Game Controls

Angels Fall First uses traditional PC first-person controls for infantry with separate bindings for vehicles, fighters, and capital interactions. Because combined-arms matches force rapid role changes, consistent key maps reduce deaths from fumbling hangar takeoffs or missed breach prompts at capital yellow doors. This page lists default bindings commonly referenced in community guides, notes the boarding interact key, and suggests rebinding priorities for mouse-and-keyboard players entering version 1.0. Always verify in Settings — Early Access veterans may carry outdated configs. Spend ten minutes in empty server rebind testing before ranked Incursion — muscle memory transfers slowly between Turtle throttle and Rapier pitch. Document your final bind sheet in a notes app so reinstalls or new PCs do not reset weeks of habit. The F key at yellow hull markers is non-negotiable for boarding — keep it under your left hand.

Infantry basics

Standard WASD movement, mouse look, left click fire, right click aim, space jump, shift sprint, R reload, G grenades depending on bind layout. Interact keys cover ammo resupply and some objectives.

Crouch and lean keys help urban maps like Fortress and capital corridors where head exposure kills quickly.

Vehicles and gunships

WASD or arrow throttle and steering vary by hull — check tutorial prompts first spawn. Mouse aims turret or nose weapons on many ground vehicles. Sturm gunship uses pitch and roll similar to simplified flight.

Exit vehicle binds must stay accessible — bail before catastrophic hull loss to preserve ticket bleed timing.

Fighters

Throttle, pitch, roll, yaw on separate keys or axis. Weapon groups, target select, and countermeasure keys should sit near movement without finger gymnastics.

See How to Fly Fighters for energy management; controls only help if muscle memory exists from practice.

Boarding and capitals

Press F at yellow hull door markers during active boarding phases to enter capital interiors. Missing the prompt usually means wrong door or inactive phase — check objective UI.

Interior combat reuses infantry binds; CQB weapons recommended after transition loads.

Rebinding tips

Lower mouse sensitivity for fighters than infantry if you experience over-pitch. Put countermeasures on side mouse buttons. Keep interact and F reachable for boarding callouts from squadmates.

Role-switch checklist

Infantry to vehicle: verify exit key, handbrake if applicable, and whether your hull uses mouse or arrow throttle before leaving spawn — fumbling controls under fire wastes the vehicle.

Vehicle to fighter: reset expectations — pitch sensitivity and throttle management differ completely from Turtle IFV driving. Spend thirty seconds in hangar adjusting before takeoff.

Fighter to boarding: after landing or despawn, swap to CQB preset before dropship phase — entering capital corridors with a sniper rifle wastes budget and team tempo.

Default binding reference

Movement: WASD, Space jump, Ctrl crouch, Shift sprint. Combat: LMB fire, RMB aim, R reload, G grenade typical layout — confirm in Settings.

Interact: F at capital yellow doors for boarding; also used for some world interactions and resupply points depending on context.

Vehicle: W/S throttle common; mouse aim turret on many hulls. Fighter: pitch/roll on mouse or arrow keys per your preset.

Rebind anything on the same hand as movement only after testing — reaching too far for countermeasures kills Rapier pilots in lock windows.

Accessibility notes

Toggle sprint and crouch help long Territories sessions — reduce finger strain on Darsalaam anchor holds.

Separate infantry and vehicle sensitivity profiles if the game allows — many players run lower pitch for fighters only.

Capital boarding key F must stay consistent across presets — rebinding mid-week confuses muscle memory during Incursion finales.

Screenshot your bind layout after changes — Steam cloud or reinstall can silently revert controls after patches.

See How to Fly Fighters for throttle and countermeasure binds beyond this infantry-focused controls summary.

Press F at yellow capital doors during boarding — the single most important interact bind in Incursion finales.

Frequently Asked Questions

What key boards capital ships?
F at the yellow door marker during boarding phases.
Is controller supported?
PC focus is keyboard and mouse; controller support varies — check 1.0 settings menu for your build.
Joystick for fighters only?
Optional for all flight assets. Many ace pilots use mouse for precision.
How do I reset binds?
Use Settings > Controls > restore defaults if configs break after patches.
Do binds sync across factions?
Yes — input is account/client side, not faction specific.