Foxhole is a massively multiplayer game where you will work with hundreds of players to shape the outcome of a persistent online war. Every individual soldier is a player that contributes to the war effort through logistics, base building, reconnaissance, combat, and more.
Recent Reviews:
Mostly Positive (100) - 75% of the 100 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (5,746) - 79% of the 5,746 user reviews for this game are positive.
Release Date:
Jul 27, 2017
Developer:
Publisher:

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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?

“Foxhole is a large scale war game with emergent gameplay and unique sandbox features. The process of developing the game with a live audience has allowed us to deliver on the gameplay that makes Foxhole so different from other online war games. We hope to continue this journey of development in Early Access, and make Foxhole an even better experience than it is today.”

Approximately how long will this game be in Early Access?

“There is no planned release date at the moment, but it took us about a year of pre-alpha testing with a live audience before we felt the game was ready for an Early Access release. It's reasonable to estimate that it will take about this much time to complete Early Access.”

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

“The full version will include much more content, new features, and additional polish and depth to existing parts of the game. We also hope to resume development on World Conquest mode during Early Access, which is the game mode that allows for hundreds of players to simultaneously fight in one unified war spanning multiple territories.”

What is the current state of the Early Access version?

“The Early Access version available today is stable, balanced, and has no game breaking bugs. In short, it's playable on a daily basis and has been played by hundreds of players on a daily basis for a year now. There are definitely rough edges in the UI, some bugs, and not much in terms of a tutorial so expect to spend some time learning the game.”

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

“The price may increase after Early Access. This is still to be determined. We are committed to NOT sell microtransactions for Foxhole.”

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

“A very strong and active Foxhole community has existed for over a year now. We have over 50,000 members on our Discord (http://discord.gg/foxhole) and 5000 members on our subreddit (reddit.com/r/foxholegame). Check out all the fan art and fiction that our community has created over the last year (http://www.foxholegame.com/blog/category/Community). In addition, we put out developer streams and blogs on a regular basis. Feedback from the community is constantly being evaluated and integrated into the game.”
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Recent updates View all (69)

October 24

Update 0.18 : Dead Harvest (Zombie Mode)



Our goal is to continue to deliver regular content and feature updates on a monthly basis. If you are enjoying these updates, please take the time to write us a review. Thanks for continuing to support the development of Foxhole.


DEAD HARVEST EVENT

Prepare for our first Halloween exclusive game mode, The Undead Harvest! Play as the undead or survive against them! Watch the video below to get all the details on this limited time event.

https://youtu.be/kO9_5JBILVo


The event goes live on Thursday at 11AM EDT and will last for a week. The devs will be joining the Dead Harvest when it starts so this will also be your chance to play with the team!

After the event goes live, it will be accessible from the Travel Map screen.




SNIPER RIFLE

A long anticipated weapon has arrived! The Sniper Rifle is a scoped, bolt action firearm that has extreme range, high accuracy, and one shot kill damage. While this may seem overpowered, it also has some trade offs. It's heavier than most other small arms, has a slow rate of fire, and takes a very long time achieve a steady aim.

Initially, the Sniper Rifle will only be available in Skirmish and the Dead Harvest event. Based on your feedback, we may consider adding this to World Conquest in the future.




COLLABORATIVE LOGISTICS

We're adding some new tools to help logistics players work together and manage their supply chains more effectively. First, Factory orders can now have three permissions:
  • Private - You can pick up this order
  • Squad Only - Squad members can pick up this order
  • Faction Wide - Faction members can pick up this order



The Factory screen has tabs that show production queues for all three categories. This allows collaborating players to see each other's orders and schedule their orders accordingly. The number of available inventory slots for Factories has also been increased, allowing for more crates to be left behind for others to use.

Finally, the same permission system also applies to Resource Mines, which will allow Scrap and Sulfur Mines to be operated communally as previously requested by players.


RELEASE NOTES

There are a bunch of other improvements, changes, and bug fixes in this update. Read the full release notes for the details: http://www.foxholegame.com/single-post/2018/10/24/018-Release-Notes

38 comments Read more

September 26

Major Update 0.17 : Industry of War is LIVE!



Our goal is to continue to deliver regular content and feature updates on a monthly basis. If you are enjoying these updates, please take the time to write us a review. Thanks for continuing to support the development of Foxhole.

Due to the complexity of Foxhole, whenever we make big updates to the game like this there is always the risk that we break something or introduce new problems. Please let us know on Discord or Reddit if you encounter any issues. We’re always open to feedback and conversation :)


Facilities

Facilities can now be constructed at certain world structures to extend their functionality. For example, Garrison Facilities can be added to Forward Operating Bases to allow non decaying structures to be built nearby. When Facilities are built, new visuals are added to the structure to indicate the new functionality. This currently only happens on the redesigned structures like the Refinery and Factory, but it's a feature that will eventually come to all structures. In the future we hope to add new facility types to enable even more customization to structures.




