
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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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
Engagement
Hours played at review time, across 299 reviews with recorded playtime.
Reviews
Themes across 299 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
From the brief five hour stint I have played so far I have been really enjoying it! This game gives off Battlefront meets Gears of War vibes and it's sick. I've been playing the infantry combat for most of my play time as it's my preferred way to play, though it DOES have Space combat like BF. The Gunplay feels good, alot of the equipment feels useful but the knife needs a tad bit of a rework as the ttk on that is way too fast. I like Loadout based shooters and this feels pretty balanced compared to ones I have played previously, good stuff! I have yet to play all of the maps, but from the ones that I have played I like them! The bots are on par with Military Conflict Vietnam (They are able to participate in every in game action and able to be ordered around and do objectives. Though they'll on occasion prioritize the point over the person shooting directly at them which makes them a sitting duck.) There is a online portion that I haven't really touched it much, yet. However when I was browsing the menu and getting acquainted with it I saw that it suffers from what basically every indie fps does and that is Servers are filled based on peak times and there are times where they aren't as active. In my opinion though this still makes a great single player Objective based fps. I look forward to what this Dev does in the future. (I will update this review if I find other things I wanna talk about,)
A reminder that raw gameplay doesn't need to adjust to technological advancement. [b]Angels Fall First[/b] originates from the crop of old conversion mods for [b]Unreal Tournament 2004[/b] that later became realized as genuine game projects ([b]Killing Floor[/b] was also amongst this crop). It had released in Early Access back in 2016, and has since been worked on for about a decade with a majority of its updates done in radio silence. Fast forward 10 years, and it's a release that genuinely gives me hope for modern gaming. It's a team-based, wargame FPS with elements of aerial combat, tank combat and tactical simulation. It is team-based in the most definitive way, that any menial role contributes to the team's progress and support, rather than just which team has the most ruthless offence. If being a killing machine is not your thing, you can toss out ammo and medic bags, you can solely contribute by repairing air and land vehicles, you can contribute by delivering dropships or providing air support, you can play as a commander and task your squads if you want to narrate a scenario. If this sounds a lot like the foundation for an older [b]Battlefield[/b] game, that's the point, but it's done here isolated from that comparison, refined to allow even more gameplay and technical loadout customizations, with a more authentic "boots-on-ground" feeling than most modern AAA FPS games pressed as "grounded" and "realistic" just for being set in the current day can deliver, despite being palpably sci-fi. Scenarios progress depending on which team is the offensive front, while the other defends and outlasts the timer. There's also territory control scenarios based on which team can fill their percentage bar up first. It's not perfect however. While it's actively being hotfixed as I write this review, the game does have its kinks to work out, particularly in the optimization department (larger team battles typically come with frame drops and stuttering). [b]Angels Fall First[/b] still runs on Unreal Engine 3: a 20-year-old engine. It can run on any machine made in the past 10 years, has absolutely no microtransactions, no AI-generated features or assets, and delivers an experience on par with Pandemic Software's work on [b]Star Wars: Battlefront (2004)[/b]. It's an achievement in persistence, and an alarm for modern gaming audiences to realize that games don't need the most detailed visual fidelity, most ornate, orchestrated set pieces, the highest production budget, or even need to compete for the most cutting-edge hardware and the freshest, most system-taxing modern game development tools to deliver on a larger scope that modern gaming curators and networks have claimed as a standard.
will update with more details but for now...wake up honey its 2008 and Halo Tournament 2008 just dropped edit: the map design is maybe the best ive ever seen and the objective placements keep the action hot with just enough time for coming up with approach angle plans. im going crazy asking myself just how good is this game fr cause its almost weird how good it is. give your self 5 matches of diff types in a full lobby before you nit pick to much and it should click about then and youll be having a blast
This is 2016's jank in 2026 and I am here for it.
A very particular type of autist will love this game. For the vast majority of players, just play Planetside 2.
Not for me, all in all too janky.
Space part is so cool, but its honestly the worst online FPS I have ever played in my life.
If OG Battlefront and Planetside 2 had a baby. The single player option makes it nice to not get pubstomped by people who play 24/7 like in planetside.
Not great, it's cheap but it's not quality. There is a lot wrong, the guns feel off, the vehicles are bland, there is some weird flying airship that zips around like UFO on crack, the AI is bad, from staying on cap points avoiding enemies, to doing weird side stepping bunny hopping motions to evade your aim, not shooting enemies right infront of them as a turret in a vehicle. The concept of this game is great, just not executed very well. That can all be forgiven if it will be continued to be worked on but this is a wrap. There is very little more than this coming and a lot of what is wrong wont be fixed anytime soon, it will be like this for a long time if it even ever changes. This was 10 years and came across as the end of the line for the game.
Died in the tutorial and woke up in skyrim 10/10
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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