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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Construction Vehicle

We've been thinking about adding the Construction Vehicle to the game for many months and now we've found a good reason to do it sooner rather than later. The Construction Vehicle will be required to build large structures in the game like Town Halls, Outposts, and World Structures like Weapon Factories and Hospitals.

Finished Construction Vehicle model

The goal for the Construction Vehicle is to ensure that players fully secure an area (and supply lines leading into the area) before claiming it with a Town Hall or Outpost. Right now, we feel that it's far too easy for a couple of players to sneak behind enemy lines to claim territory. This vehicle will be slow moving, easy to disable, but hard to destroy. Players will only be able to safely bring this into an area after all enemy presence has been cleared out. This change is part of the series of big gameplay iterations we've been making over the last few updates.

Concepts for the Construction Vehicle works mechanically

The Construction Vehicle will require two players to operate, one driver and one operator. The plan up until recently was to have this vehicle be built at the Vehicle Factory since that made the most natural sense. However, in cases where players are overtaking a town with an existing built Vehicle Factory, it would be far too easy for them to just build the Construction Vehicle right in that town. In addition, there were other corner cases to address such as end game situations where players might not have access to a Vehicle Factory. In light of these issues, we've decided to have the Construction Vehicle built at the Town Hall instead.

Original concepts for the Construction Vehicle from months ago

Gun Nest (Foxhole Upgrade)

This feature has has been sitting in the wings for a long time, but we've held off on including it in our last couple of updates since we've focusing so much already on passive defense structures lately. The Gun Nest isn't technically a new structure, but is an upgrade of the Foxhole.

One of our goals with Gun Nests is to allow players to further fortify an area in the mid to late game without having to add clutter/Foxhole spam to their already crowded bases. We also wanted to extend the structure upgrade system beyond just walls. The Gun Nest will not only have a faster rate of gun fire than the Foxhole, but it will also lob Frag Grenades at enemies.

Foxholes can be upgraded into Gun Nests in mid game

Campaigns

We've been through a bit of a roller coaster ride over the last while in terms of figuring out the best format for wars at this stage of development and with our current player population. Campaigns is the next format for wars that we will be exploring and we hope it will solve some of the issues we have with how wars are run today.

Campaigns is not technically a new game mode, but rather a system for scheduling wars that will hopefully bring more meaningful wars to more players. Wardens and Colonials will fight through a series of wars over different regions, with the winner of the Campaign determined by the total number of regions conquered. The Campaign screen will use a world map view that's very similar to the Conquest interface. At the end of each Campaign, a war report will be generated with stats for players to examine.

The Campaign screen will be reminiscent of Conquest, but will function differently

With Campaigns, we hope to give more players the opportunity to get invested into battles that feels significant, instead of just endlessly repeating wars. Events will also be merged into Campaigns so a larger part of the community will be able to participate in the same narrative instead of having this somewhat unhealthy dichotomy between event and normal players. I want to stress that Campaigns is not meant as a replacement of World Conquest and it's goal is also not to artificially extend the length of wars. It's main purpose is to organize wars in a way that feel more meaningful for a larger number of players.

If Campaigns in it's initial for is successful, we think there are some interesting twists that can be added such as allowing players to reclaim conquered regions. We don't want to get ahead of ourselves since the feature is still considered highly experimental. Let us know if there are any ideas that excite you.


Gameplay Design Changes

Here are more big changes that are currently planned...

1. Spawn at Home Town

This is a controversial one, but we feel that it needs to be tested given the problems we have with the current spawn system. I won't go through all the issues, but currently spawning doesn't really make much natural sense, is frustrating for both sides during final stand situations, and the unpredictability in general makes it harder for players to organize themselves. We intend to replace "Spawn in the Wild" with "Spawn at Home Town", where the home town is initially the player's starter town. If the player's home town is overtaken, then another town (likely the one furthest away from the enemy home town) will automatically be designated the new home town. We will be adjusting respawn times to ensure that a force attacking a final town hall has a fair chance.

2. Resistance Camp

If one side has no Town Halls remaining, players can build a Resistance Camp at the site of a destroyed Town Hall with scraps that provides the minimal functionality needed for that side to make a comeback. The Camp will let players build Construction Vehicles, spawn, and have access to their Stockpile. It will not supply Tunnel Network connections. We hope this will help alleviate some of the frustrating situations that can arise when one side's last Town Hall has been destroyed, leaving the game in an unplayable state for the losing side if the attacking force does not finish them off quickly.

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

Colonial Tank, Sunken Pillbox, Tunnel Network

Colonial Tank, Sunken Pillbox, Tunnel Network

News 1 comment

We talk about what the Foxhole dev team is working on including the Colonial Light Tank, Sunken Pillbox, Tunnel Network and more!

New Faction Insignia, Field Machine Gun, and More!

New Faction Insignia, Field Machine Gun, and More!

News 1 comment

We talk about what the Foxhole dev team is working on including new faction insignia, the field machine gun, and more!

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 1 comment

We talk about what the Foxhole dev team is working on including a new Map, Bunkers, 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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Latest tweets from @foxholegame

Foxhole 0.0.32 Update is released and live! Construction Vehicle, Gun Nest, Campaigns, and More!… T.co

13hours ago

The unofficial Foxhole community stream is now live! Check it out now! Twitch.tv

Jun 22 2017

Don't forget to tune into the Foxhole community stream tomorrow evening at 8PM EDT Twitch.tv

Jun 21 2017

RT @LtVic: "Sneaking Behind Enemy Lines" @foxholegame Clips.twitch.tv

Jun 20 2017

Devblog #24: Construction Vehicle, Gun Nest, and Campaigns! Foxholegame.com

Jun 19 2017

RT @Agorah_: Can't get enough of #foxhole on #twitch LIVE now at Twitch.tv @foxholegame Lets see what happened ove… T.co

Jun 16 2017

Clan 10CCE goes behind enemy lines for some spec ops: Youtube.com

Jun 16 2017

RT @M2Gtv: Alright man. We are live with @foxholegame Queen Of Battle Coalition. Report in now @ Twitch.tv #E32017 @ttesports

Jun 15 2017

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