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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

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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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Greetings! Adam here, bringing another little behind the scene look at Foxhole. This Dev blog is primarily focused on UI and a redesign of Fisherman's Row.

Disclaimer: All of the content below is heavily work in progress and is subject to change. Viewer discretion is advised

UI Refresh @Adam

I have had the privilege to give our tired UI a much-needed coat of paint. There were a few main goals that we wanted to focus on when we started re-evaluating our current UI:

  1. Beautify our tired UI and unify the workflows between all structures

  2. Have a modular system that is infinitely expandable

  3. Utilize all the same Icons that we have already have

  4. Improve the User experience, and discover new ways to teach players

We started thinking about what pain points do the users have with our current user interface, what features they have always wanted, and what content we can add to help clarify existing features. Ultimately we settled on a module system. When assembled, these series of panels constructed a more complex UI, with the focus on making every “Screen” reading from left to right. This ultimately :fingers crossed: is an easy to implement UI framework that is scalable for any new features or changes in the features.

Images below are potential mockups and NOT in-game screenshots. Features in mockups are not guaranteed to be in-game.

HUDInventory Screen02VehicleFactoryFactoryCPinPoint2


@HB and I began tackling this problem by grouping each facility by its commonalities. In doing so we found that there were essentially 3-4 major actions that every structure needed to perform. They needed to: store items, perform a major action, and show the current work. After doing so we surmised that every structure needed an order of operations that unified them. Generally, users work by placing resources into a structure, then the structure processes it and spits out the desired product. In working this way, we realized that having the inventory always docked to the left side of the structure module served the player the best, and doesn't mislead them about the order in which to do things.

Chart


We plan for this new UI to move dynamically based on screen resolution, with the design based around 16:9 and 21:9 monitors. Having the HUD out of the way on the sides of the screen keeps the center area of the screen uncluttered and does not get out of the way when immersing yourself into the world. It doesn't take much effort to crane your head to the sides of the screen to check your vital information.

I personally love addressing player user experience as it is something that is of personal importance to me. I have quit many a game because of how bad it feels in your hand. I am terribly excited for Foxhole to be mature enough now to start scratching the surface of its user experience.

UI Assembly @HB

I've been doing most of the UI work in regards to visuals for Foxhole since the beginning of the project and having Adam take over the design duties has been a pleasure, as has opened me up to focus on general game design and implementation. Besides, it's great to have another set of trained eyes look over and update what's currently there.

UI comparrison

When designing for the new UI we wanted to keep legibility and functionality our top priorities. Sure, we loved the whole “dirty look” of our old UI, but seemingly unobtrusive elements like the ragged borders of the inventory background created small problems we constantly have to compensate for. For instance, edge borders made it that much harder to have nice looking panels of different sizes. Scaling the panels resulted in very ugly results so we had to have several different backgrounds to account for the different sizes and elements.

That is why we slowly changed the UI to use a simpler background that allowed for a more efficient sizing technique. We still retained some of the grunge we like from the original design but made it so we could tweak the sizes and re-utilize the same images. That is how we arrived at the “transitional” design we have in the game at this moment (pre-0.17).

UI transition

With details only on present very specific parts of the background images, we were now open to use a re-sizing technique called 9-slicing. Basically, it means dividing an image into nine sections. This means that instead of changing the shape of the whole thing, this divided image, when resized is allowed to stretch it's center parts while maintaining the edges and corners untouched. We will be utilizing this technique in the new UI revamp that Adam referenced above.

nine slice

This is, of course, only one example of the methods that facilitate our UI development and allows both artists and programmers to save time and complexity in our workflow.

Moving forward with the new UI, a big part of the impetus was not only that the visuals looked dated, but that the underlying code was a bit of a mess. With the revamp in visuals has come a revamp in the code. I might get into more details in the next Devblog if people are interested.

For now, expect to see a more clever, clean and concise design. Always a great alliteration to strive for.

Fisherman's Row @KFC

The newly expanded Fisherman's Row was designed at its onset to be an atoll with a traversable inland sea, while still preserving the spirit of the original map. This map takes a lot of the lessons learned from Oarbreaker Isles--from your feedback--and applies it to a setting that we hope will seem familiar, with just a few new challenges to keep things interesting.

Land and sea are married in this layout, with the inner body of water being surrounded by observation towers, so the more of the ring that either faction controls will directly affect the radio intelligence of their navy. Our hope is that this will lead to more pivotal naval engagements and exciting amphibious landings across the map's many beaches.

