Foxhole

Foxhole Dev Tracker




27 Mar

Comment

Originally posted by Muigg

I'm sorry if it came across rude. I just wanted to make a funny post.

I am aware that these things are purely meant for testing new features and is not designed for the amount of players that joined this duell and im really glad the Developer Team let's us test these features in advanced in a sandbox-ish environment than an actuall game environment.

I also want to thank all of you for your amazing effort you guys put into the game and keep providing us with amazing features optimisation and fixes and endure the sometimes questionable player bashing.

Foxhole is really unique and so is it's Community and Dev Team and I'm really happy it exists.

Godspeed Devs! Keep up the good work!

No worries! I mostly wanted to confirm so the correct information could be relayed to the dev team.


26 Mar

Comment

Originally posted by Muigg

Yes

The dev branch environment was just never designed to handle this amount of traffic or this scale of battle. A few days ago we updated the configuration of the server to address an obvious issue that would cause this sort of problem under load on dev branch. However, today's test battle caused further problems with that configuration.

For context, the dev branch environment has about 5% the amount of server hardware as the Live shard and is made for 100-200 players spread out among lots of regions (which is the average amount of players usually in dev branch). When these sort of dense test battles occur, the dev branch shard gets stretched way beyond the capacity they are designed for which results in several problems including this one.

In the future, if these test battles are going to be done more regularly, we're just going to have to factor that into our dev branch setup.

Comment

Is this on the dev branch?


19 Mar

Comment

Originally posted by enderseye

you guys said that you were planning on spending a year on QOL on every facet of the game, for clarification for everybody, does this extend to things such as bunkers and tanks?

I wouldn't say "every facet" as that's too all encompassing and could be misinterpreted to mean different things. We will try to revisit parts of the game similar to Facilities in Update 56.

Comment

Originally posted by lefboop

Keep in mind that removed modifier can also mean that they are just gonna set it to very high everywhere lmao.

The new rate is going to be roughly equivalent to the prior "Good" modifier.

Post

We'll be answering questions here for the next few hours. Update 56 specific questions will be prioritized. Thanks!

External link →

14 Mar

Post

The next Foxhole Devstream is on Tuesday, March 19th at 1PM ET. Join us on Twitch for a live preview of what's coming to Foxhole in Update 56.

https://twitch.tv/foxholegame

https://preview.redd.it/qqmihj9x3coc1.png?width=1920&format=png&auto=webp&s=df6d3c6f906f4c7b2b6377429f3678f901be85c1

External link →

05 Dec


29 Nov


11 Nov

Comment

Originally posted by DickDickDiiiiiiiick

Yea servers died, apparently it's "Steam servers" but i'm wondering what does that mean
The simple thought of every single Steam game having their servers crash as often as Foxhole (aka: every day) is really hilarious

Foxhole and many other games rely on Steam services for networking. Most of the time, Steam services run fairly smoothly other than on Tuesdays when Steam goes down momentarily for maintenance.

However, this past week Steam services has gone down unexpectedly multiple times which has caused a bunch of chaos for our servers. Whenever Steam services goes down you can see a dip in the graph on this website below. This impacts any online game that integrates with Steam networking, not just Foxhole.

https://steamstat.us/

The team is monitoring the situation closely and doing what they can to minimize the impact of such incidents, but there will unfortunately be some level of chaos that results from these events.

... Read more

26 Oct


19 Oct

Post

The next major update for Foxhole expands the persistent war from land to sea. All the information you need to know about this update can be found in this post.

Release Date

Thursday, October 26th

Shard Launch Times

Multiple shards will be going live on Oct 26th to support potential higher player counts. If you intend to play on launch day, see the post below for details on war start times. ...

Read more External link →
Comment

Originally posted by Andras89

Did you not read what Markus wrote?

Updates are going to be lighter and further away now.

They have 14 developers. For an MMO thats very lightly staffed.

I dont know their financial situation that you touched on, but Foxhole can be monetized fairly. Anvil is an automatic sell for me cause of Foxhole. However, I want more Foxhole.

2 games means they either split their development staff and focus on that or they hire more devs. Its that simple.

Should Foxhole suffer for Anvil?

There are two separate teams. The Anvil team right now is bigger than the Foxhole team was when it was started. A few work on both projects but it's largely separate. The 14 team members I mentioned was for Foxhole only.


18 Oct

Comment

I wouldn't read too much into this. There won't be a big update like Inferno or Naval Warfare for a VERY long time for a few reasons:

  1. These big updates are very intense and after doing it year over year the team needs to take a breather for awhile. It's been a very challenging update but players have been asking for a naval revamp for years and we wanted to get this one done before settling down a bit. Keep in mind the Foxhole development team itself is only about 14 or so people.
  2. With a more fleshed out naval game, we've hit all the big content feature goals we had when we set out to make Foxhole years ago. We never really planned that much further than naval in our multi year internal roadmap. We have all the "foundation" we need now to continue building the game for a long time.
  3. Like Update 52, we'd like to do another QoL focused update in the new year.
  4. There are many parts of the games like Facilities, Infantry, and building that'd we li...
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Comment

The Heavy Trucks were bugged in today's dev branch as was stated in the dev branch info channel upon release of phase 4 dev branch. They were using outdated code/data from so their stats were completely reset to arbitrary values and many other aspects of them were broken. They shouldn't be tested and consider none of the information on them valid until phase 5 hits today. Thanks!

See this link for details: https://discord.com/channels/203512636556574720/586595556282073098/1163864594217971863


07 Oct


06 Oct

Comment

The footage from the Colonial battleship was taken from a build where the art was still work in progress. Specifically it was from a streamer preview, which is supposed to have the pre-release tag at the top right corner indicating this. However it looks like the HUD was hidden to omit this. On the other hand the Warden battleship screenshot was taken from the trailer which had more final assets.

Please take this into consideration before making judgements. Making these ships was the biggest art effort in the history of the studio (bigger than facilities). Understand that a lot of visual polish comes in at the last 5% of development.

Comment

Originally posted by Stylish_Yeoman

I had full confidence that you guys would eventually level the playing field, you have a really good track record of always smoothing things out with time.

The part I disagree with is shipping the update with this much of a divide in capabilities. But you clearly have put a ton of work into the submarines and it seems like it's been quite the technical feat (along with other technical feats this update, huge round of applause there) so I can't blame you wanting to include it in the major naval update.

In the past, there's been similar things happen, just not to the same extent. I'll use Inferno since it's recent but it's not the only example. When rocket artillery was first added, we had a clear line in the sand drawn between Wardens and Colonials. Wardens get high fire/ low damage, Colonials get high damage/ low fire. Even though it was a munition type that was distinctive to one faction, the mechanics were still present on both sides. Both sides got to play with ...

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Fair points all around and I won't claim our development process or decisions are perfect as we're constantly learning. The only claim I got is that we've been and will continue to be as committed as we can to Foxhole's development. Happy to take your above feedback into consideration in the future.