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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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Our last major release of the year it is almost upon us. We are exceedingly excited to share all the amazing new features that we plan to include in this monster of an update. A prominent feature that we have discussed for several months now is urban combat. There would be no feasible way for us to capture the essence of the work we are doing in one post, so we decided to split it up over three in anticipation for the big upcoming patch.


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

Motivation @Matt

The town revamp. It’s something that we’ve been talking about for some time. We’ve hinted at it on various dev blogs, streams and just in passing. One of the most interesting things about this particular task is just how much planning has gone into it. So finally, we’re going to start removing the veil and get into more detail about how it was made, and what you can expect. Over the next couple of dev blogs, we’re going to take you on our journey of redesigning the looking, feeling and design of towns in Foxhole.

TownRevampSketches 07

The first thing we needed to do was talk about why we wanted to ‘revamp’ towns in the first place. What wasn’t working? There were a lot of things that didn’t feel ‘right.” A lot of the buildings and structures were made during early prototypes before we even knew what a Warden and a Colonial were. This is hard to work with for a number of reasons. At the time, we were building the bones for a persistent online, World War 2 inspired experience with a focus on the war machine. The earliest versions of the lore were just, World War 2 took an even darker turn and everything went to shit. It was really vague and didn’t give us much to work with on the art side. So we made very generic decisions.

On top of that, they didn’t give that “storming a town” feeling you might expect from a World War experience. Huddled up against a dry-stone wall at the border of a field as it looks over a tiny French town. Creeping down a tight street as the opposing force ambushes you from alleyways and windows. Barricading a quaint farmhouse as enemy Armour rolls by, and you hope they don’t notice you. These, among many others, were moments we had hoped to deliver, but with a scale and emergence you can only get with Foxhole.

essex street ymca 1920sstacy tolman of providence

When it came time to re-examine the towns, the first thing I was interested in was “What is Caoivish architecture?” - Essentially what are the Wardens fighting to protect? Some of the earliest references I gathered and concepts that Julian worked out meant to dig into the heart of the matter.

Concept and Reference @Julian

Finding the right references, The shape language. How far to concept and when to stop.

Working closely with Matt we decided on a theme location. French villages. Finding reference images was an iterative process between Matt and myself. After the first round of gathering photos, my task was to complete a series of mood sketches.

The goal of these mood sketches is to give us something to critique, something to chew on, and start to define the visual direction of towns in Foxhole. After further discussion, we re-evaluated and searched for 1880’s to 1920’s Irish houses and towns. The challenge was to mix these two aesthetics. Additionally, I was tasked with depicting battle scenes and communicating a war-torn look. At the same time, I was also exploring what pre-war era warden villages looked like. This helped me visualize the destruction. After all the sketching was done Matt, Mark and I sat down and critiqued it all again.

TownRevampSketches 01TownRevampSketches 06TownRevampSketches 04TownRevampSketches 03TownRevampSketches 05

At this stage, we tested a few blocked in 3D models based off of the sketches. Something was missing. Per Matt's suggestion, we added some 1900’s American/Victorian style porches onto the houses. This meant more references. It can be easy to lose sight of the original concept and direction.

Following this initial exploration, I needed to set the atmosphere for both populated towns and smaller more rural villages. Colour played a large part in nailing the vibe. The towns aren’t static in Foxhole, so we needed to visualize what action and combat might look like. A few iterations later and both Mark and Matt were happy with the look.

Village Paintover09AVillage Paintover25EVillage Paintover30Village Paintover30

Our efforts were paying off. All that was left was for me to get to work on a large list of individual assets. The art team started working very dynamically. For these concepts, I chose to draw in a simpler flatter style, closer to an orthographic drawing. Anthony was still figuring out the final model dimensions and footprints with Matt. So I drew the concepts in a way that let Anthony interpret the architectural elements easily. I stopped at texture detail, instead using colour to imply wood or brick, while the rest of the team worked on figuring out the minute details in the textures.

Scheduling and Production @Mark

Since the earliest days of the project, we always knew we’d come around to redesign the town environments during Early Access. We actually thought to do this earlier in the project, but because of the expected large scope and our paranoia about rushing things, we had to wait for a point in time when we had the resources, time, and attention for this massive undertaking. Given that this is the largest content feature we’ve tackled thus far, scheduling and production has been much trickier than anything else prior.

After the World Conquest update went out the door back in March, Matt and I finally found time to begin serious planning on this project. Based on our past experiences, features were always most successful when we were disciplined to start at first principles, meaning a well defined set of goals before starting any kind of substantial work. We started by having several design meetings that eventually led to a design document that had a breakdown of our goals, loose specs, and a bunch of initial references. This phase took about about 1-2 months of “on the side” work, where we’d touch base once or twice a week to iterate on the plan while continuing to work on other parts of the project.

When summer rolled around, we started working on an initial prototype for the town revamp. Our approach was to build out an initial block-in version of a town with the original goals in mind, but to take an organic approach meaning that we didn’t overthink things too much and aimed to just make things as cool as possible. After about 1-2 months of testing and iterating with the prototype, we learned a lot about what would and wouldn’t work for the new town environments. During this time, Julian was producing a lot of early concept art to help us nail down the look and feel of the towns at a high level. By August, we were feeling pretty good about producing more final specs for the revamp.

When summer was coming to an end, we knew we had to start closing in on starting full production. Since we knew that the scope of work would amount to well over 100 new assets being produced we needed a much longer production pipeline than we were used to working with in the past. Luckily this was around the time that we brought Leon (our newest 3D Artist) on board so we would be able to bolster our modelling throughput. Matt took the reins on production at this point and worked with the art team to carefully spec out a 14 week schedule involving 4 artists, 2 map designers, and myself to get all the implementation and testing done. This schedule would include all remaining concept art, modelling, assembly, and map implementation.

In total, the town revamp is an undertaking that has spanned much of this year. It’s been a really long journey to work on the town revamp and we can’t wait until we can deliver it to you guys in an update later this year.


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!


Cruising in his JL421 Badonkadonk Land Cruiser, Adam patrols the border of the town blasting propaganda out of his 500-Watt Stereo system.

Devblog 53: The Dead Harvest Game Jam

Devblog 53: The Dead Harvest Game Jam


Read about features that are in development for Foxhole.

Devblog 52: Collaborative Logistics and Quality of life updates

Devblog 52: Collaborative Logistics and Quality of life updates


Read about features that are in development for Foxhole.

Devblog 51: Moderation, Level Art, and Production

Devblog 51: Moderation, Level Art, and Production


Read about features that are in development for Foxhole.

Devblog 50: UI and Fisherman's Row revamp

Devblog 50: UI and Fisherman's Row revamp


Read about features that are in development for Foxhole.

Comments  (0 - 10 of 46)

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

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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?

Reply Good karma Bad karma0 votes

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

Reply Good karma Bad karma+2 votes

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

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Latest tweets from @foxholegame

We're gearing up for a big end to 2018 for Foxhole. The hype train officially begins on the Devstream tomorrow. Tun… T.co

4hours ago

The semi finals of season 3 of the Foxhole Competitive League is LIVE. Watch here: Twitch.tv

Nov 10 2018

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Nov 9 2018

Latest devblog is up: Part 1 of 3 of our Town Revamp series. Read about how we are redesigning the world of Foxhole… T.co

Nov 6 2018

If you missed our last devstream, you can catch up on it here! Youtu.be

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Reminder that our Devstream starts in 2 hours (at 2PM EDT)!! Twitch.tv

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