Foxhole is a massively multiplayer game where you will work with hundreds of players to shape the outcome of a persistent online war. This is the ultimate game of collaborative strategy and tactics. Every action you take can have a powerful and permanent effect across a vast world in a constant state of war.

Key Features


Player Directed Warfare - Every solider is controlled by a player. Players ARE the content

  • Sandbox warfare, where players determine the narrative of a long term war
  • Emergent strategies and tactics make every part the war feel unique
  • Your character stays active in the world even after you've gone offline
  • Build your capacity to contribute to the war by acquiring resources, crafting, and building

Persistent Living World - Join hundreds of players in a shared, war torn universe

  • Capture and setup supply lines to keep your frontline well equipped
  • Execute long term strategies that take weeks of planning, changing the tide of the war with minimal casualties
  • Conquer and relinquish territories in a back and forth, high stakes conflict
  • Play as a persistent character throughout the war, gaining notoriety and influence among your faction


Realistic Tactics & Combat - Tense and cerebral battles that keep you on the edge of your seat

  • Ammunition, resources, and information are limited, requiring players to work together to survive
  • Dynamic battle conditions: Use the time of day and terrain features to gain an advantage
  • Combat where skills and strategy matter more than stats or XP points
  • Reconnaissance is as important as firepower


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New Faction Insignia

We're finally in the last stages of designing new insignia for each faction. You wouldn't think it, but this has actually been one of the hardest visual design challenges we've had since the start of the project. The only thing that has been more difficult to concept thus far has been the updated character designs. Julian concepted well over 100 different logos throughout a process that has lasted for months. At one point we had to take a long break from heraldry design to overcome the design block we were facing.

Overall, we're very happy with the final result and we're going to be introducing these new logos into the game very soon, along side the new character models. Both factions should feel visually refreshed once this is done.

Side by side of the new faction insignia

Colonial Heraldry

Warden Heraldry

Field Machine Gun

We've been wanting to design a new weapon like this for awhile: A wheel mounted, high caliber, anti-infantry gun that requires two players to transport and operate. The Field Machine Gun isn't based on any real world counterpart, but is fictional a cross between an PM M1910 and Flak 38. This concept was heavily inspired by the Flak 38 used by the Germans during the final battle scene of Saving Private Ryan.

This illustrates the role of each operator of the Field Machine Gun

The Field Machine Gun will be excellent at repelling enemy infantry and will also have superior suppression capability. While we're still finalizing the details how each player will operate this weapon, our initial plan will make one player responsible for aiming and firing, and the other responsible for reloading. Both players will be required to push this vehicle.

Variations on the Field Machine Gun

Fixing the Early Game

There are two large gameplay issues that we are currently focused on: early game pacing and team balance. The later is a more complex issue that we will be discussing more in the future, but in the near term we will be taking steps to address the wonky pacing that occur at the start of wars.

For anyone that has been participating in wars for the last few months, you know how important the opening moments of wars are. One very dominant strategy is to rush to the most important towns and build a few Foxholes to secure them. We don't think there is any problem with the idea of rush tactics in general and there is a place for it in the game, but the current method is flawed in many ways:

1. It's extremely difficult to counter once the first Foxhole is built

2. It's relatively low effort and there isn't much risk or trade off involved

3. The advantage gained from a successful rush is far greater than the advantage gained from staying put

Even Manufacturing Plants can now be destroyed

We don't believe we've found the perfect solution for these pacing issues yet, but there is at least one change we are making in the near term, and two others that are under heavy consideration:

1. World structures start destroyed

All world structures (other than those in starter towns or home regions) start destroyed from now on. In addition, Manufacturing plants will now be destructible (they can be rebuilt using Scrap). Towns will essentially be useless until one side can muster the resources to rebuild the structures within them.

2. Activation time for team structures (under consideration)

Team owned structures like Foxholes will have an activation period that is based on the distance to nearest friendly Town Hall or Outpost. The period of time increases exponentially with distance. A Foxhole built deep behind enemy lines will now take a significant amount of time before it begins firing at enemies, leaving it vulnerable unless properly defended by players or other supporting structures. We don't feel this approach is a complete solution on it's own, but we think this could help stem some of the unbalanced usage of remote passive defense structures in the near term.

3. Supplies for passive defense (under consideration)

We aren't ready to pull the trigger on this one yet, but since the start of the project we've wanted to integrate passive defense structures like Foxholes with the supply line system. We've always felt it was a bit unnatural that one could build a Foxhole that could sustain itself for an infinite period of time without support from a town or supply line. There are several approaches we are exploring including the idea of having Town Halls and Outposts act as supply distribution points for passive defense structures. The challenge is in not adding any unnecessary strain to an already saturated logistics pipeline in the game.

