbird widgets removed. v2.2.26 [Change] : Iron Juggernaut performance increase. v2.2.26 [Change] : Aardsterk performance increase. v2.2.26 [Change] : Firefly performance increase. v2.2.26 [Change] : Volta performance increase. v2.2.26 [Change] : Eclipse performance increase v2.2.26 [Change] : Flash perforamnce increase. v2.2.26 [Change] : Refactored construct module code and the attributes that put a module into the game[FTD-42] v2.2.26 [Change] : Vehicles now have high friction on terrain [BUGS-335] v2.2.26 [Change] : Archangel improved to prepare for new missiles. v2.2.26 [Change] : Pixy given more lunch from Mother Eros v2.2.26 [Fix] : ACB complex key various bugs fixed v2.2.26 [Fix] : ACB enemy/target altitude bounds fixed [BUGS-195] v2.2.26 [Fix] : ACB range not shared in MP fixed [BUGS-243] v2.2.26 [Fix] : ACB steam valve control now works [BUGS-337] v2.2.26 [Fix] : Mimic block when loaded as part of a sub object now works [BUGS-301] v2.2.26 [Fix] : Polarity taught that it is not Superman. v2.2.26 [Fix] : Mouse based shift to replace in build mode now works on clients [BUGS-317] v2.2.26 [Fix] : Rubber-banding of client vehicles when frame shifted in multiplayer fixed [BUGS-338] v2.2.26 [Fix] : Fixed the flickering of the water pumped effect when the camera moves [BUGS-234] v2.2.26 [Fix] : Jet particle trails no longer get stretched when the reference frame jumps v2.2.26 [Fix] : Mass slider in game config panel now works again [BUGS-267] v2.2.26 [Fix] : Missiles resettting to default missiles fixed [BUGS-290] [BUGS-269] v2.2.26 [Fix] : Air balloons now function correctly for client in multiplayer [BUGS-258] v2.2.26 [Fix] : All new wheel settings are correctly applied to the physical wheel model after load now [BUGS-238] v2.2.26 [Fix] : Explosions now make visuals and sound on the client in multiplayer [BUGS-278] v2.2.26 [Fix] : Qualification mode no longer crashes when a missile is fired [BUGS-298] v2.2.27 [Add] : Rendering approach for chunks has changed, and a new construct module for efficiently rendering rotating drive shafts / crank shafts / anything that rotates on an axis has been added [FTD-263] v2.2.27 [Add] : Spin blocks in motion now create propulsive forces when they hit the ground- this allows large rubber wheels and some styles of walkers to be made [FTD-265] v2.2.27 [Add] : Added in a laser cutter component that creates a powerful melee weapon using the laser system [FTD-240] v2.2.27 [Add] : Major additions to Lua: reworked Components and additions to Weapons, Self Awareness, SubConstructs and Misc. v2.2.27 [Add] : All sizes have 2 launcher/gantry types: normal and rail v2.2.27 [Add] : Both gantry versions cost the same, rail gantries have half the HP and 1/4 the weight v2.2.27 [Add] : Gantry durability up, a bit below metal HP and 20 armor v2.2.27 [Add] : Hatches added: 4x4 large hatch, 2x1 normal M hatch, 1x2 aerodynamic M hatch(less durable than the 2x1), 1x1 S hatch. The S/M hatches also contain a 1m gantry v2.2.27 [Add] : Hatches have a bit below HA level weight and durability. They are not structural v2.2.27 [Add] : Launchpads missing a gantry won't reload v2.2.27 [Add] : Rail gantries can't have hatches/ejectors/lua transceivers but are as aerodynamic as a 4m slope v2.2.27 [Add] : Rail launchers can connect to gantries on both sides v2.2.27 [Add] : Rail launchers have an invisible version for aesthetic purposes v2.2.27 [Add] : AI mainframe cost up to 400, GPP card cost up to 200 v2.2.27 [Add] : Each missile in the air needs general purpose processing power to function. If there is not enough GPP available its aimpoint will be off(right now by ~5m for every 10% missing) v2.2.27 [Add] : Follows the aimpoint of the attached LWC, or the player aimpoint if the missile's weapon slot is selected v2.2.27 [Add] : New missile component: remote guidance. 