From commanding the battle standing on the bridge of your flagship all the way down to tactical infantry firefights - AFF brings together all the combat you ever wanted.
User reviews:
Very Positive (12 reviews) - 100% of the 12 user reviews in the last 30 days are positive.
Mostly Positive (665 reviews) - 79% of the 665 user reviews for this game are positive.
Release Date: Oct 1, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“This is a full working game with lots to see and do - but it still has rough edges. There are some bugs left, some assets, effects and UI need polish - you may even stumble upon an occasional crash. We openly admit that we intend to release it right now as Early Access to give the team an adrenaline boost after years of working under the radar.

We want to make AFF even more awesome, and Early Access is a way we can re-invest in developing the game further - and let people get their hands on it who have been loyally waiting for yeeears.”

Approximately how long will this game be in Early Access?

“We would like to spend around one year refining AFF to a 1.0 standard and adding currently prototype content.”

How is the full version planned to differ from the Early Access version?

Features we're planning on adding/improving:

  • More maps!
  • More optimization!
  • More weapons and weapon mods - we made a design choice to generally keep the base weapons simple, standard FPS guns for easy learning. The weapon modifications though can explore a whole lot of crazy gameplay mechanics, from bunker-buster launchers to immobilizer nets to personal shields etc.
  • Cleaner user interface.
  • More seamless transitions between capital ship interiors and space - animated launch sequences for all fighters, all the way from the flight deck out into space.
  • More destructible elements in the maps.
  • Better particle effects.
  • Smoother vehicle handling.

What is the current state of the Early Access version?

The core of AFF gameplay is completely functional and all features we imagined for the game have been implemented. Some things are of course buggy and/or don't meet the quality standards we'd like to maintain. Here's a detailed feature list for the current version:

  • Combined-arms combat - fly starfighters and capital ships, drive vehicles and fight on foot.
  • Objective-based matches, each map features a unique scenario with an escalating set of objectives, plus a Territory Control gametype.
  • Multiplayer up to 64 players, dedicated and listen servers, with bots able to fill in for players in any role.
  • Full AI bot support - use bots to increase body count for matches with fewer players. AI understands every aspect of gameplay, including the chain of command. Offline play is possible, as well as co-op style of matches where human players face off against bots.
  • Tactical, squad-based infantry gameplay.
  • Customizable infantry, vehicle and spacecraft loadouts.
  • Infantry suit modifications to personalize the gameplay style - pick a light suit to run circles around your enemies or a heavy suit to withstand their fire.
  • A huge variety of unique infantry loadout items - weapons, mods, customizable sights, underslung launchers, deployable turrets and more.
  • Intricate gun handling, multiple firemodes per weapon, material penetration, leaning around corners, reviving teammates.
  • 16 different capital ships to take command of, defend, repair or board and sabotage from the inside.
  • Multiple fighter and bomber classes to pilot, launched from capital ships and stations.
  • Space battles in which all ships are pilotable from huge battleships to the fighters they launch, infantry combat within capital ship and station interior locations.
  • Space fighters also with customizable weapons and subsystems.
  • Planetside battles involving infantry, vehicles, aircraft and sprawling environments.
  • Vehicular ground combat in all its shock and awe glory.
  • Customizable personal or multi-crew vehicles delivered right onto the battlefield by dropships. Switch out weapons and add vehicle mods as you earn more points.
  • Commander mode - an elected commander can issue orders to squads from a tactical overview map - but if nobody feels like it, the AI commander is always ready to serve.
  • Flexible loadout points system - nothing is locked, but everything costs you points earned in battle.
  • Persistent player stats.
  • Wiki website with extensive lore describing the Angels Fall First universe.
  • Gigabytes of content created by a team of industry-moonlighting pros and talented amateurs over nearly a decade.

Will the game be priced differently during and after Early Access?

“Yes, we think it will be worth a higher price for our continued work on AFF when we decide to release as a finished game. We intend to make AFF awesome - and whatever we decide to charge, Early Access customers will own the full game - you buy it now, you got it for life.

Of course we also intend to introduce more content over the Early Access period. This will pile on the value over time.”

How are you planning on involving the Community in your development process?

“We'll listen to anybody who isn't shouting.”
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Recent updates View all (16)

September 14

The Roadmap

Hey there AFF Community!

We promised a post that’d give you all a bit of an insight into the future of AFF so here it comes. It’s a rough outline of what we want to do with AFF in the coming months, both in terms of development and proceedings around the out-of-early-access release. If you want to stay even more up-to-date with the development of the game, come visit us on our
Discord channel.

First, let’s get all the formal stuff out the way:

AFF will come out of Early Access in a few months - but no idea about the specific day or even a month. We never give any exact dates on anything because we just pull the trigger on any release whenever we think it’s done. Take a look at the roadmap below to see what’s still left before we can call the game ready for a 1.0 release.

Nothing changes as far as the AFF financial model goes - we’re still funding the development out our own pockets. What’s important about that is the large chunk of the income from Early Access sales will go exclusively towards promotion.

A few weeks before the release (so again, a few months from now) we’ll start advertising the game through all the possible channels. We have a sizeable list of youtubers, gaming sites and other media which we haven’t used so far and will definitely contact when the time comes. We don’t have any plans for sponsored videos, we feel like the game should be able to defend itself on its own merits in video review form, but we do want to invest in advertisement on several sites.

To combat the low online population plaguing the Early Access version even further we’ll do free/discount weekends and similar events around the 1.0 release. Despite keeping the game a bit under the radar so far we did get in contact with a lot of lovely people and intend to gather as many players as possible for the release. Being an indie title we obviously can’t expect to retain a massive online population after the initial around-release influx but we’d be happy to keep at least 2 full servers going. We’ve done massive optimizations to the netcode of the game to make sure the situation from around the Early Access release doesn’t repeat itself and the new players don’t bounce off a badly running server.