Industry & Economy Improvements

We've made many changes to the economy that we hope will enable more choice, progression, and dynamic situations for players. Instead of having logistics predefined by the level designer, players are now free to choose where their logistics centers are and when they will be there. Every single town in the game now has an industrial wing that can be built up for production, refinement, and storage. This allows players to define their own supply lines and to make strategic decisions on whether to risk having their logistics power closer to the front or to slowly build up safely behind friendly lines. We've also redesigned the logistics structure assets as part of our ongoing visual refresh.



To support this new economy, new resources have been introduced. Tech Parts now refine into Research Parts, which are used to advance the Tech Tree, and Upgrade Parts, which are used to build Facilities.


Redesigned User Interface

For the first time since the start of the project, we’ve done a complete redesign of the user interface. Our goal was to preserve the utilitarian and immersive nature of the existing UI, while adding in flexibility for future expandability and improving the overall cohesiveness and visual polish. In short, we wanted to make it easier for us to add new gameplay and quality of life features in the future (the old UI architecture often made it difficult to make any changes) and also to add a new coat of paint to the visuals. We’ve been very cautious, but let us know if any workflows have been broken and we can fix them in future updates.



Improvement Highlights
  • Item Categories - Tabs to organize item categories on Production and Stockpile screens.
  • Faster Item Retrieval - The stockpile screen no longer closes when retrieving items.
  • Factory Screen - One screen displays all production information so all orders and queues can be managed in one place. Items can now be individually removed from an order before submission without the need to cancel the entire order first.
  • Structure Build Screen - Build menu is now located on the bottom of the screen, leaving more space on screen for placement planning.
  • HUD - HUD elements have been pushed to the corners of the screen, removing the clutter from the player's view of the world.


Storage Facility

This is a new logistics structure that acts as a staging area for produced items at major logistics centers. It behaves like a “stockpile for crates”. Initially this will be useful at Port Bases, where produced crates can be efficiently stored until a supply line driver can come by pick them up. This essentially allows producers to be decoupled from delivery and generally allows for more logistics flexibility and planning.




Friends List

You will now be able to mark other players you meet on the battlefield as friends. You can do this either through the ALT-click player context menu or via the operations player list. Friends are always displayed on the HUD player list so it’s easy to know when they are online and convenient to whisper to them.

We’ve seen many players share incredible war stories about meeting strangers on the battlefield and working with them to overcome incredible odds. Players will now be able to get in touch with these prior comrades in future wars.




Fisherman's Row V2

Fisherman's Row has received a complete redesign and has been expanded to be a full conquest region. This will allow us to support more players in the Conquest during high population situations. Much like Great March and Reaching Trail, it will exist as a stand alone region but there are plans to connect it to the mainland via water travel in the future.



Land and sea are married in the new layout, with the inner body of water being surrounded by observation towers, so the more of the ring that either faction controls will directly affect the radio intelligence of their navy. Our hope is that this will lead to more pivotal naval engagements and exciting amphibious landings across the map’s many beaches.




FCL Season 3

Season 3 of the community run Foxhole Competition League starts this update. For this new season, a new custom map has been created that is tailor made for these events. To register a team, head to the FCL Discord.




Other Key Changes
  • Forward Bases now leave behind a "husk" when destroyed that can be claimed by the enemy with Facilities intact
  • Structure decay can be prevented by building a Garrison Facility at a nearby Base and stockpiling it with Garrison Supplies
  • Garrison Timer has been removed and replaced with a requirement to build Garrison Facilities
  • Bases now have a large fixed AI radius and Tunnel Networks are removed
  • Local voice chat is now muted on the death screen
  • Foliage visibility rules have changed to make it clearer when a player is hidden
  • Port Base layouts have been redesigned for more efficient logistics
  • Vehicles moving at slow speed can no longer be blocked by enemies

Key Bug Fixes
  • Character jittering making it nearly impossible to hit players
  • Players no longer spawn in unplayable areas during Home Region or Skirmish lobby rollovers
  • Local voice chat is now muted on the death screen
  • Water travel issues resulting in Amphibious vehicles getting onto land


Release Notes
There's a ton of other changes, game balance, and bug fixes! Refer to the release notes for all the details: http://www.foxholegame.com/single-post/2018/09/26/017-Release-Notes

Due to the big changes in this update, we've also provided an FAQ to help clarify why certain changes have been made.

The next World Conquest starts on Thursday, Sep 27th at 11AM EDT.
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Reviews

“This was the first time that I felt like I was playing in a war: it was both entertaining and surreal.”
Kotaku

“I enjoyed Foxhole, and I know much of that enjoyment grew out the marvel of watching so many players working together.”
IGN

“...manning a supply route or keeping watch is as important as building tanks and shooting the bad guys.”
PC Gamer

About This Game

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.

WE ARE COMMITTED TO NOT SELLING MICROTRANSACTIONS FOR FOXHOLE

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



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



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

System Requirements

    Minimum:
    • OS: Windows 7 or higher
    • Processor: Dual-Core 64-bit Intel or AMD processor, 2.0 GHZ CPU
    • Memory: 4 GB RAM
    • Graphics: 1 GB DirectX 11 compatible video card
    • Network: Broadband Internet connection
    • Storage: 2 GB available space

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