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:
Very Positive (27) - 81% of the 27 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,592) - 82% of the 1,592 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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Downloadable Content For This Game

 

Recent updates View all (45)

July 5

Update 19 hot summer fix

Hey there AFF Community!

Immediate hotfix for the last update, because of course we goofed and accidentally created the most scary railgun this side of Antares;)



You can still grab AFF 40% off for a few hours by the way, both the game and the soundtrack.

https://store.steampowered.com/app/367270

Hotfix changelog:
  • Fixed insane firing rate of the bomber railgun
  • Fixed serverbrowser picking wrong server to connect to for some people
  • AI now properly understands repairing and sabotaging ships’ subsystems (turret consoles, shields etc.)
  • Fixed projection axis on the top-down radar-minimap-thing. Oh yeah, by the way we somehow missed that in Update 19 notes - when playing as infantry or ground vehicle, the radar display in the corner is a top-down projection instead of 3d wraparound now.
  • Further improved AI’s behaviour around the get-in and get-out-of-vehicle callouts
  • Adjusted\removed some unintended weapon firerate reductions. Slightly increased damage dealt by UDP and EVP pistols.
  • Gunship missiles with slightly better tracking, gunship rocket fire interval increased by 0.01s to make the dps slightly more sane
  • Fixed DPS stats in loadout for bomblets, increased bomblet burst interval by 0.03s to disperse the area of effect slightly
  • Locust’s primary fire interval increased 0.05s to bring it in line with Sturm
  • Partisan shell’s proxy detonation radius reduced by 30%
  • LZ modules now have 30% more health on maps with vehicles
  • Gunships 20% less health and 10% more susceptible to small arms fire
  • Fixed an AI pathing glitch in the AISN fighter base interior
  • Fixed some newly-introduced oddities in Partisan’s and Turtle’s physics
  • Fixed loose infantry view pitch up/down limits

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!
10 comments Read more

July 2

Update 19 is live!

Hey there AFF Community!

We’re back with another patch, this time during the Summer Sale! Considering the intergalactic theme of this year’s sale, it seems like a perfect time to grab AFF for cheaps and burn some spaceships down!

https://store.steampowered.com/app/367270

This update greatly improves infantry AI, fixes some annoying issues, adds polish and a few smaller features. Next aim of ours is definitely making the game more approachable and user-friendly, via tutorials and UI improvements. That’s taking a while for various reasons, the details can be found on our Discord as always. We’re back to full speed now, though - and with a whole bunch of cool content lined up for the coming weeks and months.

AI upgrade

Bots are getting a whole bunch of combat-focused upgrades and changes. Obviously we keep improving them all the time and will do so for a while - in this patch they should be noticeably more snappy and understand various combat situations better, both in space and on the ground.



Loadout stats display

Statistics for all loadouts items are now fully implemented, with a handy comparison system showing the difference between currently equipped and selected item.



Instant play

An immediately obvious change in this patch is the rearranged main menu. We altered it a bit to be more understandable but we’d also like to use this opportunity to run a bit of an experiment:

Over the entire Early Access period we’ve been hearing how new players get to the server browser, see more-or-less empty game and just not join anything because of that. So the less players on the server, the less players on a server. A bit of a vicious circle there. At the same time we know that those times when people start joining a server it just snowballs into a populated one.

So let’s try something out: we added an “instant play” button to the main menu that’ll just connect the player to the most suitable server instantly. We’ll monitor what impact that functionality has on players actually joining matches.



