Fight on multiple fronts in Holdfast: Nations At War - A competitive multiplayer first and third person shooter set during the great Napoleonic Era. Charge into battle with over 150 players per server!
Recent Reviews:
Mostly Positive (143) - 79% of the 143 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (3,491) - 85% of the 3,491 user reviews for this game are positive.
Release Date:
Sep 21, 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 under active development.

This Alpha state means that some of its features and content are more polished than others. Improvements are ongoing for the core mechanics of the game such as the melee and naval combat along with player count optimisations. On that base, we also plan on the inclusion of new features such as cavalry, new factions and maps. We know what the community wants and we’re working on it!”

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.”

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.

The development roadmap details a list of new features for all of the theatres of combat within the game as well as improvements to existing systems. We will be releasing this at the same time we release Holdfast: Nations At War on the 21st of September.
View the development roadmap.

The prioritisation of 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. Visit the below board on our forums to get involved!
Go to the Polling Booth - Have your say on the game.
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Recent updates View all (56)

August 5

Dev Insight. Our Plans. We're Growing The Team!

Now that everything is set in stone, we have a rather exciting announcement to make regarding the future of Holdfast. We’re growing the team! This will be integral towards bringing the game out of Early Access with bigger, more content-filled updates.

Having to take care of expanding the office space, recruiting new individuals and the upcoming update, has resulted in an extremely busy month for everyone at Anvil Game Studios. We’re sure that you’d love to hear more details about our plans and what we’ve been up to.

Growing The Team! Game Programmers
Starting with the most exciting recent announcement, we’d like to give you a better insight into the changes that’ll be happening to our programming department. Melee combat improvements, cavalry, player-built defences, new artillery mechanics and any other feature that you’d like to see in the game all require the expertise of a game programmer.

On the 13th of August, a Senior Game Developer (Programmer) - Dylan ‘Wrexia’ Abela will be joining the team. He’s been working in the industry developing games for over five years and we’ll be sure to put his experience to good use! He’s an awesome chap to hang out with as well.

There’s going to be yet another addition to the same department coming soon! We’re currently in the process of recruiting a Game Developer (Programmer) bringing us to a total of 3 programmers working on a full-time basis. We already have plenty of prospective individuals that we’ll be conducting interviews with this Monday.

Dylan ‘Monroy’ Vassallo has taken a step backwards from development by switching from working on a part-time basis to freelance. He’s doing this to further his studies. The team here would like to wish him the best of luck with his master’s degree! Monroy will be taking the role of mentoring new Game Developers to hasten productivity.

Walentin ‘Walki’ Lamonos, a Level Designer who works remotely from Germany will also be joining us for a few weeks during this month. Truly exciting times ahead of us! Here’s a look at the renovated office space to house the new folk that’ll be joining the team.

Game Updates. Our Plans
Growing the team is all well and good but some might pose the question of what our plans for the near future in terms of game updates are. We’ve been listening very closely to feedback from the community and we’re sure that what we have planned will please the good majority.

After we release the upcoming update aimed towards solving the most pressing bug fixes, game stability, 3 new maps, a minor game engine upgrade which was necessary to bring the community servers back online and other additions focused on performance optimisations, all we’ll be working on is melee combat. We’ve done our first Closed-BETA test for the upcoming update during the previous week and things have been progressing well in preparation for its release.

Right after the release of the upcoming update, we’ll place our sole focus on melee combat mechanics. The community will be deeply involved throughout this update’s development process with multiple BETAs being hosted as we push forward improvements towards this mechanic.

Andreas ‘Dreas’ Grech has already taken care of a substantial amount of the work required to solve the hitbox issues that players experience whilst engaged in melee combat. Even though this is the most pressing issue, we will be doing much more in relation to this mechanic during this update as we are aware that it is at the heart of the community. To name a few others, we’ll be nerfing the melee damage dealt by flags and looking into improving feinting mechanics.

It has been a long road to come up to a point where we’re able to push more updates towards melee after we improved blocking responsiveness. We’re doing our best to finish the upcoming update as soon as possible so we can head off to the much-anticipated melee combat update.

If you have an avid interest in this mechanic and would like to give us a helping hand with feedback, please do hop in on our Discord. We’d love to hear what you think!

Even though this will spoil the surprise a tad, here’s a look at the artillery class that will be introduced in an update focused on artillery mechanics after we finalise the melee combat improvements. We’ll be introducing new shot types, moveable artillery pieces, shot bounce and more.

To sum everything up, we’ll first finalise the upcoming update, then head over to melee combat and after that, we’ll start developing an update focused on artillery mechanics. We’ll also slot in performance optimisations and quality of life improvements as we go through the development phase of an update. We haven’t forgotten about team-balancing functionality as well.