100% drag, 10% base HP, not limited to nose v2.2.27 [Add] : Can only be placed after a short range/variable thruster v2.2.27 [Add] : New component: secondary torpedo propeller, a wide rotating rim hanging over normal thrusters v2.2.27 [Add] : Same options/output as a normal prop v2.2.27 [Add] : The only component with double mass and has twice the drag of fins(slightly worse agility/acceleration and is ~20% slower than a dedicated missile/torpedo) v2.2.27 [Add] : Currently uses 100-10000 power, that translates to 0.1-1 jamming strength in a ~300-1000m radius. Strength decreases further from the jammer v2.2.27 [Add] : Each 0.1 strength adds ~1.5m inaccuracy to enemy remote guided missiles(only the strongest counts) v2.2.27 [Add] : New AI block: signal jammer, attaches to mainframes/connectors v2.2.27 [Add] : This means small fighters can get away with 100-200 power and have a decent defense against remotes(or a carrier can cover them from up to 1Km out) v2.2.27 [Add] : Uses power and interferes with enemy electronics(read: remote guidance missiles) v2.2.27 [Add] : The vehicle event scheduling system has been refactored a bit [FTD-264] v2.2.27 [Change] : Advanced cannons can now be set to aim using high arcs instead of only low arcs v2.2.27 [Change] : Steam shafts given less cute names. v2.2.27 [Change] : Naming has gone through some OCD changes, more consistant for mimic searching. v2.2.27 [Change] : Duster now actually a propeller airplane. v2.2.27 [Change] : Falkenheim had some new windows installed. v2.2.27 [Change] : Shrike had mimic treatment. v2.2.27 [Change] : Paddlegunner given paddle power! v2.2.27 [Change] : Pilferer fully paddle powered and tuned up. v2.2.27 [Change] : Aardsnel had the shakes removed. v2.2.27 [Change] : Cirrus has mimic treatment. v2.2.27 [Change] : DreadNought had mimic treatment. v2.2.27 [Change] : Morning Star struck with military cutbacks. v2.2.27 [Change] : Mosquito now has less malaria. v2.2.27 [Change] : Rusted Ram Small House renamed. v2.2.27 [Change] : Talon SkyFortress has mimic treatment. v2.2.27 [Change] : Warhorse gone through some cutbacks. v2.2.27 [Change] : Kite Fighter has a tuneup. v2.2.27 [Change] : Machination given new railings. v2.2.27 [Change] : Cerberus has been replaced with Maro's. v2.2.27 [Change] : Aardvark Refinery has mimic treatment. v2.2.27 [Change] : Aeonic given minor tuneup. v2.2.27 [Change] : Ascension has been given some makeup. v2.2.27 [Change] : Bee given more sober pilots. v2.2.27 [Change] : Endeavour given some tuneup. v2.2.27 [Change] : Gnasher given some makeup. v2.2.27 [Change] : Hermes given some makeup. v2.2.27 [Change] : Hunter has mimic treatment. v2.2.27 [Change] : Hydroponics Farm has mimic treatment. v2.2.27 [Change] : Iron Curtain has new shiny railings that are up to code. v2.2.27 [Change] : Nightjar has mimic treatment. v2.2.27 [Change] : Peacekeeper given some tuneup. v2.2.27 [Change] : Smog given some backup. v2.2.27 [Change] : Vulture given some makeup. v2.2.27 [Change] : Warbird given some makeup. v2.2.27 [Change] : Wasp given some makeup. v2.2.27 [Change] : Werebat given a tuneup. v2.2.27 [Change] : Beluga Elite fanned off a bit. v2.2.27 [Change] : Dagger received some honing. v2.2.27 [Change] : Mantis now has some new shades. v2.2.27 [Change] : CrossBolt had mimic treatment. v2.2.27 [Change] : Terawatt received more stabilizations v2.2.27 [Change] : Inquisitor received some tune ups. v2.2.27 [Change] : Functions added to get the propulsion inputs issued by AI and the player v2.2.27 [Change] : Faster missiles are clumsier, turnrate decreases linearly with speed down to 30% at 600 m/s. v2.2.27 [Change] : Fin force is proportional to the distance from the the center of the missile. Putting fins in the front come with a speed reduction/warhead offset but increases agility more than the 2nd fin in the back. v2.2.27 [Change] : Fins are weaker higher up, turnrate decreases linearly from 100% to 50% at 500m. Combined with speed bonus higher up this means turning is still practically disabled at 500m+. v2.2.27 [Change] : Turnrate is reduced at very low speeds, for now linear increase from 0% at 0 m/s to 100% at 100 m/s (high speed scaling ) v2.2.27 [Change] : Turnrate is reduced by SQRT(LENGTH_IN_METER), so a 3m S missile turns twice as fast as a 12m L with the exact same components. v2.2.27 [Change] : Turnrates decreased across the board v2.2.27 [Change] : APN changed, now it is affected by gravity v2.2.27 [Change] : Missile controller now aims bombs using 70% the ejection speed of the first attached launcher v2.2.27 [Change] : Missile controller now aims dumbfires using the max speed of the first attached missile at the current altitude v2.2.27 [Change] : Ammo cost is 100(?)