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Fallen Aces on Steam

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The A.C.E.S. Once the watchful guardians of Switchblade City - are being taken down, one by one. Now it's up to one man, with two fists, to get to the bottom of it all. Fallen Aces is a crime noir FPS that plays right out of the '90s and looks like it's right outta the comics.

Fallen Aces is a early access, immersive sim and noir game developed by Trey Powell and Jason Bond and published by New Blood Interactive.
Released on June 14th 2024 is available on Windows, Steam Deck and Steam Machine.

It has received 5,721 reviews of which 5,607 were positive and 114 were negative resulting in an impressive rating of 9.5 out of 10. 😍

The game is currently priced at 14.99€ on Steam, but you can find it for 11.44€ on Eneba.


The Steam community has classified Fallen Aces into these genres:

Media & Screenshots

Get an in-depth look at Fallen Aces through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10 64-bit or later
  • Processor: AMD Ryzen Z1 (6 cores, 12 threads) @ 2.4 GHz to 3.5 GHz
  • Memory: 8 GB RAM
  • Graphics: AMD RDNA 2 or integrated graphics with at least 8GB of shared VRAM
  • DirectX: Version 11
  • Storage: 20 GB available space
  • Additional Notes: How you doin?

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

24 hours played
Sept. 2026
One of, if not, THE BEST Immersive Sim in the modern day. It takes itself seriously while also not taking itself seriously. -Goon dialogue is top notch. -Level design is perfect. -Loads to explore in every mission. -Weapon Variety. -Lots of secrets and alternate routes to accomplish your objective. -Great game. *NEEDS ACHIEVEMENTS* "I try to think but nothin' happens."
18 hours played
Aug. 2026
Fallen Aces feels like the result of developers making exactly the game they wanted to make instead of chasing trends. It has a distinct identity from the moment you start playing, and it commits to that vision in every aspect of its design. The comic book presentation is more than just a visual style. It gives the world a personality that sets it apart from almost everything else. Every level is packed with environmental detail, rewarding exploration and making each location feel lived in rather than simply built for combat. What I enjoyed most was the freedom. You're rarely locked into a single approach, and the game encourages experimentation whether you prefer sneaking past enemies, getting creative with the environment, or charging in with whatever you can get your hands on. The systems are simple to understand but offer enough flexibility that every encounter feels a little different. There's also a confidence to its pacing. Fallen Aces isn't in a hurry to rush you from one set piece to the next. It gives you room to explore, take in the atmosphere, and uncover the smaller details that give the world its character. Fallen Aces is the kind of game that reminds me why strong artistic direction matters. It knows exactly what it wants to be, never compromises that vision, and ends up feeling far more memorable because of it. Those are the games I always find myself coming back to, and it's an easy recommendation.
11 hours played
July 2026
Currently a mixed bag but still very worth playing either now or whenever it comes out. If the devs listen to the community it could be the perfect stealth action imsiv on full launch. Chapter 1 is amazing. Engaging unique story and art style. Instantly love Thane as a protagonist. Really replayable good levels with a perfect mashup of stealth, intrigue, exploration, and scrappy combat in smaller dense levels. Chapter 2 is fun but a bit more style than substance. I enjoyed the levels, but I don't know if I'd give all of them a replay when chapter 3 comes out. I loved the halloween level, but some of the others are little big and confusing with much less intuitive design and density. The bigger and more spread out the levels get, the less it feels like the fallen aces full game i have wanted for many years. Adding companions and loads of guns all the time is fun but kinda lowers the tension and changes the dynamic of stealth and quick thinking over brute force against overwhelming odds. It makes the event of getting a gun much less rewarding and now almost a pain of inventory managament when you have 4 good guns with ammo lying on the floor. There were times when I knew the game was trying to scare me, but because I had a tommy gun or a power drill, I wasn't really nervous. Car mechanics are cool, but i think it is best if it stays with just getaways or a single car mission. A few visual glitches here and there but not bad. Loading times are long compared to how they used to be. 4 things to consider/fix in future updates/chapter 3: - fewer guns, because it lowers the tension and gameplay richness (the gunplay is fun but not where this game shines) - limit car and companions (they are cool but again not where this game is strongest) - make loading screens faster (i dunno what to tell you guys it is a bit laborious) - Aim for denser richer and perhaps smaller levels that don't risk leaving players feeling directionless and bored. (the car mission in the woods is an example of what to steer clear of in the future, perhaps waltz's house or the halloween level is what to aspire to) I love this game so much! Thank you to the devs for all the hard work!
15 hours played
June 2026
Firstly this game is amazing but despite that there are some cons as it is still in early access and only has one episode. goods: 1. I feel like whatever your playstyle is, this game can let you play however you want. 2. The art is fabulous. 3. The maps feel like love have been put into them. Bads: I love stealth but it feels pointless, there should be a reward for not being caught while keeping bodies well hidden, maybe a secret dialogue?
15 hours played
May 2026
I'm not altogether sure what I was expecting when I first saw the trailer for Fallen Aces some years back. But I can't stress enough that what I got when I finally sat down to try it was an absolute blast of a game that I couldn't put down for more than a few hours at a time. Although there's plenty that can be said about the game's visual presentation, I'm going to focus primarily on the gameplay, as it's the most important aspect and thankfully, the strongest. Far from a simple run n' gun first person shooter, Fallen Aces allows you to tackle your objectives in whatever way you see fit. This is the game's strongest aspect, and perhaps the thing that surprised me the most about it. Pretty much all key areas of the game can be accessed a variety of ways from numerous angles, rewarding the player for exploration and creativity with better, advantageous routes and perhaps some handy toys along the way. There are hidden nooks and crannies everywhere, containing cash items, stashed weapons, extra supplies, and additional lore. Areas heavily guarded by enemies often have a not-immediately-obvious method of approaching them if you're willing to experiment and keep your eyes open. Combined with a decently interactive environment, all of this taken together makes exploration the most fun aspect of the game and left me with a sense of eager anticipation every time I entered into a new level, not unlike a kid finding a new playground to explore. The game's limited inventory system is, in my opinion, a boost to the gameplay, as it forces you to be strategic about what to take with you into a given situation, as everything from weapons to ammo to health items requires the use of an inventory slot. Generally speaking, you'll never be able to carry enough to take on the whole world and often have to make due with whatever you can procure onsite, offering an improvisational style of gameplay that I happen to love. The meat of the combat comes in the form of hand-to-hand engagements, where the player has the options to throw a variety of punches, such as jabs, dashing straights, hooks, and uppercuts, as well as kicks. Enemies can be dazed and finished with special moves that reward the player with additional health. Numerous objects can be found and used as melee weapons, such as baseball bats, lead pipes, guitars, drills, etc. Weapons degrade in condition over time with use, and one interesting aspect is that in order to collect an item from an enemy, you must take them out quietly, as knocking them out or killing them via direct combat will break their weapon, rendering it useless aside from being throwable exactly one time. Guns are fairly rare to come across and ammo rarer still, and are best viewed as a 'rainy day' thing, often as a reward for finding a secret. In all, combat is fairly easy and taking out three guys at once with just your fists is no major problem if they're not carrying guns, and it's fairly easy to win a fight with an armed enemy encountered alone. At least, this was my experience on the Medium difficulty. The enemy AI isn't perfect and I can't say they're particularly bright. This is particularly noticeable during infighting, where I've seen enemies become aggro'd at their allies and run to where the offending ally used to be, struggling to update its routing logic to where the enemy currently is. For the most part these issues don't detract too much from the game but they're worth mentioning and most importantly, worth fixing. I do however love the enemy banter, both to themselves and to you the player during fights, and there are a handful of entertaining, scripted interactions to be found throughout the game if you're sneaky enough to get close. The stealth aspect of the game is decent though not without its rough edges. Enemy suspicion rises the longer you're in their line of sight, rising slower if you're in the shadows or low to the ground. It's not always clear what will make an enemy immediately suspicious, versus what will make them actively check the area, and using sound as a lure doesn't often work as they often stay put, merely remarking on it. Hiding in the shadows seems to be the intended method of shaking off pursuing enemies, although this comes with a bit of a fault in that I noticed until you do this, and until they actively check the shadows for you, they often seem to remain aggro'd indefinitely, regardless of how long you've been out of their sight or the complicated route they had to take to pursue you to your new location. Overall the stealth mechanics mostly favor the player as your enemies aren't particularly clever so I wouldn't expect frustration out of the stealth mechanics but as with enemy AI, they could stand for a bit of polish. Overall I loved every minute of my time with Fallen Aces and can't wait for the remaining content to drop. The game is just plain fun, there's really no other way to put it, a silly, entertaining romp through the mean streets of Switchblade city, primed to leave the player sneering "Heyyyy, I'm walkin' heeea!"

