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Full Steam announcements and update articles for this title.
Update 65 is the first minor update to follow the previously announced 6 week development cycle. The current goal for development is to iterate rapidly on the features introduced in Airborne, improve balance across the game, and focus on quality of life and balancing adjustments.
Anti-Aircraft Guns are new AI world structures present at a limited set of rear-line airfields and towns. They automatically target enemy aircraft with their spotlight, firing three warning shots before engaging with accurate fire. AA Guns prioritise firing at enemy bombers if multiple aircraft are within its range.
Southern logistics towns now have their own Coastal Gun to better fit their distinct architecture and theme.
The Air Siren is a new piece of neutral tripod equipment which plays a sound whenever an enemy aircraft that is not a scout aircraft comes within 500m. When used on the frontline we hope this will alert players locked in combat to seek cover and man AA positions in advance.
Mine Boats can now lay down Torpedo Nets, which block small ship movement and detonate torpedoes. They are relatively fragile and can be destroyed by machine guns or by being rammed by Large Ships.
Field Machine Guns can now switch into AA mode to engage low flying aircraft, giving ground forces more options to defend themselves from aerial threats.
Bomber Aircraft now have their own intel icon so they can be easily distinguished as a unique threat on map intel.
One of the goals for Update 65 is facilitating aircraft spotting, increasing the ease at which fighters can react to incoming bomber raids and also increasing the strategic importance of Aerial Interceptor Arrays. To that goal, the Aircraft Radio has been removed, as all Radios now provide both Ground and Air Intel. The only structures able to detect Aircraft Intel remain the Observation Bunker and Large Radar Installation.
The Aerial Interceptor Array now provides an Air Intel circle at a targeted location over its battery duration. With a range spanning from 500m to 6000m, the closer the target is to the Array, the wider the Intel circle radius will be.
A new Intel-receiving item which goes in the headgear slot, allowing pilots to receive Intel updates and carry a parachute at the same time.
Olavis Wake, Nevish Line, Sableport, Weathered Expanse, Reavers' Pass and Piper's Enclave now have areas specifically designed to be a safe harbour for Large Ships. These are intended to reduce the need for naval assets to return to rear-line regions for repairs and rearming.
The Airfields at King's Cage and Endless Shore have been moved to make Airfield distribution more balanced across the world.
The border streaming system has been completely reworked to use a lightweight proxy map for each border, reducing frame drops when approaching border areas.
The Shift key can now be used to instantly fill or remove an item's production order at Factories. For example, for an order with 2 rifles and 2 rifle ammo, Shift clicking the rifle ammo will remove the rifle ammo entries.
Players can now see their factory order status from the Map Tooltip.
Players can now refuel water on a Fire Suppression Room from a nearby liquid container with the "Refuel" button.
The Colonial Conqueror Class Destroyer and the Warden Blacksteele Frigate have had their interiors redesigned to improve below-deck gameplay and make crew movement easier.
Pressing "V" on stockpiles with multiple items stored now retrieves the large item that is visually represented on them.
There are many other balance changes and bug fixes in this update. Read the full release notes for the details.
For a more comprehensive walkthrough of news and changes in Update 62, here are some community videos highlighting the update.
Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.
Read about what's coming in Update 65 and the plans for Foxhole in the coming months, HERE!
Update 64 is focused on providing more options for ground forces to counter air, factional balance, and quality of life.
Each faction is receiving a new Light Tank with dedicated AA mounts, available in the early war: The Colonial HA-1 “Sagaris” and the Warden Sharkey-Devitt Birdeater Mk. I. Their twin flak cannons fire a new magazine-based light AA shell that deals moderate damage at mid to high elevations. Their main advantage is providing mobile AA coverage capable of protecting a moving frontline.
These new tanks are buildable from a Garage, making them as accessible as possible. They can also be used in direct-fire mode to eliminate large clumps of exposed infantry.
Each faction will be getting a second scout plane that is designed to be a close match to the mirrored equivalent on the opposing faction. These aircraft should bring symmetrical balance for attributes such as maneuverability, turn rate, climb speed, and more.