/cubic meter of gantry (3m S missiles 4x75, 6m M missiles 600, 12m L missile 4800) v2.2.27 [Change] : Each gantry costs 200, 800 for large v2.2.27 [Change] : Each launchpad costs 600 materials, 2400 for large v2.2.27 [Change] : Launchpads that contain missile components cost 400/3200 v2.2.27 [Change] : Lua transceiver cost up to 2000 v2.2.27 [Change] : All missiles do some speed-based thump damage, adding bodies/thumpers increase this (1 body adds as much damage as 20 normal components, thumper is worth 1.5 bodies). v2.2.27 [Change] : All warhead scaling is linear. v2.2.27 [Change] : EMP damage is 200/2000/20000 v2.2.27 [Change] : Frag damage is 15x400, 30x2000, 60x10000 with all sizes having 6 AP v2.2.27 [Change] : HE damage is 400/4000/40000 per warhead, radius is TOTAL_DAMAGE^0.33 (~33-50m for L missiles) v2.2.27 [Change] : Replacing 1 normal warhead with a body means losing ~50% damage but gaining lots of HP. Missile impacts have 20 AP. v2.2.27 [Change] : Underwater HE damage bonus down to 50% v2.2.27 [Change] : All missiles/bombs in the air can be detected at a distance based on their size, even at 0 thrust v2.2.27 [Change] : Passive sonar only picks up torpedos at a range that depends on their thrust v2.2.27 [Change] : Thrust-based detection range scales with the ~square root of thrust v2.2.27 [Change] : Each S/M/L ejector adds 75/50/25 speed (L heavy launchpad can take 8 ejectors) v2.2.27 [Change] : Ejector addon cost up to 50 v2.2.27 [Change] : If launchpad has 0/0 ejection elevation/azimuth thrusters and propellers give a base launch speed: SR thrusters 100 m/s, torpedos(only primary) 50 m/s, S/M/L variable thrusters 40/20/10 v2.2.27 [Change] : Launchpads with hatches can't set ejection elevation/azimuth v2.2.27 [Change] : Setting ejection azi/ele further from straight forward/backwards gradually reduces speed, down to 75% when either is 90, 50% when both v2.2.27 [Change] : Variable thruster got a start delay parameter, 0-10s v2.2.27 [Change] : Proximity fuse only available on M/L missiles v2.2.27 [Change] : Proxy should be a bit more reliable now, not terribly useful but those so inclined can go squirrel hunting with L missiles v2.2.27 [Change] : Proxy takes up volume equal to 20% of an M missile component v2.2.27 [Change] : Safety fuse only takes half the volume of an S module, rest can be filled up with useful things v2.2.27 [Change] : L launchpads and gantries are 2x2 and 1m high, each gantry contains 1 missile component v2.2.27 [Change] : M is the current size v2.2.27 [Change] : Missile lifetimes are 10/20/40 seconds, 20/40/80 for bombs and torpedos v2.2.27 [Change] : Reload time of a launchpad is 10 * SQRT(LENGTH_IN_METER) v2.2.27 [Change] : S has 4 missiles/launchpad and each gantry holds 4x4 missile components v2.2.27 [Change] : Small/medium/large missiles (S/M/L from now on) v2.2.27 [Change] : Flak damage up from 20% of HE to 30% of HE v2.2.27 [Change] : Flak radius multiplier down to 2.5 from 4 (~76% the previous final value with the damage change) v2.2.27 [Change] : LAMS attenuation ~75% at 500m, ~49% at 1000m v2.2.27 [Change] : LAMS damage down to 20% of the previous value (uses the same amount of laser energy) v2.2.27 [Change] : LAMS inaccuracy down to 0.05 v2.2.27 [Change] : LAMS node material cost up to 200 v2.2.27 [Change] : Both harpoons and cable drums are max health components v2.2.27 [Change] : Cable length is 300/600/1200 for S/M/L cable drums, half that for the harpoon itself v2.2.27 [Change] : Cable strength is 500/2000/8000 for S/M/L v2.2.27 [Change] : Cables break at max range v2.2.27 [Change] : Each winch power provides 3 force(an M harpoon cable with maxed winch is 133% the force of a huge jet). v2.2.27 [Change] : Half the harpoon force is applied at the mainconstruct's CoM, half at the contact point(part CoM to reduce flipping) v2.2.27 [Change] : Winches are now attached to launchpads v2.2.27 [Change] : Winches can only have 1 harpoon cable attached(won't let you fire a harpoon without a free winch) v2.2.27 [Change] : Winches need power to work and they can be configured to use up to as much power as the cable