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 (27 reviews) - 96% of the 27 user reviews in the last 30 days are positive.
Very Positive (759 reviews) - 80% of the 759 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 (26)

June 26

Plugging up the holes (Hotfix for Update 14)

Hey there AFF Community!

We've just released a bit of a hotfix, big thanks to all of You for immediately spotting a lot of holes and quirks in the new maps. We plugged a lot of them up, less horrible deaths by getting stuck or falling through the world should occur now!

This patch should also address some recent balancing concerns. We also got a report of a rare crash on certain PCs and we've tracked that down to be audio-related. We're not certain whether we've identified the core of the issue yet but we've corrected some cases of multiple sound sources thrashing the audio devices, so hopefully that'll alleviate this problem.

Hotfixes mean the hot summer is here and hot summer means Steam Summer Sale, therefore:

AFF is 30% off during the Summer Sale!

  • Infantry suit's armour plating mods give more armour now
  • Less movement penalty from armour mods across the board
  • Reduced the jump height benefit from equipping speed mods
  • Fixed a rare case where equipping a weapon with sniper sights and then equipping the RID afterwards would make RID's sights non-functional
  • Fixed lock-on times of MLI and RID on the infantry not getting calculated correctly, should be much less effective to lock onto people than onto vehicles
  • Explosives (rockets, detpacks) no longer completely ineffective against droppods, ship cores and other stationary destroyables
  • Infantry hip-fire spread and held weapon movement penalty now reduced proportionally to how heavy the armour you're wearing is
  • Slightly reduced the lock-on time of MLI
  • Slightly reduced lock-on time increase by distance everywhere
  • Reduced MLI dumb-fire's splash damage radius
  • RID and MLI now have a slightly longer maximum range than vehicle weapons, Locust and Sturm primaries slightly shorter range than other vehicle weapons. Prevents gunships from hovering up-high unchallenged
  • Removed hitscan weapons as options for the Sturm tailgun
  • Constrained Sturm turret rotations, now vulnerable from above and can't focus both turrets in the same general direction
  • Locust now 20% more maneuverable and faster
  • Sturm primary weapon more susceptible to overheating
  • Rearranged the objectives in Lacroix a bit
  • Removed one of the top-side radar dish objectives from Ixion to make phase 1 less likely to stalemate
  • Fixed inconsistencies in how capture progress was calculated for some objectives
  • Intro matinees on several maps won't erroneously reset on hitting space anymore
  • Support points no longer awarded if you heal someone you've damaged yourself (when friendly fire is on)
  • Rearranged Meudeverre Territories objectives and warp locations to scale down the distances involved
  • Fixed ammo type selection for passenger turrets (you might have to re-select them for your vehicle loadouts after this update)
  • Small command console rebound from the apostrophe key to F2, because apostrophe bind doesn't work reliably on every keyboard
  • Ambient sound in the warp tunnel no longer played from a million sources at once, should go easier on audio devices now. Lowered the hit of Irega's background battle noises too.
  • Fixes to the Lukather maps:
    - Moved the vehicle drop points so they don't end up in the ocean
    - Disabled phase 1 AIA spawnpoint when phase 3 is captured
    - Falling into the sea now properly eliminates the player, you sink like lead brick in cold ocean
    - Added a pattern to the spaceport's glass that will make it far more noticable and less confusing
    - Moved initial ULA spawnpoint a bit closer to the action
    - Closed off direct route to the tower
    - Reduced how often the audio in the spaceport repeats
    - Added missing floor meshes in several locations
    - Fixed missing collision in several locations
    - Aligned some floating meshes to the floor
    - Trimmed some overgrown bushes
    - Added some detail lighting and made the spaceport roof more shiny
    - Fixed excessive numbers of particle effects spawned for the background combat scenes

Thanks everyone for playing the game with us in the last few days, it's been a blast!

Onwards and upwards!

14 comments Read more

June 19

Update 14 is live!

Hey there AFF Community!

The time has finally come to update the public branch with all the changes we've been making to the game over the last few months! We've received some incredibly detailed feedback while releasing the test builds - big thanks for that! AFF certainly wouldn't be the same game without all the late-night discussions with our lovely Community!

