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From the Depths
Brilliant Skies Ltd. Developer
Brilliant Skies Ltd. Publisher
2020-11-06 Release
Game News Posts: 205
🎹🖱️Keyboard + Mouse
Very Positive (10205 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
4.2.6 Stable - QOL and Cosmetics (COLOURS!)

A Love Letter to Our Amazing Community AS WITH ALL UPDATES TO VANILLA, MODS MAY BREAK. PLEASE, IF YOU HAVE ANY PROBLEMS, DISABLE MODS FIRST BEFORE BOTHERING DEVELOPERS.


Greetings, Builders and Commanders!

We've been listening to your feedback, reading your suggestions, and watching your incredible creations, and we're thrilled to deliver another update packed with the features YOU asked for! This update is all about giving you more creative freedom, smoother building experiences, and those quality-of-life improvements that make designing your dream war machines even more enjoyable. I know some people think we don't listen but we've listened to your feedback following the camera update at Christmas time and Nick allowed Luxon (new dev) and Sean to go wild in the code. SO! You can now select different camera options along with simultaneous mode in the options to get your camera back to how it was for you oldies. Sorry this has taken so long but it was quite a complicated task. Linux and Mac players, we are aware of some issues but until Unity issues fixes we can't do much just now. We do plan to update to the latest LTS version but its a huge task so its scheduled for later in the year. Camera stuff: [img src="https://clan.cloudflare.steamstatic.com/images/6300557/2ec458b606e416313dd3a76fb5159b38f8a32b69.png"][/img] [img src="https://clan.cloudflare.steamstatic.com/images/6300557/a097f9787232e881a738175458f12491588e0459.png"][/img] The trail generator is a new block that lets you go crazy with your trails, manipulating this can make some really unique things!

[img src="https://clan.cloudflare.steamstatic.com/images/6300557/fec0425a42a84ab9249e183d223f9354dac8399e.png"][/img] [img src="https://clan.cloudflare.steamstatic.com/images/6300557/ec9e1e08b1a7056087c3efd4c8b0f7d05c00c085.png"][/img] [img src="https://clan.cloudflare.steamstatic.com/images/6300557/2c20590d15210ebfd63b0db5717ca887954f0f79.png"][/img] You can now also colour your jets, CJE's and ions! Please note the new slider on the colour picker for CJE for controlling afterburner saturation. [img src="https://clan.cloudflare.steamstatic.com/images/6300557/ade8628bdac9ec4afd4e564875a796aaa9305e06.png"][/img] I'll let the update notes tell the rest of the story....

[hr][/hr]

NEW ADDITIONS - Let Your Creativity Shine!


Visual Customisation


  • Colour Your World: Jets, ions, missiles, and flamers now have full colour pickers! Paint your exhaust trails, engine lights, and weapon effects, taste the rainbow?

  • Trail Generator Block: A brand new block for creating custom visual effects - the possibilities are endless!

  • Missile Customisation: Choose between smoke or ion trails for your missiles, complete with colour customisation (note this is purely visual)

  • Hologram Enhancements: Added alpha channel control for hologram text opacity. Added new Current Target channel data support. Use the {CurrentTargetDataX} command where X is the AI channel number. Holograms themselves can only support Alpha cutout but someone might find a use for that so we included it.

Decoration System


You asked for better decoration support, and we delivered:

  • Missing Mirrors Added: Triangle-to-triangle, quarter pole, hollow quarter pole, negative quarter pole, quarter sphere, and plane triangle meshes now have their mirror counterparts. There may still be a little work required here with some shapes but they'll come soon.

  • Deco Attachments: Decorations now attach to moving parts - ship wheels, vehicle controllers, flamers and drive wheels will move your decorations with them!

  • Armour Refit Integration: The armour refit system can now affect decorations of corresponding colours and materials

  • Piston & Wheel Hiding: Decorations can now hide pistons and wheels for cleaner aesthetic builds

  • Mirror-Aware Deletion: The "delete all decorations" command now offers to delete mirrored decorations too

AI & Control Improvements


  • Attack Run 3.0: A powerful new AI behaviour combining Attack Run 1.0 and 2.0, with target prediction and 3D distance calculations. Note we cannot feed weapon prediction (yet.)

  • Weapon Control Toggle: Added option to disable player control of specific weapons

  • Breadboard Integration: Door states and moving light offsets are now fully controllable via breadboard

  • Craft can now be focused on via the AI menu.