We also have plans for adding a “Quick play” option to the game which will connect you to the most suitable server instantly - we feel like a lot of potential players look at the server browser, see the low playercounts and quit, which subsequently contributes to even lower playercount. It would also be in order to highlight our full bot support even more - and that even the servers with low playercounts are fully playable.

Additionally next month we want to set up a devblog-kinda-thing on our website (and probably link to it through Steam news as well). Probably partially in video form and partially in text, depending on the topic. This is less for promotional purposes and more as a means of documenting all the tricky technical stuff we do to make AFF work - how we set up our ship interiors, how all the sub-components of ships work, how our bullets can pierce walls etc. Our lead artist already started streaming a bit of random development sessions and we hope the AFF Community would also like to hear about the more obscure low-level intricacies of how the game works.

And what about post-release? This highly depends on the popularity of the game at that time. There’s a set of features we want to keep adding to the game even after the 1.0 release - again, take a look at the roadmap below.

If AFF achieves a reasonable success there’s a few options we’ve been thinking about. The most straight-forward one would obviously be just supplying the game with further content - maps, ships, weapons etc.

Another would be modding, but this is something we’ll have to gauge after the release - both in terms of people being interested and us being able to actually afford it. Providing and maintaining an SDK is a huge expensive time-sink.

The most far-fetched option would be a more cinematic single-player (or rather coop) campaign. It’s something we dreamed of since forever but creating experiences like that is hugely expensive - animations, voiceover, scripted sequences, it’s all a gigantic money and time investment. Maybe after the post-release dust settles we’ll consider alternative means of funding such a campaign as a separate kickstarter’d game? This is a song of a really distant future anyway, right now we have this game to finish!

Speaking of which, let’s jump to the more technical stuff. We’ve created a simple outline of the features we want to finish before the game leaves Early Access and add after that period:


This is by no means an internal tracker of the features we’re working on at the moment - that’d be an incomprehensible mess of notes and british curses;) It’s just a representation of what we want to do, available publicly for maximum transparency. The cards are marked with coloured labels based on whether we expect them to get added after 1.0 or in the EA phase - it’s really just a guess though, we might shift the priorities. Additional benefit of creating this roadmap is that Trello has a voting functionality built in - which we might use in the future to gauge how much the community is interested in a given feature.

Okay, so going through the stuff on the roadmap:

We fixed the most game-breaking netcode issues but there’s a few things in the AFF networking that still could use a boost. In addition to optimizing the sheer amount of data sent between server and the clients we want to move certain actions to the client’s side. Before this sparks any controversy - this doesn’t mean client-side hit detection or client-authoritative gameplay code. We merely want to decouple things that don’t need server verification from the legacy netcode we inherited from UT - this means the weaponfire effects and stuff like that should be more responsive. To accompany this we want to improve on the impact effects and the whole visual sequence that happens when you get hit or incapacitated - vfx, animations, kill-cams etc. This all ties into some upgrades we already started introducing into our animation system so both the combat- and movement-related animations should feel way less glitchy after we’re done.

One area where the game still stumbles on a technical level is the CPU load - we need to optimize the AI calculations, possibly by deferring them to a different thread, since currently you get much better performance running server-client than you get with a standalone local instance. There’s also a nasty problem with the windows on the ship where you look out into space - culling and rendering mechanisms of those viewports are suboptimal for our use case. Those two issues will have to be resolved before the game can leave EA.- fortunately we’ve already identified what’s wrong and fixes are in progress.

Now, the most near-future stuff:

We’ve replaced practically all of combat audio in the game - gunfire, explosions, impacts - and added more ambient sounds around the maps. Our lovely sound artist is getting a few last samples done as we speak so expect that massive audio update in the next patch in a week or two. This revamp also necessitated a couple improvements to the audio backend which is now better optimized and should no longer randomly cut sounds off when there’s too much happening around you.

The new UI is of course the biggest content change going on right now. The menu screens are far into development while the HUD (the most complicated part) is maybe less than 50% done. It’s all still weeks away from being done but you can already see how much more legible the new UI is going to be:

One of the things the new UI will let us do much more easily is a meta-game mode that’ll tie in a sequence of maps on a server (or in solo play), similar to a Galactic Conquest mode from a certain old shooter ;) This is something we always wanted to do and there’s been a pretty vocal support for that in the Community. So far we’ve only done some preliminary design on that, menu mockups, gameplay considerations and such, the actual mode will require much more work since all the maps will have to work both ways - with both factions taking turns in defending or attacking a map. But it will definitely be introduced into the game at some point, very likely tying into the completely new feature of commander powers - eventually giving the commanding player on the team an ability to call down orbital strikes, artillery, support drops etc.

There’s also a handful of gameplay features we want to implement to make the game more true to the AFF lore, to accompany the new version of our in-depth universe wiki which is in the making. Most importantly drones, which are plentiful in the AFF universe and so far haven’t been represented in the game. They will work like the countermeasures on vehicles and spaceships do right now, as cooldown-based abilities that can be triggered for all sorts of fun effects - building an instant cover in front of you, cloaking your character, providing momentary point defense etc.

Since the game is still in Early Access, we’re considering some significant changes to the existing systems too. Some improvements to player’s movement capabilities are in order and a rethinking of how spotting/tagging enemies works in the game right now. These are rather low-priority tasks right now so stay tuned for more information about those later, but it’s fairly likely they will see the light of day in the EA phase.