The new Colonial Scout Plane, the A59 Venti “Perdix”, launches miniature Torpedoes and is very maneuverable for air-to-air engagements. Its low profile and narrow tail will make it a difficult target to hit.
As for the new Warden Scout Plane, the Luminary Mk. VI Emissary, it's able to drop surface mines directly on enemy ships, into the water to create obstacles for small ships, or block vital water-based logistics routes.
Any mounted Machine Gun can now enter Anti-Aircraft mode to attack targets in the sky. This will work with any mount, including Tripods, Half-Tracks, Gunboats, and Train Cars. This provides players with an item that can be produced both at the Mass Production Factory and Facilities that can act as an immediate deterrent for aircraft directly on the frontline.
A significant amount of time was spent optimizing the networking code for aircraft to make their movement more smooth, especially for players observing them from the ground. This will make it easier for ground based players to track and hit planes more precisely, giving them improved agency to counter aircraft. These improvements will also benefit the air-to-air combat experience.
Squad leaders are now visible on the map to squad members when they’re in the same region, improving squad cohesion and positioning.
Map tooltips can now be pinned across play sessions and display stockpile deltas. Pinning a map tooltip will keep it open without the need to hover over a structure's icon, and stockpile deltas show logistics players what supplies have been added and removed from a stockpile since the structure was pinned.
Refinery and Assembly Stations' map tooltips now display their on-going production status. This allows logistics players to monitor progress remotely, allowing them to plan and operate more efficiently.
A new alert is sent to warn users when their reserved stockpile is about to be released to public.
Certain valuable vehicles now have a new parking mechanic. Similar to anchoring a Large Ship at a safe location, Battle Tanks, Super Tanks, Locomotives, and Tempest Cannons can now be anchored in place for safe storage. When a vehicle is reserved and anchored by a Squad, it is immobilized and its inventory cannot be accessed.
A vehicle's remaining Squad reservation time is now shown in its UI. This removes the guesswork out of knowing when the claim needs to be refreshed.
Another notable change is that vehicles produced in an MPF can now be re-crated in stockpiles, allowing for a more streamlined method of equipment retrieval.
The player context menu of commenters in map posts can now be opened, allowing for better coordination and communication with your team members.
When repairing a vehicle or structure, the on-screen notifier shows the name of what is being targeted for repair.
Several issues that contributed to the RPG aim line being difficult to use have been resolved, making the interface more predictable and consistent.
There are many other quality of life improvements included in this update, here are just a few:
The changes below are just one stepping stone in the process and the intention is to continue to improve Aircraft gameplay in the coming months.
Aircraft assembling and disassembling is another topic we have tackled in this update. Small Aircraft Parts can now be submitted to and retrieved from Aircraft by hand. Wearing an Engineer Uniform reduces the time needed for assembly and disassembly.
Weather now has a greater impact on an Aircraft's flight performance; flying into high intensity storms will reduce its lift and maximum speed, making flying more difficult and dangerous. The higher the intensity of the storm, the more an aircraft will be negatively impacted.
A height indicator has been added to aircraft elevation lines: Players can now quickly tell whether another plane is above or below them by looking at the elevation circle: if only the bottom half of the circle is visible, the aircraft is above; if only the top half is visible, it’s below.
Hit detection has been improved for Aircraft. The same network rewind approach used to improve infantry combat has been adapted to Aircraft. This means hit-scan weapons should be able to hit these aircraft without needing to lead the target as much as before.
The position of the Heavy Bombers and Rocket Site on the tech tree have been adjusted, with Bombers coming later and Rockets coming sooner. Additionally, Rocket fuelling and launch times have been reduced. This provides a window of time where rockets can be constructed, armed, and fired before Bombers arrive to counter them.
As part of the continued effort to improve the fidelity of the world of Foxhole, a detailing and refinement pass on the new north-western hexes have been made, including Palantine Berm, Pari Peak, Olavis Wake, The Gutter and Kuura Strand.
