Hi everyone. Nick here, the lead developer of From the Depths. I am writing this on the day of FTDs exit from early access. This is a special moment for me (made only slightly less special by working 20-hour days and being slightly deranged with exhaustion). FTD has been in development for 8 years. It started out as (to cut a long story short) a one man indie dev project but to call it that now is entirely inappropriate given the monumental amount of work put into the game by the team, community contributors and the community themselves. Id like to give special thanks to my team. Jeff Madole (Majyst) who has been looking after the games planet/faction content for years now, which is a monumental job made even harder by the frequent rebalancing of the game and introduction of numerous new mechanics. Draba (Jnos Blask) whose dedication to getting the game mechanics balanced and streamlined has been indefatigable even in the face of the frequent pushback that changes inevitably create. Without these two the game would be nowhere near as enjoyable and polished as it is today. Many thanks also to Joris Wingelaar (HerpeDerpeDerp) who has spent the last year at the coal face of strategic AI (and many other things) and produced a campaign that is significantly more interesting to play. Huge thanks to Arnaud Lewden (Gladyon) who has been coding on FTD for many years now and contributed an enormous amount to so many different areas. Thanks to Haoyu Weng (WengH) for putting in the undo-redo mechanic for building, amongst many other epic things. Further thanks to my business manager Sean Darling (Beastman) and community manager Jonathan Bacon (BaconsTV) who have allowed me to focus on what I love to do best, which is coding. You both work tirelessly to bring the community feedback to the team (whatever the timezone). Its fantastic to know I can rely on you guys to keep things going smoothly. Thanks to Peter (Khaz) for creating the visual aesthetic of the game and doing a bunch of coding as well. Peter worked for years alongside Jeff and me and together we brought the game a long way forward. Thanks to Mattia Pizzaia (Mangmod) for all his work on the trailer, UI buttons, sounds, artwork and many other things. Thanks to Rhea for your modelling contributions, and Joan Palacios (Strivvy) for yours, and thanks to the more recent members of the art team as well such as Mira Dzhantova for the new box art branding and trading cards and Claire Monoghan (Claire) for new block models and textures. Thanks to Ben Reeve (BlueNexus) for his work getting the game localised ready for translation. This was a monumental job. Thanks to Charlotte Nguyen (Hikari), Scarlet Devil and Karim Ben Ghorbal (Karbengo) for your significant contributions to the games content and community management. Thanks to Mike Haynes (ABYAY) for coming to Scotland and working on the content, the tutorials, the build guides and much more. Thanks to Lukaz Guzman for Rambot character art and loads of the original models and textures. Thanks to the dozens of translators working on getting our translations of the game ready. Thanks to Tor Johan (OwO) for testing. Thanks to everyone Ive forgotten (Im sure Ill remember once I get some sleep). Thanks to our moderators, wiki editors, bug reporters, feature suggesters, donators and players. Special thanks to our dozens (hundreds?) of Keepers of the Lore (KOTL) for helping our content team create the blueprints of the factions Neter, AOTE and Glao. And thanks to all the youtubers and streamers who have adopted FTD and stuck with it. Without you the game would not have reached the audience it and development would have run out of funding a long time ago. Thanks to my wife, Laura, for putting up with this . So with the important part done Id like to talk about what FTD means to me. Its become my life now. When I started the project, I had hardly any coding experience, no 3D modelling or texturing experience, no unity experience, no UI experience (shocking, right?) and had never run a business. With the support of you all Ive been able to make game development my life and am now recognised officially, in many player reviews as one of the worst UI coders in the world". It has been a really great experience working with such talented people and making a product so many people are passionate about. I know FTD is very special to a lot of you as well and seeing you all enjoying it so much has been the driving force for me for this whole time. So what does leaving early access mean for us. I know a lot of you are celebrating this achievement with us, but I know a lot of you are worried for one reason or another. Dont be. Leaving early access just means that I think that weve got a sufficient breadth of features that are now in a stable state. This means I am proud to put it on general sale, rather than a limited sale to enthusiastic early accessors. This absolutely isnt the end of development for us, it just means that our existing engines, weapons, armour, game modes, etc are now pretty much in place and wont be changing every month. So for people coming back to FTD to see what the release version looks like here are some highlights for you depending on how long youve been gone there will be too many to mention... Universal Production Music UK have provided us with an epic sound track of 90 songs that you can listen to in game. You can now add camouflage textures to your alloy, metal, heavy armour and wing materials You can get back into the game more easily with voice acted build guides and interactive tutorials, and new manual pages Youll find a new and improved steam engine system to play with. Thats fresh out today. The campaigns 8 enemy nations have improved strategic AI making the campaign more interesting to play The story mission arcs have been recreated and contain an interesting story for DWG, and some fun combat for Steel Striders The multiplayer is now much more stable, and you can play adventure mode multiplayer now (as well as campaign co-op and many standalone multiplayer maps) Achievements and leaderboards have been added Visuals for jets, ion thrusters, torpedos and missiles have been refined. To those of you coming to FTD for the first time, I really look forward to meeting you on the Steam discussion forums, the Reddit or the official FTD Discord. I hope you all enjoy the release, and thanks again for all your support over the years. Nick Smart, Lead developer and Director Brilliant Skies And here's a wonderful video Jon put together for the release https://youtu.be/QLfN7F91O6o
[ 2020-11-07 12:11:05 CET ] [ Original post ]
- From The Depths Linux 64 [973.8 M]
- 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.
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
- 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
- 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
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