Progress on the new maps has been a bit on the slow side, admittedly. We teased a few of them but they’re not ready for public release yet. This is largely due to the code team being focused on all the fixes and those new maps still require some amount of code support. For example the AI has to be adjusted to board multiple stations and then escape after blowing them up and the planetary landing we’re doing on one of the maps does need some special handling to work back and forth. We’ll dedicate one of the next updates to the maps, their environments and gameplay features.

Hope this wall of text paints a comprehensive enough picture of AFF’s future. Nothing’s ever set in stone but this is generally the direction we will pursue and we hope our lovely Community sticks with us throughout the process :)

PS. Again, to stay as up-to-date as possible, come visit us on our Discord channel, it's the best place to meet both the dev team and a whole bunch of great people you can play AFF with!

And as usual...
Onwards and upwards!

58 comments Read more

August 10

Update 11 is live!

Hey there AFF Community!

It's been way too long but we're back with probably the most important patch for the game so far.

The biggest technical problem with the game up until now has been the bandwidth required by the space part. More players on the server meant more spaceships and more clients to send to, so the amount of data sent by the server grew exponentially. In fact there was so much of that data the server often didn't have enough bandwidth to handle it. That resulted in the game getting progressively more choppy for everyone and rubberbanding between the little useful data it could actually get from the server. This should be resolved now. We've rewritten the whole netcode for the space part - now it uses up to 100 times less bandwidth. And thanks to some new custom client-side prediction algorithms the flight model should now feel smoother, despite requiring only a fraction of the previous data from the server.

It's also worth noting that the game should now be able to force-select dedicated GPUs on systems with multiple cards. This has been a problem that reared its ugly head from time to time, especially on machines with Nvidia Optimus, and resulted in unexpectedly low framerates. Hopefully that won't happen anymore even if a GPU profile for AFF is not configured on the given system.

Okay, so now that's out of the way... we definitely owe the AFF Community some explanation - what the bloody hell took so long?
A combination of things really. The netcode rewrite was a spanner in the works we had to deal with and that took the longest. Thankfully the rest of the team produced a lot of other good fixes in the meantime - changelist below as usual. The other cause of the delay was the packaging process for the game just falling over completely. We spent couple of weeks hunting some really silly issues with Steam deployment, issues in configuration that were apparently always there but only just now decided to pop up in a harmful way. All of that coincided with some important personal events for our teammembers and thus even more weeks flew by.

Now the good news - development is back to full speed again and now even more manpower should go into making new content. New UI as a whole is still pretty far off - the HUD requires far more work if we don't want it turn into the same illegible mess it was last time - but the menus are coming along very well:

Other things are coming much sooner. I will make a separate post in a few days describing our plans for the upcoming months but just to tease things a bit - the next update will sound very different.


  • Completely rewritten space netcode, vastly decreasing bandwidth usage
  • Fixed Nvidia and AMD systems with multiple GPUs defaulting to the integrated rather than the dedicated card, resulting in abnormally low framerates
  • Fixed issues where Steam build would ship with an incorrect default configuration
  • Fixed misconfigured droppod modules in Igneous and Yin Tao Shan Incursion
  • Fixed rare UI hang/crash on going back to the menu and changing maps
  • Fixed main menu UI vanishing when you try to join a Steam invite from within the game and get bounced off due to connection loss
  • Fixed issues with radial damage not being applied reliably
  • Fixed colliding lightbeams in Igneous
  • Fixed area naming in Igneous
  • Fixed weapons getting unnecessarily dropped after the match has ended
  • Fixed weapons not raising from sprint pose on firing while sprinting
  • Fixed breachpoint animations not resetting correctly in a few ships
  • Fixed AI not firing arced projectiles reliably
  • Fixed AI stalling at defending too much
  • Fixed AI picking wrong weapons to fire after trying to use deployables
  • Fixed some backdrop meshes calculating lighting and navigation paths unnecessarily
  • Fixed some positioning of TacMap elements
  • Fixed some issues with respawning ships' interiors
  • Fixed floating landmines
  • Fixed teamswitching in singleplayer preventing enemy AI from getting their vehicle drops
  • Fixed manual redeploying blocking further vehicle offers
  • Fixed vehicle offers immediately disappearing
  • Fixed gunship AI minimum attack run distance
  • Fixed an issue with keybinding that wouldn't let you swap two buttons in the same period
  • Fixed bots often not being able to aim the reviving tool correctly
  • Fixed corrosion damage type not working correctly
  • Fixed invalid bullet spread calculations when aiming up or down
  • Fixed most instances of boarding wiring misbehaving
  • Fixed capital ship shields not getting reliably disabled when their internal component is sabotaged
  • Made shield and point defense components more consistent across all ships with their internal consoles and everything
  • Marked enemy ship interiors in red in tacmap and added pilot name and fixed when it says it's 'boarded'
  • Optimised shield collision checks a lot
  • Reduced medium missile tracking and speed
  • Added more damaged states to corvette interiors
  • Added glow to fighter engines on launch
  • Improved AI pathing when driving vehicles around defense points
  • Vehicle navigation precached before the match starts to reduce hitching
  • Improved hover vehicles' AI aim when not tracking an enemy
  • Clamped Incursion timer to max starting value, i.e. objective reward won't push it beyond the initial value in match settings - prevents long grinds at phase 3 if phases 1 and 2 were captured reasonably quickly
  • Removed outdated loadout setup for Locust which allowed it to still wield outdated weapons
  • Tickets in Incursion will no longer appear to go over 100% at the end of the match
  • AI should no longer cluster on exactly the same point with a "move to" order
  • Improved infantry physics performance
  • Added a very subtle chromatic aberration effect (can be toggled in the settings menu)
  • Removed motion blur effect from the game for now. It only ever worked on ships and looked bad even there.
  • Bots will now run backwards and look at their feet less often now
  • Nerfed gunship health/armour significantly
  • Changed the warp-in effects a bit. We like to play around with those so don't expect this to be their final form either.
  • Touched up the launch cameras a bit
  • Increased the range of the heavy capital ship weapons' audio
  • Adjusted system integrity values to reinstate the EMP-ing of vehicles. 2 well placed double-charge EMP grenades should take down a tank for 10-15 seconds.
  • Cleaned Khamun interior up a bit
  • Increased Dhaka and Basta thrust strength, should fare better on slopey terrain
  • Better velocity-based camera effects for ships, should feel more dynamic to fly them now
  • Multiple collision fixes in maps
  • More internal effects in dropships and droppods during boarding
  • Increased capital ship core explosion escape delay to 60s
  • Reduced dynamic light radius on several projectiles to improve performance dips, such as on swarm missile fire
  • Improved AI ability to board and rearm at hangars
  • Blocked accidental useage of rearming action during launch
  • Turtle and Partisan 20% tougher, to reflect relative lack of maneuverability