Building Quality of Life


  • Area Deletion: Right-click with the prefab selector to delete entire areas quickly

  • Camera Control Presets: Choose from Legacy, Standard, or Streamlined camera settings to match your playstyle

  • Pause-Friendly Building: Build mode now works properly when the game is paused

  • Added plate beams and fixed their stats.

[hr][/hr]

CHANGES


  • Smoke Generator Origins: Moved the origin point of smoke effects for better positioning

  • Fleet Organisation: Forces are now alphabetically organised (flagships at top, drones below motherships)

  • Decorative Railing: Cost reduced from 3 to 1

  • Camera Targeting: Prevents locking onto out-of-play targets beyond 5km for better gameplay flow

  • CRAM Visuals: Added incendiary texture for incendiary CRAM pellets

[hr][/hr]

FIXES - Because Smooth Sailing Matters


Turret & Weapon Fixes


  • Turrets with resting azimuth positions no longer leave ghost blocks when deleted

  • Fixed fuel usage calculations for flamers

  • Corrected alpha values in shell tracer colour pickers

  • Hidden duplicate weapon variables in breadboard (existing setups still work!)

  • APS shells should no longer get stuck in planar shields in certain situations.

Building & UI Fixes


  • Fixed the decoration UI displaying extremely long numbers from floating-point errors

  • Resolved decoration duplication glitch when undoing prefab area deletions

  • Fixed rendering bug where some blocks prevented parts of constructs from appearing

  • Corrected CJE components incorrectly connecting to intake sides

Control System Fixes


  • ACBs set to trigger on "ACB taking damage" no longer trigger when repaired

  • Fixed duplicate complex controller keybind issues

  • Updated deprecated naming conventions for complex control outputs

Visual & Performance Fixes


  • Improved jet smoke appearance and eliminated gaps

  • Optimised jets and ions code for better performance

  • Plugged memory leak regarding simple weapon muzzle flashes

  • Plugged memory leak related to nuclear explosions

  • Various fixes for breadboards getters/setters that caused null ref errors.

Miscellaneous


  • UV Count Display: Mesh UV counts are now shown alongside vertex counts in the modding menu

Special Additions


  • Neter Expansion: Added a land spawn multiplayer designer instance for more testing opportunities

Thank you for continuing to make From the Depths the incredible game it is today. Your creativity, feedback, and passion drive every update we make. We can't wait to see what amazing creations you'll build with these new tools!

Happy Building! The From the Depths Development Team Craft Updates Thanks KOTL and bounty builders for delivering more great updates to the campaign craft! \[Neter]

Eyrie (OW): Fixed front CRAM turret sharing connectors.

Ennui (TG): Fixed naming scheme for plasma cannons, other minor fixes.

Axion (LH): Now classified as medium difficulty as intended.

Static (LH): Updated aesthetics.

Megalodon (SS): Updated CIWS parameters.

Sapphire (LH): Renamed to Byte.

Quadropole (LH): Overhauled; hard difficulty, adventure difficulty 55-75.

Hydra (SS): Difficulty changed to hard from godly.

Aetos (GT): Difficulty changed to godly from medium.

Falkenheim (DWG): Fixed rolling issue with aerofoils.

Brandistock (OW): Improved FoF restrictions, shouldn't shoot its crenellations anymore.

Bulwark (OW): Internally rebuilt, new weaponry/armouring. Adventure difficulty changed to 50-80 from 50-60.

Halberd (OW): Fixed torpedo decoys.

Joy (TG): Armouring improvements, new missiles, shield now has an AI mainframe so it shouldn't despawn automatically in campaign.

Optimism (TG): Optimistic about its new APS and armouring improvements.

Candela (LH): Generalised improvements

Superradiance (LH): Generalised improvements

Dawn Cutter (SD): Fixed incorrect speed metric.

Bulwark (OW): Deco/minor functional fixes.

Eyrie (OW): Deco/minor functional fixes.

Halberd (OW): Deco/minor functional fixes.

Ascension Prototype (LH): Redesigned, but same general concept. This is a campaign-only static spawn.

Aquila (GT): Fixed difficulty to be medium.

Event Horizon (SD): Minor lore tweak.

Caspian (LH): Generalised updates; no changes in difficulty.

Luxon (LH): Overhauled plane; flies high over naval units and rains down guided bombs. Easy difficulty, adventure difficulty 10-30.

Watt (LH): New ship; small water skimmer that follows the traditional LH skimmer build. Easy difficulty, adventure difficulty 10-30.

Chrysaor (SS): New ship; a high-speed, close-quarters ship armed with a powerful flamethrower. Hard difficulty, adventure difficulty 20-60.