New points of interest have been added, foliage has been polished and balance passes have been made to help these maps better reflect their original vision.
There are many other balance changes and bug fixes in this update. Read the full release notes for the details.
For a more comprehensive walkthrough of news and changes in Update 62, here are some community videos highlighting the update.
Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.
Read about what's coming in Update 64 and the plans for Foxhole in the coming months, HERE!
A new era for Foxhole begins with Airborne, the update that brings air based warfare, combining it with land and naval gameplay to create a seamless online battlefield. Airborne takes the war to the skies, introducing aircraft operations, aviation logistics, paratroopers, a naval refresh, and vastly expanded world reimagined with upgraded visuals.
Build and operate squadrons of Recon planes, Fighters, Bombers, and other specialized aircraft. Embark on new air based operations including air-to-air battles, supply line disruption, bombing runs, and more.
Every pilot, gunner and crewman is a player, working together in various roles to achieve victory in the skies.
Aircraft consists of subsystems that can be individually damaged during missions, reducing their combat and maneuvering capabilities until they can land and be serviced.
Paratroopers blur the lines between air and ground operations. Squads can be deployed behind hostile lines to cripple key infrastructure and disrupt enemy logistics.
Land forces, facilities, and supply lines must be protected from enemy bombing raids with anti-artillery emplacements.
Building and controlling airfields, hangars, and production facilities is essential in maintaining efficient aerial operations.
Ground crews must rearm and repair damaged planes between sorties. Coordination between ground and airborne players is essential in keeping air forces operational.
Maintaining a robust intelligence network will be critical for detecting enemy airborne invasions, including the deployment of recon planes and the construction of advanced radar installations.
The world of Foxhole has received a graphical overhaul with upgraded foliage, higher fidelity landscapes, and new visuals for every biome.
The map has been expanded by almost 25% and now includes new multiregion islands and maritime areas, increasing the depth and scope of both naval and air engagements.
New utility ships have been added including a new mine-laying boat and a light freighter for water logistics.
Naval forces have been upgraded with seven new ships including new light, medium, and siege boat class vessels.
Finally, the largest ship in the fleet has arrived! Combining both air and naval forces, the carrier enables aircraft to launch and engage in missions off shore, striking at the enemy from any location at sea.
Foxhole Supporters Edition is a celebration of 10 years of Foxhole development and launches alongside Airborne. This edition includes an in-game supporters badge, in-game historical themes, a digital artbook with developer notes and lore, original soundtrack, and exclusive wallpaper art.
There many other features, content, and bug fixes in this update. Read the full release notes for the details.
Foxhole Airborne launches on Feb 9th. Watch the official gameplay trailer to find out what's coming in the next era of Foxhole!
For a full preview of Airborne, watch the latest Devstream:
The details of Foxhole: Airborne will be revealed on Friday, January 16th, 1PM ET live at . Join us for an in-depth preview of Foxhole's next major update.
After 41 days of fighting, World Conquest 128 has come to an end. Able World Conquest 129 has just begun, marking the return of Relic Wars to the shard after a long hiatus. Its starting conditions can be seen below:
During Relic Wars, a special resource known as Relic Materials appears in the world, which both factions can use to build powerful Relic Vehicles at Garages. These antique machines, reconstructed from old technology from the Great Wars period, include the sturdy Armoured Fighting Tractor, the vintage Staff Car, the Storm Tank, and others.
For a more detailed breakdown of Relic Wars and Relic Vehicles, check out this new video by longtime community veteran, Freerk:
This long-requested feature allows players to view a timeline of events for a vehicle—similar to the system already in place for structures. Each vehicle now has a unique, world-wide ID that is visible in its log, which records a wide range of actions such as locking/unlocking, wrenching, region travel, production or stockpile retrieval, and more. This is part of our ongoing efforts to deter malicious behaviour from players.
To help address pacing issues in recent wars, a new mechanic is being introduced to 300mm platforms: Barrel Heating. Firing the gun now costs Heat, and after enough shells are fired, the cannon must cool down before it can be used again.
