Fight on multiple fronts in Holdfast: Nations At War - A competitive multiplayer first and third person shooter set during the great Napoleonic Era.
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Release Date: 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access plays a key role in allowing us to remain independent. We are currently self-funding Holdfast: Nations At War to avoid any sort of outside influence to the development of the game and remain community oriented. We also want to create the game without the need for accepting donations or loans largely as part of our overall motivation and dedication to this project.

Shaping the game together with the players has played a major role in ensuring it’s success. We have been gathering feedback since the very early stages of the game’s development and we will continue to do so. Early Access will enable all of our followers with a direct opportunity to provide us with feedback while we continue to improve, iterate as well as well as include new content within the game.

Be sure to join us on our forum if you wish to share any suggestions. There are boards which are solely dedicated to gathering your feedback whilst allowing the rest of our community to voice their opinion on the matter. Go to our forum here.”

Approximately how long will this game be in Early Access?

“Creating a multiplayer title with a small team is a very challenging process. We want to make sure that the product is polished and most importantly satisfactory before the full release. We expect the full release of the game to be ready somewhere within 12 months after the start of Early Access. In game development, it is very difficult to accurately guess how long work will take. For this reason, we are not yet ready to give a definitive date.

We will be able to gather feedback on a much larger scale during the Early Access period. This will better help us with shifting our priorities on the improvements, new features or content that the community wants most before going for the final release.”

How is the full version planned to differ from the Early Access version?

“We have chosen the Napoleonic Era specifically because it offers us with almost endless possibilities for content. Holdfast: Nations At War is not just a single release for Anvil Game Studios. We have plans both for the game directly in terms of performance optimisations and additional content in patches but also for a Holdfast franchise.

We wish to build a community around this release, support it and keep new content coming so that it grows. This covers bug fixing in patches and later additions of planned content before then moving forwards into new regions, ships, factions, gameplay features and maybe even exploring new conflicts!”

What is the current state of the Early Access version?

“Holdfast: Nations At War is still undergoing development so some of its features and content are more polished than others. Once the game has passed the closed-beta phase sometime this year, we will be releasing it as Early Access on Steam. We’re doing our utmost best to bring the game to the players as soon as humanly possible.”

Will the game be priced differently during and after Early Access?

“There is a possibility that the price may change after Early Access but this has not been decided yet. Pricing for the final launch version of the game will be announced at a later stage.

Holdfast: Nations At War will be 19.99 EUR when it is out on Early Access.”

How are you planning on involving the Community in your development process?

“We truly believe and understand that the community’s involvement in our development process is of the utmost importance for the competitive element of the game to strive and prosper. It also plays a crucial role in ensuring the overall success of the game.

We have always welcomed feedback and always will. We would like to once again extend our invitation to join us on our forums where you can communicate your suggestions and thoughts with both the developers and the community. You’re more than welcome to get involved and help us shape the game.

We will be revealing our roadmap for Holdfast: Nations At War soon after it goes into Early Access. Prioritising the game’s features visible in our roadmap as well as the inclusion of newer ones will be based on the suggestions and feedback we receive from our community.

Your very own chance to play Holdfast: Nations At War before Early Access!

We will be hosting both testing and promotional events before our release into Early Access this year. To do this we need players and therefore we will be handing out a number of keys on our social media. Be sure to like our Facebook page and give us a follow on Twitter so you don’t miss this opportunity!”
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Available: 2017

 

Recent updates View all (10)

June 25

An officer's duel. Ongoing progress



We’re back with a bit of a mix of information today. As we draw ever closer to our release into Early Access we are fine-tuning assets and gameplay systems across the board. We have a special something to begin with! Napoleon and Wellington both didn’t like their officers duelling but sometimes disagreements were still decided by blood in secret...

In-game footage:
https://www.youtube.com/watch?v=S1s3TTvz1vM
Beat the drums! One good chap meets his unfortunate end in a duel between two officers. What you’re seeing here is raw unaltered footage taken directly from the game. Everything here is still being fine-tuned and should be considered a work in progress.

Role-playing and interactions
That video highlights another important aspect of our vision for the game. We feel that the type of gameplay we reward here should have more depth than just point scoring. We have already talked about our focus on community, competitive gameplay mechanics and planned content.

It is another direction that we would like to draw attention to here today. ‘Roleplay’ sits quietly in the corner of a game like this, taking form in small ways like spontaneous duels on the battlefield and even bigger ways like entire servers dedicated to the simulation of a garrison or battlefield.

