From the Depths cover
From the Depths screenshot
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Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

From the Depths

Stable 3.6.4 campaign notes

World files:
Updated DWG with all of its intended corporations. They currently don't serve a purpose but will do so when DWG HQ layout is updated. Craft will be updated to proper corporations at a later date.

[Neter]
Marlin (DWG): Applied connection rules, adjusted terrain prediction time.
Transient (SD): Completely remade; now classified as a spacecraft, retains its cargo carrier status; when attacked, broadsides from afar with a long-distance laser.
Deimos (SD): Updated with interceptor decos, minor evasion tweaks, EMP-proofing.
Anguish (TG): Redesigned; it's now a melee mech with a large sword using a laser cutter core.
Removed "comment" annotation from Neter Adventure raft.

Patchwork (DWG): Overhauled; still retains its original identity but has been modernized.
Wanda (DWG): Updated cannon to be APHE, weakened missiles.
Slight difficulty balancing tweaks to Adventure for some designs that could spawn as the first enemy when they shouldn't have.
Removed LH Current and GT Weaver from spawning in Adventure (cargo craft)

[AotE]
Slight tweaks to early unit spawning for Adventure.

[Glao]
Granite Squadron (OFD): New fighter unit, replaces Fighter; 3 small fighter drones using burst APS.
Fighter (OFD): Retired.

Stable 3.6.4

Fix

Adventure, Trying to create/load a "structure" in adventure mode will instead spawn a "vehicle".
Decorations, No longer possible to select other decorations when the mouse is hovering over the UI (this was unintended.)
Rendering, Explosions should no longer end up accidentally occasionally rendering behind the sky layer / horizon layer.
Separator, Built-in shell designs copy into separated vehicles, and shells referring built in designs that are in clips no longer disappear on separation.
Munition Decorator, Removed EMP invulnerability.
Gone to Sea, Fixed character textures in linux.

Add

Blocks, Added 2m and 3m versions of the 4m beam-slope block.

From the Depths Gone to Sea character pack DLC now available

Not much to say other than check out the store page that contains all the information.

Gone to Sea store page

Adds 4 more characters:
Sea Captain, sailor 1, sailor 2 and diver.

Stable 3.6.3.2

A stable update with some interesting changes in there. Adventure mode continues to be worked on and tweaked, thanks for all the feedback so far. The new adventure bell can be found in the Misc tab, ring it once per minute to summon a new enemy in both adventure modes.
If you want to play land adventure you need to load the "ashes of the empire" planet in the content menu and start adventure after loading that. It's a land based campaign. There are still blueprint updates trickling in to get that more up to date.
Glao has started actually being updated, thanks strider for managing that and to the builders!
Tracks are now moddable, Gladyon has added that, still not had anyone do it I think so would be good to know how people get on with it.
On top of that the tracks algorithm had a rewrite a little while back which Gladyon has now ironed the kinks out of.
There's a new widget when decorating (ctrl+x) that you can click and drag to alter your meshes!

Add
Tracks, Track texture will now keep its original ratio when the track's width is modified
Breadboards, Added a comment module with no inputs or outputs, for annotation purposes
Adventure, Bell Added - Misc Tab. Use it to summon enemies in any adventure mode. 1 min cool down, not underwater, not above 300m.

Change
Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI
Adventure, Spawning now happens every 10 minutes as well as the other spawn types.
Adventure, Terrain hill scale changed from 0.5 to 0.4 (less hilly)
Adventure mode, In land adventure mode enemies will now spawn at 3km not 5km
Map editor, Removed unused HQ settings from the map editor

Fix
Achievements, Neter campaign achievements (e.g. destroying HQs on different difficulties) fixed
Tracks, Fixed a lot of edge cases bugs in tracks creation
Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119]
Decorations, The decoration widget position and scale values are now rounded to 5 decimal places
Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft
Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions
CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells
APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments
Interceptors, Interceptor priority for targets with >120% of their health in incoming interceptors reduced to 30%, instead of >150%/50%
Explosions, Fixed some strange explosion behaviour with subConstructs due to multi-threading (undamaged blocks which should be damaged or explosion leaking through subConstruct) [BUGS-4100]

I don't usually include this part but it just goes to show how much work goes on behind the scenes by community to improve the various planets. These are updates from the 6th Feb onwards.

