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 (21 reviews) - 95% of the 21 user reviews in the last 30 days are positive.
Mostly Positive (660 reviews) - 78% of the 660 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 (15)

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!

39 comments Read more

May 25

May Status Update

Hey there AFF Community!

We'd like to give you a quick update on the state of things between patches. Work is in full swing, in spite of us spending probably way too much time slaying cyberdemons recently. We might've been running a bit silent for the last couple weeks, mostly focusing on the low-level technical aspects of the game, but many different things are slowly clicking into place:

New weapon audio is getting done, starting with infantry weapons. We now have one of the guys practically dedicating all his effort to making the guns sound like they actually pack a punch. It will take several weeks to complete but this change should also come with improvement to the general feedback. More camera movements and effects when firing the weapons, that kind of stuff.

New UI is moving from pre-production phase into actual implementation. We made mockups for pretty much every UI part there is - to avoid repeating the mistake of just cobbling it together as we go. Everything's properly planned and organized now, we have a new content pipeline for creating the UI pieces. Functionally it's starting to all come together, we'll show some screenshots when we decide on the final artstyle of the UI. We're also investigating the possibilities the new UI might enable us to do easily - like adding even more customization and maybe even a galactic-conquest-like mode.

With the help of some Community members we've also managed to identify some culprits which make the game way more CPU-intensive than it should be on some machines. Frankly fixing those issues will take a bit more time but we'll keep you posted.

And the thing closest to actually being publicly released - the netcode improvements. We've been working hard on making the netcode a lot less demanding and that's almost done now. We fully expect this change to require careful tweaking over several subsequent patches because it's extremely hard to predict every online circumstance that might be affected. But the game should immediately benefit from the changes and not fall apart under the strain of several players flying their spaceships anymore.

Of course there's also more content incoming, so here's a couple of teaser screenshots:

Thanks for your ongoing support and stay tuned for more updates.

36 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: 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
Customer Review system updated! Learn more
Very Positive (21 reviews)
Mostly Positive (660 reviews)
Recently Posted
Attila Hellsfury
2.1 hrs
Early Access Review
Posted: August 27
It is the game I was waiting for long time and I say it is worth of every cent.
Helpful? Yes No Funny
4.7 hrs
Early Access Review
Posted: August 26
WHOA. That's easily the best impression I can give about this game. I won't do one of those "Why are you reading this review, go play it!", but I haven't even gotten out of the tutorial yet and I'm already blown away. For people saying that this is what Star Wars: Battlefront should have been, they're absolutely spot-on. From fighters, to cap-ships, to infantry, to ground vehicles, this game is COOL. Also, graphically, this game is pretty awesome too. It doesn't need to have 4k textures at 180 fps to be awesome. Just look at Ravenfield, or Planetary Annihilation (controversy aside).

But anyway, on THIS game, this is basically Battlefield + Battlefront + Planetside 2, but actually GOOD. Supprt the devs. Buy this game. Show the industry what we want--we want more of this! ^_^
Helpful? Yes No Funny
8.7 hrs
Early Access Review
Posted: August 23
This is a very fun and interesting game. Would probably be better if playing with friends but stil fun against bots. The weapon customisation is very in-depth and the vehicle combat is fun and balanced.
Helpful? Yes No Funny
Rin S Evangel
12.3 hrs
Early Access Review
Posted: August 21
Where do i begin.
this game has a lot of depth to it. especially in the the space battles but the ground battles are fun to. it is unbelievably sastifying to fly a dropship to an enemy ship raid it then leave before it explodes. like others say this could be considered a spiritual successor to battlefront 2.

the customization is suprising quite a alot and pretty balacnce with the restriction of points you have to build your load out and with this extending to vehicles as well is awesome. Also being able to fly corvetts destroyers and other large ships is a sastifying experience as well. overall this game offers much more in terms of content of mechanics than say battlefield has in recent years.

now onto the downsides. visually. this game looks old. and i mean OLD!!!! but that doesnt bother me much at all put in 9 hours so far and plan for alot more. animation are more jank than than a NY nicks player at a free throw line. the weapon dont feel responsive or powerfull and the controls could be better.

and what may be the biggest one for alot of you. there is virtually no one playing this game online. be prepared to look at a server list with a bunch of 0/72 player lobbies. this isnt that much of a concern to me because this game does have offline bot matches supporting full teams of 38 bots each with varring skill levels. they dont act very human at all but they are good enough for me to stand a decent chance of losing on the highest setting.

i give this game a thumbs up because i truely believe that this game is amazing and has so much fun to bring us. the dev team "vacation" is over with a recent patch and promsied continued support. but to really bring this game back it needs a community and people willing to take a chance
Helpful? Yes No Funny
[SBT] elastikspastik
24.7 hrs
Early Access Review
Posted: August 21
I don't really write reviews but this game really needs to get out there more and reach out to people. Angels Fall First is a FPS with vehicles and a mech that is a work in progress as I write this. The mech is still playable and is fun just trampling on soldiers as well as blasting them a face fulL of lead.

It also has space battles which are really good too. You can go into 3rd or 1st person when in any vehicle/ship. You can set loadouts to each ship and even command the bigger ones, or just operate the weapons systems. The other feature which I really like is the fact you can board enemy Capital Ships and blow them up from the inside, whilst trying to fight off enemy soldiers that may be trying to protect it. Then get backto your ship and get out before it blows.

