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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Hi Friends! This is the final installment of our introspective on the town revamp. Graphics...the cornerstone of video games. Since the dawn of man we have strived to achieve good graphics, and now with this town revamp we are proud to use almost 100 graphics! Lets dive right into it and see the amazing work the team did. Disclaimer: All of the content below is heavily work in progress and is subject to change.

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Final Thoughts

@Matt So, the dreaded Town Revamp is done (ish, I could keep polishing until I'm dead) and we can finally talk in detail.
By far the biggest challenge was scheduling. I knew that, due to other work that needed to get done: replacing all the rocks in the world, updating all the walls, etc., Max would be plenty busy. I was going to have to do a lot of the preliminary work without a safety net. We had a deadline. I deleted every town in the game and started from scratch utilizing some of the new tools available to me. Although, early on I was looking at block-in models, as the guys on the art team were still plucking away on the final assets. This lead to some funny things down the road, where houses were backwards, or props didn't turn out at all how I'd imagined when they were just white. Once we reviewed everything, I assigned Max and myself a series of maps, and we pushed off and started polishing the over 100+ towns in the game, with not a lot of time to do it. By the end, we even brought on Leon as he wrapped up his work. In order to get the work done on time, it was vital we stuck to the schedule. Replacing everything in Foxhole, the ever looming deadline devil will be your downfall.

Looking back now, I think the world is a lot closer to the way I'd originally imagined it when we started the project two years ago. It's past the stage of prototype art and on to something we really planned. There's room for improvement, but that's the exciting part. Given that Foxhole is still in early access, this isn't the end. It's just the foundation for us to build on.

Variety is the spice of life

@Anthony
In one of our first planning sessions of the revamp Matt brought up how he’d like to give the ground textures an update and how important they are to Foxhole considering that its a top down game. This fell very much in line with revamping the town's themselves. It was around this time that we seriously started incorporating Substance Designer into our pipeline. Originally the maps were made primarily with only a handful of actual landscape textures and we knew that if we were going to get a more polished look to the world we were gonna need more than what we started with, and we're gonna need to be able to iterate and test visuals quickly. Designer was the obvious choice. One of the first textures we upgraded was the grass texture. Underneath those blades of grass is a simple grass texture that incorporates those brush stroke patterns I talked about in the last devblog.

The grass was far more difficult to nail the look of then we expected (a tricky nugget, if you will). Foxhole has a very particular lighting system, set up very specifically to capture the style of foxhole, that being said it is very sensitive to subtle changes in a texture. We tried a few versions of the grass before we landed on the look you actually see in game now.
With this foundation we moved forward and applied the logic and art philosophy to all the coming landscape textures in game. We knew we needed more variety from our ground textures if wanted to make the world as a living breathing place.

Once we knew the scale restrictions, and had concepts and a general town design direction, it was time to make them! There are many ways to go about making assets like these, in many open world games there is often a level of procedural generation when creating large amounts of structures, but at Clapfoot we definitely love the somewhat “old school” way of having a hands on approach to art. So once I was given the design specs from Matt and the concepts from Julian I built myself a general kit to use when creating these assets.

Every piece had very careful consideration to make sure scale was appropriate, and that we can iterate and create variations as painlessly as possible. This is where the scale/texel density becomes super important because if we wanted to swap out textures to create variations we can. If the textures were all set to different scales or the UV’s of the 3d model itself weren’t created to match the texel density standard of 300cm x 300cm we would have to go and manually adjust each texture or mesh which can time consuming.
The revamp has been fun, stressful and exciting, we’re super excited for you guys to get your tanks on it. Anyway that's all from me for this blog! Can’t wait for you guys to see what we’ve been cooking up! Also here is a gif of me hand laying shingles... for the love of Foxhole!

Reaching the finish line

@Mark As we started closing in on the weeks leading up to release, we started to have to worry more and more about practical matters like technical constraints and game design corner cases. Up until this point, I had been part of the planning and evaluation of the town revamp, but I hadn’t gotten my hands that dirty yet. Before 0.19 was even out the door, I already began sprinting towards 0.20 because I was aware of the scope of work ahead.

There were several major tasks that had to be done. First, we had to do a big review of the work that was done so far which turned out to be a multi day process. We sat down and literally walked around almost all 100+ towns, making sure that the layouts and design met our gameplay goals. It was a draining exercise, but given that we had advocates on the for both gameplay and immersion, the result was a well balanced evaluation of the world. The next major task we had to do was to do a technical review of all the new Garrisoned Houses (and other buildings) we were adding to the game. During this review, we realized a weakness in our current system: the process for integrating new Garrison Houses into the game required far too much manual work and was also error prone. What worked for a few Garrisoned House variations did not for dozens. To work around this we had to implement new reusable components in code that allowed us to quickly add features like disappearing roofs and AI firing from windows to any new building asset. There were numerous other technical and gameplay challenges we had to address, such as supporting densely packed town environments without encumbering the server and dealing with possible ways that players might exploit our new environment layouts.

Along the way we also added several really cool features that I believe will help support the town revamp. First, we implemented a brand new camera system that is far more dynamic than before. It has a higher FOV, which results in less “warped” looking environments from the top down perspective. The camera zooms out when the player is aiming further way, providing a more strategic view of the battlefield.

Second, the further increase the defensibility of towns, we added the ability for players to mount the Garrison House windows. The mechanic works similar to mounting Foxholes, except the players must be inside the house first. Besides these, there will be a few more surprise features that will be revealing in the coming days. Stay tuned for more.

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 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 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.

Devblog 53: The Dead Harvest Game Jam

Devblog 53: The Dead Harvest Game Jam

News

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

News

Read about features that are in development for Foxhole.

Comments  (0 - 10 of 49)
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.

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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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Foxhole
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Our 2 year anniversary stream is now live! There's 1 more thing about Update 20 you should know about. Tune in to f… T.co

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We've rebuilt every village & town in the world for Update 20. Here's a sample of what they look like now. See the… T.co

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