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 (711 reviews) - 80% of the 711 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 (22)

April 17

New UI on the test branch!

Hey there AFF Community!

First and foremost, the words you all want to hear:

As the title says, a build with the brand new UI is on the test branch.

Every single piece of the user interface in the game has been redone, including the entire HUD:

It will probably sit on the test branch for the next couple of weeks before we move it over to the default, public branch. We’re sure the initial release of the new UI will bring with it some new bugs and potentially unpopular design decisions. We want to gather some feedback from the more adventurous among you before exposing the general public to it - especially about such features as the radar and the new spotting mechanics. Use the forums or our Discord to bury us in piles of feedback!

Just a reminder how to switch to the test branch:
In your Steam library, right click on AFF, pick Properties and then on the tab called “Betas” change the dropdown to “Test”. A server running the Test build will be up shortly as well.

One thing to be aware of - we've unfortunately disabled the tutorial in this build. It got broken at some point, we'll bring it back after the UI goes public, hopefully in a more user-friendly form than it was. This is really the very first iteration of the new UI build - the sounds for UI interactions are not yet final, it needs better auto-scaling to different resolutions etc.

But the big advantage of this new UI (and this will either sound like a marketing spiel or just an overly excited developer speaking) is that it lets us iterate on both the UI itself and the entirety of the game much faster now. Yes, that means taking feedback into account quicker and much more frequent updates. It was really hard for us to make you guys and girls wait so long for the next update - but we couldn’t have released it in the middle of replacing the UI, it integrates into far too many systems in the game.
To make the wait worth your while we’ve managed to arrange a little surprise:

Completely new soundtrack by celebrated cinematic composer
Edward Patrick White

AFF now features an entire album's worth of originally composed music. This should add further quality and variety to the game’s soundscape after the big audio redesign we did previously.

Also there’s something we’d like to address:
A few members of the AFF Community brought up the notion that posting a recruitment ad, like we did 2 months ago, is apparently viewed as a bad sign in case of independent developers? That the studio is bleeding staff due to problems?
To be honest we were quite confused by that information, perhaps we’re not up-to-date enough on the intricacies of the indie scene. We’d like to dissipate any concerns though - we’ve never been better, we’ve expanded the team and are going full steam ahead (even if that means our usual slowly and permanently delayed pace;) ) towards more content and eventually exiting the Early Access stage.

In fact, a bunch of new, rather experimental, maps should appear on the test branch in a few weeks. And bits of content improvements by our new teammembers are already shining through even in this UI-centric build, like the new shields:

Changelog (as mentioned, on the test branch for now) :
  • New UI - hopefully more stable, less confusing and prettier! ESC opens the TacMap as usual, Tab now opens scoreboard, command and communications menus have been redone as mouse- or controller- driven rosettes.
  • Entirely new soundtrack – the game will also dynamically select tracks based on what’s happening around you and certain events during the match
  • New spotting mechanics – you can call out targets by hitting G when your crosshair is over the enemy but the enemies will also become spotted in an intuitive fashion when you’re in combat with them. Spotted targets will appear on your teammates’ HUDs as pings (question marks at the location where they were spotted) and fade out if not spotted again, or as full target icons if they have line-of-sight. Using an un-silenced weapon in the vicinity will also flag you with a ping on enemy HUDs.
  • Further audio effects upgrades
  • Drastically reduced view bob when walking while aiming-down-sights
  • Red-dot sights now always point at the center of the screen to align with weapon AIM
  • Rebalanced MLI's and RID's refire and lockon times to be less spammy, made the RID not 100% accurate in dumbfire, made bots use RID lockon better
  • Re-ranged (lowered in several cases) weapon movement penalties
  • Halved support XP income from using the multiwrench
  • XP streams rebalanced. Ranks now extend to 25, support income rate increased, you may drop a couple of ranks due to this but your xp has not been reset
  • Doubled carrier core lockout objective health
  • 50% tougher capital ships
  • Normalized damage falloff ranges for vehicle passenger weapons so they reflect the hand-held equivalents better
  • Increased the gatling projectile speeds in space almost twice - let's see how well this works in a real networked environment
  • Adjusted TA's sprint pose so it doesn't cover half the screen anymore
  • Now possible to rearm fighters and dropships at fighterbases and carriers still in warp - perhaps a temporary solution until a more elegant is found
  • Adjusted briefing for Igneous
  • Improved AI navigation in Meudeverre
  • AI won't steal player-owned gunships anymore
  • Capital ships should no longer drift out of the battlefield when engines are disabled
  • Added a few lights to Irega's final room
  • Limited turrets to one deployed at a time (one per inventory slot, so if you pick 2 turret items in the loadout, you'll get 2 turrets)
  • Added shields to spawn rooms where they were missing
  • Downgraded dropship pilot weapons to their lightest variants
  • Stripped medium and heavy spaceship missiles of a superfluous firemode
  • Protected vehicle drops, briefing end and map voting against idle players
  • No order-location-proximity command points earned while idle or from idle players
  • Removed erroneous shell casing noises in space
  • Removed the casing effect and audio from the DK11A to better represent its supposed use of caseless GAR ammo in the lore
  • New look for the main menu backgrounds. Thoughts please!
  • Added missing TacMap models to a few locations
  • Drastically decreased EVR turret's range
  • Deployable turrets will now trigger lock-on warning upon acquiring target
  • Turret AI will no longer keep tracking the target ad-infinitum, even beyond their configured sensor range
  • Experimental short-range lunge added to the knife when fully charged and aiming at an opponent
  • Removed some floating meshes in the Ranger's interior
  • Prefixed bot names with "(AI)" globally
  • Added and amended a lot of descriptions for loadout items (no more "lasers pew pew", sorry)
  • Replaced several "hold" objectives with "hack" objectives
  • Adjusted passenger turret behaviour to be less affected by motion of the parent vehicle
  • Adjusted battleship spawnpoints
  • Significant weapon damage balancing pass
  • Added an extra clip to EVR and A420
  • Adjusted the appearance of all land-side shields
  • Ixion's background planet upgraded and optimized
  • Fixed .ini files getting overwritten whenever Steam decides to touch them, resulting in losing loadout configurations etc. Should now merge correctly every release instead of getting overridden.
  • Fixed squad assigning logic, players should no longer be all thrown into a single squad after transitioning to a new map
  • Fixed issues in AI order following
  • Fixed several silly typos in loadout items ("vulnearbility", "amour")
  • Fixed several cases of the game timers breaking down due to misconfigured phases
  • Fixed Lacroix spawnpoints and multiple navmesh issues
  • Fixed lighting in several instances of dropship and droppod interiors
  • Fixed issues with bots pathing towards objectives in Fortress
  • Fixed incorrect offset applied to sights when strafing
  • Fixed several pathing issues, rock collision and improved routes to objectives in Fortress and Igneous
  • Fixed pathing in Ixion's station hangars
  • Fixed default AIA character materials to actually have the AIA identification symbols
  • Fixed some missing collision and being able to fall out of the map in Irega
  • Fixed superfluous Griphon appearing in Ixion Territories
  • Fixed AI navigation in the Khamun's interior and fixed a few instances of missing launch sequences for fighters
  • Fixed missing staircase in Errah Territories
  • Fixed a few destroyable decorations in Fortress
  • Fixed inability to exit spectator mode in some cases
  • Fixed AI firing at their own objectives
  • Fixed being able to shoot through some terrain parts in Errah
Onwards and upwards!
And Happy Easter to those celebrating the occasion!

