A-Spec: First Assault cover
A-Spec: First Assault screenshot
Genre: Simulator, Indie

A-Spec: First Assault

New single-player campaign preview available in the latest demo update

A new single-player campaign has been added to the A-Spec First Assault demo. Play through 3 main missions and 5 side missions in a fight for survival against a relentless hostile oppressor.

Patch Notes 0.11.0
Overview

  • Added a single-player campaign as a limited preview


Known Issues

  • Autospeed match 'close' setting does not work as expected
  • Carrier and Large Transport do not have death animations and blink out of existence on death
  • Colliders for Fighter, Gunship, Carrier, and Large Transport are not optimized for best fitting
  • Jump-out animations are not scaled correctly for ships bigger than a gunship


Added

  • Campaign: Single-player campaign as a limited preview
  • Campaign: 3 main missions for the campaign
  • Campaign: 5 side missions for the campaign
  • Campaign: Player Item rewards for completing a main mission in the campaign
  • Campaign: Player Prestige rewards for completing main and side missions in the campaign
  • Campaign: Player Experience rewards for completing main and side missions in the campaign (used to unlock following main missions)
  • Campaign: Player Prestige and experience rewards for kills
  • Skirmish: Wingmen will now spawn in formation with their wing leader
  • New Ship: Fighter (only available to AI actors in the campaign)
  • New ship: Gunship (only available to AI actors in the campaign)
  • New ship: Carrier (only available to AI actors in the campaign)
  • New ship: Large Transport (only available to AI actors in the campaign)
  • New primary weapon: Hydracannon as XXS size (only available to AI actors in the campaign using the Fighter)
  • New secondary weapon: Guided bomb (only available to AI actors in the campaign using the Gunship)
  • New turret weapon: Autocannon as XS size (only available to AI actors in the campaign using the Gunship)


Changed

  • Limited frame rate to 30FPS when in menus
  • Luhansk corvette mass was too low (raised from 200,000 to 2,000,000) and will no longer be spun around as much by weapon hits


Fixed

  • Faction Active/Dying unit tracking was left in an erroneous state when starting a mission, preventing further missions from completing correctly
  • Explosive damage was not being applied correctly against moving structures
  • AI actors would get stuck attempting to complete a priority objective that was impossible to complete
  • Selecting a target from cleared selection selects 2nd contact in the list rather than first
  • NullReference when firing missiles
  • Fixed an issue with lateral thruster burn time calculations for AI actors

Developer Live Stream

Don't miss the chance to chat with the dev as show off A-Spec First Assault on the live stream. Set your reminders.

The first public playable demo for A-Spec First Assault is available now

A-Spec First Assault public demo is available now


As part of the Steam Next Fest June 2023 celebrations A-Spec First Assault joins in with its first public demo launch joining in with hundreds of other demos.

A-Spec First Assault is an engaging space combat simulator, using a realistic flight system with Newtonian physics, sophisticated and diverse gameplay featuring detailed ship systems, including ship weaponry and module customization.



Play the A-Spec First Assault demo on Steam.


Choose from 6 different warships across Corvette and Frigate classes. Outfit with guns, missiles, multi-barreled turrets, and modules to enhance ship performance. Assemble a formidable fleet, take command of your fleet, and issue orders to orders strategically, coordinating attacks for maximum effectiveness.

Customize the skirmish to play with and against AI teams. Go long-range, or up close and personal with the best weapons, add wingmen with the best ships, and have the opposing team outnumber you in Prestige and ship counts for the fight of your life. Play it your way.



Selectively target subsystems and turret weaponry to weak or cripple your opponent with a range of weaponry at your disposal.

Projectile weapons are the most used weapons; Railguns punch past armor to cause havoc on multiple internal subsystems affecting performance. Artillery cause splash damage, Autocannons focus damage on individual targets, and Blasters are short-range damage dealers with large spread patterns. Use fire-and-forget missiles to soften targets on approach or finish them off at the end of an engagement.

An enhanced flight model gives full freedom across the six degrees. Use thrust overrides to go beyond recommended flight limits in any direction, keep the flight assists enabled to help maintain forward momentum or disable them for full unrestricted control over velocity. The options are there for newcomers and experienced.



Feeling the struggle of not being able to check all the demos during the week-long festival? Don't worry, we've got your back. Add the demo to your list and come back to it when you're ready.