strength of the attached launchpad(like a fishing pole, it will ease up if the cable would break) v2.2.27 [Change] : EMP/HE/frag warheads, thrusters and IR/radar/laser guidances 20% v2.2.27 [Change] : Fuel/fins/everything else 40% v2.2.27 [Change] : Lua transceiver/remote guidance 10% v2.2.27 [Change] : Missile component base HP is 20/200/3000, each type has its own modifier on that v2.2.27 [Change] : Missile HP is the sum of component HPs v2.2.27 [Change] : Single pixel IR seeker, torpedo sonar, torpedo propeller modifier is 50% v2.2.27 [Change] : Thumper head, body, harpoon/cable 100% v2.2.27 [Change] : All countermeasures are even more WIP than the rest, numbers are just illustrations v2.2.27 [Change] : Charge damage is 6 * BASE_HP_OF_M_MODULE, 1200 right now v2.2.27 [Change] : Charge range is 35m v2.2.27 [Change] : Interceptor heads are only available on M missiles v2.2.27 [Change] : Interceptors coordinate, they will assign enough damage to comfortably kill the target and prioritize finishing missiles others already got a lock on v2.2.27 [Change] : Interceptors have 3 charges, they use them all at once: main target + 2 additional missiles if there are any in range, otherwise the charges are wasted v2.2.27 [Change] : Interceptors only trigger if they are very close or have started to move away from the target but are still in range(goal is to get in the middle of swarms) v2.2.27 [Change] : Interceptors prioritize targets larger than themselves(+also take range and angle into account) v2.2.27 [Change] : They retarget if the have missed their contact or the target is destroyed v2.2.27 [Change] : APN, TPG and 1-turn are now small components: only take 1/2 the volume of an S component, 1/16 of M, 1/128 of L v2.2.27 [Change] : Final component health will be the volume-weighted average of APN/TPG/1T (40%) and the filler's health modifier (body 100%, fuel 40%, HE/EMP 20%) v2.2.27 [Change] : The rest can be filled with fuel, HE, EMP or be reinforced for health/thump damage(body). Launchpads got a slider with these options v2.2.27 [Change] : Less possible downtime against destroyed projectiles v2.2.27 [Change] : Option to stop firing when under smoke v2.2.27 [Change] : Option to target only out of water/under water projectiles v2.2.27 [Change] : Options to target only projectiles with a diameter above X mm and/or below Y mm (missiles are 250/500/1000mm) v2.2.27 [Change] : Stricter angle/distance checks v2.2.27 [Change] : Will look for another target when the previous one is starting to get further away v2.2.27 [Change] : After they left the vehicle all non-terrain contact will trigger the full impact damage v2.2.27 [Change] : EMP/harpoons/flares now still work if impact damage destroys the block hit (EMP can jump 6m, harpoons/flares 3m to the nearest block) v2.2.27 [Change] : Explosion triggered by missile impacts/destroying missiles only happens if warhead arming delay is over(and impact is not on the launcher if there is a safety fuse on the missile) v2.2.27 [Change] : harpoons/flares now still work if EMP damage destroys the block hit v2.2.27 [Change] : Impact damage uses the relative velocity of the missile and the target hit (head on collision more damage, hitting a plane from behind less) v2.2.27 [Change] : Missile use new gridcast hit detection, can't teleport through armor v2.2.27 [Change] : Missiles that didn't leave the launching vehicle can only damage it if the go faster than 75 m/s (below that they only bounce around on collisions) v2.2.27 [Change] : Missiles with 0/0 ejection angle and downwards facing bombs are moving on rails, won't deviate from the launchpad until they completely leave it v2.2.27 [Change] : Overall launching is much more lenient, no more scattering v2.2.27 [Change] : Anything with fins can glide, redirect their velocity(from gravity/turns) to a forward pointing one v2.2.27 [Change] : Conversion rate depends on angle of missile and velocity, 100% at 0, 50% at 90, 0% at 180, with 20% loss v2.2.27 [Change] : Conversion rate is further reduced at very low speeds, 0% at 0 m/s, 100% at 30 m/s v2.2.27 [Change] : Fin bonus speed and cheat method reworked into 'gliding' v2.2.27 [Change] : Drag reduction is linear from 100% at 0 altitude