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:
Mixed (30) - 63% of the 30 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,668) - 82% of the 1,668 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 (47)

October 6

Update 20 hotfix

Hey there AFF Community!

Without further ado, here’s a hotfix for a few things we messed up in the last update, primarily the corvette loadouts. Plus a few optimizations and changes.

Changelog:
  • Added a keybind (“H” by default) for toggling the HUD on and off due to popular demand
  • Optimized and smoothed out a lot about all the homing missiles, made them behave a bit more sensibly after missing the target
  • Turret AI will no longer try to fire when the vehicle is disabled by EMP
  • Fixed corvette loadouts not applying correctly, which resulted in missing shields, finite ammo for missiles etc.
  • Fixed some corvette weapons not firing from the correct points on the ship
  • Fixed and optimized projectile lifespan calculations, no more heavy missiles disappearing before they reach their assumed range
  • Fixed rank display not fully working in the loadout menu when using no-steam settings
  • Fixed the spawnpoint shield in Ixion not blocking enemy fire
  • Fixed missing firemode info for detpacks and adjusted how that interplays with the payload type display
  • Fixed pathing issues associated with the thin support struts on Irega Incursion
  • Corrected lighting on one piece of geometry in Lacroix’s station

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!
12 comments Read more

September 28

Update 20 is live!

Hey there AFF Community!

This patch brings a few new features and a ton of fixes. Our rhythm of updates got a bit thrown off this year but not without a bloody good reason - there's a whole lot of exciting stuff we've been busy with. DX11 renderer, lag compensation, maps, guns and more, all nearing completion.



We're releasing the following fixes and features now to make way for more content in the very near future so stay tuned. Some pretty significant changes to gameplay elements this month too:

Corvette loadouts



Corvettes get selectable equipment options now, just like fighters, ground vehicles and infantry. The choices are pretty basic for now but we’ll keep expanding the loadout system until all the ships have interesting and varied selection of weapons and support items.

Incapacitated player animations



Your incapacitated teammates will not only be highlighted on the HUD now, the downed player can also reach out in a visible “Help me!” gesture by hitting the jump key or broadcasting a “Need a revive!” callout.

Turrets scan angle



We figured that the defensive gameplay needs shaking up a bit so here’s an experiment - all the deployable turrets (MG, plasma and flamer) will only detect enemies from the front. You can rotate the turret when placing it with the right mouse button.

