⚜ SteamCozy

Home / News / Angels Fall First

Update 1.1

Angels Fall First · Community Announcements · October 01, 2026

Read the original on Steam ↗

Hey there AFF Community!

We’re putting out another beefy patch filled with gameplay and map improvements. The changelog is long and hefty, so sit back, grab something to drink, and check it out!

While we haven’t released a specific roadmap yet, we want to let you know we have around four content updates after this one planned. There’s a bunch of maps, a couple weapons, and a host of changes and additions we'd still like to add to the game. Most notably, we will be adding mod support and a map editor somewhere along the way too.

Also thanks to the Community's tireless efforts in stress-testing our servers, we've made some major headway on improving the game’s network performance under heavy load. We'll now start slowly turning the player capacity up on selected servers.

AFF's on a massive sale right now too - so if You haven't tried it yet, now's the best time ever!

[dynamiclink href="https://store.steampowered.com/app/367270/Angels_Fall_First/"]

Balance and speed

The hottest topic since the 1.0 release has been the dominance of agile loadouts and the power of the knife. This partially stems from the fact that AFF evolved out of the ancient arena shooters but we do recognize this is a problem, especially in multiplayer. We don't want to rob any part of the game of its slightly retro identity or limit players' choices in terms of equipment, however we've also gotten way too old to effectively play super-fast movement shooters ourselves. So we've made a very serious decision to slow all infantry down a little bit (specific stats in the changelog below).

We wouldn't be ourselves though if we just stopped at balance tweaks. Therefore we introduce the...

F1-5T

You can now choose to use electrically charged F1-5T gloves instead of the knife as your melee weapon. And they'll do more damage the more weight you put behind the punch - giving the heavy suit enjoyers a very effective way to swat those pesky speed-build player away.

Helmet Mods

The Helmet Specs were a bit overtuned to say the least, leading to a lot of complaints about TTK. We also want to give new players a better experience with the process of gaining experience. We’re trying to avoid hurting skill expression but also need to find harmony somewhere in between.

Resupply

Our resupply mechanic has had a number of unintentional interactions, allowing many weapons to effectively resupply infinitely, while punishing others with a strict budget. The original philosophy behind our resupply logic has been to make it as unintrusive as possible, while encouraging it to be shared, and discouraging camping. We also want to encourage finding and scavenging weapons from downed opponents. A downside we have always struggled with in this design has been an artificial limitation, forcing a redeployment after your individual resupply limit runs out. We hope these changes keep the identity while alleviating the difficulties.

General Changes

Maps

Lukather Starport Overhaul

Level Designer’s Notes: Lukather, Lukather, Lukather. This map was one of the first maps I ever touched and prepped for launch back when I joined the team. It has sat untouched for quite some time and when we finally got an audience, they helped me find all sorts of problems with its design. Gunships dominate the space largely unopposed because of how flat the map’s tarmac is and how limited the infantry choices are for hiding from the terrors of the skies. I aim to make it a better overall experience to play, so I added six new underground infantry paths and added more spawn points to help against spawn camping. There were also some cheese strategies that got fixed.

Both Variants

Incursion Variant

Territories Variant

Irega Incursion Changes

Territories Maps Changes

Level Designer’s Notes: It’s really not fun to get boxed in when the other team has map control, so I’ve gone through and looked at several of our ground territories maps under a microscope to make lockouts less likely, spawn camping less likely, and just generally more fun to fight on as a result of some additional changes I've made.

Errah Territories Changes

Fortress Territories Changes

Irega Territories Changes

Majuro Changes

Level Designer's Notes: Due to community demands, Strangelet capitulated and added the much-requested fish.

Meudeverre Changes

Mirnoide Changes

Ixion Incursion Changes

Spacecraft

Design Team’s Notes: Crippling corvettes in one fell swoop with a dropship was an oversight on our part so we corrected it. Mines have also been sitting in an overtuned spot and needed some changes.

Vehicles

General

Gunship

Design Team’s Notes: Initially we wanted to keep this bit of asymmetry between the Locust and the Sturm, but it wound up being too problematic to keep in the game because of how easily it could delete hackspikes from a safe location.

Handling Improvements and Top Speed Increases

Design Team's Notes: We weren't exactly happy with where vehicle movement was, and adjusted handling and top speeds partly based on their real-world counterparts. It isn't fun to be holding the W key for what feels like a full minute on Delta and barely reach one of the objectives in a big ol' tank. The Turtle was living up to its name all too well, so we’ve buffed its top speed and its boost strength a lot. We've also tweaked the LAV handling for both teams, with the Silverback having slightly better base acceleration than the Hare.

Tank and IFV Health Pool Buffs

Design Team’s Notes: This is a 12.5% increase to base EHP for Tanks and IFVs, individually. For clarity, these values are before any armor plating is added. The current ecosystem favors fast and mobile vehicles over slower, more durable vehicles currently. Allows for more time to react to bad positioning. Regeneration rates and timing unchanged.

Weapons

C30i anti-vehicle improvements

Design Team’s Notes: The C30i has lagged behind other AV options by quite a bit when facing off against vehicles. This is intended to give it a much greater punch against vehicles while avoiding boosting its anti infantry strength. This new damage modifier brings its total damage per magazine vs. vehicles up from 2,240 to 3,600, compared to the RID's 3600 damage per magazine and the MLI's 4500 damage per magazine. As you can see, the disparity was pretty extreme. This puts it in a better spot. The direct hit properties remain unchanged.

MLI improvements

Design Team’s Notes: The MLI already feels pretty good to use but there are some quirks to its design which made it less new-user friendly. We've removed the extra mod slot and made the lock on time shorter to reduce effective budget costs. We also sped up its missiles and submunitions to make hits more reliable and tightened up the initial deviation for the MLI's submunitions to make it easier to use in general.

RID improvements

Design Team’s Notes: We had previously gotten feedback that the RID felt terrible to use against vehicles in general, especially from newer players. We shifted its use cases a bit so it feels a lot better to use against vehicles while simultaneously leaving its anti-infantry capabilities slightly worse off. We've also reduced its effective budget costs. It still retains the same damage per magazine pre-buff vs. vehicles, resulting in a 25% increase in DPS vs. vehicles. These changes were also mirrored to the vehicle variant, but with an increase in magazine size.

Detpacks

Design Team’s Notes: Arguably one of the strongest explosives in the game by far, thanks to a combination of high damage and area of effect, we felt it necessary to curb its current usage methods.

Pistols

Design Team’s Notes: We noticed that the pistols were performing worse than their other in-slot sidearm options, so we wanted to buff them. The SM-54 especially needed a buff with its shot pattern being very random. Even in their own range bracket, they seemed to be overshadowed by the SMGs, so these changes aim at making them generally better to use as a quick burst damage option while strengthening their identity.

Quality Of Life and general polish

Rebindings

Bots

General

UI

Since the ancient middleware we used for AFF UI has been dead for like a decade, we couldn't really do much with the user interface bits. However! We recently found how to work around that artifact again so we are now capable of fixing some of the UI’s deficiencies. So far:

Other bugfixes

Space maps

Darsalaam

Lukather

Irega

Tannhauser Fixes

Errah (Both Variants) Fixes

Mirnoide

General

And as always, come talk to us on Discord and have a lovely time!

Onwards and upwards!

Angels Fall First MORE ON STEAMCOZYAngels Fall First 82.1% positive · 2,714 reviews Price tracking · player charts · similar games →