28 comments Read more

February 19

Scramble All Talents!

Hey there AFF Community!

We've got something unusual to talk about today.

We’re reaching out for artists and level designers to help us expand production on Angels Fall First. Over the past year, many folks have joined in our development with feedback, ideas and discussion. But we are sure there’s plenty of you among the Community with the skills to put some of that into practice!

The core AFF team consists of game industry professionals and an elite cadre from related fields, many of whom owe their careers to the experience built up through work on AFF. We’re asking if any of you would like to join us and help develop AFF!

We’re mostly looking for level designers and 3d artists, as those are the departments we need to expand the most. But if, by some miracle, you’re a coder experienced in UScript and have nothing better to do, feel free to contact us as well (No, really do. Please. We can’t believe you exist!)

What we offer:
  • This is a paid job. We’re not a large studio, we can offer part-time work for modest sums. We offer some compensation per job, and we can also pay a percentage of profit from sales of the game.
  • Flexible time. We built AFF in evenings and weekends, so we’re open all hours and understanding of your other commitments.
  • Real-world experience. We’ve made and fixed almost every mistake in game development over the years, and we can offer a great environment to increase your skills outside the AAA industry. Big studios would much prefer to employ somebody who knows how to correctly lightmap a mesh, fix geometry errors and create smooth collision for a map - and the track record of our team members proves AFF is an excellent point on the path to a solid career.
  • Fun! Angels Fall First is a great toybox. We have a ton of fun experimenting with new content and being an independent studio lets us play with and improve upon tech and tools a lot. It’s a much better supported environment to realize game ideas than just setting out with UE4 or Unity and a bunch of web documentation.
  • A genuine outlet for your creativity. AFF is by no means a democracy but we’re pretty laid-back as far as game studios go. All team members are a constant source of internal feedback regarding every feature. Furthermore if you prove your skill in any given area you’ll get more creative freedom to try out your own ideas.

What we’d like from a candidate:
  • Portfolio. A proof of skills, some examples of previous work. It doesn’t have to be super-professional, it doesn’t have to be from the gamedev industry in particular. We all started out as modders.
  • Experience with UE3 in any form will be greatly preferred, whether professional or with the UDK or UT3 modding back in the day. It’s not that crucial if you’re a 3d artist but it certainly helps to be familiar with the content pipeline. For level designers some knowledge of the editor is essential. If you have experience with UE4, CryEngine, Unity, Source etc. instead - we are aware some of the skills translate directly between those platforms. Portfolio will always be the deciding factor.
  • Asset creation experience if you’re an artist. Good knowledge of basic polygon modelling, texture unwrapping and material creation.
  • Commitment. If you’d really like genuine experience in the visual and mechanical disciplines of game development, you’ll have to help us with some of the less fun jobs. We need collision doctored, meshes upgraded or fixed, levels debugged, problems solved and testing performed. It’s not all glory, but these are the skills that the industry needs more than pretty models.
  • Ability to work as a part of a team. Game development is massively interdependent. We’ll require you to work under the direction of our core staff to get some tasks done in a timely fashion. On top of this, we’re as much a group of gamers as we are a studio. We’d like anyone working with us to be part of this culture.

We’ll ask you to sign a legal Non-Disclosure Agreement as a matter of course.

We’ll reserve the right to withhold compensation if you can’t deliver any work that you’ve agreed to undertake, and the agreement will also offer you protection ensuring that we won’t rip you off in any way.

So if you’d like a chance to work on an awesome game with awesome game devs, please get in touch via email to or, even better, catch us on Discord so we can talk to you directly.

Here’s some examples of the content you’ll have a chance to work on. These are maps at different states of completion, in need of your art or level design proficiency:

25 comments Read more
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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: A little bit of imagination
    • 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 Learn More
Very Positive (711 reviews)
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