There’ll be much more coming to the game besides what we’ve mentioned here before the game leaves Early Access.

Let’s get into what we’ve been working for the upcoming update. Most of the team have been busy here with recruitment and renovating the office space but we’ve got plenty of things done already.

Andreas ‘Dreas’ Grech - Lead Programmer
Besides the on-going work on hitbox issues for melee combat that will be released after the upcoming update, he’s been looking into various ways to improve stability as well as solving some of the more pressing bug fixes.

First and foremost, he performed a minor game engine upgrade which was necessary to bring the community servers back online. A hotfix for this has already been released and will be present in the upcoming update. Dreas then solved an issue which caused players to start floating around and de-synch during naval combat scenarios, a graphical bug that caused the screen to flicker when a player touches the water, reduced the game’s files size, solved various issues with language localisation and spelling errors, yet another bug that stopped the map from loading forcing players to close the game, solved a variety of instances with 3D VoIP which impacted client-side performance and more.

Be sure to check out the entire list of changes in the upcoming update’s blog post.

Julian ‘Rycon’ Farrugia - Lead 3D Artist
Rycon has been polishing maps from our level designer and the community to make sure that they’re done and ready for release. He’s also been re-designing the Conquest game mode based on community feedback. You’ll now find fewer capture points present in this game mode so players are less spread out on every map.

Walentin ‘Walki’ Lamonos - Level Designer
In the upcoming update, you’ll be able to check out two new maps designed by Walki. Inspired by a historical fortification, Fort Salettes will be one of the largest siege maps to be released in the next update. The attackers will have to break through multiple layers of defences and capture them as they reach the main objective. When an objective is captured, the entire team will be able to spawn on it.

Causeways is a map designed for the Army Battlefield, Conquest and Assault game modes. The map features plenty of open places where players can fight in formation.

By The Community - Creations
This time around Pierre from the 59th Regiment of Foot decided to go for something different from the Blackforest map that was introduced along with the release of the Prussian faction. Fort Schwarz is a destructible fortification playable on the Army Siege, Conquest and Battlefield game modes. It will be available in the next update.

A line battle map designed by Starblazer from the 63e is currently undergoing its polishing phase by Rycon.

Once again, we would like to extend our heartfelt thanks to the brilliant Holdfast community for their support. It’s been a daily pleasure of ours seeing the community grow and prosper, and we look forward to more. You can rest assured that we’ll deliver on our promise.

May good health be yours.

- Anvil Game Studios
30 comments Read more

June 21

Huge Update. Prussia Released! For The King - 35% Off

Brace yourselves as Holdfast: Nations At War has just received one of the largest content updates to date. The much-anticipated Prussian faction is here! Muster the men and march once more for the glory of the King. Make sure to fill those ranks with new recruits as Holdfast is now 35% Off for the duration of the Steam Summer Sale.

There’s a whole lot more to look forward to besides the Prussians. A re-designed spawn menu user interface, interchangeable faction spawn positions, multiple game mode servers, interactable doors, more maps to explore and we will also be adding two new additions to the Coast Guards!

Check out the trailer.
It would be great if you can help us spread the word around about the sale to bring this genre of Musket Warfare games that we all love in the limelight. We want to continue strengthening the following behind the game as it grows and develops.

We’ve also finalized development on the game engine upgrade which was quite the hefty task. You’ll be seeing improvements on melee combat mechanics get into the game after this update. The community will also be heavily involved in our testing so be sure to join us on Discord if you’d like to participate.

Join The Community Discord!

Prussia Released! For The King
A big cheer for the King! Head into battle with the all-new Prussian faction as they are now available to play in Holdfast: Nations At War. Cheers, shouts, insults and a plethora of German voice acted orders, brand new uniforms for each and every class and most importantly, new fife and drum tunes to make your presence well known throughout your conquest.

This faction was voted in by the community with an overwhelming majority. It has truly been a pleasure of ours designing and developing the Prussians. Here’s a look at all the uniforms.

Infantry Officer
Role: Command

Line Infantry - Colberg
Role: Offense

Line Infantry - Freikorps
Role: Offense

Light Infantry
Role: Offense

Role: Offense

Flag Bearer
Role: Support

Drummer & Fifer
Role: Support

Marching Tunes
  • Althessischer Reitermarsch
  • Der Dessauer
  • Heil dir im Siegerkranz
  • Hohenfriedberger Marsch
  • Yorkscher Marsch
  • Pariser Einzugsmarsch
  • Preußischer Lockmarsch
  • A Drum Roll
Role: Offense

Role: Support

Role: Support

Do go and check them out! The Grenadier class will be introduced at a later stage.

Faction Spawn Positions. Interchangeable
There are plenty of players who are particularly adamant about always joining one particular faction. Be it for better or worse, they only get to see one side of the map. That will all be changing in this update however.