Come kick our stern on the servers! Onwards and upwards!

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About This Game

Angels Fall First is a first person combined-arms sci-fi wargame.

AFF focuses on team-oriented tactical gameplay and objective-based scenarios with a high degree of replayability, featuring:

  • Wide selection of weapons and tools, ground vehicles and spacecraft to fight with.
  • Diverse combat opportunities - assume point to clear a building, hunt with a frigate wolfpack as a lineship captain, issue orders from the bridge of your battleship.
  • Fully operational and pilotable capital ships with playable interiors.
  • Unique combination of spaceship and infantry combat - board spacestations, shipyards and vessels to capture or destroy them from the inside.
  • Dogfighting using space interceptors and bombers, launched from capital ships and stations.
  • Gameplay mechanics designed as a mix of modern elements (customization, loadouts, persistence) and inspirations from classic shooters (frantic, fast-paced firefights).
  • Commander mode for issuing orders to your squadmates and teammates.
  • Full AI support - all scenarios can be played both offline and online identically, supporting up to 64 players or bots filling in for the players if required.
  • Rich science fiction universe setting.

Another space game?

Well, we've been doing this a long time - AFF has been a rich universe of fiction and art since 2005. We made a Homeworld mod, and kept building from there. Work started on an Unreal Tournament 2004 mod, but was then ported over to UT3 in 2007, culminating in a 3rd place grand prize in 2009's MakeSomethingUnreal contest.

Angels Fall First as a standalone game is, for us, a mission to enable the player to do as much as possible in a vast environment - whilst still retaining the focussed, fun experience of match based FPS games.

Way back in the back-whens, we loved Tie Fighter. A little later on, we loved Battlefield. We waited patiently for the game which would inevitably unite the vast scale and spacefights with the close and personal firefights and thunderous vehicle battles...

But it never really appeared. Many games came close, but there was always some part missing. You couldn’t get out of your spaceship, you couldn’t get into your spaceship, you had big spaceships but you couldn’t run around in them, you could run around in your big spaceship but you couldn’t fly it and so on and so forth and gahd damMIT! Where was our spacefight groundfight game?

So, we set ourselves to work. AFF exists because it MUST exist. Only in AFF can you spawn in your crew quarters, run to the bay watching the space fight out of the windows, launch a dropship, fight through the defenders to the enemy flagship, breach the hull, run and gun your way to the bridge and SHOOT THE ENEMY CAPTAIN IN THE BACK OF THE NECK.

Calm Down!

Ok. But it's this slightly twitchy passion which has driven us to create such a monster. We grew old making this, and we got grumpy watching everyone else release their cool games or whatever. We're from a time when games were about blowing stuff up for points and glory and now FINALLY we want to go out there and share this crazy passion with all of you!

System Requirements

    • OS: Windows 7
    • Processor: Dual Core 2ghz
    • Memory: 4 GB RAM
    • Graphics: Nvidia 400 series or later
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Sound Card: Onboard sound
    • OS: Windows 7 or Later
    • Processor: Quad Core 2.8ghz
    • Memory: 8 GB RAM
    • Graphics: Nvidia 600 series or later
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Sound Card: Fancy Soundcard
Customer reviews
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Very Positive (12 reviews)
Mostly Positive (665 reviews)
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562 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
52.7 hrs on record
Early Access Review
Posted: September 25
Slow development from a slow team - who are releasing pure shooter gold.

They've been working on it for a long time now, and while slow early access programs usually turn me off, this game is a gem.

It's what we all wanted from Battlefront, minus the Star Wars skin and plus customization options to set your head a-whirl.

Not many people play actively online but I enjoy getting groups of friends together and fighting bots so that doesn't bother me any. I don't like shooters much usually but I recommend this game if you've got a buddy or two and long for a shooter with substance.
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Most Helpful Reviews  Overall
242 of 264 people (92%) found this review helpful
294 people found this review funny
38.0 hrs on record
Early Access Review
Posted: October 17, 2015
While me and my 7 year old son were playing, I told him to stay on the burning ship and pilot It until daddy escaped from one of the fighter class ships. I heard him scream and broke Into tears when It blew up with him on It.
Was this review helpful? Yes No Funny
174 of 181 people (96%) found this review helpful
12 people found this review funny
151.0 hrs on record
Early Access Review
Posted: November 27, 2015
Do you want a FPS game in space with huge capital ships and tiny fighters, 64-player multiplayer support and multiple highly asymmetric roles? A game which takes on mechanical challenges that the big studios have run away from?
Then Angels Fall First is the game for you.

Do you want a super-polished conventional FPS experience? Then you should probably look elsewhere; there are lots of good ones out there, but that's not the strength of AFF.

