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Foxhole is a massively multiplayer game where you will work with hundreds of players to shape the outcome of a persistent online war. Players ARE the content in this sandbox war game. Every individual soldier is a player that contributes to the war effort through logistics, base building, reconnaissance, combat, and more.

Discuss on r/foxholegame or chat with the community on our discord server.

foxhole5

Key Features


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

  • Sandbox warfare, where players determine the narrative of a long term war
  • Players drive every element of war, from weapon manufacturing and base building to strategy and combat.
  • Emergent strategies and tactics make every part the war feel unique
  • Your presence stays active in the world even after you've gone offline

foxhole1

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

  • Conquer and relinquish territories in a back and forth, high stakes conflict.
  • Execute long term strategies that take days of planning, changing the tide of the war with minimal casualties
  • Join an alternate timeline universe where the great wars never ended and the world has been in conflict for over a hundred years.
  • Play as a persistent character throughout the war, gaining notoriety and influence among your faction


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

  • Capture and setup supply lines to keep your front line well equipped
  • 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
  • Top-down, tactical combat where skills and strategy matter more than stats or XP points


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DISCLAIMER: All of the content below is heavily conceptual and may never be in the game. All images and text are stand-ins. Please read this before taking the images out of context!

Bunker Infrastructure

@Adam

Design

We started this year continuing our work on base building to bring it's core design goals to completion. This has allowed us to focus on the depth of this feature rather than just moving onto the next area of the game.
Bunker Infrastructure ideally will be used to add a sense of persistence, investment, and ultimately long term goals for base builders. People will get to decorate bases as they like, and doing so will advance the tech associated with an individual bunker base. Think of it as a mini tech tree that progresses the larger and the more awesome a base looks. The rate of progression is directly determined by the number of installed Infrastructure Modifications, requiring planning and effort to achieve these mountain goals.
There are three types of Infrastructure and each has its own set of Modifications that contribute to their rate of progression equally. Each has its own tech progression and will affect the type of structures you unlock for that bunker.
Garrison - Unlocks defensive structuresSupport - Unlocks support structuresCommand - Unlocks facilities and structures that can impact deployment For example, if you build a new T3 Bunker Base, you have to install Garrison infrastructure modifications to advance your Garrison tech, which will eventually unlock structures like Howitzer Garrisons.

Difficulties

The Bunker system and the Trench system wasn't scalable to other new features that we wanted. To make sure that we could add the content we wanted, we had to restructure the Blueprint "Class" system to allow for the creation of more involved content.

The chart showcases how we organized the Bunker content. When you have a hammer equipped and are in 'upgrade mode' it basically runs a check when you click on the available upgrade. If you click on a firing port, it will show you all the available locations to build a firing port, because its in the wall slot. This system worked well enough for simple assets, but what if we wanted more visually interesting assets with lots of variants?
The programming monkeys on our team (aka Casey) have modified the system so that we can create a sub-type called 'mods'. These mods are their own blueprint (essentially a folder) where we can decorate it any way we want and have a corresponding type that it fulfills. This means we can add visual variations, and add things like decals and lights without bloating the Bunker Class blueprint with a million assets. Now it even supports the randomization of assets when you build something, so when two people build something side-by-side they will not look identical.
To make a long story short. We can now make more complicated and visually interesting props for the Bunkers, that allow players to visually customize their bases.

Modular Visuals

The challenge of being able to make more visually interesting assets is that we the artist, now have to create more visually interesting assets. Anthony, Julian and I had the task of researching and creating a large library of assets for us to generate to populate all of the content required for mods. We needed a way to create variants for each of these mods without creating a custom model for each one.
Julian drew a lot of concepts for things he would like to see, and then Anthony and I broke down the visuals into related groups. We also found some cool references for things we would like to make in the world


After breaking down the list of things we wanted to create, we divided up the work and began content creation of the individual groups, to prepare for assembly. Building in a modular fashion is an interesting challenge as you have to pre-plan your textures and have them organized in a way that anyone can create a new asset just by manipulating the UVs, but it allows for a huge variety of decent looking assets made very quickly and efficiently.

