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

  • APS ammo selection January 17, 2017
    I was building a tank the other day, and this came to mind: What if we could change the ammo fired by APS cannons? I explain; in real life tanks, there are several types of shells that can be fired. Some are high explosive shells. Some are armor piercing rounds with less damage. HEAT and […]
  • Modify Explosive Missile Warhead damage January 17, 2017
    So, looks like the damage is hardcoded between ExplosiveMissileWarhead.explosionDamage, and ExplosiveMissileWarhead.GetDamage(int, float), which are called by the projectile class for missiles. Any ideas on how one might try and insert my own version into there somewhere along the line? I want to try and mess with explosive warheads to make them a little less underwhelming, […]
  • Need help with some failsafe on spin block cannon January 17, 2017
    Hey again, so I need help with this 'prototype' cannon I'm building that pops up onto the deck of a ship whenever an enemy is nearby, so far, the spin block works well, but the failsafe on the cannon itself is really... bad at most. I feel it's to do with the whole design in […]
  • Noobs Guide on - How to turn off some AI controlled weapons while leaving others on. January 17, 2017
    From one noob to another, here is a simple guide on grouping your weapons by mainframe so you can control which of your weapons are turned on and which are turned off. Using this method means you only need one set of detection equipment and it also means you can have different weapon groups work […]
  • Anti missile system controller and regular weapon controller? January 17, 2017
    Just a quick question. Is it possible to put a weapon controller with a anti missile system controller? Long story short, I've made a gat that shoots down missiles quite effectively but I'd also like it to engage small fliers within range. At this current time I can't seem to get it to use the […]
  • Submarine's January 16, 2017
    So i was building a submarine the first one i built worked but was to slim, later i didn't do anything to the sub and it started nosediving WAY to much I built a second submarine and it seems to be having the same problem The submarine: http://steamcommunity.com/sharedfiles/fi...=844019839 if you can please revamp (dont go […]
  • Does anyone else feel like.. January 16, 2017
    ..the game is shifting under it's own weight? I don't know. It just feels like the game is alot less streamlined than it used to be. Thoughts?
  • Warp changes objects to look huge January 16, 2017
    So I've found this bug that when a object appears on a ship as it warps *Bullets, players sitting or getting up* it grows to around... 50x size? Maybe 100x? Its quite funny. I guess this is what I get for messing with space time stuff.
  • Navy of the Adriatic- (an attempt at) a Neter campaign in WW1 style January 16, 2017
    In my campaign I will try and complete Neter with ships/submarines/rudimentary flyers in the style of WW1 and pre-dreadnought eras. I will be using cannons, bombs and "unguided" rockets as my weapons, but sadly I will have to use shields as you are completely un-competitive without them. I will be building for style as well […]
  • (GT) Kobold Update January 16, 2017
    Filled all important air gaps with wood. HEAT spam will be less effective, incentivizing flanking. Moved the main ammo to the back, replaced the place where the ammo was with 4m of HA. Now has a cumulative 10m of frontal HA. Removed ERA directly in front of clips, so that when the ERA is destroyed […]

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