Spiral Squadron (SS): Propulsion overhauled, updated collision avoidance to allow it to fire its weapons properly.

Spirit (SS): Cosmetic updates

Type19 (SS): Updated roll control rudders to properly keep the craft stable.

Foreboding Skyfort (GT): New installation; a floating weapons platform designed to be a defensive structure. It has not yet been augmented onto the map.

Thunderclap (GT): Updated turret restrictions to keep them from getting stuck.

Venator (GT): Cosmetic updates

Amusement (TG): Reduced speed slightly so that the torso could keep up with the body.

Aetos (GT): Relocated fuel, should now remain stable against space targets.

Iron Gate (GT): Numerous fixes and improvements. Campaign difficulty unchanged, adventure difficulty broadened to 35-65 (from 35-45).

Aardvark Refinery (GT): Replaced old dediblades with modern props; design itself will be fully replaced/overhauled at a later date.

Abactor (DWG): Difficulty decreased to hard from godly.

Albacore (DWG): Generalised update; godly difficulty, adventure difficulty 30-40.

Atlas (DWG): Removed alloy blocks that were still present.

Plunderer (DWG): Generalised overhaul; godly difficulty, adventure difficulty 30-40.

Vanguard (DWG): Aesthetic overhaul to include more Goldwater decorations.

Stockade (OW): Generalised update to improve combat effectiveness. Godly difficulty, adventure difficulty 25-35.

Harmony Swarm (TG): New drone unit; a group of coordinated insect-like drones that hover over enemies and rain hellfire. Hard difficulty, adventure difficulty 30-50. This unit will also be in AotE.

Lachesism (TG): Should actually use its PAC now.

Meek Swarm (TG): Generalised update; difficulties unchanged.

Wonder (TG): Added thrust vectoring, stability improvements.

Annularis (SS): Updated flight deck to look more like tarmac as intended.

Bullshark (SS): Heavy overhaul; retains its primary role as an AA ship, but now a bit stronger. Godly difficulty, adventure difficulty 60-90.

Thunderchild (SS): New rudder and roll control foils. Converted ACB functions to Breadboard.

Whaleshark (SS): Added scuttling to Squale drone. Post Last Alpha update: (update note dump, may be duplicates) Albacore (DWG): Minor aesthetic fixes, moved breadboard to more secure location

Stockade (OW): Fixed IR cameras being blocked by windows

Chrysaor (SS): Minor paint fix

Marauder (DWG): Updated scuttling

Plunderer (DWG): Fixed clearance issues on rear propeller, slightly reduced motor drive on paddles. Overall, it's a bit faster.

Eyrie (OW): Fixed non-connected laser components

Gorgon (WF): Increased spawn height if spawned in designer; a fix for its spawn height in campaign will be introduced at a later time.

Horror (TG): Difficulty reduced to easy, awaiting future rework.

Nostalgia (TG): Difficulty reduced to easy, awaiting future rework.

Wonder (TG): Updated steam gear transmissions, improving top speed.

Thryistor (LH): New thrustercraft; high focus on plasma firepower to brawl with larger opponents. Godly difficulty, adventure difficulty 60-80

Orbit (LH): Removed from designer menu as intended since the unit is retired. BP still available in the files.

Braveheart (SS): Difficulty reduced to hard, awaiting improvements.

Bullshark (SS): Improved surge protection around AI bunker.

Spirit (SS): Fixed thrust vectoring, added a couple color trails.

Type19 (SS): Re-added missing bow turret controller.

Apollo (GT): Removed from designer menu as intended since the unit is retired. BP still available in the files.

Crivetz (GT): Removed excess gantries that weren't connected to anything.

Djinn (GT): New Iron Blockade airship; launches a massive volley of large missiles at its foes. Hard difficulty, adventure difficulty 75-85.

Hyperion (SS): New Iron Blockade airship; a missile-lobbing command vessel escorted by 4 Myrmidons. Godly difficulty, adventure difficulty 85-95.

Lazarus (GT): Re-introduced after receiving the required updates to modern specs, and now belongs to Iron Storm. Still remains a carrier that deploys 4 Chieftain drones. Easy difficulty, adventure difficulty 30-40.

Myrmidon (GT): New Iron Blockade airship; small vessel, big gun...for its size. Easy difficulty, adventure difficulty 10-20. Will be added to defensive preset fleets in the future.

Slasher (WF): Fixed rear PAC turret getting stuck.

Meek Swarm (TG): Difficulty increased to hard.

