From the depths is one of the video games of all time.

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Published 2022-07-29
A stream of thoughts I have about From the depths after something like 130 hours of playing it over a few months.

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From the Depths is a video game, it's a strange combination of a vehicle builder and a mount and blade-esque campaign map. This video talks about it, I suppose you could call it an 'impressions' or 'review' style video but I didn't want to title it that.

Grab From the Depths on Steam -
store.steampowered.com/app/268650/From_the_Depths/

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Some people say that using a key word or string of words three times in a video's details is good for SEO, so here's 'From the Depths' one more time just for the robots out there!

#fromthedepths #ftd

All Comments (21)
  • I have almost 1.5k hours in FTD, and I've gotta say, it's one of those games that either you don't like too much, or something in it just clicks in your head, and once it does, you can never really go back. The controls are honestly one of the best parts of the game (good enough that it seriously harms my enjoyment of other building games) and the level of customisability that it allows for, especially with aesthetics, is near-unparalleled.
  • @IamusTheFox
    Huge space engineer fan here. It's actually something you can get a good understanding going in about 30 minutes. It looks like it's a lot more complicated than it is. Splitsie on youtube has a some great bigger videos.
  • I've dreamed of a game like FtD since I first played Minecraft. I expect to still be learning how to play this game until I stroke out and check out.
  • @ericchdjdjnx
    the robbaz videos were such good content. yeah it took many hours to just make a few minutes of vids, but I have rewatched them all several times and the videos are still entertaining. economically it makes no sense to make content that way, but I have a deep appreciation for the resulting quality. they don't just make the game look good because they cherrypick the best parts of so many hours into a dense video. robbaz actually liked that 'boring' part of the game, or at least gave that impression, and the videos were his way of showing the cool stuff he created. a lot of other variety content creators play a bunch of games and don't always have that passion to get into them like that and they have to meet a quota for vids which really takes away from the entertainment value sometimes.
  • @Coecoo
    It's honestly probably the best "build ship" game to date. Every single other competitor like Space Engineers is simply you assembling pre-made weapons and such into various shapes while bending the knee to their many requirements and limitations, such as power requirement or X empty blocks behind thrusters. While you can do the same here, you have the option not to. The way you build is also vastly superior to anything else i've tried. Can go from nothing to creating a power-house 120 meter long destroyer in like an hour. Space Engineers is also in a poor state right now. Buggy, long lasting netcode & server issues still not fixed and a lot of mods are still not updated since the recent patch leaving many servers offline or busted.
  • @ARK_Angler
    A very good and honest summary of From The Depths. I have around 2000 hours in it over the years and still come back for more. The depth and complexity you can get to is the magic of the game. Sadly, many people have too short an attention span to actually learn it and the comment about engineers liking this game is pretty representative of the playerbase.
  • @Oneye.
    I have almost 1000 hours in the game at this point, and that's somewhat common in the community. There's definitely a lot to learn, but luckily the game lets you learn it in pieces. For example, missiles are relatively easy to learn and quite powerful. You can get really far with them being the only weapon you know how to build. Then when you're ready to branch out there are plenty of tutorials out there and people willing to help on the Discord. The game also has many prefabs to use until you can make your own components. Sadly, as another comment mentions, the in-game voiced/interactive tutorials are quite jarring and for the first few hours you're hit with information overload. I actually got the game a few years ago and quit after less than an hour in a similar fashion to many. It took watching more videos and finally deciding it was something I wanted to play enough to push myself up the learning cliff for me to give it a chance, and obviously I've loved it ever since.
  • @DSIREX_
    I've known this game ever since It was released and never stoped watching ftd videos, both robbaz and lathland included now that I got older last year, I finnaly bought it and yeah, even after a year, alot and alot of free time is what you need, maybe even talk or communicate with people, I've met a person who had 100 hours of gameplay but his knowledge was on par to something like 300-400 hour player because he met some good people, and even still, hes learning some things from me aswell, its just the speed you learn things in this game that you will sometimes become overconfident in some things like liking 30000 kinetic damage but 8 ap which I tell you is very bad unless you're fighting a giant ship made out of wood or forgetting that signal processors are an outmost importance but in the end of the day, it is still fun, really it is sad to be the truth that it takes alot of hours just to get a little amount of content in this game, just because of getting an idea for the craft-designing