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.
Recent Reviews:
Very Positive (21) - 90% of the 21 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (853) - 81% of the 853 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 initially wanted to spend around one year, maybe year and a half, refining AFF to a 1.0 standard and adding prototype content. Of course reality will, and indeed already did, verify this.”

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 (30)

September 19

Mini-update 16.1

Hey there AFF Community!

While another big update is in the works we decided to release a bit of an intermediate patch. There were a few aspects of Update 16 in need of tweaking, plus in the meantime we’ve implemented some quality-of-life improvements. We didn’t want to keep you guys and girls waiting so here it is:

Lighting improvements

In Update 16 we experimented with new lighting pipeline for our maps. It made some places look better and some worse in terms of lighting and shadows. We’ve polished the whole process a bit more and once again updated many areas, especially the outdoor ones, with better shadow quality and less artifacts.

Head-bob toggle

A toggle for the camera bobbing when running was a very popular request so we got around to putting that in. This also prompted a re-organization of the settings menu - we added a section for all the other options not strictly related to graphics or audio.

Discord link in the game

Quite often we get asked about the link to our Discord server in the game. It’s pretty inconvenient to paste it into the in-game chat and doubly so for players to copy it from there, so we added a link in the main menu - just click the Discord button there and you’ll be able to join our awesome Community on the server.

Full changelog:
  • Added a head-bob slider - adjusts how much camera wobble is applied when running
  • Rearranged the settings menu a bit to move all the miscellaneous options to a separate section
  • A lot of locations now with improved lighting and shadow quality
  • Added a Discord link to the main menu - will open in Steam overlay or web browser if the overlay is unavailable
  • Game will no longer center the mouse cursor on the TacMap popping up when the application window isn’t in focus
  • Adjusted the in-menu descriptions of several maps
  • Infantry AI will prioritise threats better now, based on the distance to themselves, not their order
  • Further tweaks to bots’ reaction times and accuracy to make them more player-like
  • Blocked some more rooftop off in Irega, spidermonkeys begone!
  • Blocked off exploitation areas beyond cargo containers on either side of ULA spawns in Igneous
  • Changed the freelook icon and blocked it showing for infantry where it serves no purpose
  • Optimized the infantry on-fire effect
  • Phases in Igneous adjusted to avoid a gap when the new dropship hasn’t landed yet and the previous spawn got disabled
  • Lacroix spawnpoints moved up
  • Added a Ti corvette to Mirnoide, last two objectives moved forward
  • Fixed being unable to get a visible tag on objectives like the defense platforms in space through level geometry
  • Finally stopped bots shooting at their own planted hack-spikes
  • Removed all legacy music cues from briefings
  • Fixed the ULA briefings in Irega and Lacroix not repeating properly or overlapping
  • Mirnoide’s briefing now properly client-side, just like the rest of the maps
  • Fixed vehicle drops in the TacMap sometimes not displaying the correct status
  • Fixed space defense platforms having no collision and glitching out client-side
  • Fixed some missing or glitchy end-game cameras
  • Fixed magazine size weapon mods
  • Fixed empty ammo option on fighter-grade MGA
  • Fixed the stats on the underbarrel grav stabilizer

If you got a feedback on anything in the game, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!
23 comments Read more

September 10

Update 16 is live!

Hey there AFF Community!

We're back from summer vacation with another update!

In reality it's been quite a busy month at AFF. We had to dedicate some time to unexciting but much needed chores - maintenance, content pipeline improvements etc. Nevertheless we've managed to prepare a super-sized update, starting with:

New map - Mirnoide

Mirnoide is a deep-space Antarean research station. It becomes the centre of a heated battle when the USN tries to take the station by force. The stakes are high - controlling the station means access to critical research data regarding new, super-efficient terraforming methods.

It's a map for the Incursion gamemode - Imperial forces are on the defense this time and the League has to breach and capture 2 separate biodomes on the station. Both domes are available for breaching concurrently - so both teams will have to coordinate and strategize to split the forces in just the right proportions to out-smart the enemy. There's also a twist to it all - the breach points are boarding pods drilling into the station walls. Therefore they're primarily vulnerable to attacks from the outside, giving the defending team an opportunity to go on offense space-side.

Infantry AI upgrade - part 1

Last time we upgraded the commander-level AI and now we're following that up with a rewrite of the individual bots' AI. Consider this to be a 2-parter at least. Next update (or updates) will focus on making the bots' movement more natural, this time we've addressed the most irritating bits in their behaviour.

The bots are much more responsive now - their reaction time on par or better than human players (depending on the difficulty setting, of course) and their focus kept more naturally on their current targets and objectives.
This means they'll appear more life-like and pose a much bigger threat by relying on reflexes and tactics instead of inhuman accuracy. The players will very likely need to utilize all of the available assets and game systems (shields, grenades, mods etc.) to defeat the bots at the highest difficulty level.

Performance improvements

Despite the bots being more intelligent now, we actually managed to make them less performance-intensive. In addition to this we optimized the movement code for infantry, made further updates to how and when the commander-level AI issues orders and fixed some critical issues in managing the dynamic HUD elements. All of this should result in significantly less stress put on the CPU, especially when playing offline with bots.

Spectator mode

The players could join as spectators before but the mode was pretty barebones and didn't work completely reliably client-side. We've improved its functionality, upgraded it with a few different camera settings and a free-cam mode. Time will tell whether it proves to be too much of an exploit but given AFF's gameplay not relying on team-wide stealth operations it shouldn't be a big problem - the free-cam doesn't let you phase through walls either and as spectator you don't currently get any HUD indicators.