Full changelog:
  • Players are now able to respawn directly as the last used friendly fighter type (but only after death and assuming the carrier launching that fighter is still operational). The spawnpoint will be visible on the TacMap like any other infantry spawnpoint.
  • Hitting jump while incapacitated (space by default) or broadcasting the "need a revive" callout now triggers a "help me!" animation
  • Added a few new camouflage options
  • Vehicle's passengers now visible on the HUD
  • Bots now hop out of vehicles to get to the nearby enclosed objectives in a sensible manner
  • AI fighters have been taught to avoid incoming missiles by manoeuvring
  • Capship cost subtracted on start of core breach instead of end in Territories matches
  • Corvettes now have configurable loadouts and now use fighter-grade missiles, at least for the moment, so they have the selection.
  • Upgraded the vehicle queue info and rearranged the TacMap a little
  • Middlemost of a set of warp beacons should be flagged as the rearm warp-out location, rather than some arbitrary one, if there's more than two
  • Moved the vehicle info to crosshair for now for better visibility and to not be hidden when weapon-switching
  • Added the ability to assign groups of units to quick-select number keys on TacMap with CTRL+<number> like in RTS games
  • Added a "vote to kick a player" button
  • Added infantry loadout quick-select option to TacMap
  • Constrained deployable turrets' scan rotation to forwards-facing - pay attention to how you place the turrets now and keep in mind they can be rotated with right-click!
  • Refactored carrier core lockouts. 1 or 2 lockouts to open shields blocking bridge access.
  • Lockout on bridge to open shields on engineroom to access the core. Keeps pilot and engines alive for longer into the breach attempt and focusses the action a bit.
  • Fortress Territories updates:
    - Added a tunnel for players to use to breach the outer wall
    - Relocated objective A to take about as much time to reach from spawn for ULA as it takes for AIA to reach objective B
    - Slightly moved the radar dish (objective D) and the warehouse (objective C) to reduce travel time bias
    - Ensured that walkway near warehouses along outer wall was properly supported
    - Covered up missing geometry near warehouses, fixed some floating grass, added some lights to dark areas, added more cover near ULA drop pod
    - Fixed recently-noticed missing wall collision in one of the buildings
    - Fixed missing pathing and adjusted collision for one of the buildings
  • Irega Incursion updates:
    - Opened up a car park below where Objective C was previously located and moved Objective C to that location
    - Relocated one of the end objectives and opened up some pathways near there
    - Corrected some minor collision issues
  • In Fortress moved the vehicle drop locations further in Phase 3, moved last spawn back a bit and fixed some collision issues
  • Adjusted spawnpoints in Lacroix and enlarged some of the objective radii in Yin Tao Shan Territories
  • Added missing team-blocking volumes to a spawnpoint in Anubis and a few boarding tubes
  • Amended the fighter launch direction from the station in Meudeverre to not be pointed into the wall, reorganized the internal pathways a bit, rebalanced defense platforms
  • Squads get reordered by command XP as players join, up to match start. Let's see how this affects squad composition and balance online.
  • Squad members take on squad leader's stripe colour again
  • Culled several vehicles from the roster on land territories maps to better constrain map duration
  • Mechs can now equip the C30 cannon
  • Tweaked the balance of medium plasma and chainguns in space and ship HP between AIA and ULA
  • Buffed frag mines a bit, nulled out meaningless grenade/mine stats in the loadout menu
  • Disabled defunct vehicle weapon optics mods and now-empty bomberbay weapon mod slots
  • Added a squad leader announce message just after commander's
  • Tab key closes scoreboard immediately with no fadeout so as to not block the mouse unnecessarily
  • Bots now only deploy medkit and ammo as a response to callouts from each other and humans, if one is within 50m at the time, and better understand the conditions under which they should run to an ammo pack or medkit
  • AI hate deployed turrets slightly less
  • Reinforced AI aim vs apparent aim (less "bots firing sideways" caused mostly by lag)
  • Halved Heimdall's spinal ion cannon's damage but increased its range and the range of its passenger-operated ion lances and gave it long range missiles, fullfills the same long-range role as the Chons now
  • Gave Javert heavy missiles, lowered the lock-on for them (on all ships that use those) by 7% for less annoying experience
  • Switched Khamun to chainguns only
  • Removed captain’s rockets from Rejkhart
  • Fixed Chons' missiles coming out asymmetric
  • Fixed MNL hurting through shields on direct hit
  • Fixed the settings menu navigation getting stuck for some players
  • Fixed completed objectives flashing as if still under attack in match status module
  • Significantly reduced AI infantry getting perma-stuck out of the navigation grid by widening the scope of when they try to jump out of problems
  • Fixed squad module (in HUD and TacMap) showing incorrect armour class icons
  • Fixed some unnecessary material instancing in sensor stations
  • Fixed mechs not registering hits on their legs/middle sections
  • Corrected lead indicator for attached external breach modules
  • Fixed some interpolation issues in the launch cameras
  • Fixed some discrepancies in ion cannon damage type configuration and Ranger's railgun consoles
  • Fixed AI separation on "move to" orders
  • LAN games discovery much more reliable now
  • Fixed some issues with player authorization when multiple people with different Steam accounts join and quit from behind the same router
  • Fixed the progress bar visibility on the "exit gunship" prompt
  • Fixed magazine size on the Turtle's main gun to make sense in the context of 4-rocket bursts
  • Fixed the "prestige" prompt not showing the correct camo award
  • Fixed commander not becoming a target of unprompted revive attempts
  • Fixed AI stalling after rearming fighters or dropships
  • Fixed boarding status messages showing in briefing, for real this time
  • Fixed some pathing issues inside the fighter bases

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!




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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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