If you haven't played Foxhole yet, try the Pre-Alpha on Steam for free today. Join the Foxhole community on Discord today.

0.0.29 Update, Devstream, and Community Videos!

0.0.29 Update, Devstream, and Community Videos!

News

We update you on the latest Foxhole news, including the release of new updates, our Devstream, and the best community made videos.

Weathered Expanse, Bunker, and Combat Changes

Weathered Expanse, Bunker, and Combat Changes

News

We talk about what the Foxhole dev team is working on including a new Map, Bunkers, and more!

0.0.28 Update, Devstream, and Community Videos!

0.0.28 Update, Devstream, and Community Videos!

News

We update you on the latest Foxhole news, including the release of new updates, our Devstream, and the best community made videos.

World Structures, Firing Ranges, Colonial Character

World Structures, Firing Ranges, Colonial Character

News 1 comment

We talk about what the Foxhole dev team is working on including World Structure changes, Firing Ranges, and more!

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Foxhole Combat Prototype

Foxhole Combat Prototype

Demo

The Foxhole combat prototype is now available on Steam. Please download the Steam version instead of this outdated build. Thank you!

Comments  (0 - 10 of 33)
Guest
Guest

After playing the demo on Steam I can already tell you that the community that is developing around this are cancerous and full of it. Besides being TK'd and being reprimanded and de-ranked because I protested their lite-RP actions, I had one friend get banned which forced one of my friends (and I) to leave to avoid being chastised by their gang. Fix crap like this and avoid being considered another WW2/Day of Defeat joke that has ineffective players be major parts of the game.

Love the idea, love the premise -- just understand that you're already building a terrible army of tards before the game even gets to release.

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Scorch_(RC-1262)
Scorch_(RC-1262)

This looks A-mazing. Running with Rifles with better graphics and such, haha. This looks very promising.

If you want to keep the game fair, you do not put in Micro-transactions.
Since it's a massive Multiplayer game, it could completely ruin the fun and the meaning of the game.
I know enough games that are now as good as empty because there were Micro-transactions that gave the P2P people an advantage over the F2P people.
The creators saw the reports of it being unfair for them F2P people.

I'm studying for Gamedeveloper atm here in the Netherlands, and I have multiple subjects surrounding "Creating a game", including marketing and Programming.

A one-time solid price for the game is good. I'd say between the 25 and 50 euros/dollars/pounds.

Keep it up, can't wait to play the full game.

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xXEA_17Xx
xXEA_17Xx

This game looks like runinng with rifles.I like thıs game.

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gkm6013
gkm6013

Looks great. I look forward to the final product!

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berk1894
berk1894

is this running with rifles with a more realistic looks and non modern? count me in great work by the way

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plok
plok

yupp started pretty much as a clone when you know both games. They took so many ideas from RWR but fortunately they are doing own stuff now. I prefer RWR so far but this has some serious potential!

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ziv_iz
ziv_iz

looks amazing

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SILENT0_0DEATH
SILENT0_0DEATH

Omg I had the same soldiers when I was a kid, still have them now.

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clapfoot Creator
clapfoot

Cool! Some of us did as well hehe :)

Reply Good karma+1 vote
PGAndre25
PGAndre25

Is this game gonna be free? Looks very interesting

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clapfoot Creator
clapfoot

We're not sure yet. Ideally we want it to be pay once and that's it since we're not a big fan of microtransactions.

Reply Good karma+4 votes
Blackfalcon501
Blackfalcon501

I would rather you guys put a solid price of maybe $20-$50 on it rather than introduce micro transactions

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AubeSangante
AubeSangante

I'll definitely pay a solid 15-20 euros for this.

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Foxhole
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RT @ConstantWarfare: Really enjoyed playing @Foxholegame ! Can't wait to see this game release! Youtu.be

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RT @M2Gtv: @foxholegame 13 hour stream turned into 7 hours of foxhole. Had to build lvl2 motor pool for 11 HalfTracks to take… T.co

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22hours ago

World Conquest War #5 has begun! Join now to fight in a single unified war spanning multiple world regions. Store.steampowered.com

May 27 2017

RT @I_Saw_A_Bear: Be ready for the next World Conquest with the latest #Foxhole Update: Youtube.com #gaming @foxholegame

May 27 2017

RT @M2Gtv: 3 Day weekend Lets kick back and relax Streaming some smaller name games like @foxholegame Twitch.tvT.co

May 26 2017

RT @_ATGolden_: @foxholegame That update dropped as i was streaming

May 26 2017

Weathered Expanse, Vehicle Region Travel, and More! Foxholegame.com T.co

May 26 2017

RT @Stalltt: For anyone who is interested in @foxholegame, a few of us are going live on [

May 25 2017

Devblog #22: New Faction Insignia, Field Machine Gun, and More! Foxholegame.com T.co

May 23 2017

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