For all those event administrators out there hosting competitive events, you should note that this functionality is supported on all existing game modes including Army Assault. We’re certain that it’ll become a very useful tool. You can find instructions on how to set your server up further down below.

British Coast Guards. New Units!
Ever wanted to defend as the British Coast Guards in the Coastal Siege game mode? Now you can! Since the initial faction spawn positions are now interchangeable we thought that it would be an opportune moment to make these units available to play in the Coastal Siege game mode.

Coast Guard
Role: Offense

Role: Offense

Spawn Menu User Interface. Re-Designed
One of the first major improvements that players will immediately notice from the old user interface is that it, of course, looks significantly better! A truly marvellous job done by Cameron, our UI Designer on the design. This new spawn menu user interface will also be used to provide players with more information on the class they are playing in a future update.

We are also now displaying a randomised set of ship names with the new user interface so you can easily distinguish which ship to spawn on if you’re playing with your crew mates. On a side note, we haven’t forgotten about some of the issues that occur whilst playing on naval maps. They’re on our to-do list for fixes after the melee combat improvements.

2 New Maps! Linburg & Black Forest
We’ll also be introducing a couple of new maps with this update. Strive for dominance over the fortified village in Linburg with plenty of possibilities for flanking manoeuvres or take the fight on the open plains in Black Forest.


Black Forest

Expect to hear more of this from us in our blog posts as we have quite a few maps soon nearing completion! Until then, you can check the new maps out on the official servers.

Game Engine Upgrade & Melee Combat
Holdfast: Nations At War is now running on the latest version of Unity 2017! Development on the upgrade has been one of the largest undertakings that the team has embarked on to date with a code base of over 150,000 lines of code receiving iterations to make this all possible.

The engine upgrade has been our sole and primary focus during the past month. “Why spend development time on such a time-consuming undertaking?”, you may ask. We have promised our community that we will improve upon melee combat during our Early Access release and this was a necessary stepping stone towards that.

New technologies in the upgraded game engine will allow us to further refine player movement and solve the discrepancies with ‘hitboxes’ - Development on this is currently ongoing and will continue to be given the highest of priorities. As soon as development on the player movement re-design is finalized, we’ll make it available on the BETA and work with our community to polish this mechanic.

Once again, be sure to join us on our Discord if you’d like to participate.

Join The Community Discord!

Army Front. Multiple Game Mode Servers
Playing the same game mode can sometimes become a bit stale and rightly so! The community suggested that we host official servers with different game modes in a server’s rotation and we’re doing just that.

Would you like to play the Army Siege, Army Conquest and Army Battlefield game modes without having to switch between servers? Join one of the Army Front official servers in both EU and NA to do so.

Interaction. Openable & Closable Doors
Albeit a relatively minor feature when compared to the rest in this update, we thought that it would be ideal to provide players with the functionality to open and close doors for fortifications, houses and other structures. The more things you can interact with on every map, the better.

Community. Crews & Regiments
Crews and regiments (clans) host weekly events where they follow the rules of engagement relevant to the Napoleonic era. It is a delight of ours seeing servers fill up to the brim with players, as regiments battle in formation.

You should definitely consider participating in one of these events. Head over to the link down below to enlist in a crew or regiment to your liking.

Enlist in a Crew or Regiment.

Here’s the entire list of additional features, bug fixes, improvements and content that you’ll find in this update.

Changelog 14 - Game Version 0.14.6746.28387
  • Head into battle with the all-new Prussian faction as they are now available to play in Holdfast: Nations At War.
    » Input the following parameter per map rotation to play as the Prussian faction: faction_attacking prussian or faction_defending prussian
  • Interchangeable Faction Spawn Positions! There are plenty of players who are particularly adamant about always joining one particular faction. With this addition, the initial spawn position of a faction will be different after each and every round.
    » This functionality is supported on all existing game modes including Army Assault and all Naval and Coastal game modes.
    » Input the following parameter per map rotation to define the position where a particular faction should spawn at: faction_attacking french and faction_defending british
  • British Coast Guards. New Units! Defend as the British Coast Guards in the Coastal Siege game mode.
  • The Spawn Menu User Interface has been completely re-designed. It is now much easier to locate a naval vessel to spawn on if you’re playing with your crew mates.
  • 2 new maps! Linburg and Black Forest are now in the game. Both of these maps have been included in the official server map rotation.
    » Input the following parameters to host these maps on your community server: map_name blackforest or map_name linburg
  • Game Engine Upgrade! Holdfast: Nations At War is now running on the latest version of Unity 2017. Development on the upgrade has been one of the greatest undertakings that the team has embarked on to date.
    » All of this was done with the primary objective to improve upon melee combat.
    » New technologies in the upgraded game engine will allow us to further refine player movement and solve the discrepancies with ‘hitboxes’ - Work on this is currently ongoing.
  • Multiple Game Mode Servers! Join one of the Army Front official servers to play the Army Siege, Army Conquest and Army Battlefield game modes without having to switch between servers.
  • Openable and Closable Doors. More objects to interact with on the map.
  • Roleplay! Several chairs on various maps are now sit-able.
  • New end of round victory tunes for all factions are now in the game! We do hope that you take a liking to these.
  • Server administrators can now select Brazil as a region through the server configuration file.
    » Input the following parameter if you’d like to assign the Brazilian region to your server: server_region brazil

