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


foxhole2

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


foxhole3

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Hi Friends! Update 20 was more successful than we imagined and now we're working to build on that great foundation! Come take a look at the important features we have been working on this next update. Disclaimer: All of the content below is heavily work in progress and is subject to change.

Server Performance Enhancement

@Casey Hey guys, Casey here with a performance optimization update. Something I've been focusing on recently is optimizing the server performance of the game. We're always trying to figure out ways to get more players into a single server while keeping it running at high tick rate. In a game like Foxhole that has thousands of networked objects in a server with 140 players, understanding what exactly is costing us valuable milliseconds is fairly complicated.

The first big step to understanding this is being able to run a "profile", which is essentially a recording of what the server spends its time doing. Unreal Engine already has many systems built into it which can be used to profile a game in order to better understand what is taking the most CPU cycles and network bandwidth. However, in order for these profiles to be useful, they need to be done when the server is under a realistic load. Otherwise, you end up making performance optimizations that might make your profile results better, but not actually help when real players are playing.

The next big gotcha is that any profiling tool has some cost associated with it. It needs to record what the server is doing and write those stats and tracking data out to a file. This incurs overhead which in turn slows down the server itself. This limitation means we can't run these profiling tools on the live game with real players playing, or else we'd introduce additional lag and lower the maximum player count.
We needed a way to generate a realistic server load in our local development environment where we can run profiling tools on the server. This is where my bot army comes in!

What I've been working on is an army of bots that can all connect to the server on my development machine. These bots connect, join a faction, and then based on what test I'm running can either move around or stay still. Their behavior is currently very simple but has already yielded some really helpful results.

**Edit: These bots are just to test the server, bots are not coming to Foxhole**

The first challenge was actually being able to run enough clients at once to create a realistic server load. I knew I wanted at least 100 clients connected, to begin with, and ideally, I wanted to run them all on one machine to simplify starting and stopping tests. My first step was to create a client that didn't render at all or a "headless" client. This means that it takes no GPU resources at all, and lowers the CPU usage significantly. Next, I created an optimized assets file that skipped loading any rendering related data (like meshes) into memory, which cut the client footprint by half. At this point, I could run a single headless client that used about 800MB of RAM. To scale this to 100 on a single machine was still impractical.

Next, I used functionality in the engine normally used for split-screen gameplay to start up local players within each client. I was able to get 16 bot players per client instance after some tweaking. This meant I could run 8 clients, with 16 bot players each, at a total of about 6.4GB of RAM. On an 8 core machine, this means I could run 8 clients all locked to a single core. Once I was able to get all these clients connecting to the server, the next step was to load in a real save game from the live game and take measurements. I was able to identify several issues almost immediately once I was able to profile the server with all these clients connected and moving. An example of an optimization I did was disabling certain things on the character from being updated unnecessarily on the server. The player character in Foxhole has a bunch of sub-components attached to it (hands, legs, audio emitters, etc). Whenever the player moves, the game needs to update all the positions of those components. However, the only place these positions matter is when rendering the character or playing sounds, which the server doesn't do. In this case, it was a simple matter of disabling those components on the character only for the server. This ended saving us around 0.5ms of tick time, which is fairly significant!

This is just one example of the kind of optimizations that could only be seen with 128 or more players connected, with fewer players (or only one player) the amount of time spent doesn't add up enough to show up in the profile recording. I plan on expanding the bot's capabilities to drive vehicles, shoot, reload, and generally do more things that real players do. For now, I'm still working through a list of optimizations that came from our first round of testing. Hopefully, this was a good insight into the kind of work we do to allow Foxhole to support even more players at once!

Map Envy

@Mark

If you've been following our blogs and streams since the new year began you'll know that one of our big goals for this year is to expand the world and make all regions feel more integrated. In Update 0.21, we're going to be taking the first steps towards this. The first big change you'll see is that all the island regions will now be connected to the mainland. Fisherman's Row will be connected Mooring County/Farranac Coast to the east, and Oarbreaker to the south. Oarbreaker will be connected to Farranac Coast/Westgate to the east, and Fisherman's Row to the north. Finally, Tempest Island will be connected to all 3 of the east coast island.

