Compare Angels Fall First prices across trusted key stores and find the best deal. Developed by Strangely Interactive Ltd. Published by Strangely Interactive Ltd. Released on 7/11/2026. Available on PC. Genres: Action, Indie, Simulation.

Ten years in Early Access and AFF arrives at 1.0 with something most big-budget shooters stopped attempting: infantry, mechs, fighters, and pilotable capital ships all colliding in the same match.

I went in expecting something that would show its decade of Early Access scars in every frame, and AFF does exactly that - but the ambition underneath is the kind that makes you forgive a lot. This is a combined-arms sci-fi FPS where two factions, the United League and the Antarean Empire, fight across objective-based maps that can swing from a corridor gunfight to a capital-ship broadside within a single phase. The scale is not a marketing bullet point. It is the actual game. The combat layers stack in a way few shooters have ever attempted. You start on foot with faction-specific loadouts built through a three-track budget system covering Combat, Support, and Command points - there is no class picker, you assemble your kit from your rank progression across those tracks. From there you can jump into a hover tank, a mech, a fighter, or a dropship. The boarding mechanic deserves specific attention: you dock a dropship to a breach point on an enemy capital ship, scramble to the rear module before it detaches, and then fight through the corridors trying to blow core lockout consoles before the crew repels you. That loop - fly out, breach, sabotage, extract or die - is genuinely unlike anything in the live-service shooter space right now. Commander mode sits on top of all of it, letting one player coordinate the strategic layer while squad leaders and grunts fill the roles beneath. When it works, the tag-and-order system produces actual cooperation rather than Battlefield chaos. The problems are real and worth naming before you spend time here. The engine is old - built on Unreal Engine 3 - and the performance shows it. Stutter during phase transitions, CPU bottlenecking on dense bot matches, and frame time inconsistency on hardware that should be coasting are common complaints from the community. The first-hour experience is rough because the game drops all of its systems on you at once without much ceremony. Animations are dated, menus are confusing, and controller support is weak. If you need polish on the surface, AFF is going to test your patience before it pays out. The bot support is a meaningful feature, not a fallback. Full AI backfill means matches stay contested across all 30 maps even when player counts are still building post-1.0 launch, and it means the whole experience is accessible offline. That matters for a game this mechanically deep, where you genuinely need practice time before public lobbies make sense. The two game modes - Incursion (staged attack-defend with phase shifts) and Territories (control-point hold time) - give you different contexts for testing your loadout and role preferences. Incursion is where the capital-ship mechanics really open up. From a shooter-performance standpoint, time-to-kill feels deliberate and weighty rather than twitchy. This is not a game where mouse weight and polling rate are your competitive edge - the skill expression lives in map knowledge, loadout planning, vehicle timing, and coordination. If your brain is wired for ranked ladder climbing and individual carry potential, AFF will frustrate you. If you want to feel like part of a real battle where losing a capital ship actually swings the match, it delivers that in a way almost nothing else does at this scale. Fred, Scout Team

Angels Fall First

Angels Fall First

Jul 11, 2026Strangely Interactive Ltd
GamerScout Says

Ten years in Early Access and AFF arrives at 1.0 with something most big-budget shooters stopped attempting: infantry, mechs, fighters, and pilotable capital ships all colliding in the same match.

PC
Best Price Available
€0.00
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GamerScout Verdict

Worth it for players who want large-scale tactical depth over polish - just expect a rough first few hours and CPU headaches on older rigs.

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Screenshots & Media

About Angels Fall First

I went in expecting something that would show its decade of Early Access scars in every frame, and AFF does exactly that - but the ambition underneath is the kind that makes you forgive a lot. This is a combined-arms sci-fi FPS where two factions, the United League and the Antarean Empire, fight across objective-based maps that can swing from a corridor gunfight to a capital-ship broadside within a single phase. The scale is not a marketing bullet point. It is the actual game. The combat layers stack in a way few shooters have ever attempted. You start on foot with faction-specific loadouts built through a three-track budget system covering Combat, Support, and Command points - there is no class picker, you assemble your kit from your rank progression across those tracks. From there you can jump into a hover tank, a mech, a fighter, or a dropship. The boarding mechanic deserves specific attention: you dock a dropship to a breach point on an enemy capital ship, scramble to the rear module before it detaches, and then fight through the corridors trying to blow core lockout consoles before the crew repels you. That loop - fly out, breach, sabotage, extract or die - is genuinely unlike anything in the live-service shooter space right now. Commander mode sits on top of all of it, letting one player coordinate the strategic layer while squad leaders and grunts fill the roles beneath. When it works, the tag-and-order system produces actual cooperation rather than Battlefield chaos. The problems are real and worth naming before you spend time here. The engine is old - built on Unreal Engine 3 - and the performance shows it. Stutter during phase transitions, CPU bottlenecking on dense bot matches, and frame time inconsistency on hardware that should be coasting are common complaints from the community. The first-hour experience is rough because the game drops all of its systems on you at once without much ceremony. Animations are dated, menus are confusing, and controller support is weak. If you need polish on the surface, AFF is going to test your patience before it pays out. The bot support is a meaningful feature, not a fallback. Full AI backfill means matches stay contested across all 30 maps even when player counts are still building post-1.0 launch, and it means the whole experience is accessible offline. That matters for a game this mechanically deep, where you genuinely need practice time before public lobbies make sense. The two game modes - Incursion (staged attack-defend with phase shifts) and Territories (control-point hold time) - give you different contexts for testing your loadout and role preferences. Incursion is where the capital-ship mechanics really open up. From a shooter-performance standpoint, time-to-kill feels deliberate and weighty rather than twitchy. This is not a game where mouse weight and polling rate are your competitive edge - the skill expression lives in map knowledge, loadout planning, vehicle timing, and coordination. If your brain is wired for ranked ladder climbing and individual carry potential, AFF will frustrate you. If you want to feel like part of a real battle where losing a capital ship actually swings the match, it delivers that in a way almost nothing else does at this scale.

Fred
Fred · Scout Team

Shooters

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopachievementscloud-savesCombined-ArmsCapital Ship CombatBoarding MechanicCommander ModeBot SupportLoadout BuilderLarge-Scale PvPPhase-Based Objectives

System Requirements

Minimum

OS
Windows 7 or Later
Memory
4 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
10 GB available space
Graphics
Nvidia 400 series or later
Processor
Dual Core 2ghz
Sound Card
A little bit of imagination

Recommended

OS
Windows 7 or Later
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
10 GB available space
Graphics
Nvidia 600 series or later
Processor
Quad Core 2.8ghz
Sound Card
Fancy Soundcard

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Reviews & Ratings

Steam
83%(3,453)

Game Info

Developer
Strangely Interactive Ltd
Publisher
Strangely Interactive Ltd
Release Date
Jul 11, 2026

Game Modes

Online Co-op

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What platforms is Angels Fall First available on?

Angels Fall First is available on PC.

When was Angels Fall First released?

Angels Fall First was released on 11 July 2026.

Who developed Angels Fall First?

Angels Fall First was developed by Strangely Interactive Ltd.