Official In-Game Tutorials
Update 30 and the July 11, 2026 version 1.0 release added a full onboarding layer Strangely Interactive had tested on the beta branch for months. Instead of one short tooltip sequence, Angels Fall First now ships four optional tutorial modules covering infantry combat, vehicle requisition, spaceflight and boarding, and squad command — plus damage-free practice arenas and condensed sandbox maps to try every gun, vehicle, and ship without ticket pressure. This guide explains what each module teaches, how practice modes differ from live Incursion, and where wiki guides extend what the tutorials cover. Complete the tutorials before your first ranked Incursion if you are new to combined-arms shooters; veterans can jump to practice arenas to test Mech Flamer loadouts or twin-linked fighter hardpoints added in the same update.
How to access tutorials
From the main menu, open the tutorial section added in Update 30. Progress saves between sessions — you can exit after infantry basics and return later for spacecraft without losing completion state.
Tutorials are completely optional. Public servers do not require completion, but the walkthrough prevents the opaque first-hour confusion AFF was known for during Early Access.
Infantry basics module
Covers movement, aiming, targeting enemies, issuing squad commands, and healing squadmates with Support tools. Teaches how marks and context orders appear on the tacmap — knowledge that transfers directly to Territories captures.
After infantry basics, spawn into a practice arena to test rifles and grenades without taking damage. Use this to compare recoil on ULA and AIA assault rifles before spending Combat rank points.
Vehicle basics module
Walks through redeploying to vehicle spawns, launching Hare or Silverback LAVs, and issuing turret commands to AI or human gunners. Explains bailout timing improved in Update 30 when hull integrity collapses.
Practice arenas let you launch IFVs, mechs, and tanks in isolation. Test the Mech Flamer and Harden Countermeasures added to the 1.0 arsenal before bringing them into Darsalaam Territories.
Space combat and boarding module
Teaches fighter throttle and targeting, capital subsystem repair, boarding at hull breach points, destroying interior objectives, and core lockout states that decide Incursion phases.
Pairs with the wiki How to Fly Fighters and Board Capital Ships guides for map-specific callouts. The tutorial uses simplified threats; live Eye of God Incursion adds escort fighters and boarding alarms on the capital driver HUD.
Command and game mode briefing
Command module covers squad leadership tools unlocked by the Command rank track: spotting, objective orders, and coordinating mixed infantry-vehicle pushes.
Game mode briefing explains objective types, progress meters, Incursion phase order, and Territories ticket drain — the same UI messaging Update 30 improved for multiplayer consistency.
Practice arenas and sandbox wargames
Practice matches disable incoming damage so you can experiment with loadouts, vehicle modules, and fighter countermeasures. Sandbox wargames offer condensed ranges for weapons and hulls without match timers.
Use practice mode to learn radial menu gamepad controls added in 1.0 before joining controller-friendly Territories lobbies. Damage-free arenas are also ideal for filming gameplay or teaching friends without griefing live teams.
After tutorials — next steps
Queue Territories on Errah or Darsalaam with bots to apply tutorial lessons under light pressure. Read How to Build Loadouts before customizing expensive fighter presets.
When comfortable, graduate to Incursion on hybrid maps and keep the Version 1.0 Update page bookmarked for hotfix notes after launch week.