to 50% at 500m (missiles are still faster higher up, but aren't off-the-charts) v2.2.27 [Change] : Fins 200% drag, secondary torpedo propeller 400%, sonar/radar buoys 500% v2.2.27 [Change] : Fuel tank capacity doubled (1000/10000/100000) v2.2.27 [Change] : Highest practical missile speed is ~400m/s (2m long S with SR thruster) v2.2.27 [Change] : Maxed out variable thruster speeds are ~240/220/200 m/s for 3/6/12m S/M/L missiles v2.2.27 [Change] : Radar/IR/laser guidance 60% drag, single pixel/thumper/torpedo sonar 40% v2.2.27 [Change] : Short range thruster is fixed 450/4500/45000 output and 600/6000/60000 fuel/sec, 5 sec max v2.2.27 [Change] : Torpedo limit 200/2000/20000, 80/800/8000 fuel/s at max v2.2.27 [Change] : Torpedos are ~90/80/70 m/s v2.2.27 [Change] : Variable thruster limit 300/3000/30000 v2.2.27 [Change] : Variable thrusters/torpedo propellers can also set a start delay v2.2.27 [Change] : Bailey has less booze on board. v2.2.27 [Change] : Churl has less booze on board. v2.2.27 [Change] : Constellation has mimic treatment. v2.2.27 [Change] : Defiant given more sober Captain. v2.2.27 [Change] : Partisan given new railings. v2.2.27 [Change] : Constitution has mimic treatment. v2.2.27 [Change] : Fairday has a new captain. v2.2.27 [Change] : Angler has mimic treatment. v2.2.27 [Change] : Chancellor has mimic treatment. v2.2.27 [Change] : Huskarl given some tuneup. v2.2.27 [Change] : Essen has less boose on board. v2.2.27 [Change] : Iron Cross has minor tuneups. v2.2.27 [Change] : Nightingale has mimic treatment. v2.2.27 [Change] : Seagull has new railings. v2.2.27 [Change] : Straussland given some tuneup. v2.2.27 [Change] : Event Horizon has a tuneup. v2.2.27 [Change] : Allegiance installed new railings up to code. v2.2.27 [Change] : Chrysaetos had mimic treatment. v2.2.27 [Change] : Coal Factor has a mimic treatment. v2.2.27 [Change] : Dromaeo had their pilots retrained. v2.2.27 [Change] : Gannus given a slight new paintjob. v2.2.27 [Change] : Hammer now has some new shades. v2.2.27 [Change] : Iron Maiden installed new railings up to code. v2.2.27 [Change] : Reefshark appointed a new Captain. v2.2.27 [Change] : Thunderchild has a big tuneup. v2.2.27 [Change] : Annularis given new shades and tuneup. v2.2.27 [Change] : Catshark has mimic treatment. v2.2.27 [Change] : Excalibur given some tuneup. v2.2.27 [Change] : Greatwhite has a new captain with some tuneups. v2.2.27 [Change] : Icarus has mimic treatment. v2.2.27 [Change] : Maelstrom given some tuneup. v2.2.27 [Change] : Novara received a new Captain. v2.2.27 [Change] : Remora has mimic treatment. v2.2.27 [Change] : Trident given some tuneup. v2.2.27 [Change] : Trondheim has mimic treatment. v2.2.27 [Change] : Victoria given some tuneup. v2.2.27 [Change] : Asphodel given some tuneup. v2.2.27 [Change] : Bayonet has mimic treatment. v2.2.27 [Change] : Bullshark has a new Captain and given some tuneups. v2.2.27 [Change] : Kitakami has mimic treatment. v2.2.27 [Change] : Spectre has a tuneup. v2.2.27 [Change] : Thyr has mimic treatment. v2.2.27 [Change] : Valient given some tuneup. v2.2.27 [Change] : Cinder has new been given new crew training. v2.2.27 [Change] : Exter has some minor tuneups v2.2.27 [Change] : Guernsey given a tuneup. v2.2.27 [Change] : Hydra has mimic treatment. v2.2.27 [Change] : Manatee has mimic treatment. v2.2.27 [Change] : Norge has new riggings up to code. v2.2.27 [Change] : Reaper has mimic treatment. v2.2.27 [Change] : Rhea given large tuneup. v2.2.27 [Change] : S.M.S. Daring installed new railings up to code. v2.2.27 [Change] : Sabre given crew retraining and tuneups. v2.2.27 [Change] : Sacrilego had some corners cut off. v2.2.27 [Change] : Shadowcat has mimic treatment. v2.2.27 [Change] : Weapon UIs moved to the new UI format v2.2.27 [Fix] : Ohm had its LAMs reconnected. v2.2.27 [Fix] : Remote guidance when under manual control can aim at the specific player aim point now. v2.2.27 [Fix] : Missile control blocks that have been killed and repaired stopped working [BUGS-350] v2.2.27 [Fix] : Mouse based building shift to replace stopped working in mirror mode [BUGS-357] v2.2.27 [Fix] : Tank mode wheels are now controlled well by AI and work when forward speed request is high