The A-Spec First Assault demo will remain up past the end of Steam Next Fest. Play as much as you want for as long as you like with no time limits or time restrictions.



Play the A-Spec First Assault demo on Steam

Thanks for joining the playtest

A big thanks to those who participated in the open playtest and gave feedback.

The playtest is over, but do not worry if you missed out. Steam Next Fest is just around the corner and A-Spec First Assault will be back better than ever with a playable demo on June 19th!

Wishlist and follow to stay notified.

Cripple your foes update

Were you (or are) the kind of kid who enjoys pulling the legs off Daddy longlegs? Or perhaps, a meticulously individual who gets satisfaction from discovering how to efficiently weaken their opponents?

Then get your sadistic streak on, or scratch that mental itch, in the latest update to the A-Spec First Assault playtest. Check out the patch notes, and join the open playtest.

Patch Notes 0.7.0
Overview
<*>Turrets are now targetable and are disabled on 0 health with the ability to regenerate and re-active after a time
<*>Lots of fixes, improvements, and minor additions based on player feedback



Known Issues

  • Autospeed match 'close' setting does not work as expected


Added

  • Pressing F1 in any menu will open a help webpage
  • First-time players will be presented with a popup box explaining the F1 functionality
  • A popup box will appear on loading the game warning if the keybindings have been reset for existing players
  • Feedback form button added to the main menu, which will open in your default web browser
  • Added afterburner functionality to all playable ships
  • Added a forward reticle to the flight HUD
  • Repair time is now functional on the damage control panel
  • Players' current target subsystems' health is displayed alongside the subsystem name on the target panel as a percentage
  • Turrets will disappear on 0 health and re-appear when their health is fully regenerated after a time
  • Skirmish Menu: Added skybox selection with a choice of 3 skybox backgrounds


Changed

  • Changed default controller bindings for keyboard: Afterburn (Tab), Nearest Attacker (CTRL+R)
  • Adjusted sound effects volumes to use logarithmic roll-off, weapon audio effects should not feel as overwhelming
  • Turrets are targetable once more
  • Increased the angle on firing solution checks, as it was failing too much
  • Doubled the subsystem damage for all projectile weapons


Fixed

  • Equipment Selection: The item will remain visible in the preview after equipping to an empty slot and then removing the item from the same slot
  • Subsystem explosion damage is now applied from the source position, rather than the middle position of the parent ship
  • Subsystems were not being damaged when the projectile has 0 primary damage (affected the railgun)
  • Autocannon/16 incorrectly using Autocannon/8 Shells for less damage than intended
  • Explosions were not applying falloff damage based on distance, and wrongly applied full damage within the explosive radius

Patch 0.6.3

Patch Notes 0.6.3
Overview

  • Lots of changes to improve the player experience
  • Kherson ship has the first implementation of Afterburner (includes reverse afterburner!)


Known Issues

  • Autospeed match 'close' setting does not work as expected


Added

  • Default control bindings for gamepads
  • Afterburner added to the Kherson (other ships yet to have the functiona implemented)
  • Skirmish Menu: Show Total Costs and number of ships per Team
  • HUD Color Picker is now fully navigable with a gamepad controller
  • Ship/Equipment Selection: Primary and turret weapons now visible on the preview model


Changed

  • Ship Selection: Vessel specification text changes for defensive and offensive stats to make more compact
  • Ship Selection: Updated the ship descriptors with basic information
  • Equipment Selection: When clicking on an equipped item slot, the available items list is updated, as it does when clicking an empty
  • Equipment Selection: Using mouse to click on an equipment slot will no longer select the first inventory item
  • Equipment Selection: Updated weapon descriptors with basic information


Fixed

  • Turret gunners are trigger happy, firing too early, and missing their target on the opening salvo
  • 'The Action "Clear Target1" does not exist' warning in the player log.
  • Target damage quadrant display remains hidden after clearing the current target and then re-selecting target in a single action
  • Afterburner button missing from Flight category binding in control mapper
  • Control Mapper Combo Group category bindings not functioning as intended
  • Fixed missing Prestige Costs for ships
  • Skirmish Menu: Deleting last bot line prevents controller navigation
  • Skirmish Menu: Ship base cost is now included in the Cost value for each added ship
  • Auto Target panel positioned behind the Radar panel on the flight HUD