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Frequently Asked Questions

Fallen Aces is currently priced at 14.99€ on Steam.

No, Fallen Aces is currently not on sale. You can purchase it for 14.99€ on Steam.

Yes, Fallen Aces received 5,607 positive votes out of a total of 5,721 achieving an impressive rating of 9.45.
😍

Fallen Aces was developed by Trey Powell and Jason Bond and published by New Blood Interactive.

Yes, Fallen Aces is playable and fully supported on Windows.

No, Fallen Aces is not playable on MacOS.

No, Fallen Aces is not playable on Linux.

Yes, Fallen Aces is playable and fully supported on Steam Deck.

Yes, Fallen Aces is playable and fully supported on Steam Machine.

No, Fallen Aces does not support VR.

Fallen Aces is a single-player game.

No, Fallen Aces does not currently offer any DLC.

Yes, Fallen Aces is fully integrated with Steam Workshop. Visit Steam Workshop.

No, Fallen Aces does not support Steam Remote Play.

Yes, Fallen Aces is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Fallen Aces.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 27 September 2026 22:05 UTC
SteamSpy data 15 October 2026 23:34 UTC
Steam price 26 October 2026 19:52 UTC
Steam reviews 20 October 2026 05:47 UTC

If you'd like to dive deeper into the details about Fallen Aces, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Fallen Aces
  • SteamCharts - Analysis of Fallen Aces concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Fallen Aces compatibility
Fallen Aces
Rating
9.5
5,607
114
Game modes
Features
Online players
92
Developer
Trey Powell, Jason Bond
Publisher
New Blood Interactive
Release 14 Jun 2024
Platforms
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