MapFishermansRow ChangesHighresScreenshot00003FishermansRow

One thing that will not be new this time around is the original Island. Many of you will remember the old Fisherman's Row as being somewhat of a tournament map, and with it, comes a lot of old conventions that are now terribly outdated. The biggest challenge with this revamp was in preserving the original spirit of this map, while conforming it to a higher standard of level design.

Meetings

That wraps up another Dev Blog. Be sure to check out our Foxhole Dev Stream for more information about upcoming features. If you have any burning questions you want to be answered be sure to tweet them to @Matt directly on Discord or Twitter if your question gets selected it will be answered Live on stream!

Adam

Stepping onto the transporter platform, Adam begins to dematerialize.

Devblog: Friend's list and Visibility

Devblog: Friend's list and Visibility

News

Read about features that are in development for Foxhole.

Devblog: Combat Mechanics and Buildings.

Devblog: Combat Mechanics and Buildings.

News 2 comments

Read about features that are in development for Foxhole.

Storage Facility & UI design explorations

Storage Facility & UI design explorations

News

Read about features that are in development for Foxhole.

Resource Mines and Conquest Map Changes

Resource Mines and Conquest Map Changes

News

Read about features that are in development for Foxhole.

Comments  (0 - 10 of 46)
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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kopono
kopono

Game is pretty chill. Devs have their own fav clans and host events for them. And when they host public events, it's for the popular clans or streamers.

I wouldn't say they "don't care" about the other players - but there's that vibe though.

Bugs are crazy. Landmines can't be removed, vehicles get stuck on the gate, people do a crouch bug and become near impossible to shoot, others can levitate and become a levitating god who can shoot while avoiding gas/nades/tank shell/shotgun/bullets, you got to reload 2-3 times under duress because of the reload bug, if you're a passenger on an APC - you've got a 10% chance of being recruited to the space program, it's impossible to see anyone in bushes even if you're right next to them, you can warp thru trucks and people can carry trucks at times.

They're not interested in fixing what they have. They've made that clear in the last dev stream.

Still - I dedicate a lot of time to the game because of a few people I met in the game. They're really cool, and small teamwork allows you to have loads of fun and kick a lot of ***. So there's that.

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Maywell
Maywell

Oh you play the pre-alpha version lol

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Zacharoy
Zacharoy

Been playing since Pre Alpha when game was free demo and I must say I love this game and the DEV team is constantly working to fix bugs and add new content.

some vets can be hard to work with and some new players have a hard time learning the game but there is always good guys to help you learn if you ask for the help I find it is given.

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IndieDudley
IndieDudley

I like this game. The people are nice. The long term players are the ones that enjoy team based stuff. Adds up to some good fun. I only have 703 hours played at the moment. Ill update here when I get some time in.

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Guest
Guest

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OhNoesBunnies!
OhNoesBunnies!

While this looks fun, the community is pretty cancerous. It's a shame there's no singleplayer versus AI option, because there's hardly any teamwork and a lot more TKing than actual fighting with the enemy.

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kopono
kopono

"Community is pretty cancerous" - not in my opinion. It's a competitive game, people **** talk enemies and sometimes their own team if they do something dumb. Were your feelings hurt? It's a game, don't take it too serious.

"hardly any teamwork" - very false. In order to get guns, you have to have scrappers, in order to make materials you need logistics, in order to fulfill necessities you have a quartermaster. Then you have multiple teams/fronts to hold towns, or advance to take ahold of towns. This is teamwork on a large scale. If you're looking for a smaller group to work with in a team - then make the effort and join a clan. There are tons of clans who posted in the clan recruitment section... and if you're a noob - try joining 82DK, they accept anyone and everyone. But be prepared to lose a lot with them, unless they're working with EDGE or FFL.

"a lot more TKing than actual fighting with the enemy" - ever consider, maybe you're the issue?

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donnerfox
donnerfox

You have seen only the bad part of the community sadly.

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OhNoesBunnies!
OhNoesBunnies!

Yeah it is sad, but unfortunately they're also the most active.

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Foxhole
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War
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RT @I_Saw_A_Bear: Who would win, a bunch of raiding warden bois? or some pesky colonials? Youtube.com #foxhole #gaming

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RT @ConstantWarfare: Had a really great time streaming @foxholegame last night. Seems like there's always new people from the community… T.co

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Community Highlights #52 is out now! A lot of insanely great war stories this time around. I ended up taking a bun… T.co

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Sep 18 2018

DEVBLOG #50: User Interface, Fisherman's Row Reimagining and more! Foxholegame.com

Sep 11 2018

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