About the Game

Brilliant Skies presents a new game like no other...

Build devastating war machines to dominate the land sea and skies using our intuitive voxel based building system. Fully customise every weapon from a huge selection of components. Bring your creations to life with the simple and flexible AI tools. Battle with your friends online in our online co-op mode or conquer the world in the strategic single player campaign and story modes. From the Depths lets you do it all.


  • A huge game world explorable from the ocean depths into outer space.

  • A full and accurate physics model including dynamic damage simulation, sailing mechanics and weather effects.

  • Battle against fleets of AI craft and build your own to meet the menace.

  • Build fortress bases, mine for resources and battle other factions in campaign mode where strength and diplomacy are the keys to victory.

  • Design your own weapons with a fully customisable modular weapon system.

  • In-game Steam workshop support to share your creations with the world.

  • RPG-Style character progression with levels, perks, skills and inventory systems.

  • Available now on PC, Mac and Linux.

And that's just the start. Visit the About the Game page for a more detailed breakdown of the numerous features From The Depths has on offer. As the game is still in Alpha this is not even close to an exhaustive list yet with improved campaign and multiplayer modes on the horizon this list is just going to get longer.

What our players say...


"10/10 This game is the PINNACLE of an early access game This is EXACTLY what early access should be."

"Challenging and very, very addictive. It's hard to believe this thing is still in Alpha"

"as you're familiar with the build mechanics the game opens up into a fun and rewarding experience. - Superb!"

"Absolutley flawless, and its even still in early access with this level of polish!"

"This game has absolutely blown me away. I'll admit it's difficult to learn at first, but well worth it."

"From The Depths has everything a game needs. It is not a Minecraft Clone, it is not Robocraft, either. It is pure and utter Sandbox with Vehicles."

"Another wonderful thing about this game is the developer's 100% commitment"

"It's a near-finished product with the developer Nick Smart taking an interest in the community and taking their advice"

All quotes are taken verbatim from user reviews on our own Steam Page go and see for yourself! At the time of writing we have 176 reviews of which a staggering 94% are positive. We are active in our community always listening and responding to feedback, we work with our players to give them the features and improvements they want and even feature exceptional community content in the game itself. A lot of early-access games talk about letting players help guide the development, with From the Depths it gets done.

So what are you waiting for? Unleash your imagination and go to war with From The Depths!



RSS FtD Forum

  • Multi-engine exhausts May 30, 2016
    So I just went through a great deal of effort to route the exhausts from my 4 engines to my smoke stack where it'll provide a nice heat signature for incoming missiles - only to find after much frustration and testing that exhausts from different engines can't combine into one. I suppose there's a balance […]
  • Boat propellers with aerial AI May 30, 2016
    Is there a way to get air drive to control boat propellers, like with how you can set navel to use jets with water mode?
  • How do you get past shields and fast aircraft? May 30, 2016
    Seriously. I've been testing vehicles and even pure SABOT 1 km/s rounds will bounce off shields 50/50, and as per aircraft, I was trying against one of the SS - 8 120MM 700 M/S SABOT or Flak or HEAT guns hit about 15% of the time, of course not doing anything because of shields. Tried […]
  • Option: Allow changing amount of audio channels in options menu. May 30, 2016
    Many games do this, and it's a nice compromise between having few channels that mean sounds not playing but good performance, or lots of audio channels to hear everything while sacrificing some performance. Leave it up to the user!
  • [OW] Knox - Land Castle May 30, 2016
    !DISCLAIMER! - I did not realize that the size requirements were in volume not blocks, this is far over the volume limit since I found out to late, but taking a chance. Presenting Land Castle Knox (name can be changed if needed). INFO Weapons : - 4 Hull mounted CRAM's that shoot every 17 sec […]
  • Advanced Cannon Shell Damage Simulator Help May 29, 2016
    Currently I'm working on making an advanced cannon shell damage simulator so it's possible to see quickly what damage would be done to a ship, given a shell's configuration. Currently I have the damage output of a shell. The only problem is I don't know how the types of damage propagate through blocks. If anyone […]
  • Escaline Class Battlecruiser May 29, 2016
    Originally built in Spore for a nation role-play game among the community, the Escaline class battlecruiser, used by Algonia, has been re-created in From The Depths. The battlecruiser is armed with 8x305mm main cannons, 14x127mm secondaries, 6x30mm double barrelled AA guns and 14x50mm flak cannons. She has a 3m belt of metal armor protecting her […]
  • GT: Lazarus 2.0 May 29, 2016
    The latest craft to come out of the Iron Blockade shipyards, the “Carrier platform G-961” or simply “Lazarus” is the first carrier of the Blockade, yet significantly stronger, faster and more advanced then most battleships, even without considering the powerful and equally high-tech bombers it deploys and services. (sorry for the picture spam, I'm just […]
  • Advanced CRAM for you May 29, 2016
    CRAM is the evolution of CC. Is it still simple? WRONG!!! CRAM is not as simple as it looks, its not too hard to learn, but Extremely hard to master. So ill break everything down: Tetris: Whenever building a CRAM, the main goal is to pack as fast as possible while using up less space […]
  • Are pen-depth APS guns usefull May 29, 2016
    Today I was building a few guns, however when I started working on a pen-depth gun, however I couldn't get a shell that was comparable to an equal sized HEAT one. The only shells that worked were to long to be practical and the shorter ones couldn't break through anything thicker than a single metal […]

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