To support our community to play the game as they want we are allowing server administrators free-reign when it comes to game settings and server configuration. One example might be the epic onslaught of an open field battle with an extended time-limit and reinforcements spawning in waves; watch the day-night cycle swoop by as the forces clash over and over again. We're also working on new functionality right now which will further increase the dynamicness of the battlefield.

On top of that our environments and systems have had that extra level of interaction and polish; for instance, you may have noticed pianos, walking, voice-acting, musicians, interaction with lanterns, and other in-game objects. You can also take a seat with your friends for a moment's respite in the middle of a battle!



We have a list of features we want to include after our initial early access release to both increase the depth of the game as well as give the players more options in terms of how they can play it. This includes things like detachable bayonets, surrendering, 3D VOIP and more musicians. Players will also have control over the 3D VOIP system - You will be able to adjust the volume, mute other players and server administrators will be able to directly disable 3D VOIP functionality from their servers. As the game progresses we look forward to continue working with our community to fine-tune features and work out our priorities for new systems.



Colour profiles. Changing the game’s colour scheme
Preferences in terms of look and feel are very subjective and so we have decided to ship with several options for players to pick from in terms of colour palette. Some might prefer a more ‘grim’ look to their games compared to the vibrant colour scheme you have seen so far. We can cater to both!

Normal - This is the default colour scheme of the game. It’s quite bright and colourful.



Gritty - This is the first of our selectable colour profiles. It’s a personal favourite of mine and makes everything look more gritty.



1800 - A colour profile for your atmospheric screenshots and videos.



Experiment with them all and choose one that suits you best. Feel free to put forward your ideas to us for additional colour profiles.



Palisade arena
We heard that our players will need somewhere to practice their skills in close combat and so our scene-makers have produced this little area for just that purpose. Server options to disable firearms for the deathmatch game mode were also included for admins to force combatants to only use melee weapons. Be it organised competition, practice or even normal gameplay we hope this smaller scene will suit your needs.

https://www.youtube.com/watch?v=vycBtDCUX70
Close quarter arena specifically designed for melee combat. Four interactable lanterns stand in the middle of the field to increase visibility during night time. We have also sped up the dynamic day-night cycle for showcase purposes.

Right now we’re in the middle of finalising work on the objectives panel to the left of the screen and the in-game chat.





Army based maps. On-going progress
We are working on several scenes that are designed to be played with larger player numbers and bigger game-goals. These environments take time due to their size as we have to balance the aesthetics, interesting locales, game balance, interaction and performance all at the same time.

Now that we have finalised both the snow scene and the arena map that we’ve shown in the developer blog; we’re working on yet another army based map. We know how important content on army based features and functionality are for our community so we’re putting all the time we can invest into that before our early access release.

The next map we’re currently working on is designed with the intent to promote both close quarter and long range combat. Close quarter combat will take place inside two small urban areas situated in the middle of the map. Both of these urban centres are separated by a river, but a bridge connects them both. We surely hope to see some intensive charges taking place here! We’ll be leaving the rest for another blog post. We’re very excited to show it off.



Animations. Community feedback
Members of our community have expressed that we could do with a couple of improvements to the forward musket running animation. So we did just that! We added more movement to the shoulders and sway to the musket so that the movement now looks more natural and fluid.

The list of animations in Holdfast: Nations At War has grown to be quite substantial. Since we opted for developing a directional melee combat system into the game the number of animations required has also increased tenfold! We’ll continue working on improving and polishing our animations both before and during early access.


We hope that by now we’ve shown both our dedication to this project and a willingness to listen to our community. You’ll also see this being reflected in its entirety in our roadmap for the game we’ll be releasing when the game is out on early access this year.

Anvil Game Studios is hoping to create more than just a single release with Holdfast, our priority is the creation of a community around a shared vision. Therefore we are committed to increasing the scope of the original game after the official release as well as working on more content to start to build up a franchise. It makes sense for our intended playerbase to be a big part of that and we really appreciate all of the support and suggestions that you have been giving us up until now.


Do join in on our Discord. We’d love to get to know you better and gather your thoughts about the game!
https://discordapp.com/invite/XsHBUNs

You can join in the discussion yourself on the following blog hereand until next time, may good health be yours.

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June 8

Desert ruins. An army based map



Dust your muskets and roll up your sleeves because this week we are venturing into the heart of the desert to visit the remains of civilisation long since past. As we mentioned in our last blog, we are hard at work finalising our selection of maps that will launch with our early access release. We will also be giving you further insight into the user interface and our plans for it based on the feedback we’ve been receiving from our community.