Next, the layouts of all three of these island regions will be redesigned with several goals in mind. First, we're making these regions more integrated with the mainland by making them better suited for supporting the mainland via water. The borders of these regions will be brought in closer to the islands and Ports have been positioned to make traversing to the mainland land a faster process. Second, within each region, we're making more areas of the map strategically relevant and were also adding more opportunity for beach landings and island hopping.

Finally, we're adding new strategic value to these islands. Salvage Mines, a variant of Scrap Mines will be placed in these regions and will be capable of gathering Upgrade Parts at a reliable rate. Holding these islands will be a key factor in building Facilities and high-end weapons like Battle Tanks in the war.

It's not the size of the boat, It's how you use it.

@Adam

Since we are changing the layouts of the island regions to better integrate them into the rest of the mainland conflict, we needed a way for increased accessibility for movement over water. We have been aware of the constraints of barges, and how much of a strain it is to build one, so we decided that we needed to empower the average player should be able to move between islands more easily.
The Motorboat is the latest water vehicle we are working on Foxhole. As of this moment, it will allow for up to 3 soldiers (1 driver, and 2 passengers) to quickly move between beaches. Passengers will be able to equip their secondary items, similar to how a motorcycle works. The Motorboat is planned to be light on fuel consumption and Bmats while offering no protection to the soldiers inside. The current plan is to construct these vehicles on wet sand with a hammer.

As usual, these boats may seem overpowered/over-accessible at first, but our goal is to break the barrier to entry to traveling between islands. To alleviate any gameplay imbalance this may introduce to the rest of the world, we will restrict building these to island maps only for now


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!

Devblog 57 : New Years Edition

Devblog 57 : New Years Edition

News

Read about features that are in development for Foxhole.

Devblog 56: Town Revamp part 3

Devblog 56: Town Revamp part 3

News

Read about features that are in development for Foxhole.

Devblog 55: Town Revamp part 2

Devblog 55: Town Revamp part 2

News

Read about features that are in development for Foxhole.

Devblog 54: Town Revamp part 1

Devblog 54: Town Revamp part 1

News 1 comment

Read about features that are in development for Foxhole.

Comments  (0 - 10 of 51)
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

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.

Reply Good karma Bad karma+2 votes
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

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

Reply Good karma Bad karma+1 vote
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.

Reply Good karma Bad karma+2 votes
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.

Reply Good karma Bad karma+5 votes
Maywell
Maywell

Oh you play the pre-alpha version lol

Reply Good karma Bad karma+1 vote
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.

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Foxhole
Platforms
Windows
Creator
clapfoot
Contact
Send Message
Homepage
Foxholegame.com
Release date
Game watch
Follow
Share
Purchase
Community Rating

Average

8.2

22 votes submitted.

You Say

-

Ratings closed.

Style
Theme
War
Players
Multiplayer
Project
Indie
Boxart
Boxart
Twitter

Latest tweets from @foxholegame

RT @FreerkLabs: New animation will premiere 18.00 GMT on Twitch.tv But first, to get in the mood: let's play some… T.co

Jan 21 2019

Thank you for the fine article. You're a scholar. T.co

Jan 17 2019

If you watch only one video from this war, make it this one. This phenomenal operation conducted by 82DK is an impr… T.co

Jan 15 2019

Check out our latest development blog. We talk about server optimization, region changes, and an exciting new vehic… T.co

Jan 15 2019

Good to see you back! Best of luck. It's a rough one for the wardens out there right now. T.co

Jan 13 2019

RT @_wtf_sir_: In case you missed the last sale, now's your chance! @foxholegame is in the @humble Winter Sale!… T.co

Jan 12 2019

Another tweet. We also uploaded the Youtube video from our latest Devstream. If you have questions that didn't get… T.co

Jan 11 2019

Community Highlights is up. Take a look at what our community has been cooking up over the holidays. We gather all… T.co

Jan 11 2019

You’ve been asking for Foxhole merchandise, and so we’re making it happen. As of today you can purchase Foxhole t-s… T.co

Jan 9 2019

Embed Buttons
Link to Foxhole by selecting a button and using the embed code provided more...
Foxhole
Statistics
Last Update
Watchers
257 members
Articles
76
Reviews
21
You may also like
CS:PSP
CS:PSP Tactical Shooter
Capture the Flag 3d
Capture the Flag 3d Tactical Shooter
IGI 2: Covert Strike
IGI 2: Covert Strike Tactical Shooter