Thryistor (LH): Fixed an error with missile connections.

Sabre (SS): Overhauled; still remains a support anti-munition ship with a Selachii makeover. Easy difficulty, adventure difficulty 20-40

Djinn (GT): Minor optimisations

Lazarus (GT): Fixed scuttling altitude being too low

Vortice (GT): Fixed a clearance issue on the rear CJE.

Laniakea (SD): Overhauled; "Have mercy for the player, for I will not." Godly difficulty, adventure difficulty 100.

Nero (SD): New satellite focused around plasma weaponry. Medium difficulty, adventure difficulty 50-70.

Astrados (GT): Retired, replaced by Harpia.

Harpia (GT): New Iron Storm airship; keeps at a longer range and uses strong lateral motion and advanced weaponry. Godly difficulty, adventure difficulty 75-85 Moray (DWG): Fixed some grammatical issues with lore. Adventure difficulty updated from 20-30 to 20-40.

Bulwark (OW): Increased max altitude scuttling height.

Catshark (SS): Updated to alloy exterior hull, internal armouring revised.

Type19 (SS): Overhauled; a nimble ship that easily outpaces most other ships and broadsides with plasma and missiles. Medium difficulty, adventure difficulty 30-50.

Harpia (GT): Fixed a CIWS controller using the wrong receiver, causing detection deficiencies.

ICBM (GT): Fixed a breadboard behaviour.

Kobold (GT): Fixed misplaced ducts.

Empyrean (GT): Re-added ICBM subspawn

Extinction (GT): Updated ICBM subspawns

Pyre (GT): Updated ICBM subspawn

Cunette (OW): New hybrid ship; a slow broadsider with a slew of APS guns on both sides. Medium difficulty, adventure difficulty 20-30.

Harmony Swarm (TG): Fixed a NaN overflow in the dev logging.

Armageddon Protocol (SD): Updated with newer version of the SD Nuke.

Hypernova (SD): Fixed jet clearance issues.

Laniakea (SD): Fixed some general issues reported by the community.

SD Nuke (SD): BB updated.

\[AotE]

The following tanks for WF have received some generalised improvements: Accuser, Inferno, Pariah, Pilgrim, Ravager, Reaver, Salvation, Slayer

Brimstone (WF): New priest-style flamethrower tank; pulls in victims with a harpoon to burn them to a crisp. Adventure difficulty 30-100

Harmony Swarm (TG): New drone unit, details above in Neter updates. Adventure difficulty 60-100.

Firefly (LH): Replaced by Thunderbolt akin to Neter.

Updated LH structures to use their updated Neter versions where applicable.

A majority of non-LH designs had LH fleet paint upon loading in. This has been fixed for most, if not all designs.

All faction tanks should have now have a maximum scuttle height of at least 200m, preventing them from unintentionally scuttling at higher elevations, such as tile

Bulk fix to wheel decos for all active faction tanks.

Desert Boa (DWG): Overhauled; a large separating tanker unit to better accommodate the mobile HQ style for the Gutter Rats.

Dauntless (Player): Overhauled to modern quality standards, retains the original concept.

Kingmaker (Player): New tank; large design which which fires HE CRAM shells.

Knight (Player): New tank; medium-sized design which fires APS HEAT shells.

Ranger (Player): New tank; small-sized design intended to be autonomous, fires APS sabot shells.

Apostate (WF): New tank/land harvester; replaces the Pilgrim Harvester. Campaigns updated to include this as the preset harvesters for the faction. Most player structures now have a heartstone and self-sustained battery. This still requires the player avatar to move close to these structures for this to take effect. May update spawn point in the near future to address dying upon spawn if the avatar isn't moved to a nearby structure fast enough. Desert Boa (DWG): Spawning issues should be better addressed. Note that some odd behaviour may still exist.

- Player vehicles introduced from last patch (Dauntless, Kingmaker, Knight, Ranger) all now have Heartstones.

- Added lore for DWG Karambit, Python, and Rattler.

\[Glao]

Cobalt (OFD): Added turret restrictions to keep turret from getting stuck.

Gold Turret (OFD): Upgraded to be more effective.

Adventurer (GI): New cargo thrustercraft with light missile weaponry, no arrows in its knees.

Quartz (OFD): Renamed to Sapphire.

\[Prefabs]

Flyswatter Interceptor Array: Fixed ACB to actually control the missile controller.


[ 2025-06-24 15:35:54 CET ] [ Original post ]

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

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6.61$ (17%)
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2.03$ (86%)
MacGamestore

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1.19$ (88%)
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