Angels Fall First is a combined arms FPS featuring both space combat with battleships, destroyers, dropships, bombers, fighters, space stations and infantry; as well as ground combat with vehicles, infantry and static defenses. It has a heavy multiplayer focus: single-player is just multiplayer against bots. The game supports up to 64 players/bots, but it doesn't need that many to start a game - really just one, as the bots can fill in all essential roles.

- Scope: While the ground combat is fairly solid, the aspect that most strikes me about this game is the scope of the space battles. This game includes everything I want in a huge fleet battle - like you might see in the movies. You've got Battleships duking it out with giant beam weapons and missiles, escorted by destroyers and corvettes; at the same time, fighters and dropships are launching off those battleships to get space superiority and land infantry on the enemy battleship; finally, you have infantry boarding the enemy ships, defending your own ships and repairing all of the stuff that is on fire because of the giant lasers. To sum it up, it's an epic experience.

- Customization: Apart from the capital ships themselves, everything in the game can be customized as you see fit. There are many different infantry weapons available, from SMGs to MGs and Sniper Rifles, as well as a wide range of support items. You can also choose whether you want more armor or more speed, and in either case the choice makes a big difference to your combat style. Fighters can be tricked out with 5 different main weapons, 5 choices of missiles and 3 choices of defenses, as well as tweaking the armor/speed balance. Ground vehicles also have various choices for extra equipment.

- Diverse Roles: Very important in a multiplayer game, I feel, as not everyone wants to rely on thier lightning teenage reflexes. Thankfully for the slower-paced gamers among us, it doesn't take much reflexes to pilot a lumbering battleship that needs 30 seconds to turn around anyway. If a friend isn't into piloting a spaceship, there's often fighting to be done either on your ship/space station or that of the enemy. And if your friend doesn't like fighting at all, you'll be really glad to have him on board when your main gun gets shot to bits in the middle of a fight.

- Feel: This is hard to explain, but I'll try. Things just feel like they're the way they ought to be in this game. Firing your fighter's main gun at a battleship does... nothing, as you'd expect (though with the right missiles you can put a serious dent in its hull). Trying to hit an interceptor with a battleship gun is like swatting insects - hitting is rare, but when you do, the target is gone. In heavy armor you can take a whole clip and keep on coming; in light armor you can run rings around the opponent.

- Dev Team Responsiveness: The dev team is small, but highly active. They've fixed many bugs and responded well to suggestions and feedback from players, which bodes well for the future. The patch schedule is reasonable and there's typically a lot in each patch.

- Space Maps: There are functionally only three space maps right now: two versions each of two different maps, but one version of one (Meudeverre Incursion) is bugged as of this writing (Patch 5). Admittedly this does get a little same-y after 100 hours or so. The devs have said that there are more maps in the pipeline; however, their focus right now is on bugfixing and performance.

- Players: Unfortunately due to inexplicable circumstances *cough* Fallout 4 *cough* the servers are pretty empty at the moment. That's fine if you enjoy a good comp stomp, but sometimes you want more of a challenge than bots can really provide. Not much anyone can do about this - except, get on the official servers already!

Could be better:
- AI: While the AI is in generally pretty competent, it would certainly not get its pilot licence. Bots driving vehicles are very prone to getting stuck, often requiring some human troubleshooting to get out. This is especially noticeable on Meudeverre Territories, which is a cramped map with many, many chunks of ice to crash into.

- UI: Actually, I really don't mind having a massive red marker telling me where my target is. This isn't Where's Wally after all. However, I seem to be decidedly in the minority here. Many other forumers have said the UI needs to improve and the devs have said its on their list.

- Ground Combat: So, I haven't mentioned the ground combat much. That's not to say it's not good, but you can probably find a more polished and functionally similar experience elsewhere. I rarely play ground maps anymore, to the point of usually hopping on the official space maps server.

- Bugs: Well, this is EA for you. However, with Patch 5 I really don't think there's anything game-breaking left. As a mentioned before, Meudeverre Incursion (in particular, the defenders' main spawn point) is badly bugged. There's also some other weirdness with vehicle clipping, etc. Some bugs can be worked around by deleting certain config files and letting the game regenerate them from scratch. The game performs just fine on my $600 desktop, at 1600x900 with moderate settings. As for lag, I haven't seen a hair of it since Patch 5 hit, even playing on EU servers from West NA.

- Learning Curve: There's no denying it - this game is tough to get into. The tutorial is not the game's strongest point, and the UI and controls certainly take a bit of getting used to (I highly recommend using custom controls anyway). My advice in the beginning is to pick the role that appeals to you most and stick with it.

- Progression System: Right when you start playing, you usually can't put everything you want in your loadout. There's a limit based on your XP, and at the start you can basically afford one gun plus a few mods and armor. That's it. Later on you can carry plenty. While it's not a huge unbalancing factor, I really don't think it's necessary. You can work around this by starting out with a cap ship, which doesn't use the loadout system at all, although that's not the easiest thing to fly.

You actually read the whole review? Mad props. I hope this helped you make your decision. Happy flying!
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152 of 164 people (93%) found this review helpful
3 people found this review funny
5.4 hrs on record
Early Access Review
Posted: October 1, 2015
If you want a new Battlefront game, but didn't really like the newly announced Battlefront 3, then this is a game you should look in to.

Here are some of the pros and cons of the game so far:

+A large variety of maps featuring space, ground and infantry combat (there are a lot of maps, really).

+A good amount of loadouts for infantry/vehicles, rockets, rayguns, miniguns, sticky grenades... basically most of the popular gun archetypes are covered in the game.

+Dedicated servers! That you can customise! Yay! Being able to host a server is a rarity these days for some reason.

+LAN mode.