Patch Notes 0.6.1

Patch Notes 0.6.1
Overview

  • AI fixes
  • Adjusted hitpoints across flyable ships for faster times to kill
  • Various fixes and improvements


Known Issues

  • Autospeed match 'close' setting does not work as expected
  • Turret gunners are trigger happy generally firing too early and very likely to miss their target at longer distances on the initial trigger press


Added

  • Torpedo launcher now available


Changed

  • Hitpoints on the enemy faction ships have been approximately halved
  • Reduced armour regeneration rate from 500 to 100 hitpoints per sec
  • Adjusted HULL hitpoints on Luhansk, Donetsk, and Kherson, to be more in line with other available ships
  • Corrected Small Artillery Turret prices overinflated pricing
  • Ship selection screen 'Exit Mission' button renamed to 'Exit'
  • Changed AI implementation from Behaviour Tree to State Machine
  • AI will no longer appear unresponsive to the player staying on their tail
  • Prestige Cost now updates across player lines in the Skirmish menu


Fixed

  • Weapon Panel border and title misaligned
  • AI will fully complete their evasion behaviors per their rule set
  • Running the game from a 2nd Steam account on the same computer as the 1st account will prevent the game from getting past the initial loading screen.
  • Targeting bracket for Donetsk incorrectly scaling
  • 'The Action "Clear Target1" does not exist' warning in the player log.

Patch Notes 0.6.0

Patch Notes 0.6.0
Overview

  • A focus on improving the user experience as a demo candidate for the next Steam Fest


Known Issues

  • Weapon Panel border and title misaligned
  • Autospeed match 'close' setting does not work as expected
  • Turret gunners are trigger happy generally firing too early and very likely to miss their target at longer distances on the initial trigger press


Added

  • Key binding for cycling only Hostile targets
  • Key binding for cycling only Friendly targets
  • Key binding for cycling only Neutral targets
  • Distinct debris for Kherson, Luhansk, and Donetsk
  • Added control binding Group 2 & 3 in Control Mapper
  • Added 'Classification' to current target display in HUD
  • New HUD Color Picker, for changing colors on HUD elements (Options > Game > Edit HUD Colors)
  • Screen flash effect on the player taking hull damage (Options > Game > Flash Screen on Critical Damage)
  • Primary guns will now point over the closest hotspot on a target, instead of focusing at the center of the target


Changed

  • Disabled controller thumbstick for menu navigation due to interfering with Control Mapper Configuration of axis controls
  • Renamed 'Pilot' category to 'Flight' in Control Mapper
  • Renamed the 'Shift 1' category and bindings to 'Group 1' in Control Mapper
  • Proofread and updated descriptors for key bindings in Control Mapper
  • Added headings under categories sections, and re-ordered binding controls in Control Mapper
  • Second ship collider for testing against ship collisions to avoid ships wedging each other
  • Minor adjustments to Slide, Flight Assist, and similar indicators
  • Ship armour sections will regenerate, as long as the section does not take damage for 10 seconds. Regeneration will be interrupted on taking damage
  • Top and bottom armour sections added to all ships
  • Explosions, caused by weapons (i.e. artillery), inherit the velocity of the object they hit
  • controllerData.cfg is now located inside the player's Profile directory (allowing multiple Steam users to have their own unique controller bindings)
  • settings.cfg now located inside the player's Profile directory (allowing multiple Steam users to have their own unique settings)
  • Armour/Hull Quadrant display flash effect now animated over time
  • Radar display quadrants light up when the player takes damage in that quadrant
  • Primary gun pointers now have state changes (solid = ready to fire, hollow = reloading)
  • Changed AU damage evasion modifiers. AI pilots will make efforts to avoid taking weapon fire more frequently


Fixed

  • Static gun pip displayed on HUD if no primary weapon is equipped
  • Issue preventing accuracy of primary weapons, causing unintentional misses
  • Mouse bindings incorrectly configured

Patch Notes 0.5.3

A further fix to 0.5.2 where the setting.ini setting JoystickDeadZoneType defaulted to an invalid value and stopped all input when a controller was plugged in.

Patch 0.5.2

Fixed an issue stopping all input during a mission when a controller (i.e. joystick/gamepad) is connected.
Fixed an issue where interface sensitivity and dead zone settings are not being loaded/saved correctly.