Once all the elements are made we can then assemble their mod blueprints in the engine to create all the variants. Here are some of the assets in-game.

To showcase some of these details we are also playing around with the idea of having a "cinematic" camera that is more zoomed in and slightly lower camera angle. The idea was that there is a keypress that would zoom the camera is similar to how games like Diablo 3 does it.

We still have lots of work to do, and we hope to get it in your hands soon!

Bulwark Part 2

@LeonI am still working away on the bulwark and the keep and just wanted to update you all on its progress. I hope to get it completed soon! :fingerscrossed:

---------------


Foxhole Devstream 2pm EST - Every two weeks (alternative between blog posts) See you next time!



Devblog 79: Bunker Bases, Lore, and Environment Art.

Devblog 79: Bunker Bases, Lore, and Environment Art.

News

DISCLAIMER: All of the content below is heavily conceptual and may never be in the game. All images and text are stand-in. Please read this before taking...

Devblog 78: Update Water Visuals, Emplacements, and Clapfoot after Dark

Devblog 78: Update Water Visuals, Emplacements, and Clapfoot after Dark

News

DISCLAIMER: All of the content below is heavily conceptual and may never be in the game. All images and text are stand-in. Please read this before taking...

Machine Guns, Relic Bases,Promo Art and more

Machine Guns, Relic Bases,Promo Art and more

News

DISCLAIMER: All of the content below is heavily conceptual and may never be in the game. All images and text are stand-in. Please read this before taking...

Trenches, Trenches, Trenches

Trenches, Trenches, Trenches

News

DISCLAIMER: All of the content below is heavily conceptual and may never be in the game. All images and text are stand-in. Please read this before taking...

Comments  (0 - 10 of 54)
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PlanMan
PlanMan

Will you ever add the ability to tow field artillery and field HMGs with Trucks, or maybe other vehicles? I never understood why that wasn't present.

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Guest
Guest

Fabulous game

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mothman47
mothman47

The community has improved from last year-- However, the issue still lies in the conflict of interest of the community management partaking in the game as an organized clan and swaying the game to their favor in every world conquest.

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Guest
Guest

very good game. i've mentioned to other friends as well this is where i feel gaming is heading in the future.

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Guest
Guest

I very very like the mutiplayers onilne game.I almost become a realistic soilder .Fantastic exprience.

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Maywell
Maywell

This is the best, most unique, addictive and creative tactical game I ever play. Really addictive and enjoy the community.

You should try the game. Try it, and you will know that you will vote this game for best indie.

Thank you for listening my explaination.

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Foxhole
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clapfoot
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Latest tweets from @foxholegame

Devblog #80 is out - We discuss Bunker Infrastructures, Camera zoom and the Bulwark update Come see the latest dev… T.co

11hours ago

RT @PressCorpsGames: Bridge pushes and medical heroics may not be enough to push the Colonials out of Solas! Dr. Ponsonby covers… T.co

Feb 15 2020

RT @PressCorpsGames: Dr. Ponsonby covers the fighting outside Ulster Falls. "Real" war reporting from the 48th Conflict of @foxholegame.… T.co

Feb 13 2020

Foxhole Dev Stream #80 If you missed this week's devstream, you can find it on youtube here. We discuss the upcomi… T.co

Feb 13 2020

Foxhole Devstream is going live in a few moments. Join us for a first look at new features like Bunker Infrastructu… T.co

Feb 11 2020

Update 33 is LIVE! War 49 also just started. Steamcommunity.com T.co

Feb 6 2020

RT @I_Saw_A_Bear: Next #foxhole update will be live shortly get the scoop on what's new: Youtube.com #gaming #steam #earlyaccess #update

Feb 5 2020

Devblog #79 is out - We discuss Bunker Bases, New Lore UI and events, and updating old environment art! Come see t… T.co

Feb 4 2020

ICYMI. Our latest devstream is now on YouTube Youtu.be

Feb 2 2020

Foxhole Devstream is going live in a few moments. Join us for for a look at features under development, an Update 3… T.co

Jan 28 2020

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