+Offline play is also included, you can play on all of the maps available with bots, you can also play online in co-op with people against bots (or with bots against people, your choice really).

+Space battles! Yeah, the game has a really fun space combat thing going on where you can get in to dog fights and blow up infantry transports.

+This one is a bit subjective, but the game has a pretty good artstyle in my opinion, the maps even have an optional mission briefing that's been fully voiced.

Now... let's get to the "cons" section.

-The ironsights are a bit ♥♥♥♥, sometimes it's just easier to use the hip fire, though that may make you lose some accuracy. (After playing for a while longer, I found out that you can change the ironsights in the weapons loadout and some of them are not entirely ♥♥♥♥! :D, though some work is still needed)

-There seem to be some optimisation issues for some people, I have a 290X and there are times when the game tanks below 60 when there are a lot of bots on the screen, lowering the amount of bots seems to fix that.

-The interface can be very confusing, a better tutorial for the commander mode (and the general interface) would be appreciated. The loadout screen can also be a bit confusing since you have to manage point bars in order to equip different things.

~This one is more of a personal opinion, but I feel like the default TTK (time to kill) is a bit high for infantry units, a 1v1 firefight can take a bit too long sometimes.

Still, overall this is a solid game for all of the Battlefield/Battlefront fans out there and most of the current problems seem to be easily fixable. Aside from a single crash I had the game is also very stable (so far at least), so already it's better than some of the recent AAA games on release lol
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110 of 119 people (92%) found this review helpful
2 people found this review funny
5.2 hrs on record
Early Access Review
Posted: October 1, 2015
Angels Fall First feels like Battlefront II and looks like Titanfall.

Battlefront II came out 10 years ago and we all dreamed about how cool those battles would look in future games. The thing is that the future is here, but these AAA games are more limited than ever. Angels Fall First wants to fill this space, offering everything you want from a sci-fi shooter for a good price.


The dev team. They made the game they wanted to play.
The price.
Infantry battles with lots of vehicles and loadout customization.
Space battles with a variety of ships, all with customizable loadout.
You can pilot huge spaceships, and you can board them too.
Dedicated servers with 64 players.
You hate people? Play with bots.


Most of the official servers are EU right now (day one). Expect high ping.
Optimization can be a problem.
Very few people playing, if you're reading this please show this game to your friends.
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116 of 136 people (85%) found this review helpful
8 people found this review funny
7.1 hrs on record
Early Access Review
Posted: October 5, 2015
This game has many problems, animations need work, audio needs work, needs an optimization pass, a new pretty coat of paint, and some delicate fine tuning across the board. Its suppar in a lot of areas, and it can feel like a slog sometimes. The maps are interesting, especially the urban ones where it feels like you are fighting in a overcrowded dystopian metropolis, with all kinds of sneaky passages, and what not, but even that could use some polish. The variety of playstyles is great, but customizing kit is sort of dull, when the resource system seems a little strict, and over values some weapons which are factually worse than others, and good luck every running a frag grendade, yes a frag grenade, the basic lethal grenade type, with any weapon that isn't an SMG. Weapon balance is wacky, needs a lot of work there to make more of the weapons viable. The only thing I can say without a doubt, the aesthetic is really strong.

It needs work, and a lot of work, but I reccomend it. Heres why.

Multiplayer FPS have gotten stale. Simply put, of course its my wild opinion, but when you look at the genre, there might be some facts to the statement. Arcade MP shooters are dying out, with Quake live being the last bastion, MMOFPS is not off its feet, and what was a bastion of interesting, and very complex gameplay by way of Planetside 1, has been replaced with an unapologetic genetic copy of battlefield. Destiny is not even on PC, neither any halo, so no comfort there. Titanfall held a little hope, but it suffered from hemoraging players back off to what most people are playing, be it battlefield (4 or Hardline), or a Call of Duty, with outliers here and there. At least we have Counter Strike, right guys? Alas, even that runs the gambit of boredom.

While we have not hit the holiday season where all games hit the shelf, and while it does seem like, at least in other areas, 2015 is aiming to be the best year in gaming for a while, MGSV:TTP is great, the witcher 3 is amazing, many many others blowing the doors off their genre, another rainbow six on the way, even a Star wars Battlefront, and last but not least, Fallout 4 is looking to be many peoples game of the year, twice over. But we've had one, I repeat ONE FPS release that has heavy emphasis on multiplayer, Battlefield: Hardline.

I do not know how you feel, or think, but this just makes me sort of sad. Ever since the death of PlanetSide 1 at the hands of its mutant offspring, I have been bored with FPS, and video games at large, because its my favorite genre of game, and its just disappointing me, its been dissappointing me since 2012 when Planetside 2 game out.

To those of you who feel like me, or sympathize with my struggle, this game is a breath of fresh air. It feels great to see weird, and interesting things in FPS again, I have to learn, I have to adapt. It may be rough around the edges, but its a diamond in the rough I think. It could be the dream. Or you could let it fall flat on its ♥♥♥. But please don't do that.

Also, I am going to do giveaways for the game, watch on the steam forums. I've already done one, and gifted around 12 copies.
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63 of 72 people (88%) found this review helpful
3 people found this review funny
35.9 hrs on record
Early Access Review
Posted: October 2, 2015
I've been watching the development of this poject for about 5 years (even played the Homeworld mod) and sometimes I thought all is lost, but here it comes to Steam.
Long story short- the game has everything to become a winner,
Space battles alone are worth the price of the game.
Sure, it has flaws, thee is A LOT to be added and polished, but still, even now the creativity and level of details is amazing. And the game is playable and enjoyable even this early in early access.
I hope this game succeds.
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51 of 55 people (93%) found this review helpful
2 people found this review funny
32.5 hrs on record
Early Access Review
Posted: October 14, 2015
I keep telling myself that I'm not gonna touch any more Early Access titles, they're all cheap shoddy cash ins, etc etc. Well, I impluse bought this after uninstalling the Battlefront 3 Beta, felt like I needed to fill the void and this looked closer to a true SW:BF2 sequel than SW:BF3. And Unfortunately, thanks to this game (and Subnautica), I still have a little hope for Early Access titles.