In-game footage:
https://www.youtube.com/watch?v=EA4fTHi9MDg
Raw in-game footage of one of our army maps - Desert Ruins. We also show you how the newly reworked nameplates system looks like at the very beginning of the video. It’s much cleaner now that nameplates only become visible when you’re looking directly at another player!

What we've shown in the above video is still a work in progress and is subject to change depending on feedback from our community.

Desert Ruins
Desert ruins will play host to some of the largest brawls seen in Holdfast: Nations at War. The terrain while fairly uniform and open is littered with small elevation differences, palm trees and extensive ruins.



This means that it ends up in a combination of chaotic cover and open spaces. If you ever have time to gaze away from the combat around you, the ruins themselves are an impressive sight. Featuring the remains of bath houses, temples, houses, columns, city walls, and an aqueduct this setting will see fierce hand to hand combat within the remains of the ancient urban paradise.



Scaling the walls to gain an advantage over approaching enemy infantry comes at the risk of being an easier target for the field guns in the open sands. The quiet rustling of wind on sand will soon give way to the boom of cannon and crash of hot metal.



Once again our dynamic day/night cycle comes into play for longer skirmishes, the desert becomes a completely different beast in the cool of night. It has been designed to support the army assault, battlefield and deathmatch game modes.




New maps. On-going progress
Along with all of the scenes we have previously shown, players can expect even more army based maps for the early access release. The first of these is a winter scene which has just been finalised of which we can talk more about in a later developer blog. Furthermore, we took some time to create a much smaller ‘arena’ scene so that players who wish to practice or improve their melee combat skills, have a close-quarters area to do so.



You’re more than welcome to share with us any ideas for scenes you may have. Head over to our forums and join in the discussion in the below thread to do so.

Map Concepts - Share with us your ideas!



User interface. Community feedback
First of all, we would like to thank you all for being so responsive and supportive. This is enabling us to make improvements to our game based directly on your feedback before we even enter early access! Our most recent example is that there were concerns raised over the amount of screen space being taken by the displaying of friendly player’s names all of the time. We heard you and have now changed the system to only show a player’s name when you are looking directly at them.

We are also looking into ways of helping the player distinguish friend from foe so further feedback as we introduce these systems is greatly appreciated! It is our aim to have this and other sections of the UI toggle-able so that you can tailor it to your own desired experience.

Following on from that we have made some changes to our UI, most notably disabling the objectives panel until we can put our final minimalist UI design into place. We have more improvements and changes in store for the UI further down the line in our development roadmap. This includes reducing the size of the minimap to the bottom left of the screen. We’ll keep you updated.



Join us on Discord group chat!
We would like to extend our invitation for you to join us on our Discord group chat. It’s been great seeing the community engage in discussions about the game. Your feedback has been truly useful to help us improve and plan ahead our development roadmap for the game which we’ll be making publicly available when we go into early access this year.

We hope to see you there soon and please do spread the word around!
https://discordapp.com/invite/XsHBUNs

You can join in the discussion for the following blog here! and until next time, may good health be yours.

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About This Game






Holdfast: Nations At War is an online multiplayer first and third person shooter focusing on a combination of teamwork and individual skill. Take part in historic clashes on land and at sea waged by the most powerful nations during the great Napoleonic Era.


Play the way you want!
Command and crew historically inspired sailing vessels in powerful duels or within squadron operations where cooperation in running your vessels leads to victory. War at sea is an entirely different setting and these clashes will take place off the coast in a selection of beautiful arenas.

Take the King’s shilling or fight for the Emperor in glorious Napoleonic field battles. Join the ranks and keep the line steady or provide support from the rear with cannon fire as you strive for dominance over the battlefield.










Join the Navy
Experience what it’s like to be a crew member on board a military sailing ship. Raise the sails, fire the cannons, test the water depths and cooperate to keep your vessel afloat!

Enlist in the Army
Work with your comrades to storm enemy fortifications or support the fight from the rear with artillery fire. Keep the line steady in open field battles and lead your men to victory!










Play as a Captain, Sailor, Line Infantry and more! Every class comes with its own traits and roles which are crucial for your team’s survival.

Holdfast: NaW’s order-based system allows for intuitive cooperative play where your ability to work as part of a team matters just as much as your personal skill.












Whether you are manning a cannon, firing a musket or swinging a sword, Holdfast: NaW's combat mechanics are easy to learn but hard to master. The game rewards player skill via a precision and timing based directional melee system.










There will be plenty of chances for you and your mates to take on other groups in tournaments and fierce competitive events. Hone your skills because you can be sure that your opponents will too!


System Requirements

    Minimum:
    • OS: Windows 7
    • Network: Broadband Internet connection
    Recommended:
    • Network: Broadband Internet connection
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