Angels Fall First Wiki
Angels Fall First is a combined-arms sci-fi shooter on Steam where infantry firefights, armored pushes, gunship runs, and capital-ship boarding happen in the same match. Version 1.0 launched on July 11, 2026 after years in Early Access, bringing polished Territories and Incursion modes, the new Darsalaam theatre, and a loadout system built around Combat, Command, and Support ranks rather than fixed classes. Two factions — the United League of Allied worlds (ULA) and the Alliance of Independent Actors (AIA) — field mirrored but visually distinct gear across ground and space. Matches often run with a mix of human players and AI bots because the player base is still small, which makes understanding objectives, vehicles, and squad tools essential whether you are learning your first rifle or coordinating a boarding action. This wiki collects practical guides, example loadouts, map notes, and troubleshooting so you can contribute meaningfully from your first deployment.
What is Angels Fall First?
At its core, Angels Fall First rewards players who think in combined arms rather than pure aim duels. You might spawn as infantry to capture a hillside antenna, hop into a Hare light assault vehicle to reinforce a failing lane, then redeploy as a Rapier interceptor to chase enemy bombers away from your carrier. There is no class picker in the traditional sense. Instead, every kit you bring into battle is assembled from a budget tied to your rank progression in Combat, Command, and Support.
Ground battles emphasize cover, suppression, and coordinated vehicle pushes. Space layers add fighter dogfights, bomber strikes on capital ships, and boarding actions where squads breach hull doors and fight through corridors to destroy critical systems. The game deliberately blurs the line between FPS and light simulation: ballistics feel weighty, vehicles have distinct handling, and losing a capital ship can swing an entire Incursion phase.
Because population can be thin depending on region and time of day, bot backfill keeps servers playable. Treat bots as objective pressure rather than free kills — they capture points, crew turrets, and pad boarding teams. Human coordination still wins contested phases, especially when Command-rank players mark targets and call support assets.
New player? Start here
If you have just picked up the game around the 1.0 release, work through the fundamentals before chasing advanced boarding or fighter maneuvers. The Getting Started guide walks through menu flow, spawning, and how ranks unlock better gear. How to Play explains Incursion phases and Territories control logic so you are not guessing why a match suddenly shifts to space combat.
- Getting Started — install, first spawn, and UI basics
- How to Play — Incursion vs Territories, tickets, and phases
- How to Build Loadouts — Combat, Command, and Support budgets
- Controls — default bindings for infantry, vehicles, and fighters
Loadouts and progression
Your identity on the battlefield is defined by what you equip, not a class label. Combat rank gates primary weapons, sidearms, and armor packages. Command rank unlocks squad leadership tools, spotting utilities, and some vehicle crew options. Support rank improves medic gear, engineer tools, and logistics items that keep vehicles and ships alive longer.
Browse the Loadout System overview for budget rules, then dive into Infantry Builds, Vehicle Loadouts, and Fighter Loadouts for faction-specific examples. The Weapons Tier List summarizes community consensus on rifles, LMGs, and anti-armor options after 1.0 balance passes — useful when you are spending limited rank points.
Use the Loadout Calculator tool to plan a kit before you spend ranks in-game. Experiment in low-stakes bot matches before bringing an expensive bomber build into a contested Incursion finale.
Combat domains: ground, air, and space
Ground combat spans open deserts, urban fortresses, and industrial zones across maps like Errah, Fortress, Irega, and the 1.0 addition Darsalaam. Infantry fight from trench lines to rooftop strongpoints while Partisan tanks, Turtle infantry fighting vehicles, and Velius mechs shape lane control.
Air assets split between atmospheric gunships like the Sturm and low-orbit fighters. ULA fields Rapier interceptors, Sword multi-role fighters, Katana strike craft, and Scimitar bombers; AIA equivalents include the Iret, Firefly, Salamander, and Rakshasa. Gunships provide direct fire support but draw heavy anti-air attention.
Space and capital engagements escalate Incursion matches. Fighters escort boarding dropships — ULA Dragoon and AIA Cricket variants — to yellow hull markers where infantry press F to breach. Inside, squad cohesion matters more than raw K/D: destroy reactor objectives, hold chokepoints, and extract before the ship’s internal timers flip the phase.
Maps and game modes
Incursion mode runs phased objectives that can move a fight from planetary surface to orbital siege. Destroy ground relays, survive an air superiority segment, then finish with a capital ship assault or defense. Territories mode concentrates on five control points whose owners drain enemy tickets — ideal for learning map flow without phase shifts.
Ground-focused maps include Errah, Fortress, Irega, Yin Tao Shan, and Darsalaam. Space and hybrid theatres cover Eye of God, Ixion, Lacroix, Lellebah, Mazikeen, Meudeverre, and NB3445. Each environment favors different loadouts: tight urban lanes reward shotguns and IFVs, while open deserts beg for LAV flanks and sniper overwatch.
Vehicles and faction mirrors
ULA and AIA share parallel vehicle roles with distinct silhouettes and handling quirks. Light assault vehicles (Hare / Silverback) scout and harass. IFVs (Turtle / Basta) transport squads under fire. Mechs (Velius / Gheist) anchor breakthrough pushes. Tanks (Partisan / Dhaka) hold lanes and punish grouped infantry. Gunships (Sturm / Locust) rain rockets but require crew coordination.
Vehicle loadouts matter as much as infantry kits. Armor modules, weapon hardpoints, and countermeasure choices determine whether you survive an anti-armor ambush or a fighter strafing run. Check the Vehicles reference and Vehicle Loadouts guide before spawning into an expensive hull.
Performance and PC troubleshooting
Many players report stutter and inconsistent frame times on modern hardware despite moderate GPU headroom. Angels Fall First 1.0 still leans on an older engine stack, and dense bot matches plus large maps can CPU-bound quickly. The Performance Fix guide collects community-tested settings, resolution scaling tricks, and background process checks that stabilize framerates without gutting visibility.
If you experience hitching during phase transitions or boarding loads, lower shadow quality and crowd-related settings first before dropping render resolution. Cap background FPS limiters that conflict with fullscreen exclusive mode on Windows.
Version 1.0 highlights
The July 11, 2026 1.0 release marks the game’s exit from Early Access with a focus on combined-arms polish rather than a total redesign. Darsalaam joins the rotation as a flagship ground map. Incursion and Territories received UI clarity passes, and loadout rank curves were flattened so new players reach viable mid-tier kits faster.
Expect ongoing balance patches to fighters and anti-armor weapons as the live population grows. This wiki will track major patch notes in guides and tier lists — compare dates on competitive pages if something feels off after an update.
Community and fair use
Angels Fall First is developed by Strangely Interactive Ltd. This wiki is a fan resource and is not affiliated with the studio. Guides reflect community testing on public servers with bot backfill; your experience may vary in organized events or future patches.