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 (11)

July 9

Arendan river. A countryside village

Right let’s get straight into it, shall we? This blog is another batch of items that we are ready to talk about for our upcoming Early Access release. We have another look at our map list, talk about gameplay on specific maps, some UI changes and finally a note about our closed playtesting sessions.

In-game footage:
Having a stroll around Arendan River - one of the army based maps playable on the release of Early Access this year. You will do yourself good to watch out for fellows trying to take shots at your person in the quiet countryside village!

Arendan river
We needed a scenario large enough to be able to play on competitively, have a mix of long range and closed quarters density and finally attempt to balance it from both sides. What we ended up with is Arendan River, a scene featuring rolling open green, lightly wooded countryside and a small village.

Both sides will start looking down into the river valley from fortified positions (each featuring two field guns) but will need to push the open spaces and the village to win.

Close quarter combat will take place in the village halved by the river. Infantry garrisoning these buildings will be hard to get to as many feature narrow entrances and even upper floors. The fighting will be fierce, quick and often rely on the bayonet over the musket ball.

Charging across the stone bridge from one side to the other will also prove to be a difficult challenge. The village itself is quite the sight and features things like a peach orchard, an outhouse, watermill, lanterns, a piano and plenty of benches to rest on!

Outside of the village, the river can be crossed by a natural crossing on one side of the village and a small wooden bridge on the other. Both of these pathways serve as great flanking positions for those who aren’t looking forward to direct confrontation.

In contrast with the village, the rest of the terrain consists of gentle slopes, rock formations and various fauna. Fighting outside of the village will be over larger distances but will be no less deadly with the presence of artillery batteries on both sides.

It is important to note that while right now they are unrealistically sturdy, we will eventually change these buildings to be destructible after taking enough damage. On top of that, there will be a change later on that will allow players to swim across the river at the cost of their ammunition.

Army based maps. Ongoing progress
We have shown off a number of our finalised assets but we are keen to enter Early Access with a good selection of maps. Army-based maps are of particular importance to the community and we want to deliver.

The next map we will be talking about is based on a particular soft spot for a member of our team; the Scottish Highlands!

We are also taking what you are saying into account when it comes to their design. With the most obvious example being, creating a place for you and our entire community to share with us your map ideas! You’re most welcome to join in the discussion by heading here:

Map Concepts - Share with us your Ideas!

User interface. More changes
As you can already tell from the above video, we have significantly reduced the size of the minimap. We’ve also added some polish to the objectives panel as well as the nameplates themselves in an attempt to make it even easier to understand the situation at a glance. This has the bonus effect of decluttering the screen which leaves more open space to enjoy the game itself on.

We’re also working on a system that allows you to toggle on and off specific elements of the user interface including the minimap. This was a highly requested feature from our community so we’ve made sure to slot in some time for it. We’ll talk more about this in our next developer blog!

Community spotlight. Gathering direct feedback
We’ve been gradually inviting YouTubers and members of our community to the game so they can provide us with direct feedback and help us with testing the game. The emphasis has been selecting individuals with a passion for this type of gameplay.

All the feedback we received from all corners within our community has been very helpful for us and we have you to thank for that. We will be looking for more active fellows on our Discord and forums to help us out in future playtests. We’ll also be inviting some of you to take part in our pre-release event for the game!

Do check out the below YouTube videos for a listen to what Malakith, Warrior of Sparta, Chadtopia and Resonant have to say about the game. Every hit we get is a new potential player to fill the servers and grow the community so we would ask that you support us by supporting content like this.

Malakith Skadi:
Warrior of Sparta:

We would like to close this blog by expressing once again our heartfelt thanks to all of you who have been providing us with feedback and suggestions for the game on our Discord, forums and everywhere else within our community. We’re working hard to make the game more widely available so that your patience is not tested for much longer!

Here's a link to our forums and Discord:

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

8 comments Read more

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:
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.
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!

You can join in the discussion yourself on the following blog hereand 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

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