  • Rifleman accuracy over long distances on the Standard game type has been reduced.
  • Fixed a bug which caused the server to disconnect all players after 254 rounds.
  • Shadows have been improved.
  • The main menu screen has been changed to showcase the glorious Prussians.
  • Added an audio reverb for an echoey effect when speaking or other sounds play inside buildings.
  • Map loading screen images will now appear faster.
  • Arranged the order of a variety of spawn points on land-based and coastal maps in the spawn menu. This is so that the base spawn points where the greatest number of players can spawn will always show at the very top.
  • You can now find multiple spawn points on the Training Grounds map when playing on the Army Battlefield and Army Assault game modes. This will make it easier for players to travel around various locations on the map.
  • Adjusted the initial spawn positions for players on several maps so you don’t spawn way too much above ground. This is still a work in progress and some spawn locations have yet to be re-visited.
  • Training Grounds is no longer playable on the Conquest game mode.
  • You can now play with all the in-game classes including the Naval and Coastal ones on the Training Grounds map.
  • The Training Grounds map now has a unique loading screen.
  • Fixed an issue with an incorrect sound being played when hitting the wooden floors of the church found on the Training Grounds map with a melee weapon.
  • You can now find mortars at both of the base spawns on Fort Winston.
  • The cannons inside the siege camp on Fort Winston are now able to cover a greater area.
  • Included several ambient sounds on Fort Winston.
  • Fort Winston has received various optimisations.
  • Fixed an issue where players could hide inside gabions on the Desert Plains map.
  • Fixed an issue with objects disappearing at a close distance on the Desert Plains map.
  • The snow accumulation on the Grassy Plains map now looks better.
  • Adjusted several ladders on Sharpton so players can climb them more easily.
  • Fixed an issue with cannon rotations on the Sharpton siege map.
  • Fixed an issue where players could jump out of the window and go into the river on Sharpton.
  • Fixed an issue where the Officer class showed twice in the list when spawning on the Windmill spawn point on Sharpton.
  • Fixed an issue with the snow accumulation on the Sharpton map looking too bright.
  • The camp on Fort Christina has been filled with additional props.
  • Fixed a spelling mistake on one of the spawn points in Fort Christina.
  • Fixed several instances where players could get stuck between objects in Fort Christina.
  • You can now more easily climb the staircases near the gabions in Fort Christina.
  • Fixed an issue where players couldn’t spawn using the Rifleman class on the Highlands map.
  • Fixed an issue with recoil on one of the cannons on the Highlands map.
  • Players will now find additional doors when traversing inside the South Sea Castle fortification. This was done so that the fort is more easily defendable.
  • Fixed several spelling mistakes in the music selection panel for the British faction.
  • Fixed an issue with flickering textures on one of the pianos in the game.
  • Fixed an error that was being caused when an object was destroyed in the game.

Known Issues
  • Sometimes players may experience graphical issues when playing on the Naval or Coastal game modes. Disconnecting and connecting back to the server will fix the problem. We're working on a permanent fix.
  • Coastal Siege maps are missing a background when selecting a class in the new spawn menu user interface.
  • You can ‘Turn On’ a door. Yeah. Brilliant.
  • Army Conquest is causing issues sometimes on the server. The game mode was temporarily removed from the rotation.
  • Britain is spelled incorrectly on the Victory Screen emblem.

Look forward to more updates from us in the coming weeks! We’ll keep you updated on our progress. Thanks again for your support and as always, may good health be yours.

- Anvil Game Studios
47 comments Read more
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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.

Charge into battle with over 150 players per server!

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 64-bit, Windows 8 64-bit or Windows 10 64-bit
    • Processor: 2 GHz Dual Core
    • Memory: 4 GB RAM
    • Graphics: Direct X 11 Compatible Card
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    • Additional Notes: An Intel® HD Graphics 4000 card is capable of running the game at a low framerate when playing Army based game modes on minimum graphics settings.
    • OS: Windows 7 64-bit, Windows 8 64-bit or Windows 10 64-bit
    • Processor: 3 GHz Quad Core
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 970
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 8 GB available space

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