
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 loved in a rich science fiction setting. Boarding, pilotable capital ships, deep weapon customization and full Bot support included!
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 672 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love this game. Is it perfect? nope. Do i have fun while playing? absolutely! I mostly play against AI with my friends, so i can't say if its balance PvP wise. But PvE wise, we are having fun :D
TL;DR - Really cool concept, and an admirable attempt at combining some of the most interesting ideas from similar games, but it falters in the execution of core systems, resulting in an underwhelming and, at times, frustrating experience. ---THE GOOD--- Aesthetically, the game feels nostalgic. The graphics are not what many big PvP games look like these days, and to me, that's cool. It's like a throwback to the 2000's, reminding me and others of classic games, like Halo, Star Wars Battlefront, MAG, etc. It's a unique choice, and it works. The ability to have Battlefield-like combat engagements is really fun, with fighters flying overhead, vehicles everywhere, and infantry holding the line. I also like how the vehicle system is implemented; feels very "would you like to play as Vader [YES] [NO]." Silly example, but I like that you can opt in/out for it. Also, flying is a blast in this game honestly. Having a commander is such a funny concept too, because I played like, 6 games in a row with the same guy as the commander, and everyone was full LARPing like it was a real war saying stuff like "yes commander" or "[PLAYER NAME] has spoken. Onward!" It's corny, but the community/vibes are top notch lol Lastly, the maps are awesome. The multilayered cities and wide open fields and everything in between are an enjoyable learning curve and leave tons to explore and lots to use to your advantage. ---THE BAD--- But, having said all that, the reason I personally am giving this a "thumbs down" (I wish there was a middle option) is that the gunplay and UI leave a lot to be desired. For a PvP game, these need to be fixed and adjusted for any long term player retention to be possible. First up, why do like, all the guns feel like I'm shooting paper confetti? They sound weak (some guns sound like a stapler being used, and others just sound wimpy), and for the vast majority of them, they are weak. The gun variance is crazy inconsistent, and the games descriptions/UI make it so hard to know if something is gonna be good or not. Also, what's up with the hit registration? I'm not a god gamer or anything, so at times, yeah, I was missing shots. Fair enough. But when I am full sniper LARPing, out here looking like a deer hunter crouched down in a bush whilst not moving a singular muscle, scoped in on some random ♥♥♥♥♥♥♥ enemy who's not moving who is well within my range, with me calculating the ♥♥♥♥♥♥♥ wind and atmospheric pressure on the bullet, spending a solid 2 hours finalizing the shot and asking my commanding officer to give me clearance: How the ♥♥♥♥ am I missing the shot? Seriously, you can be fully aimed at someone and even aiming for the chest, but the shot won't register. It doesn't help that the health bars are not clear at all on if I'm doing damage. I am aware of bullet spread and how hipfire vs aiming effect accuracy and all of that, and I know that's not what is happening here. It's not map specific, and it's not really gun specific either (though some guns do feel a lot better accuracy-wise, like the shotgun, for some reason. The shotgun got the same accuracy as the Chaperone from Destiny lmao). Point is, the guns don't feel great to shoot, whether that's because of sound design, lack of damage, inconsistent accuracy, etc., and the health bars, hit markers, and lack of damage numbers/enemy health values make it hard to know how effective your weapons are. As for the UI, I'm mainly speaking about the HUD. I think a lot of the game is readable (though I sorta get some of the criticisms I've seen of the loadout screen and stuff). But the in game HUD isn't great. Feels cluttered, while also not being super intuitive. This is a weaker part of my critique, I know, but it's just sort of a vibe-thing. There's another review on here that more aptly describes the UI issues. ---CONCLUSION--- In summary [TL;DR HERE]. This is by no means a bad game; I do hope this game gets some more updates and fixes the issues I have as well as the other complaints I've seen on Steam. I would also encourage reading the positive reviews too, as the game does have a lot to offer, and I hope my review also spoke to at least some of that.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 673 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
space combat controls suck, why is it so zoomed out. how am i supposed to see anything? the camera itself is just sickening in general. weapon range isnt visible with weapon selected, there is no aiming circle half the time for the small fighters. there is no map destruction so fences and trees and small objects will cause you to get stuck, there is like no hit feedback, everyone feels like a damage sponge with no reactions. people survive direct hits from rockets and tanks, yet infantry explosives seem to hurt more than the supposed tank cannon.
This game can be quite fun but it is ultimately riddled with things that make it unfun. It does a good job at being a mixed scenario fps where one second you are in space battles to then boarding enemy frigates. But unfortunately this game took too long in development and isn't particularly like a modern fps, which isn't necessarily a bad thing. Between the abysmal UI and the somewhat extensive loadout choices that are fully unlocked, it is hard to find something that seems effective and correctly balanced and the floaty combat just makes that worse. Players with more game time under their belt have more loadout budget to work with and can create more effective loadouts that leave newer player in the dust, it is power-crept like crazy. On top of the extremely varied loadout choices the very high ttk with high movement is a death sentence for the multiplayer population, between the zooming knife players and the scary fast mechs that all seemingly take no damage I just don't want to play in public servers anymore. I want to like this game more than I do and I wish I could give it a mixed review, and I hope the devs can balance out some of the quirks. The only saving grace this game has is that you can play bot lobbies solo and in today's gaming landscape that is a rarity.
