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 in a rich science fiction setting. Boarding, pilotable capital ships, deep weapon customization and full AI support included!
Recent Reviews:
Mostly Positive (14) - 78% of the 14 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,765) - 81% of the 1,765 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 (51)

February 8

Update 21 and a half

Hey there AFF Community!

We’re dropping a sort of an intermediate update with a few new things and quality-of-life improvements. We decided it’s important to release those now, to give the new players the best experience possible, before we roll the more experimental stuff out in a couple weeks.

Especially since it’s Sale Time right now! Discounting starships left and right! Grab AFF 40% off!

Territories and boarding

One of the coolest parts of AFF is boarding and destroying the capital ships. You guys and girls do it even when it’s not an objective, even when it doesn’t contribute that much to winning the match. Recently we’ve released the Kerrat Territories map, which puts objectives on the battleships - and the way it plays ultimately convinced us this is the best way to highlight the capital ships-focused nature of AFF.

So we’ve now made all carriers (frigates and battleships) into objectives in the Territories mode. Destroy the carrier to remove one objective from enemy team’s pool of owned objectives, reducing their score income.

The art of balance

We’ve been going over the statistics recently and noticed AFF got a bit defense-heavy. After the last couple updates the balance of the game seems to favour defenders - or specifically defending objective locations by fortifying them - a bit too much. We definitely don’t want to punish defensive play in any way. But at the same time we don’t want to see the attackers bouncing off a wall of deployable turrets and heavy armour every time.

To counteract the situation we have rebalanced some of the gadgets and made others require more thought and interaction. Deployable shields are a bit weaker now and the underbarrel shield now takes some practice in timing to use effectively now. At the same time the underbarrel rocket launchers now support different types of munitions - incendiary, corrosive, smoke, flash and EMP in addition to the normal fragmentation missiles. This creates an interesting interplay of being able to break through a heavily shielded position as an attacker or block an area off temporarily as a defender.

In addition to that we’ve also rearranged some areas across the more problematic maps to lower the chance of setting up permanent chokepoints (and we are still working on a few other maps in that regard too)

  • Carriers in Territories mode now also count as objectives. HUD will now display which objectives are currently active.
  • Capturing neutral objectives (for example at the start of Territories mode) now requires undoing enemy's progress on that objective first
  • Anubis, Khamun, Huginn and Ranger now have 25% more hitpoints, between their health and armour
  • Faction choice screen now shows some basic information about the progress of the match, plus a quit game button that was missing
  • Gameplay hints now displayed at the top of the screen while in briefing
  • Camouflage settings can now be copied and pasted between different items (infantry to vehicle to weapon etc.)
  • Camouflage pattern colour customization on guns no longer incorrectly restricted to faction-specific range of colours
  • New loadout defaults - when running the game for the first time or creating a new loadout, the default inventory choice will now be more sensible and up-to-date
  • Rejkhart and Javert destroyers now have basic configurable loadouts just like fighters and corvettes
  • Deployable shields have 1/6 hitpoints less now and regenerate much slower
  • Underbarrel shield now activates automatically after holding the gun for 4 seconds and regenerates like deployable shields. No more mashing the firemode key. Movement penalty with the shield active now up to 30%
  • Underbarrel rocket launcher now has all the grenade variants - frag, incendiary, corrosive, smoke, flash and EMP.
  • Underbarrel frag rockets damage buffed 25% damage, firerate adjusted to 2s total, the rest of the variants have a firerate of 3 seconds to avoid superspam.
  • Adjusted the questionable trajectory of the underbarrel rockets, weren't arcing properly before
  • Multiwrench rebalanced - now supports mods but can overheat from prolonged use
  • Tannhauser changes:
    - Various snags smoothed out
    - Added line-of-sight interrupters between ULA spawn in Phase 1 and the droppod on lower deck
    - Added vehicle ramps to hangar sides in Phase 2 to allow for mechs to get topside
    - Added a ramp to side route to improve the accessibility of one of the major assault paths
    - Relocated another piece of aerial cover that was too far for defenders to shoot at
    - Fixed Phase 3 spawns
  • Lukather changes:
    - Removed central bollards from tower entrances
    - Added stairwells on dark side of the main terminal to allow for more pathways inside
    - Improved collision on some support struts
    - Various AI pathing fixes
  • Fortress Incursion changes:
    - Catwalk over the gate now protected from cheese shots from inside the fortress
    - Collision removed from electrical wires that completely blocked shots
    - Small ramp added in Phase 1 to aid in traversing an area that was accessible mostly by jumping
    - Yellow truck in Phase 1 rotated slightly and moved slightly to better protect attackers from gunfire
  • Delta Territories changes:
    - Fixed rock collision
    - More routes in and out of a couple "control posts" added, specifically D and A, thereby adding slightly more maneuvering room in some areas for footsoldiers
    - Added more cover surrounding A
    - Added more cover near ULA spawns - temporary tents etc.
    - Added line-of-sight interrupters between spawns and objectives for both sides
    - Added line-of-sight interrupter between D and B
    - Rearranged some cover to facilitate tank movement in areas affected
    - Miscellaneous AI pathing fixes
    - Optimized the skybox meshes and fixed some unnecessarily-colliding effects
  • Irega Incursion changes:
    - Moved objective C in Stage 2 to area that utilizes more vertical gameplay while still being about the same travel times for ULA as objective D
    - Added a couple ramps to facilitate better movement towards the new objective location
    - Smoothed out some collision to reduce snags around the final objectives
  • Improved some collision and pathing in Yin Tao Shan and Igneous, disabled the Garrison spawnpoint in Yin Tao Shan's Phase 3
  • Time after which players are re-offered a vehicle got reduced 25%
  • Increased damage of fighter plasma alt-fire (blob) by 25%
  • Fighter-mounted variant of the S77 shotgun now given the same treatment as the infantry version - double the magsize, accuracy increases with sustained fire
  • Very slightly increased S77's damage output and fixed its overheat animation
  • Set Griphon's ion beam loadout cost to zero as intended
  • Tweaked FKR's recoil and mesh recoil to bring the feel back to how it was (more visual than gameplay-impairing, especially in burstfire)
  • EMP bullet effects toned down, especially the muzzleflashes
  • Adjusted suppressor loadout description to indicate no chance of being heard rather than the incorrect hearing range reduction
  • C30 increased fire interval 6%, reduced mag size by one, increased spare mags by one
    Increased the range for MLI and RID by 40m
  • Magsize mods no longer incorrectly available on S77 and UDP
  • Fixed incorrect muzzleflash scaling on the YAS
  • Fixed a rare issue of the camera getting stuck in vehicle drop animation
  • Fixed fire and corrosion pools very often not registering players running through them
  • Fixed "help me" animations not playing after last patch
  • Fixed AI not understanding how to repair land vehicles when ordered to
  • Fixed firerate/DPS info display in the loadout menu for weapons that reload after one shot, for example Partisan's C120
  • Fixed sorting by KDR on the scoreboard screen