Campaign blueprints:

[Neter]
Abactor (DWG): New DWG ship, hard difficulty, replaces Prowler. "The Prowler" in Sal's fleet is another design and will be untouched. Difficulty changed to godly from expert. Removed some unnecessary LWCs, artifacts of a previous version.
Hoplite (DWG): Re-added back as an easy design, updated with modern touches. There might be an "old bp" bug that will require it to be rebuilt as a new bp, will do testing.
Loggerhead (DWG): Paint/deco updates.
Wanda (DWG): Deco updates.
Davy Jones Outpost spawn logic has been set to just spawn all possible units. This is to "futureproof" spawning situations when new designs are added.
Airship Gantry has been given the Hoplite to possibly spawn as well.
Fitzgerald corporation made for DWG but doesn't serve much of a purpose for the time being with the HQ spawn logic. This logic may get improved later when corporations are all fleshed out.
Abactor (DWG):
Prowler (DWG): Retired from campaign and adventure.
Smoker (DWG): Redesigned to be larger and pack a bigger punch, also includes missile deco. The old version has been converted to an SM variant for the story missions.
SmokerSM (DWG): See above.
Tortuga (DWG): Moved to expert difficulty.
Sunfish (DWG): Reintroduced as a small expert thrustercraft; attempts to sit over its target and rain down munitions.
Leatherback (DWG): Heavily updated to be a smaller profile but retain similar functionality.
Monkey Barrel (DWG): Missile deco added to give it "barrel mines". Also has pivoting helicopter behaviors. The SM version is unaffected.
Defender Turret (TG): Redesigned, retains similar functionality.
- As a futureproof measure for Adventure, all installations/buildings have had their spawn rates removed for Adventure.
- More, if not all cargo craft have had their spawn rate removed in Adventure.

Parapet (OW): Difficulty dropped to Expert as intended, from godly. No bp changes.

The Repentance (WF): Deco missiles, slight optimization.
Harbinger (WF): Completely redesigned; has a large cache of cluster missiles as its primary armament.

Thresher Shark (SS): No design changes, fixed some typos in its lore.
Aerotyrant (SS): Improved thrust and lift near the rear to improve pitching issue.


Impedance (LH): Fixed up-props not working.

Astraeus (SD): Miscellaneous fixes and slight shape improvements.
Carnage (SD): Overhauled, still retains its original purpose as an AA thrustercraft. Added a Heartstone.
Archangel (SD): Difficulty dropped to medium from expert. AI updated to prevent it from falling out of space. It's now classified as a Spacecraft and if they're part of Adventure, I've reduced its spawn rate a little.

[AotE]
Sand Viper (DWG): Fixed missing armor, added missing paint.
Black Mamba (DWG): Increased difficulty for Adventure.

Cataphract (WF): Completely redesigned.
Saviour (WF): Completely redesigned and slightly different name from Savior; uses melee PACs as its primary armament.

Bombard (OW): Redesigned and refit to standards.
Oxen: Complete overhaul to get it up-to-date.

Nemesis (TG): Redesigned up to faction standards. I wasn't given a detailed list of changes.
Paladin (TG): Same as above. Fun to watch it charge at things with a giant lance!

[Glao]
Updated a typo in the fleet colors for TRD; the red trim was intended to be much darker.
Explorer (GI): New thrustercraft design. Not set to replace anything, just an addition to their roster. Fixed AI to recommended settings, removed some blocked thrusters
Buzzsaw (GI): Redesigned; still a melee craft but it's now a thrustercraft with more dynamic control.

Echo (TRD): New design, replaces Hammer of God. Spacecraft that hovers over its targets to rain down missiles.

Gold Turret (OFD): New turret design to replace the original "Cannon". AA turret.
Silver Turret (OFD): New turret design to replace the original "Cannon". CRAM cannon.
Defender Turret (GI): New turret design to replace the original "Doomcannon". Multipurpose APS cannon.
Protector Turret (GI): New turret design to replace the original "Doomcannon". Missile turret.
- "Cannon" and "Doomcannon" spawns in fleets have been replaced the appropriate turrets.
- At a later time the stationary turrets will be spread out to defend RZs and map locations as well.