Full changelog:
  • Reorganized the main menu, with a new experimental “instant play” function
  • Loadout stats now fully implemented
  • AI more responsive in combat now - fixed some issues with target acquisition and prioritization, weapon mode switching, reloading and crouching conditions
  • AI reviving more robust
  • Stopped AI from using the multiwrench on enemies when it’d be much more optimal to just shoot
  • Bots use land vehicles’ shields more effectively now
  • Bots now slightly less inhumanly-precise with sniper rifles
  • Fixed stalls in space AI pathing under some circumstances
  • Fixed AI sometimes flying out of the space maps’ bounds
  • AI should no longer wait to fully charge L9R and MNL when in close-quarters combat
  • Fixed AI-driven capital ships being able to occasionally use disabled warp-in points
  • Fixed AI pathing on some doorways in Irega and on the Huginn’s bridge
  • Added AIA win cinematic to Irega
  • Lukather adjustments:
    - Added more cover on the approach from the car park
    - No more snagging on invisible wall above the airport building
    - Relocated Territories LZ capture point slightly towards the AIA side
    - Added a vehicle-blocking volume to the top of the ATC tower
  • Fixed missing collision around breachpoints inside the Khamun
  • Hangar location (when pointing a player to an objective that requires launching from the carrier) now precisely pointing to a fighter-launching console
  • Exiting a gunship now requires the button to be held for half a second - less accidental splats.
  • Stealing a fighter from an enemy carrier’s bay will now spawn the ship with your own last-used loadout for that ship type
  • Added an alert when the enemy owns all the Territories points
  • Dropship arrival sequence, when making a comeback from a wipe-out phase, no longer wastes the remaining match time
  • A bunch of HUD improvements in preparation for hints and tutorial elements
  • Incursion timer suspension message now matches the actual gameplay conditions (last 60s of phase)
  • Suppressed a few unwanted match status messages popping up during briefing
  • Optimised animated elements and meshes in the briefingroom
  • Fighter controls a bit less wobbly now, especially online
  • Upgraded usage of playername with an additional squad prefix (B2 etc.) and future support for a clan/outfit prefix
  • Bots within ~10m now respond to a 'get in my vehicle' callout from the callouts menu (“B” by default). Similarly they respond to a new 'get out' callout. Load up your APC, airdrop a bot from your Sturm, all’s fair in love and space.
  • Mag-size and ammo storage mods now correctly working with vehicle weapons where applicable, mag-size weapon mod’s reload penalty matches the description of 5%
  • RID primary charge time increased 0.5s
  • Chons’ ion cannon range doubled, same as Anubis' now
  • Removed spread penalty on unholster speed mod
  • Reduced medium capital ships’ vulcan turrets’ spread
  • Amended Dhaka’s turret to full-auto rather than burst so u can keep a barrel back by tapping instead of holding fire
  • Buffed bomber RID/plasma weapons firing intervals significantly to provide 75/85% of torpedo DPS, projectile impact damage remains the same
  • Partisan and mounted turrets now given proximity-detonation shells similar to the C30i
  • Deployable turrets’ health increased 50%
  • Reduced gunship rocket-pod range to match primary weapons’ ranges, removed a mod slot from all gunship secondaries, reduced the range-reducing weapon body slot mod penalties to 5% from 7%
  • Boarding approach now immediately interpolated, without the physics-driven initial phase that often left the dropship missing entirely
  • Dropships now have 25% less boost duration, 20% more HP
  • Successfully latching a dropship onto a target ship now awards 50 support XP
  • Post-death forced detpack detonations now deal 20% of normal damage instead of 50%
  • Much less aggressive steering reduction versus speed/boost on Hare, Silverback and Turtle
  • EMP no longer disables firemode switching
  • Armour regeneration disabling feat moved back to EMP from acid
  • Minor infantry weapon tweaks - with two notable changes being knife primary slash getting a significant increase in firerate and damage and L9R charge time getting almost halved to correlate with max-damage firerate of the P8 rifle
  • Small fixes and optimizations in spaceship physics calculations
  • Fixed some inconsistencies in damage type multipliers, mainly increasing anti-vehicle damage of lower caliber guns and shield damage of higher caliber guns and also applying some missing armour damage penalties on the higher cal guns' elemental ammos
  • Fixed underbarrel shield’s health display on clients
  • Fixed flame turret rotation speed limit
  • Fixed some math in recoil multipliers from weapon mods
  • Fixed some issues with landing zone recapturability delay
  • Fixed post-match mapvote displaying weird numbers of votes
  • Fixed getting stuck in the vehicle deploy sequence
  • Fixed some inaccuracy calculations while aiming-down-sights
  • Fixed numerical accuracy issue in HUD speed and distance formatting
  • Fixed vehicles falling reeeaaally slooowly due to some mis-configuration
  • Fixed a few issues with disappearing and re-appearing vehicle drop offers
  • Fixed vehicle drop offers being incorrectly available during the wipe-out phase
Huge thanks to everybody who joined us in the game during the sale! We absolutely adore playing with our Community!

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!
31 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

    Minimum:
    • 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
    Recommended:
    • 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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