While our work here is certainly not done, we now feel like the new UI and all the massive changes it brings are ready to be released to a wider audience. So just to recap what this update brings:

New UI

We've completely redone the HUD and all the menus. AFF's gameplay should be much easier to understand thanks to that - the HUD is more readable, the objectives are clearly highlighted, the flow of the menus is more user-friendly. We're aware not everybody will like with the new, less stylized aesthetic. We're not 100% sure whether these are the final looks of the UI either but iterating upon it is also an order of magnitude easier than what we had to deal with in the old UI. That means we can also respond to player feedback with fixes and new features much faster now.

New soundtrack

The game now features an entire album's worth of music by celebrated cinematic composer Edward Patrick White. The tracks are picked dynamically based on the current situation around the player - ambient melodies for calmer periods, more up-beat tracks for combat and faction-specific themes for intro and debriefing sequences.

Visual customization

We had to add something special to reward our awesome Community for the patience you guys and girls have, for dealing with us and waiting for the public update for so long. We've implemented a camouflage customization system where you can pick patterns and colours to paint onto your armour. Separate themes can be selected for infantry and each vehicle. If you don't want to see other players' customization, we've also included an option to not display them on your client in the settings menu.

We're not sure yet whether we'll tie it to any sort of in-game progression or achievements. We do understand that progression appeals to a lot of gamers but we don't want a feature to exist purely for the sake of unlocks. The AFF ethos is to give players ways to have fun in their own way, express their own style of playing, not artificially limit the choices. So we'll see where this goes, nevertheless we want this feature to be a milestone marking a new period for AFF - a period of new, shiny content.

Lukather Seaside Spaceport maps

Speaking of content, we've added 2 maps, for the Incursion and the Territories game modes, based on the old Lukather Spaceport location we had in the early prototypes of AFF. You'll get to fight through landing pads, cargo areas, passenger terminals and in the parking lots on this one, with plenty of opportunities for both close-quarters and long-range combat. These maps also focus on providing the players with more light-weight armoured assets - LAVs, mechs and gunships will help fighting through the tights areas between freight containers and damaged structures of the spaceport.

And we're just getting started with this! Watch this space for much more content coming your way in the nearest future! In one of the previous announcements we've also mentioned we'll be releasing experimental maps to the test branch after this giant update. We will probably skip doing that and instead release them directly to the public branch, and retire the test server for now. The reason for this is we don't want to split the small Community any further - and those maps aren't in particularly early stages either. They're close enough to completion to not be out of place on the public branch in the near future.

Other notable changes previously only present on the test branch include:
  • New spotting mechanics
    Spotted infantry only remain so while you have line of sight. Enemies generate a stationary "?" icon when they make noise or are tagged by friendlies when out of sight. Big vehicles - capital ships and tanks - will remain spotted all the time. This enables more nuanced gameplay, asking the players to be more aware of their surroundings, while at the same time keeping the big battles centered on key assets like capital ships.
  • Changes to Territories mode rules
    We've been experimenting with the Territories game mode and now blowing up enemy vehicles will impede opposing team's progress, subtracting a few percent from their score accumulated by capturing objectives. How many percent depends on the importance of the destroyed vehicle. This should encourage the teams to conserve their assets more carefully, especially defend their battleships in space. When your team's vehicle is lost, the whole team will get a message informing about the setback.
  • User settings should no longer be wiped between updates
    Configuration files were getting overwritten whenever Steam decided to touch them, resulting in losing loadout configurations, graphics settings and so on. They should now merge correctly every release instead of getting overridden, unless we deliberately need to reset some settings.
  • Smoother interactions on boarding and docking
    We've put a lot of effort into making the ships behave in a more stable manner on docking and boarding, especially online. Dropships should now properly attach to enemy hulls without phasing through the target ships or station and fighters will dock for rearming much more gracefully.

One thing conspicuous by its absence is the tutorial in the main menu. We had to disable it because, with the advent of the new UI and all the changes to the game mechanics, it got really outdated and broken. We'll re-introduce it in a more comprehensible form in the nearest future.

Whole changelog can be found under the link below, as it's simply too big to fit it into a Steam announcement:


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!

49 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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