Stable 3.6.3.2

A stable update with some interesting changes in there. Adventure mode continues to be worked on and tweaked, thanks for all the feedback so far. The new adventure bell can be found in the Misc tab, ring it once per minute to summon a new enemy in both adventure modes.
If you want to play land adventure you need to load the "ashes of the empire" planet in the content menu and start adventure after loading that. It's a land based campaign. There are still blueprint updates trickling in to get that more up to date.
Glao has started actually being updated, thanks strider for managing that and to the builders!
Tracks are now moddable, Gladyon has added that, still not had anyone do it I think so would be good to know how people get on with it.
On top of that the tracks algorithm had a rewrite a little while back which Gladyon has now ironed the kinks out of.
There's a new widget when decorating (ctrl+x) that you can click and drag to alter your meshes!

Add
Tracks, Track texture will now keep its original ratio when the track's width is modified
Breadboards, Added a comment module with no inputs or outputs, for annotation purposes
Adventure, Bell Added - Misc Tab. Use it to summon enemies in any adventure mode. 1 min cool down, not underwater, not above 300m.

Change
Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI
Adventure, Spawning now happens every 10 minutes as well as the other spawn types.
Adventure, Terrain hill scale changed from 0.5 to 0.4 (less hilly)
Adventure mode, In land adventure mode enemies will now spawn at 3km not 5km
Map editor, Removed unused HQ settings from the map editor

Fix
Achievements, Neter campaign achievements (e.g. destroying HQs on different difficulties) fixed
Tracks, Fixed a lot of edge cases bugs in tracks creation
Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119]
Decorations, The decoration widget position and scale values are now rounded to 5 decimal places
Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft
Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions
CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells
APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments
Interceptors, Interceptor priority for targets with >120% of their health in incoming interceptors reduced to 30%, instead of >150%/50%
Explosions, Fixed some strange explosion behaviour with subConstructs due to multi-threading (undamaged blocks which should be damaged or explosion leaking through subConstruct) [BUGS-4100]

I don't usually include this part but it just goes to show how much work goes on behind the scenes by community to improve the various planets. These are updates from the 6th Feb onwards.

Campaign blueprints:

[Neter]
Abactor (DWG): New DWG ship, hard difficulty, replaces Prowler. "The Prowler" in Sal's fleet is another design and will be untouched. Difficulty changed to godly from expert. Removed some unnecessary LWCs, artifacts of a previous version.
Hoplite (DWG): Re-added back as an easy design, updated with modern touches. There might be an "old bp" bug that will require it to be rebuilt as a new bp, will do testing.
Loggerhead (DWG): Paint/deco updates.
Wanda (DWG): Deco updates.
Davy Jones Outpost spawn logic has been set to just spawn all possible units. This is to "futureproof" spawning situations when new designs are added.
Airship Gantry has been given the Hoplite to possibly spawn as well.
Fitzgerald corporation made for DWG but doesn't serve much of a purpose for the time being with the HQ spawn logic. This logic may get improved later when corporations are all fleshed out.
Abactor (DWG):
Prowler (DWG): Retired from campaign and adventure.
Smoker (DWG): Redesigned to be larger and pack a bigger punch, also includes missile deco. The old version has been converted to an SM variant for the story missions.
SmokerSM (DWG): See above.
Tortuga (DWG): Moved to expert difficulty.
Sunfish (DWG): Reintroduced as a small expert thrustercraft; attempts to sit over its target and rain down munitions.
Leatherback (DWG): Heavily updated to be a smaller profile but retain similar functionality.
Monkey Barrel (DWG): Missile deco added to give it "barrel mines". Also has pivoting helicopter behaviors. The SM version is unaffected.
Defender Turret (TG): Redesigned, retains similar functionality.
- As a futureproof measure for Adventure, all installations/buildings have had their spawn rates removed for Adventure.
- More, if not all cargo craft have had their spawn rate removed in Adventure.
Smoker (DWG): Redesigned to be larger and pack a bigger punch, also includes missile deco. The old version has been converted to an SM variant for the story missions.

Parapet (OW): Difficulty dropped to Expert as intended, from godly. No bp changes.

