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.

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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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Starting this post, I'm going to be making an effort to talk not only about features that are going to be released in the near future, but also about features that we're experimenting with. We used to do much more of the later, but somehow devblog posts slowly transformed into "feature announcement" posts, which I actually want to stay way from moving forward. Hope you enjoy this one!

If you have any questions about the features discussed here, join the live Q&A on official Foxhole developer stream, which starts at 2PM EDT on Tuesday.

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

Storage Facility

We're currently deep in development on a bunch of new logistics focused features. One of our goals is to provide more options for logi players to organize and collaborate. For some cool background information, the concept behind this feature originally came from a community suggestion.

Our initial design of the Storage Facility


The Storage Facility is essentially a Stockpile for crates and will exist in Port Bases initially. Logi players will be able to store crates into this structure in an organized and secure manner. This will provide a staging point for produced items, instead of crates being forced into the Port Base Stockpile or dumped into Storage Boxes. This provides the option for players to decouple the production and supply line roles if they feel that would be more efficient.

The first concepts we did for the Storage Facility were designed around the idea that they existed only in the Port Bases. However, our long term plans is to have most logistics structures exist in front line towns as well. As a result, we redesigned it to look like it could exist inside a town environment.

The final design of the Storage Facility


UI Redesign Explorations

The UI is one of the very first things we designed for Foxhole. While we've done a bit of refinement here and there, it's largely been untouched for 2 years and it's design has been stretched very thin to support the expanding game. There's been a few devs on the team that have been very adamant about refreshing the UI design and style for awhile now. We've finally got the time to start experimenting with some ideas.

The goals for the UI redesign


We intend to maintain the original design philosophy for the UI, which means we're going for something highly utilitarian that fits the bleak mood of Foxhole. The UI must support a medium to high density of information on the screen since we have quite a bit going on (inventories, player lists, description widgets, etc). We also want to address specific problems with the current designs such as a lack of organization in the stockpile, messy overlapping elements, and lack of support for long item/vehicle/structure names and descriptions.

UI Design Experiments

Below are some visual mockups for the redesign. Please note that these have all been discarded and won't be what we'll see in the game eventually. However, there are ideas from some of them that we may forward to future design iterations.

One of our earlier ideas for a main menu flow. This ended up feeling too "sleek" for us.


An idea for how the main menu could look


Another possibility for the main menu


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

Resource Mines and Conquest Map Changes

Resource Mines and Conquest Map Changes

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Read about features that are in development for Foxhole.

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

News

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.

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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