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 (29 reviews) - 82% of the 29 user reviews in the last 30 days are positive.
Mostly Positive (742 reviews) - 79% of the 742 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 (20)

December 30, 2016

... and a Happy Space Year!

Now that Christmas has passed and everyone's more or less woken up, we've moved the new build from the test branch to the public one. So officially now:

Update 13 is live!

The changelog from the Christmas post still stands, with a few additional tiny fixes to maps thrown in for good measure.

Again, the whole AFF team would like to wish you all a Happy New Year with a ton of awesome space games to play and technological breakthroughs to witness!

Onwards and upwards!

12 comments Read more

December 24, 2016

Merry Space Christmas!

Hey there AFF Community!

We would like to wish you all a Very Merry Christmas and for any Holidays you're celebrating to be the happiest ones yet!
And of course we wish you a lot of awesome games in the upcoming year!

Meanwhile we've prepared a patch that takes care of some of the annoying issues that resurfaced after the last update. Mostly graphical and collision-related glitches, but we've also addressed the concerns people had about the turret AI and anti-vehicle weapons locking on through walls.

We'll put this patch on the test branch for now and push it to public after Christmas most likely, unless there's a big demand on Discord to do otherwise. You can opt into the test branch by right-clicking on AFF in your Steam Library, opening Properties, going to Betas and selecting "test" from the dropdown there. We'll set up a test-branch-compatible server shortly as well.

The reason for the patch going on test branch for now is mostly that we don't want to force all the players into downloading a gigabyte-heavy update now. People might've just bought the game and the Steam pipes are already under a heavy strain and not necessarily working full-speed. Speaking of patch size - this one might seem unusually big but that's because we're experimenting with how the game is packaged. Changing this makes you download a different structure of files this time so the update is big, but hopefully will help minimizing the size of subsequent updates.

Alongside the ongoing work on the new UI we've also implemented a system that will help us skin characters, weapons and vehicles in an easy way, so that we can provide the players with more customization options in the future. The game might decide to test this feature in an appropriately Holiday-themed fashion at one point, watch out;)

Update 13 changelog (on the test branch for now) :
  • Weapons with multilock and fire-on-release mechanisms will no longer lose their clientside firing sequence (no more silent swarms and AFX)
  • Fixed looped FX from ship component damage persisting past ship's death and floating in space
  • Collision fixes to ramps in Yin Tao Shan and Irega, fixed missing floor boards in Yin Tao Shan
  • Rebalanced damage by range for the fighter guns (TT4, TT18, flechette)
  • Fixed AI pathing on multiple staircases in Errah Territories
  • Wobbly vehicle camera should now be much less noticable online
  • Heavy caliber bullets now deal slightly more damage to vehicles and buckshot does less
  • Fixed some interactions for launching fighters incorrectly persisting past carrier's destruction
  • Adjustments to the routes into the final Igneous objective
  • Slightly rebalanced perforation values, mostly downwards
  • Ixion station has less missiles now
  • Fixed an issue where the AI would get hellbent on shooting at one target until they go down
  • Bots and turrets should no longer indiscriminately lock on through geometry
  • Added a quick intro sequence to Ossidiace
  • The terrain will no longer turn super low-res on the lowest graphical settings
  • Fixed a few collision holes inside the Anubis
  • Fixed a collision hole in Dragoon interior and a few more inside the station in Meudeverre
  • Fixed certain weapon mods (targetting, reload) incorrectly stacking for an over-exaggerated effect
  • Fixed chargeable weapons getting stuck in their firing state
  • Minor tidy up of the briefingroom whiteboards
  • Fixed a rare case of infantry weapons playing their muzzleflash after reload when you hit ironsights instead of the trigger
  • Optimized internal damage effects in the Huginn
  • Fixed EVR turret holding offset as seen by other players
  • Fixed lighting settings of the weapons found in the shooting range
  • Turned one of the cafeterias inside the Huginn into an armoury room with repair tools that can be picked up
  • Turrets will no longer track their targets through walls till it's dead - instead they will do a short "blind lead" sequence where they fire along the path the target was moving on before hiding
  • MLI and RID now require a line of sight to lock on, although MLI has a fair bit of leniency before it un-locks so you can still use it as a barrage weapon from behind an obstacle after initially locking on
  • RID now deals a bit of area-of-effect damage but impairs the shooter's aiming speed while charging. Also it's fairly inaccurate unless aiming down sights
  • Slightly decreased the damage debuff the suppressor mod was giving to weapons
  • Added a tower on the left-side final objective of Irega
  • Shifted some rocks in Fortress to fix collision issues and break the line-of-sight between objectives
  • Rebalanced EMP-based damage (EMP rounds, mines and grenades) so that they're really effective against shields as intented (a single grenade configured with a double-EMP payload will collapse a deployable shield)
  • New miscellanous glass breaking sounds
  • Improved AI pathing around several objectives in Errah and Fortress
  • Added more "waiting for launch" camera variants in Anubis and Huginn
  • Changed how textures are packaged in the release build, should decrease the size of subsequent patches if no relevant textures are touched
  • Lots of minor adjustments to the bay in Lacroix
  • Added a warning message appearing when Huginn is destroyed at Ixion (before the warning about no more modules left as spawning points kicks in)
  • Implemented a backend for swapping camo textures on infantry, weapons, vehicles and ships for future use
  • It's Christmas!
Onwards and upwards!

12 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

What Curators Say

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