The Repentance (WF): Deco missiles, slight optimization.
Harbinger (WF): Completely redesigned; has a large cache of cluster missiles as its primary armament.

Thresher Shark (SS): No design changes, fixed some typos in its lore.
Aerotyrant (SS): Improved thrust and lift near the rear to improve pitching issue.


Impedance (LH): Fixed up-props not working.

Astraeus (SD): Miscellaneous fixes and slight shape improvements.
Carnage (SD): Overhauled, still retains its original purpose as an AA thrustercraft. Added a Heartstone.
Archangel (SD): Difficulty dropped to medium from expert. AI updated to prevent it from falling out of space. It's now classified as a Spacecraft and if they're part of Adventure, I've reduced its spawn rate a little.

[AotE]
Sand Viper (DWG): Fixed missing armor, added missing paint.
Black Mamba (DWG): Increased difficulty for Adventure.

Cataphract (WF): Completely redesigned.
Saviour (WF): Completely redesigned and slightly different name from Savior; uses melee PACs as its primary armament.

Bombard (OW): Redesigned and refit to standards.
Oxen: Complete overhaul to get it up-to-date.

Nemesis (TG): Redesigned up to faction standards. I wasn't given a detailed list of changes.
Paladin (TG): Same as above. Fun to watch it charge at things with a giant lance!

[Glao]
Updated a typo in the fleet colors for TRD; the red trim was intended to be much darker.
Explorer (GI): New thrustercraft design. Not set to replace anything, just an addition to their roster. Fixed AI to recommended settings, removed some blocked thrusters
Buzzsaw (GI): Redesigned; still a melee craft but it's now a thrustercraft with more dynamic control.

Echo (TRD): New design, replaces Hammer of God. Spacecraft that hovers over its targets to rain down missiles.

Gold Turret (OFD): New turret design to replace the original "Cannon". AA turret.
Silver Turret (OFD): New turret design to replace the original "Cannon". CRAM cannon.
Defender Turret (GI): New turret design to replace the original "Doomcannon". Multipurpose APS cannon.
Protector Turret (GI): New turret design to replace the original "Doomcannon". Missile turret.
- "Cannon" and "Doomcannon" spawns in fleets have been replaced the appropriate turrets.
- At a later time the stationary turrets will be spread out to defend RZs and map locations as well.

Beta 3.6.3

Adventure Bell Added - Misc Tab. Use it to summon enemies in any adventure mode. 1 min cool down, not underwater, not above 300m.
Enemies now spawn every 10 minutes in addition to the spawns based on moving around. The 'hunter fleet' spawns based on sitting still for too long have been disabled.

Achievements, Neter campaign achievements (e.g. destroying HQs on different difficulties) fixed

Betatest 3.6.2

(Remember you might need to restart Steam if you are already in betatest to get it to detect the new build)

Add
Tracks, Track texture will now keep its original ratio when the track's width is modified
Breadboards, Added a comment module with no inputs or outputs, for annotation purposes

Change
Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI
Adventure, Spawning now happens every 10 minutes. (There'll be a block added soon that you can interact with to spawn more enemies when you like.)

Fix
Tracks, Fixed a lot of edge cases bugs in tracks creation
Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119]
Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft
Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions
CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells
APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments

Betatest 3.6.2

(Remember you might need to restart Steam if you are already in betatest to get it to detect the new build)

Add
Tracks, Track texture will now keep its original ratio when the track's width is modified
Breadboards, Added a comment module with no inputs or outputs, for annotation purposes

Change
Tracks, It is now possible for modders to add selectable materials for tracks by checking the 'Is available to tracks' option in the material screen of the modding UI

Fix
Tracks, Fixed a lot of edge cases bugs in tracks creation
Decorations, When placing a prefab in mirror mode with the prefab intersecting the mirror plane, all the decorations will now be placed [BUGS-4119]
Steam, [BUGS-4113] Changed cases where crank friction loss was applied before kinetic energy was added to the shaft
Steam, [BUGS-4083] Fixed sealed 2m shaft not connecting to transmissions
CRAM, [BUGS-3972] Fixed ERA triggering CRAM shells
APS, Shaped charge and secondary shaped charge tooltip shows damage/fragment, instead of total damage of all fragments

Stable mini update for adventure

Hills have 20% less variance (they are flatter)
Things spawn in at 3km instead of 5km
The starter car got an upgrade

Stable 3.6.1

Hello everyone,

Stable build 3.6.1 is here. A lot of bug fixes and a few major items.