it-weaponry-engines-remarkably extremely long test runs again'st other ships. Another sad thing is, depending on your pc, the game will litteraly torture your pc if you make something extremely big or not refresh the game for a while and because of that or even the lack of content aside from workshop campaigns its litteraly holding back the popularity of this game. It is indeed a game made for people who likes to be something like to feel like an engineer, design, see stuff explode, and other things. Well worse case scenario you'd rage at the 2-3rd tutorials which many share the feeling and even make a bad review and outright quit, which is what litteraly happens alot and alot alot. I really love this game due to its complexity, and that complexity is what makes the game so flexible on what you can make, And if you really have alot of free time, this is the perfect game for you in the above mentioned.
  • @chadenright
    "One of the games of all time." Nailed it!
  • 1200+ hours is and about half of that is in adventure mode which I highly recommend. Once you begin to survive (you will need some luck in the beginning) it gets very very addictive.
  • @survivor8008
    As someone with 1.5k (and climbing) hours in this game, its nice to see someone relatively new to the scene make a video on it, usually the top 3 are robbaz, lathland, and borderwise, that last one being someone im not much a fan of (sorry borderwise.) I initially found the game in my steam queue and shortly after discovered lathland's (at the time) ongoing campaign series about it, and fell in love with its both complex yet unique nature. Ive been with the game i think just a year after it launched, and ive seen the death and birth of so many different mechanics (the material merge, custom cannons becoming cram cannons, the age of the advanced cannon, steam engines.) Anyways its safe to say you've piqued my interest with this video, thanks. (Also space engineers is less enjoyable if you're alone and not modding the game, but multiplayer has always had massive server lag issues bar very small servers, its a 50/50 if you really enjoy it or not.)
  • @trk20.
    I really like how much flexibility you have with what you want to make, and how much depth there is in the multiple systems. The learning curve is a bit of a sheer face if you don't know where to start, but once you get going you really get going. I think the game probably needs more/varied content but it's absolutely worth it to pick up.
  • @Graknorke
    I think the designer controls are one of those things where it's just about different design paradigms. mouse driven stuff is the mindset of easier to get into at the expense of how useful it gets especially with more complex tasks, whereas the keyboard driven stuff is about pure utility (and simplicity in a sense) even though it can end up with uses needing to keep a lot in mind to get anything done. I played a ton of Dwarf Fortress as a teenager so the central idea of all the navigation and stuff being keyboard based didn't bother me too much, plus FtD has full 3D rendering not just 2D slices of a 3D map so I'm not sure anything else would even work.
  • You forgot power storage/generation. It's kinda the heart of a craft. It keeps everything from aps railguns, to lasers and jets running. Also you brushed over the endless world of fully custom breadboard ai control. Basically ittt meets a spaghetti bowl.
  • @Spoon80085
    I have about 2k hours in Space Engineers over like 7 years. The game, ras a building game, is extremely good. However, singleplayer can be directionless at times, so I'd recommend playing with friends, or on a server. (Kind of like Minecraft)
  • @IainDoherty51
    Speaking as someone that has played the game for over 2000 hours since 2015 this game is incredible when you are involved with the tourney building servers, or run campaigns with restrictions... and I fully agree on the engineering thing :D
  • @jadog1235
    Thanks for showcasing my build! This is probably one of the best FTD reviews I’ve seen
  • @dusty4896
    I would like to share something, if you use pistons, set them to extend a small amount, replace the area of armor around them (you can now place inside other blocks) you can create immense op armoring by stacking multiple layers of metal inside each other, but with each layer slightly displaced so that attacks don't damage multiple layers at a time I made a small ship like this (only 43k mats, 3.3k volume) and it can beat ships many times stronger than itself.
  • > Spawns in adventure mode > Immediately flips over > Quits and restarts instead of building a lead counterweight Ah yes, the best decision. That aside, there are a lot of good points in this video, I bought the game a month ago after having watched content on it for like a year and a bit, and after a rocky first few days getting the hang of the building controls, I have been utterly addicted to it. It's very pleasing to my inner engineer. My crowning achievement of a craft so far has been a 500k hydrofoil dreadnought, that chugs away at 60m/s whilst broadsiding with 7(4 forward, 3 aft) double firing piece 500mm 8 meter loader advanced cannons, has 16 30mm CWIS chain guns, a huge cluster torpedo, medium VLS systems and, because I had room I didn't know what to do with, an internal hanger bay that drops a 50k submarine into the water if an enemy gets within 4500m. The entire thing is electric and steam powered(The main engine power during combat is steam, it generator turbines to recover steam into electricity) and it can run for 50 minutes out of combat on the electric engines alone. And yet I still feel like I have more that I can do, and more that I can learn.