Dev team worked on it for AGES - I think they pushed it out to move on. Is a neat game with terrible execution. Shame really. Had high hopes.
I absolutely love this game! It scratches that Star wars Battlefront II (the old one!) vibe I totally have forgotten about. I am really blasted away by this game. I did not know that I can have soooooo much fun playing with bots. Worlds better than every triple AAA shooter I skipped the last few years, lol. Absolute gem, probably even the game of my year!
Has the concept and bones to be a good game but is stiff, jank and directionless, all servers you join are empty or will be dominated by some guy who gets a ego high off farming new players on a dead game
I really want to play a game that is exactly like this conceptually, and if this gets more updates to polish its fundamentals up, I think I'll play more. As of time of writing, I'm on the fence about refunding this game. As a shooter, it feels really bad. The movement and gunplay feel rigid and stiff, as if the developers went out of their way to mimic how shooters felt long before the industry learned lessons about what feels good in an FPS. Even given this game's ten year development time, Perfect Dark from 2000 on the Nintendo 64 beats AFF with moving, shooting, and animations. I don't think that the game's "age" is a complete explanation for this. It feels like shooting and moving should have more weight, momentum, and physics. I think the stiffest part is aiming down sights. It's kind of difficult for me to describe, but it's very sudden and mechanical. The recoil looks great though. I think something is odd about the flying too. This might be because I come from playing Elite: Dangerous on a controller, but for flying vehicles, please implement an option to lock the crosshair to the center of the screen. I feel like I'm turning into things blindly, and the camera stylishly lags behind the exact direction that my ship is facing. A front facing camera option that's exactly aligned with the cockpit would also be nice, even without a visible ship interior. I've found that the game doesn't run very well despite the simpler graphics, but I'll attach my specs. I'm actually looking at upgrading my CPU, and I was targeting 1440p at 120fps. There are way too many flashing pings and 3D world icons during infantry combat. I feel like I'm just looking around for flashing red pings and question marks. The amount of information on screen at once could be carefully reduced to improve readability. I actually really love the chaos. I'm a damn weirdo because I loved the horrendous BF4 Operation Locker map. Growing up, I spent way too much time just mindlessly slaying bots in the offline alternative modes in multiplayer shooters like the Battlefronts, Battlefield 2042's solo/co-op games, and COD: Black Ops's Combat Training, World at War's co-op campaign, stuff like that, while most people seemed to engage in PVP. I really admire that something like this game exists, and I respect the developers so much for making something where I can experience a great conflict by myself. There's a void to be filled here, and it's been so lonely to want this kind of thing since the big multiplayer shooters don't prioritize these features as much anymore. Like what the hell happened to the game modes with dogfighting, followed by docking, then infantry combat inside, without interruptions? The closest thing in recent memory was Battlefield 4's Naval Assault DLC mode, but that flopped (I guess people didn't like it, but I did.) :( Ain't no way I'm finding a match for that. but again, that would be alleviated if that game supported offline play of its big modes with bots. That sucks. I hope you guys intend to keep working on the game. Not by adding content really, but by innovating on the gunplay and replacing some ugly animations, such as the weapon switches and knife swings. It looks like a lot of them were animated at a low framerate too. I don't think AFF necessarily needs to be more "modern" per se; I'm thinking like how the old PS2 battlefronts used to have characters be thrown into the air by explosions, doing flips 40 feet high. I want to go juggle Darth Vader with thermal detonators right now. Idk, I just wanted to share that because it makes me happy. I think I've become much pickier as gaming has become more popular and disheartening, but I'm telling you, if I could inject another game's moving, shooting, and flying into this game, I would never buy another shooter again. Keep the guns and engines deafening.
If you have ever wondered what it was like to play a very mid multiplayer FPS in 2007, look no further.
Saw the game on the Steam Store, thought it was just another battle royale/vehicle shooter/F2P-battlefield slop, clicked on it anyways, saw some pics, videos, trailers and the description, got immediately hyped and purchased it. First impressions were mixed, the UI was too in your face, barebones and slightly confusing despite having a simple layout, but i gave it a pass; hopped onto the tutorial and the gameplay felt kinda janky, graphics reminded me of Planetside (i think thats what its called) and Halo but just not visually pleasing, with the colors being all of the place and just not appealing, i still gave it a pass and hopped into the game, the servers were only 32 players max with only custom servers (all passworded) allowing for 64 players, most of the servers didn't have a lot of people, with maybe 4-8 being full, still i went in and played a full ground map, then 2 space battles and then another ground map, TLDR its just not fun, the spotting mechanism allows you and the enemy to see people constantly, filling your screen with tags; you can see people from miles away as soon as you spawn with a sniper rifle, conversely they can see you as well almost immediately, making sniping pointless; knife makes you run at light speed for some reason, and easily hop, and it feels weird and off, as if you're exploiting the game; commander system sucks, they get voted in and dont seem to have many things they can do aside from ordering squads to do this or that. Weapons all feel unbalanced in someway, either awful or too good, vehicles are conditioned to team points, players are just running around. Customization is super lacking, especially with the UI. I don't know just not fun, a good starting point to change that would be to fix the knife super power
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