Land Adventure mode is here! You can now take to the hills in Ashes of the Empire in a land adventure mode.
If you've never been in ashes before you can find the planet in the content menu. Just click on it.
To help with this there have been a load of land based bugs fixed and the addition of the articulated chair. This chair eliminates camera roll and pitch and can be fine tuned by press Q on it.

Missile decorations are here! Click on the missile decorator in the missiles tab. Place it anywhere, add decorations to it. (Make sure and adjust the number of elements to the size of your missile.) Give it a name.
Press Q on a missile launchpad of your choice and select the named decorator to apply it to the missile.
Yes this can get extremeley wacky so have fun!

Also in the land of decoration a new widget has been added that can make editing them a bit visually easier.
You'll see arrows appear on the 3 axis that you can click and drag. Change mode by right clicking.

Patch Notes
Additions:
Adventure, Added land adventure mode as an option for planets and activated it for 'Ashes of the Empire'.
Breadboards, Breadboards can now pass strings (text) around. Generic Block Setter and Generic Block Getter can make use of this for the Hologram projector, sign post, Text screen, Poster holder, Blueprint spawner.
Breadboards, Components with a block name filter now invert the filter when the first character of the filter text is ~ or !
Breadboards, The adder component will concatenate strings if one or more of the inputs is a string.
Breadboards, The constant input component can now define a constant string output as well as the usual constant numerical output.
Editor, Added effective health to the design inspector in the planet editor.
Land, Some improvements to the spawning of terrain to ensure it is present for vehicles.
Anime DLC, Intelligence officer Yuka added to SS character anime DLC package.
Chairs, Added a self-stabilising chair version that can stabilise roll and pitch.
Wheels, Wheels can now approximate collision with land even when the land is not yet spawned beneath them.
Decorations, You can now decorate your missiles using a new 'munition decoration' block in the missiles tab.
Decorations, There is now a widget for editing decorations.

Fixes:
Anime DLC, Sakura left hand turret holding orientation fixed.
Anime DLC, Shaders changed for anime characters so that they are better lit at night.
Particle cannons, Fixed melee lens applying damage type scaling twice
Missiles, Fixed too much time passing between laser and remote guidance missile aim updates on the player faction in some cases.
Steam, Fixed missing friction loss for crank systems where all kinetic energy can be lost to usage+friction in a single frame.
Steam, S crank gen cost fixed, now half of the M generator's cost at 90 materials.
Propulsion, All propulsion block yaw/pitch angle changes are smoothed out (takes 0.25s to go from 0 to max, same as the rate added for ACBs in 3.5.0).
Example Mod, Some problems with the assassin imported from the example mod have been fixed.
Auto propulsion balancing, Canceling yaw/roll now more important than cancelling pitch when hovering up and down.
Auto propulsion balancing, Fixed an issue where propellers were unlikely to be recruited in reverse to help balance a craft.
Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for forwards motion due to the pitching motion they create.
Auto propulsion balancing, Propellers pointing in the correct direction will no longer be turned off for strafing motion due to the rolling motion they create.
Campaign, [BUGS-4097] Faction HQs now act as defenders to their board section regardless of whether they are in a capture zone.
Multiplayer, Many issues fixed that were stopping vehicles or turrets communicating with each other on different machines.
Land, Some tweaks to help vehicles successfully surface above the land when they happen to end up beneath it. Land collision damage disabled and stabilisation added whilst emerging.
Wheels, Fix to vehicles catapulting into the sky (due to first frame wheel forces) when spawned on the terrain.
Breadboard, Fix to block to block copy paste for breadboards.
Decorations, The lighting of scaled and rotated decorations is now correct (error in the calculation of their normal angles.)
Adventure, Old adventure mode saves will now allow the external camera controls, just like new adventures do.
Blueprint block search, Now correctly searches through subobject chains as well as the main construct.

Changes:
Fuel engines, Power output of all fuel engines increased by ~3.8%.
Steam, Added ~8% loss to crank generators.