[ 2018-10-15 15:22:31 CET ] [ Original post ]

From the Depths
Brilliant Skies Ltd. Developer
Brilliant Skies Ltd. Publisher
2020-11-06 Release
Game News Posts: 199
🎹🖱️Keyboard + Mouse
Very Positive (9687 reviews)
The Game includes VR Support
Public Linux Depots:
  • From The Depths Linux 64 [973.8 M]
Available DLCs:
  • From the Depths - Steel Striders Anime Girls character pack
  • From the Depths - Gone to Sea DLC

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 is currently in alpha and 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 campaign waged over hundreds of islands against eight unique factions.
  • A Story Mode where you can (eventually!) play 15 missions as each of the eight factions - a fantastic mixture of strategy, design and wild battles! Defend your fleet against waves of enemy forces in a series of extremely tough challenges that unlock new components.
An expansive multiplayer and co-op element is planned for the coming months!

Key Features

  • Design and build your fleet, fortresses and structures however you want. The alpha currently has over 400 unique components blocks, not including 29 different components for making missiles, torpedoes, depth charges and bombs.
  • 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, fire control computers, blueprint spawners, repair bots, air pumps, automated control blocks and many, many more!
  • Realistic 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 (http://www.fromthedepthsgame.com/forum), with new releases made on average once a week. Community organised challenges and blueprint sharing make it an extremely friendly place to hang out!