Infantry and ground vehicles also have loadouts that you set yourself. But will need to level up to be able to equip more/better stuff. The A.I. in this game is well done. You can easily mistake themm for being another player.

All in all this game is a must buy. I highly recommend it to any scifi FPS fan.
Helpful? Yes No Funny
4.6 hrs
Early Access Review
Posted: August 20
Product received for free
I really, really like this game. I won't give it a full review so far, but it is more finished than games that claim to be "Finished". I know it isn't yet finished, and when it is, a review is coming. This will hopefully not become another Interstellar Marines thing.

9.5/10 ~Devils Fall Second
Helpful? Yes No Funny
41.5 hrs
Early Access Review
Posted: August 15
The game is well balanced to be both fast and tactical, with a wide variety of weapons, vehicles, and tools. Despite being Early Access, I've seen fewer problems than in almost any "finished" game.
Helpful? Yes No Funny
14.5 hrs
Early Access Review
Posted: August 15
Great sci-fi shooter with an excellent developing team behind it, the only draw back is the lack of players playing online, I'm sure that'll change after the full release of the game, but you can still play against bots, which is pretty much the same as multiplayer (except without real players of course), but I would still definitely recommend this game to anyone who likes sci-fi shooters or shooters in general.
Helpful? Yes No Funny
14.8 hrs
Early Access Review
Posted: August 14
Its all there :
meaningfull weapons
wide configuration
huge maps
space !
amazing !
Helpful? Yes No Funny
0.6 hrs
Early Access Review
Posted: August 14
This might be a great game, but theres nobody playing it online and that makes it useless for me because I don't like playing against bots.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
6 of 6 people (100%) found this review helpful
1.2 hrs on record
Early Access Review
Posted: August 13
Really, really rough around the edges, but hear me out.

This game is undoubtedly that one we've all been waiting for. If you grew up in the Battlefront 2 generation then you know what I'm talking about. This game literally has everything we dreamed of when we played Battlefronts and Battlefields in the past, the only issue is that literally every system needs a lot of polish. Sound is pretty lousy, graphics are decent but performance could be much better, controls are weird, UI is terrible (though looks cool, I'll give it that), the ai is kinda bad at times, and the vehicles handle like crap. Also, this game would benefit with mod support for the offline game modes.

That said, as i mentioned above, this game has it all, and I haven't found myself this excited for game updates in a looong time. I'm looking forward to what the devs can do, and I'm itching for this game's success. Scale, offline AI, cool concepts, etc. I like it a lot.
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
24.8 hrs on record
Early Access Review
Posted: August 11
This is the game that I have wanted since I was little kid, playing Star Wars Battlefront 2. It is absolutely amazing.
The space combat involves both small fighters and large captial ships, fighting it out either for control points or to destroy/defend targets.
The ground combat has the same objectives, and also a multitude of vehicles (including APCs, tanks, and even a gunship!).

The level of customization is incredible; there are a lot of weapons and upgrades, meaning you can play just about however you want. And that extends into most of the vehicles and fighters, too!

The combat itself feels both organic and tactical, with either a player or the AI acting as a commander for the entire team issuing orders to be carried out by squad leaders, who have two squad members to help them.

I wish there was a better system for giving commands, though; it sometimes is a little tricky targeting objectives to order your team to attack them.

And the UI isn't the best; it often feels a little clunky, and new; however, this is a big thing the devs are working on.

Also important is that the devs have devoted and continue to devote a lot of time and energy into improving this game; the most recent update took a while to come out, but it was also a very large update with a lot in it.

I find that I experience quite a bit of lag sometimes, especially in ground battles; but that's another thing the devs are devoting time to fixing, and it has improved quite a bit since I started.

My only other complaint is that it has a small player base for some reason; I don't really know why, it is an amazing game that is so much fun to play with actual people instead of bots.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
115.0 hrs on record
Early Access Review
Posted: August 6
I played in the AFF since it was a mod. I followed the development of the game for years and was very pleased when it came out in green light. It's pretty impressive the game was made by a small group of enthusiasts without a budget. There are a number of opportunities, which are lacking in other Sci-Fi games: you can sit in a dropship launcher, board an enemy battleship, destroy the engine, capture the enemy fighter, fly back to your flagship (while enemy ship explodes behind you), and return to your base proudly on stolen fighter. And doing this in one attempt, without respawns is a top notch of coolness. Also the game have a good design, cool gameplay, a nice blend of classic and modern games. Of course, the game has some problems: small community, a small number of players, slow update. But it's due to the fact that the game is in early access and the game is made by a small group of enthusiasts without a budget. Does the game live up to my expectations? Yes. I have no regrets about the spent money on this game.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
3.3 hrs on record
Early Access Review
Posted: August 5
Be wary, tons of customization options but extremely limited in how much you can equip to yourself
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
34.1 hrs on record
Early Access Review
Posted: August 5
Guns of Icarus in space + what Star Wars: Battlefront should have been.

One of the best and most immersive FPS games I have ever had the pleasure of playing.

Too bad it wasn't advertised as much as those two games.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
9.8 hrs on record
Early Access Review
Posted: August 10
if you havent got this in youre games collection make it youre next purchase
its a must have
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Most Helpful Reviews  Overall
177 of 184 people (96%) found this review helpful
11 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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233 of 255 people (91%) found this review helpful
271 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.
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152 of 165 people (92%) 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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109 of 118 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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