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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.


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


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


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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I'm excited that Devblogs are back after missing the last one. We try to keep a regular schedule but sometimes we are just too knee deep in development or planning that it doesn't make sense to do a post.

It's a monumental step for us that the war that ended yesterday lasted for 3 weeks. When we started this project we said we wanted long wars with hundreds of players working together and for the first time I can say with confidence that this is completely happening. That's definitely not to say that things are perfect (far from it in fact), but the possibilities that these long wars can enable really excite me. For example, the Tech Tree currently lasts about 1-1.5 weeks and then the end game begins. There's an opportunity now to extend that late war with all kinds of cool tech. It's easy to let your imagination run wild with the possibilities like super weapons and higher end tanks.

There's three big areas of the game that we're currently working on in the background: Logi, Communication Tools, and Town Environment Revamp. There's also less flashy things we're working on that we think will impact players a lot.

Disclaimer: Any feature or piece of content shown here is a work in progress and subject to change in the future.

Resource Mines

This feature will be the first part of a large puzzle we're solving for logi. We actually spent a lot of time in the last few months planning out the roadmap for logi. At one point it was a bunch of fragmented ideas, but we recently were able to tie a lot of it together into a cohesive long term plan. The initial feature we're going to be releasing is Resource Mines.

Scrap Mine concepts

Resource Mines allow Scrap and Sulfur to be gathered automatically using Fuel. It works very similarly to ordering items from a factory. Orders are private and go into a queue. Resource Mines will exist in most regions of the world, but will require a Tech Tree unlock to build. There are also some additional features for Resource Mines that we have planned for the future, but the initial version will be ready to go in the near future.

Sulfur Mine concepts

The goal of Resource Mines was to help add a sense of progression and choice to the logi game. We want logi to go from inefficient and limited at the start of a Conquest to efficient and flexible by the end. To that end, Resource Mines will NOT be replacing traditional Hammer gathering, which will still be relevant at all stages of a Conquest. While Hammering will still be the fastest way to procure resources in the game, Resource Mines could be the most efficient if you are running multiple logi tasks at once. This allows for more choice and opens up an opportunity for logi players to make some meaningful decisions when planning out their supply lines. Remember that this is just one part of a larger logistics machine we are planning for the future. Stay tuned!

A 3D render of the Sulfur Mine model

World Conquest Map Changes

We aren't doing a full revamp of the Conquest mainland yet, but there are some changes we are making in our ongoing evolution of the world.

First, Mooring County is getting a decently sized refresh. All the trenches have been relocated in such a way that makes them a bottleneck in the North-South orientation. We hope that they will be more useful now for the Wardens in the same way that the Bulwark is for the Colonials in West Gate. Besides that, there's been some pretty cool changes to the environment in certain parts of the region, including a "no man's land" style environment in the center. We've always felt that Mooring County was rushed out the door so that we could have a complete 3x3 region grid for the Conquest mainland so we're really happy that we're finally revisiting it.

Trenches have been relocated in Mooring County

We are also make some other changes including opening up the east coast to amphibious landings, which will impact the layout of Umbral Wildwood the most. We're also going to be relocating certain towns that are too close to region borders like Vulpine Watch and Terra. A bigger effort will also be made to block the "partisan highways" with more natural obstacles, though these changes will be rolled in through iteration.

No man's land in the refreshed Mooring County

Development Notes

Structure Decay

We know this has been a hot topic for a very long time and it seems on the surface like we haven't done anything to address it yet. We totally understand the magnitude of this problem, which is why we're taking the time to find a right solution. Given both the technical and game design complexity of this issue, we are treading very carefully. We have a longer term solution partially figured out, but there's still some issues to sort through. If we sense it will take a significant amount of time to work through all of it, then we'll try to implement a shorter term measure to help deal with some of the frustration players are having over this.

Network Code Revamp

One of the big tasks we've been undertaking behind the scenes is a big revamp of our network logic, specifically the code that deals with player actions like equipping items and reloading weapons. In the short run, this may produce some more bugs (hopefully minimal) since the scope of work touched many areas of our code base, but the huge benefit is that we've been able to fix a lot of the older issues that have been stumping us for a long time like player desyncs and the age old reload bug. In time we hope that the overall number of bugs in this area will be drastically reduced. The general responsiveness of actions from players with higher latency should be improved as well. We should be seeing these changes roll out in the not too distant future.

If you haven't played Foxhole yet, you can grab it Steam. Join the Foxhole community on Discord today.

Islands Map and Conquest Expansion

Islands Map and Conquest Expansion

News 2 comments

Read about features that are in development for Foxhole.

Devblog: Gunboat Redesign, Forts

Devblog: Gunboat Redesign, Forts


Read about features that are in development for Foxhole.

Devblog: Anti-Tank Rifle, Foliage Art, and More!

Devblog: Anti-Tank Rifle, Foliage Art, and More!

News 2 comments

Read about features that are in development for Foxhole.

Devblog: Armoured Car Edition

Devblog: Armoured Car Edition

News 1 comment

Read about features that are in development for Foxhole.

Comments  (0 - 10 of 46)

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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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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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Oh you play the pre-alpha version lol

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

Reply Good karma Bad karma+1 vote

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

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Latest tweets from @foxholegame

RT @foxholegame: New DEVBLOG is out!! Read about a new way to procure resources that's coming. There's also some cool changes to Moo… T.co

17hours ago

New DEVBLOG is out!! Read about a new way to procure resources that's coming. There's also some cool changes to Moo… T.co

18hours ago

RT @XarubTV: X-series-tournament (3v3) #1 is open for registration. The teams fight with rifles, pistols, grenades and their fis… T.co

Jul 19 2018

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Jul 15 2018

RT @Help1ngHans: Uploaded another great collection of moments from the current Foxhole War #11. Possibly featuring you! I hope you e… T.co

Jul 13 2018

Check out this video from HelpingHans, and Weekly War #11 is still going on. There's still time to log in and join… T.co

Jul 13 2018

You made stuff, so we took your stuff and stuffed it into Community Highlights! There's stories, War stories, short… T.co

Jul 11 2018

The official Foxhole developer stream is starting in a few moments on Twitch! Join us for community highlights, fea… T.co

Jul 10 2018

RT @FreerkLabs: 19.00 CEST I'll be doing a art stream inspired by StormAx. And maybe play some @foxholegame afterwards.

Jul 5 2018

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