Customisable Components

The customisable components in From the Depths allow a unique level of engineering customisation:
  • 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, fuel pods, sonar seekers, buoyancy compartments and propellers, to deliver a truly bespoke weapon.
  • Design custom cannons by combining four different barrel types and lengths with autoloaders, warhead types, ammo boxes and auxiliary components to create everything from AA cannons to howitzers.
  • Design custom AI by combing 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, as well as drills that can cut even the largest of battleships in half.

Workshop


MINIMAL SETUP
  • Memory: 4 GB RAMStorage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
  • Storage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
RECOMMENDED SETUP
  • Memory: 8 GB RAMStorage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
  • Storage: 3 GB available spaceAdditional Notes: Steam connection required to play the game
GAMEBILLET

[ 6138 ]

2.70$ (86%)
24.89$ (17%)
1.63$ (18%)
49.49$ (10%)
21.00$ (65%)
18.39$ (8%)
33.99$ (15%)
0.81$ (92%)
7.47$ (61%)
3.75$ (75%)
17.99$ (28%)
33.59$ (16%)
4.00$ (80%)
2.59$ (74%)
21.24$ (15%)
7.31$ (51%)
33.17$ (17%)
1.11$ (93%)
33.59$ (16%)
9.00$ (70%)
21.99$ (12%)
12.38$ (17%)
8.27$ (17%)
2.99$ (83%)
12.74$ (15%)
39.95$ (11%)
8.00$ (50%)
6.61$ (17%)
33.97$ (15%)
4.19$ (16%)
GAMERSGATE

[ 3464 ]

4.95$ (67%)
3.0$ (85%)
5.0$ (75%)
6.0$ (70%)
5.0$ (75%)
7.5$ (75%)
0.58$ (92%)
3.0$ (85%)
1.5$ (85%)
5.0$ (75%)
6.8$ (66%)
3.75$ (75%)
16.24$ (35%)
4.0$ (80%)
0.75$ (92%)
8.5$ (66%)
0.58$ (92%)
3.33$ (67%)
1.53$ (83%)
12.59$ (37%)
10.49$ (48%)
4.95$ (67%)
9.99$ (50%)
6.0$ (70%)
17.99$ (28%)
9.9$ (67%)
2.5$ (75%)
9.59$ (40%)
12.0$ (60%)
6.0$ (70%)

FANATICAL BUNDLES

Time left:

5 days, 5 hours, 42 minutes


Time left:

11 days, 5 hours, 42 minutes


Time left:

8 days, 5 hours, 42 minutes


Time left:

8 days, 5 hours, 42 minutes


Time left:

8 days, 5 hours, 42 minutes


Time left:

8 days, 5 hours, 42 minutes


Time left:

8 days, 5 hours, 42 minutes


Time left:

8 days, 5 hours, 42 minutes


Time left:

8 days, 5 hours, 42 minutes


Time left:

8 days, 5 hours, 42 minutes


Time left:

8 days, 5 hours, 42 minutes


Time left:

8 days, 5 hours, 42 minutes


Time left:

8 days, 5 hours, 42 minutes


Time left:

8 days, 5 hours, 42 minutes


Time left:

8 days, 5 hours, 42 minutes


Time left:

33 days, 5 hours, 42 minutes


Time left:

13 days, 5 hours, 42 minutes


Time left:

5 days, 5 hours, 42 minutes


Time left:

40 days, 5 hours, 42 minutes


Time left:

29 days, 5 hours, 42 minutes


Time left:

26 days, 5 hours, 42 minutes


Time left:

34 days, 5 hours, 42 minutes


Time left:

36 days, 5 hours, 42 minutes


HUMBLE BUNDLES

Time left:

13 days, 23 hours, 42 minutes

by buying games/dlcs from affiliate links you are supporting tuxDB
🔴 LIVE