AFF is absolutely nuts. My first impressions weren't so hot, since the tutorial's broken, but my doubts went away when I decided to play a quick bot match. Infantry combat is a blast. The loadout system is great, offering all gear from the get-go but restricting the amount you can carry based on their "Combat", "Support" and "Command" costs. Ranks are separate for each catagory and based on your play-style and performance in-game, you'll be granted more points to allocate to the gear you carry. You also have multiple armour classes, so you can choose to play either Light, Medium or Heavy armour, with various mods thrown on to improve defenses from damage, explosives, EMP etc.

As for the actual gameplay, straight combat is great. Hipfire is pretty accurate for run and gun, ironsights are unintrusive but useful for longer range and you can attach various sight mods to your weapon for whatever playstyle you're aiming for. Lean is smooth, jumping isn't really an issue. Only real problem I've frequently encountered are the dweebs that whip out a knife in a losing fight, sprint and run circles around you. So I started using corrosive rounds. Ayy.

Space is ♥♥♥♥ing cool. I mean, it's just great. In its current state, there's some latency issues, not so much with ping but rather a horrid stutter that happens every couple of seconds, but it doesn't happen every match, and it's been reported by the devs as their top priority, so we'll see. Anyways, in space, both teams have these big frigates and capital ships. Players can spawn into these and deploy smaller fighters from the hangar bay. I'm honestly pretty lost in space, main objectives appear to be simple territory control over space stations and stuff. I usually just play an engineer, repairing our big ships, so I don't see much, save for when I'm bailing on a critical condition frigate, but that's an experience in itself.

I haven't really touched vehicles yet, so no comment there.

I ultimately didn't think AFF would be this fun, I'm honestly pretty blown away. Gets my heart racing every game. I don't recommend buying games in early access, but if you like older class based shooters from 2005~ish, this game feels a bit like that. You probably won't regret it.

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59 of 69 people (86%) found this review helpful
8 people found this review funny
20.6 hrs on record
Early Access Review
Posted: October 6, 2015
Litteraly, This Game Is Epic !

My First Gameplay Exprience:

- I start in a mothership main room looking at random folks watching a 3D briefing & see others testing weapons in the armory.
- I get into the ship hangar and literaly enter a fighter-ship and go into the stars doing some star wars x-wing pilot-combat and ♥♥♥♥ !
- I get killed and respawn.
- I get into a random player cago ship which breach us into an enemy mothership that was moving around.
- I get into the enemy's maintenace bay and kill 2 players doing repairs.
- I shoot everyting i found in my way that might hurt more the mothership good fuctioning.
- I destroy the motehrship's engine and shields computers by doing so.
- I run to the hangar and steal a bomber and run away before mothership's explodes from its internal damages.
- I keept the bomber and killed 3 players whit it.

CONCLUSION: Would do Space Pirate Again 10/10

For The Folks Looking For a In-Depth Review:

- Large Scale Combined Arms Battles
- Space and Ground Maps
- Can host listen & dedicated servers whit AI
- Can Run Low Setting For Low Requirements (fun to use whit old gaming rigs)
- Relatively Smart AI
- Weapon & Ranking System Based on the Player Game Style (Combat, Commanding & Support)

- Low Official Server Count (They're mostly in Europe at this time, witch can leads to some lag)
- UI is Clunky and Sometimes Outright Impedes Progress (Configuring your loadouts is hard to understand, the TACMAP is equally frustrating to understand in first time)

Overall: 8/10. Pretty Good And Interesting For An Early Access, if the dev do there job correctly and improve teh UI this game could be the new spacial game that we were waiting for !
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75 of 94 people (80%) found this review helpful
4 people found this review funny
6.6 hrs on record
Early Access Review
Posted: January 16
Disclaimer - I have been gifted a free key for this game for review purposes, however my review will be kept as truthful as possible, since I am meant to help developers and buyers/gamers.

Angels Fall First Review:

Angels Fall First give a unique game where you play with marines (may I add they look very much like models from Titanfall, pretty close anyway) for The Emperor or its opposition across many different maps whether it be on a planet or in space, the action never stops. The customisability is absolutely endless, you can take a 7x scope and put it on a Shotgun, or have a Sniper Rifle without a scope, then change the ammunition to become Incendiary - wait, no, make it become Corrosive to fight against shields - and then just add a bunch of other equipment; such as a turret. There's many maps to choose from; they range from space dog-fighting (no, not THAT illegal dog fighting, I mean planes vs planes or whatever you'd like to call it) to close quarters combat. The weapon selection is pretty endless, too. Snipers, grenade-launchers, assault rifles, shotguns, boomsticks (more OP shotguns) and many more to come, many different guns in each category can make up for tons of different play-styles to suit everyone. Are you very precise with mouse movements? Great, you can take a sniper. Are you great with flanking people? Great, take an assault rifle, you should be good to go. Are you great with flying giant ships? Take one from a large selection of ships and have fun.