For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!
14 comments Read more

January 12

Update 21 hotfix

Hey there AFF Community!

Some things in the last update needed a bit of fixing and adjusting. Here’s a quick patch to address that, before we proceed to adding more awesome content.

Thanks to everyone participating in the matches over the last week, as usual your feedback has been invaluable in improving the game!

  • Tannhauser changes:
    - Fixed getting stuck in the cinematic mode (weapons locked) at the start of the match
    - Fixed some missing collision
    - More cover near the hangar doors and line-of-sight interrupters to reduce objective sniping from safe locations
    - Rearranged some miscellaneous cover all around the place to be either more or less advantageous
    - Moved Velius spawns further back in Phase 2
    - Moved the "repair platform" to a more risky location on the map
    - Added some cover to rooftop spawn area for Phase 3
  • Kerrat changes:
    - Fixed visual damage levels of the repairable objectives being displayed incorrectly
    - Stopped all ULA bots from immediately going outside if Huginn becomes no longer boarded
    - Removed bombers from Phase 1
    - Dropships in the Territories mode can re-deploy immediately after the previous one is destroyed, versus the normal 4 minute delay on other maps
    - Toned the internal destruction effects down a bit
    - Fixed the tacmap in the Territories version
    - Fixed the disabled battleships sometimes drifting away from their initial locations
  • Fixed several pathing issues on Fortress, including the gate and the droppod
  • Fixed several pathing issues and spots where bots were getting stuck on Lukather
  • Fixed the misbehaving Phase 2 droppod shield on Errah
  • Added some new stairs to last objectives on Yin Tao Shan and Fortress, moved up vehicle drop spots a bit on Yin Tao Shan
  • Fixed camouflage choices not working properly online and not saving correctly for weapons and vehicles. Unfortunately this hotfix may reset your infantry camo choices as well.
  • Fixed chat box sometimes not opening properly
  • Fixed loadout copying
  • Fixed SGZ appearing as “Weapon” is some parts of the UI
  • Doubled the effectiveness of mines deployed by fighters and capital ships
  • Adjusted the landing zone re-enable delays, 6s for Incursion (was 15) and 180s for Territories (was 30), to make it much harder to “insta-retake” in Territories and easier to avoid attacker wipes in Incursions
  • Amended repair objectives messaging
  • Changed TT18S mag size to 36
  • Boarding pods now 80% harder to destroy from the outside

For feedback, or just a lovely chat with the devs, post on AFF's Steam forums or contact us directly through our Discord!

Onwards and upwards!
7 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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