Steam Cloud

AFF now supports Steam Cloud storage. From now on your loadouts, camouflage choices and keybindings will be saved to the cloud and synchronized on other PCs you run AFF on. It also means you'll get those back even if you uninstall AFF at any point.

Roadmap update

We haven't updated the public roadmap in a while and it sort of fell off the radar it seems. We're planning on making the game more visible across the media soon so the Trello board has been brought up-to-date as well, to give the AFF Community a better idea about what tricks we still have up our sleeves. We'll keep updating it as we go.

  • New space map for the Incursion mode - Mirnoide
  • Bots upgraded to be much responsive and menacing
  • Completely rewritten turret AI to bring it up to par with the infantry bots - this includes deployable turrets, vehicle passenger turrets and capital ship turrets
  • Further upgraded the commander-level AI to cope with multiple locations better
  • Igneous phase 3 redesigned with an additional entry route, moved some cover around for more interesting gunplay
  • Anaster visuals updated to give a better sense of depth as well as better represent the hollow moon setting
  • All maps processed with new content pipeline utilities to ensure more consistent and optimized lighting across the board
  • Rewritten and improved spectator mode
  • Added command unit selection functionality to squad status module in tacmap (click on mates to select for ordering)
  • Upgraded redeploy suggestion logic - will also make the AI redeploy less often for no reason
  • Adjusted the health and capture times of various objectives - generally a bit tougher to take and destroy now
  • Moved armour regeneration disabling effect to acid rather than EMP
  • Replaced some lowest-poly models (crates, mostly) to look a bit more modern
  • Added freelook indicator to crosshair
  • Adjusted the task/status texts displayed on human and bot squadmembers in the briefing phase
  • Adjusted the positions and movement of some of the HUD plates
  • Increased AI sight radius in fighters to make them defend more proactively
  • Vehicle offer info is now built into the TacMap and several issues in its functionality have been fixed
  • Weapon charge now reset to zero on switching away from that weapon
  • Converted passenger turret railgun on land vehicles to match RID behaviour
  • Added minor spread to capship railguns
  • Capital ships' subsystems now harder to destroy from the outside, their health regeneration rate slightly increased
  • Space defense platforms now have 20% less health
  • Subsystems of defense platforms in Meudeverre can be properly targeted and damaged now
  • Doubled shield health on transports and capital ships
  • Shortened the duration of the launch autopilot sequences globally and adjusted the launch locations a bit
  • Reduced vehicle offer score requirements by 30% in the Territories mode
  • Reduced sprint recovery, weapon switch and aim-down-sights times and weapon weight penalties to those by 30%
  • Hipfire inaccuracy now only goes up to 50% due to running, the rest of the range is only applied as recoil from shooting - promotes a bit more mobile playstyle with weapons optimal for hipfiring (pistols, SMGs)
  • Added 4s arming delay to mines
  • Reduced throw distance and increased preparation time on detpacks
  • Rebalanced grenade, mines and detpack strengths (damage and status effects) to fix apparent effectiveness
  • Buffed A420, DK31 and EVR a little bit
  • Slight decrease in EVR recoil to improve handling, shots till overheat in light mode increased by 70%
  • All weapon mods reworked to make more physical sense and to give the mod choice more substance - check your loadouts, the mods now have meaningful advantages and disadvantages
  • Added a few new mechanics-specific internal mods to weapons - charge time, cooldown and magazine size
  • P8 damage profile adjusted to sit inbetween the TS20 and a charged L9R in order to keep it viable without making the L9R unattractive
  • Added barrel mod support but removed the internal slot from P8 for consistency
  • Lowered projectile velocity and added drop to underbarrel rocket launcher
  • Reduced cooldown of capital ships' mines
  • Removed missiles slot from bomber loadouts to enforce more of a specialized role for those ships
  • Decreased bomber torpedoes, plasma and rail damage by 20%
  • Rebalanced fighter missiles to fire their burst then reload for 4-9s, increased their damage, and decreased their ammo count to about 20 bursts each
  • Doubled tank cannon reload times
  • Buffed underslung flamethrower
  • Stopped commandvote and TacMap showing for spectators
  • Corrected ammocount on EVR vehicle variants
  • Fixed some HUD icons being unnecessarily processed even when seemingly off-screen
  • Fixed stairs pathing issues on Lukather
  • Fixed a whole lot of minor collision, pathing and visual oddities across all maps in response to our Discord's #map-bug-reports
  • Blocked off the tower rooftops in Irega
  • Fixed some navigation issues at the bottom level of the Irega terminal
  • Improved pathing and collision inside the Ixion station
  • Fixed camera animations in AIA fighterbase in all maps
  • Fixed heavy and bomber space plas,a damage falloff
  • Fixed warp exit selection being incorrectly transferred on switching teams
  • Put in docking point infos to fighterbases, so that you can technically warp out to rearm if the map only contains fighterbases without capital ships
  • Fixed some minor errors and warnings spammed by space maps without capital ships
  • Fixed AI unable to complete rearming at carriers, including ones still in warp
  • Fixed some glitches and improved the performance of flares
  • Fixed issues with bots retaining previous spawner/docking point selection
  • Fixed seat-disabled camera static effect on capship passenger seats
  • Fixed Turtle's nosegun icon and description
  • Fixed misaligned mesh on sniper barrel mod, was resulting in dodgy positioning
  • Fixed flashbangs behaving in an unpredictable way, often not blinding the enemy effectively
  • Fixed detpacks getting stuck in lowered pose and an infinite script recursion error caused by them
  • Fixed bots sometimes not spawning into unmanned capships to recover them

If you got a feedback on anything in the game, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!
47 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
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