We've also received a lot of feedback on the Construction Equipment and have made some tweaks and improvements to it, including a cost reduction and other QOL changes: It can now be placed on top of bunkers, build Emplaced Weapons and be flagged for Disruptive Placement.
This update contains dozens of other small improvements, some which are highlighted below. Besides what's shown here, there are also balance tweaks and over a hundred bug fixes.
New map UI element on regions undergoing Maintenance
Improved map readability of which regions are available
Improved Trench Connector visuals and fixed placement bugs
Builders now have more time to claim and demolish their Bunkers
Reduced Engine Room construction cost
Emplacements can now be reserved with "Reserve Multiple" and restricts packaging
There are many other changes and bug fixes in this update. Read the full release notes for the details.
For a more comprehensive walkthrough of news and changes in Update 62, here are some community videos highlighting the update.
Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.
Update 61 includes a broad range of new bunker and builder features as well as improvements across the entire game. Below is a highlight of the more prominent changes.
Several new Bunker and Trench related content has been added. First, Tripod mounts can now be fitted inside bunkers, which increases these weapon's survivability and flexibility. New garrison types have been added, with Artillery and Anti-Tank defensive options now being available from Tier 1 to 3, as well as the Observation Bunker, giving builders more low tier options.
New trench variants have also been added, which expand builders' choices when designing their Bunker-Trench systems. These include the new Trench Intersection piece, the new Trench Hard-Point and updated Trench Sandbags.
On top of that, new Bunker Modifications are available, bringing further depth and gameplay options to Bunker building, such as the Artillery Shelter modification which increases bunker resistance to artillery bombardment and the Fire Prevention System, which automatically helps players put out fires.
Together, we hope these changes and additions give builders the tools to push the limits of creativity and strategy like never before in Foxhole.
Bunkers pieces can now be individually breached, allowing infantry to storm inside and engage in close-quarters combat. Bunkers become breached when they drop below a health threshold called Breachable Health, determined in part by its Structural Integrity.
Large Structures are now built in Shippable parts at Facilities. which must be shipped and assembled by a Crane at a Large Structure Foundation. This allows Large Structures to be made stronger and more valuable, and they have received buffs as a result.
The Construction Equipment is a new shippable built at the Small Assembly Station that automatically submits construction materials into nearby Build Sites. It facilitates large construction projects for smaller groups.
The Underground Fortress is a new Large Structure that serves as a strongpoint and can only be destroyed by explosives placed inside. It features an additional underground floor, which provides infantry with a safe spawn point protected from artillery.
A bunch of other Quality of Life and balancing changes have been introduced as well, summarized below.
Update 61 also focuses on improving the shooting experience, with the Server-side hit detection system being upgraded to include network lag reconciliation. This should reduce the amount of sudden ‘warping’ of players under extreme latency conditions.
New Uniforms have been added to both factions, intended to be used in the high-seas. These provide gameplay benefits to sailors fighting floods and leaks aboard Large Ships.
There are many other features and bug fixes in this update, including the Power System Unification and Pipe Fluid mechanics overhaul. Read the full release notes for the details.
For a more comprehensive walkthrough of all the new features in Update 61, here are some community videos highlighting the update.
Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.
Join us at Steam Next Fest for an opportunity to try Anvil Empires for the first time! We will be releasing a limited time Massive Battle Demo that gives you the chance to participate in a large scale siege battle alongside hundreds of other players. This demo will also serve as a stress test for our custom server technology, which is designed to support dense melee battles for up to 1000 players!
Keep in mind that this demo is just a small sample of the full Anvil Empires experience. While the demo exists as a short playable event, the full game offers a massively multiplayer experience in a persistent online world.
To participate, download the demo from the Anvil Empires Steam page. When you run the game, the main menu will indicate when the next test event will be happening (The test won't be running continuously but only during certain event timeslots throughout the week).
Remember that this is a limited time demo that will only be live for the duration of Steam Next Fest from June 9th to 16th.
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This page aggregates Steam news feeds, patch notes, and developer announcements for Foxhole, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Foxhole statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.