Many hours of crying because you can't beat Difficulty 4 bots (There's 5 difficulties, 1 being the easiest, 5 being the hardest). AFF has very smart AI technology being used due to lack of players in the game, so you have to play PvE most of the time, sadly. So these aren't your average below bad player skill rank bots, these are ones which actually can complete the whole game without any of your help due to strategies. Certain bots will support others which are in need, others will push if given the chance depending on their position in the battlefield. You can play however you want to, be a sniper or not, use grenades or attachments, become a lone wolf or team player, kill or be killed (maybe this isn't such of a choice, you're gonna die... a lot). The maps are large, open and designed for fun play; there's many strategic points in the maps, so you should be on the look for them if you want to win but not to lose in the process. Players who play this game are quite skilled, it has to be said; but the bots are definitely better than many. At the end of every match you will get to see your (depressing) statistics such as your Kills and Deaths, saviour, nemesis and so on.

Pros and Cons:
The price tag is 13.37 (devs smoked weed making this game confirmed)
Unbelieveable customizability
Little to no bugs
Many different guns types
Many different attachments
Many different ways of playing
Loads of maps
Tons of strategic points in maps

Dead game

A game done well, sadly is dead due to lack of advertisments (the game will become populated once it comes out of Early Access, don't take this game off your wishlist) so you will have to set up matches with friends or bots. Otherwise I could say it's a better Battlefield game in almost every aspect.
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Recently Posted
Lord Smoggy
1.3 hrs
Early Access Review
Posted: October 19
I purchased this game for a chance at combat in space and on the ground, do not get me wrong, the game itself has great potential. The space battles are indeed fun, AI or players can pilot the capital ships, you can walk around these capital ships, man their turrets to attack enemy space craft or boarding craft, or simply walk around defending the ship from boarders, resulting in gun fights in a space ship that IS ALREADY ENGAGING WITH ANOTHER SHIP. Pretty epic idea, protect your pilots/gunners though.

Or if the capital ship/Frigates isnt for you, simply go to the hanger, board a fighter ship and launch from the hanger, attack enemy craft/boarding craft, or simply grind away at their capital ship. Not in the mood for flying? Get a squad in a boarding ship instead, launch from the hanger, have teammates on the guns (or let the AI do it), that are on the sides, vailiantly defending the ship from the onslaught of fighters and big ship guns so you can reach your objective. In the mean time a player/AI will pilot the boarding craft to the enemy capital ship, find a weakspot, dock, let the backdoors slam down in the breach and let the boarding commence from the soliders sitting patiently in the rear guns at ready. Board the enemy ship, do as much damage as possible, sabotage key points, disable ship turrets from within, take out the captain and leave the ship dead in space while its bombarded from the exterior, cause general havoc. BUT if you can... Take out the core reactor, bye bye ship...

Ground combat is a much more simpler flavour however, two game modes, both are similar to Battlefields Conquest and Rush. You have vehicles such as tanks. APC's and Heavy APC's etc etc, with quite a range of variety for modding each vehicle for each player. Unlike other games where you can camp a spawn point for a vehicle, this game not so much, you have to earn it by actually playing the objective, and listening AND following the commanders orders.

In a nutshell, a great game with a lot of potential however... the downside is, from my point of playing on and off for over an hour (even just booting up to cheack servers multiple times), the game seems dead. Absolutely no players in any of the servers, it is fun messing around with bots for a while, but it gets to the point where you need actual human players to contend with. I would suggest the developers perhaps launch this on sale, to get it on the steam front page even, maybe it could breath some life back into the game and bring it back from the abyss, hell, even launch an AD campaign for the game, the revenue it would bring would be great for you guys, and the development of the game. A game like this, if made big enough can easily find its way on to consoles too.

Helpful? Yes No Funny
0.2 hrs
Early Access Review
Posted: October 16
Great game, looking forwards to the 1.0 release.
Helpful? Yes No Funny
6.2 hrs
Early Access Review
Posted: October 15
Its what Battlefront shoud of been. You will never find a online game but with bots its still heaps of fun. I dont know why this game isnt talked about more. Its so good.
Helpful? Yes No Funny
Ethan Tokes Kronic
24.6 hrs
Early Access Review
Posted: October 9
I cannot believe how fun this game is, I have been waiting for something like this since the first planetside! If you like planetside, bf2142, star wars battlefront 2, etc. this game is for you! There are some optimization issues and other bugs but honestly the 18 dollars to support this project are beyond worth it. Just know that you will mostly be playing against bots (still a challenge), because the game has INTENTIONALLY recieved nearly no adertisement. They have a plan to heavily advertise once it is in a near perfect(subjective) state. That is not to say the multiplayer doesn't work, you could always have an entire clan purchase it and fill a server.
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☭Commissar Jazzbone☭
3.5 hrs
Early Access Review
Posted: October 4
All around great game! Even For EA its Amazing!
Helpful? Yes No Funny
4.1 hrs
Early Access Review
Posted: September 29
great premise, just needs more players
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6.7 hrs
Early Access Review
Posted: September 28
Angels Fall First is a sci-fi combined arms game. This means you fight alongside tanks, APCs, and gunships, among other weapons. On top of that, its a larger scale FPS, so its not 8v8, its 32v32, which isnt much now, but gives the rounds a sense of scale, but not too much. And like other reviews state, it is similiar to Star Wars Battlefront II, in that there is a space portion and a land portion. While the UI, customization and tutorials on how things work needs tweaked, once its polished, i'm sure this game will develop a large multi-player community
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0.7 hrs
Early Access Review
Posted: September 28
Amazing game. More polished than most AAA games, even in EA state. Give this game a try!
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1.5 hrs
Early Access Review
Posted: September 27
I have only been playing AFF for around an hour and a half counting the tutorial, but I gotta say this is something special I think. I will be playing this one for a while, watching to see if the devs keep up on updates after launch. This game deserves an active player base so give it a shot. Great FPS action, the space combat is really pretty well implemented, got good strategy and shooter feels all over it.

9/10 for sure
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