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 (25) - 80% of the 25 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,499) - 82% of the 1,499 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 (43)

April 21

Patchy patch 18.5

Hey there AFF Community!

We expected this to be a small patch to fix some issue with map voting but there’s so much going on at AFF right now we just had to throw some extra changes in:


Until now when you reached rank 25 in all aspects of loadout budget (combat, support and command) there wasn’t really any progression beyond that.

We’ve added a way to reset the ranks once you reach rank 25 in all three aspects. Some games call it “prestige” and make you unlock everything from the start but of course this is AFF - we’re not changing our philosophy that every loadout item is available to players from rank 0. You will simply be back at rank 0 and will have the opportunity to rethink basic loadouts and scavenge situationally-appropriate guns from fallen foes.

In exchange for accepting the rank reset offer, you’ll receive a camouflage pattern. The more times you reset the more unique patterns you’ll accumulated. We know our visual customization system is a bit barebones for now so let’s consider this an experiment. We might tie the whole concept of “prestige” into a more elaborate visual progression system further down the line.

If you choose to ignore the rank reset entirely, “prestige” levels will continue to accumulate in the background until you do accept the offer. This also means “prestige” levels will be applied retrospectively over total career - we actually keep the entirety of the players’ XP pool, even if the game only displays up to 25 ranks.

New scoreboard

The scoreboard screen was a bit of a multi-layered chaos, quickly put together for the last big UI rewrite. Now that we’re focusing on polishing the user experience, the scoreboard got a revamp too.

  • Prestige (rank resetting) functionality
  • Loadout costs rebalanced to better utilize the entire pool of loadout points, at the same time the acquisition of ranks has been sped up
  • Rewritten the scoreboard screen
  • Refactored logic of individual bots that resulted in them being less responsive than expected while moving
  • Stopped AI from deploying dropships where they shouldn’t be allowed
  • Reduced the amplitude of ship interior impact shakes
  • Reduced SM54 minimum inaccuracy (sighted) to pistol default to make it a tad more predictable
  • Gunships knocked down a health grade, now similar to mechs in terms of health and mod slots
  • Removed legacy passenger weapon assignments on dropships and replaced with equivalent faction-specific weapon variants
  • Further tweaks and optimizations to the new master server
  • Added a cover overpass to Igneous phase 1, plus some miscellaneous meshing around that area
  • Moved Irega phase 2’s spawn back a tad and added a shield, fixed a bunch of collision problems there
  • Fixed glitchy phase 3 spawn in Irega, adjusted team protection volumes
  • Fixed some oddities in the dropship and fighter launch animations inside the Huginn
  • Fixed some lighting glitches on Fortress’ droppods and Ixion’s fighter launchers
  • Fixed some mangled interaction labels on ship components
  • Fixed a bunch of effects needlessly spawning off the vehicles on the server
  • Fixed inconsistent handling of passworded games when joining from the server browser
  • Fixed the map voting, hopefully for good this time, and adjusted some formatting on the end-game screen
  • Fixed the operations menu still not letting you host online games when Steam was down, despite the fact we don’t need Steam’s master server anymore
  • Fixed some instances of getting stuck at “connecting” in the server browser
  • Fixed sort-by-map in the server browser
  • Fixed C30i shells sometimes proxy-detonating past deployable shields
  • Fixed C30i shells proxy-detonating on droppod turrets

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!
37 comments Read more

April 1

Update 18 eggfix

Hey there AFF Community!

A few hotfixes for the last update. Happy Easter everyone!

Team balance

The team balance changes didn’t work out so well in practice so we’re trying something else. Now it will work by straight-up balancing the number of players per team, except if both teams have equal number of players and the rank disparity is significant. In that case the next joining player will be limited to the under-ranked team instead of having both available.

Soundtrack extended

Our Community has been asking for some old music pieces that were featured in and around AFF throughout the history. So we dug them up and added to the soundtrack package. If we find more of these we’ll put them in as well, promise!

Custom protocol integration

Fancy words for one of the things we’ve been preparing in the background. While working towards integrating Discord’s Rich Presence and some other web-based features we added a way to run the game and immediately join a server from a simple link.

If you host an AFF server, just put a link to “afflink://<serverIP:serverPort>” somewhere and the players will be able to join just by clicking that! Our Discord already makes use of that feature in its #serverbrowser channel.

  • Team balance functionality changed again
  • Added "afflink" protocol that lets you run the game/join a server from a URL
  • C30 maximum range matches RID and MLI now
  • C30 magazine now holds 8 instead of 9 shell but the gun got one extra mag
  • RID primary charge time reduced 25%
  • Increased multiwrench repair speed 30%
  • Disabled leaning while incapacitated. Aww.
  • Optimized some more stuff in the master server
  • Fixed infantry camouflage colours resetting on opening the loadout
  • Fixed the Irega point A fail and rebuilt some lighting, adjusted some killzones down in the chasm
  • Fixed C30 item name when picking it up
  • Fixed ammo mod effects on P8, C30 and bomber torpedoes
  • Fixed flipping counters on the map voting screen
  • Fixed AI stalling on Yin Tao Shan

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!
19 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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