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Persistent World Warfare
Foxhole is a 2017 top-down shooter by Clapfoot.

Set in an Alternate Timeline that resembles the World Wars , Foxhole is a Top-Down View, Wide-Open Sandbox war game. Players choose one of two factions—the Wardens or the Colonials—and battle for dominance over different battlefields, capturing resources and occupying the various towns. The war is persistent, the fighting continues whether you're logged in or not, and the logistics are completely player-driven. Players must gather resources, produce materials, deliver them to the battle, and then defeat their enemy in combat.

Foxhole was initially released in Early Access in 2017, receiving a full release on September 28, 2022.


This game provides examples of:

  • A.K.A.-47: While most of the weapons in-game are entirely fictional, made from mixed-and-matched elements of real weapons with fictional names to match, a few are more directly based on real weapons. For example, the "Ospreay" rifle grenade launcher resembles the M1 Grenade Adapter, while the "Lamentum" tripod-mounted machine gun resembles the Vickers Gun, to name two examples.
  • All-or-Nothing Reloads: Once you start reloading, there is absolutely no way you can stop. Pressed it by accident? Need to swap to a sidearm because an enemy is in the way? Too bad.
  • Amphibious Automobile: The Amphibious Warfare Update added the Landing APC, an open-topped amphibious tracked vehicle for landing troops on beachheads. A small squad of troops can ride on-board while it crosses the water, able to shoot out and vault over the sides should they need to disembark quickly.
  • Anti-Vehicle: A number of anti-vehicle weapons exist, including RPGs, high-explosive grenades, Sticky Bombs, and anti-tank rifles.
  • Armored Coffins: While it's possible to eject from a tank or armored vehicle at any time, it is highly frowned upon to do so and instead encouraged to die with the tank. The reason is that while respawning is relatively cheap, leaving a damaged vehicle behind can allow the enemy to capture it.
  • Army Scout: Some players elect to act as this, traveling deep into enemy territory and calling out the locations of enemy troop concentrations. The addition of Radio Backpacks (which can be used to mark enemies on the map) has made this much easier.
  • Artificial Stupidity: The automated defenses will stop at nothing to destroy its targets... even if you are in the way.
  • Awesome, but Impractical:
    • The sniper rifle can one-shot an enemy and has an extremely long range, but in return it has a slow rate of fire and takes a very long time to achieve a steady aim, in which the target can escape.
    • Super Tanks are the strongest land vehicles available, but their high cost means the resources needed to build one are better spent on multiple Battle Tanks. The Colonial O-75b "Ares" gets this especially: while its twin 75mm cannon can One-Hit Kill almost any vehicle, it's the tank’s only weapon (meaning it has zero defense against infantry rushes,) it takes four people total to load and fire, and it only has eleven shots (if firing both barrels each time) before it has to resupply.
    • Submarines can rapidly take out enemy ships while remaining undetected… at least in theory. In practice, they can't stay submerged for long enough to sneak up on a target and their engine is loud enough to alert their targets anyway. Not helping matters is the fact that they're unlocked at the same time as the Destroyer, which is just as good as hunting ships, has the additional utility of carrying out shoreline bombardment and acting as a global spawn point, is the natural counter to the Submarine with its Depth Charge launchers, and is only slightly more expensive.
  • Awesome Personnel Carrier: The Halftrack and the Landing APC both count. The former carries fewer troops but is armed with a mounted Heavy Machine Gun; the latter is unarmed but carries large numbers of troops, can cross water, and allows passengers to return fire with their regular infantry weapons.
  • Bayonet Ya: 0.2 added bayonets to the game. They occupy the gun accessory slot and can be fixed to rifles or carbines, giving the user an Emergency Weapon with more reach and damage than just swinging their fists.
  • Break Out the Museum Piece: Relics were vehicles that can be found abandoned our as a blueprint randomly drop from mining components, they are meant to be a small boost on the early-war and justified that they are outdated models of modern versions of their vehicles. They are the "World War I" equivalent to the more modern "World War II" tanks seen in the battlefield. They were eventually removed due imbalance issues and the vehicles retooled into normal buildable ones.
  • Boring, but Practical: Since Foxhole is inspired by WWII, a lot of things fall under this category.
    • The Rifle is the default primary weapon. While it's slow to fire and requires quite a bit of steadying for a good aim, it's the cheapest weapon and can dish out a good amount of damage.
    • Trucks are cheap to manufacture, and can transport a good amount of troops and supplies to the front. Expect to see a lot of trucks around.
    • Foxholes (the dugout defenses) are the namesake of the game for good reason. They can be built for free, and much more quickly than other structures, making them useful for holding ground before more permanent trench defenses can be established.
    • Logistics quite literally win wars. All the flashy toys are useless without a bunch of people just driving around the map and shipping ammo, fuel and construction materials.
      • This goes a step further with field artillery. Having a steady supply of shells allows to simply blanket the frontline and thus driving enemy force away. It might not be as exciting as door-to-door Urban Warfare, but it sure as hell gets the job done.
  • Color-Coded Armies: Wardens are blue and Colonials are green, and their vehicles, uniforms, and flags reflect this.
  • Combat Medic: Unlocking medical supplies on the tech tree allows a player to become one by carrying both firearms and medical equipment. While the Trauma Kit (used to revive downed allies) takes up the primary slot, it's possible to simply swap between your weapon and the kit when needed.
  • Combat Resuscitation: When taking small arms fire, players usually don't immediately die but enter a 30 second "downed" phase. In that phase, another player with a Trauma Kit can come over and revive them. (However, players who are hit by artillery fire generally die instantly.)
  • Common Crossover: Given the nature of the game (long drawn out battles with insanely-high casualties), Foxhole has become rather popular with Warhammer 40K fans, with one of the larger clans within the community (The 82nd Death Korps) being named after one of the more well-known units of the Imperial Guard.
  • Cool Sidecar: The patrol bike features a sidecar; the passenger can use secondary equipment like pistols and binoculars.
  • Cool Boat: With update 1.54, naval systems are a part of the game; both sides receive redesigned gunships and new battleships, along with two faction-specific ships. Wardens receive a submarine that can dive and torpedo enemy ships, while the Colonials have a sonar- and depth-charged equipped destroyer.
  • Cosmetically Different Sides: The Colonials and the Wardens have different designs for their infantry uniforms, half-tracks, tanks, utility vehicles, and landers, most which are identical stat-wise. However, the Arms Race (0.37) update introduced faction-exclusive variants for some vehicles. The tanks especially are very varied, having their own models and variants with different stats depending on the factions.
  • Cryptic Background Reference: The game's lore primarily consists of small bits of flavor text for maps, along with statue plaques, forgotten notes, and descriptions of view points that reveal tiny snippets of the setting.
  • Damage Over Time: Being shot has a chance to cause bleeding, which can eventually kill you unless you use bandages or have someone heal you. Additionally, this applies to defensive structures if there are no upgraded Encampments or Town Halls stocked with Garrison Supplies nearby. This is an attempt to Nerf the amount of defensive structures that players build; gameplay in early access beta has become about spamming foxholes and bunkers and turning matches into a pseudo-Tower Defense game.
  • Dash Attack: Zig-zagged. While it's not possible to shoot while sprinting, you can always affix bayonets and stab with them.
  • Deadly Gas: Green Ash grenades create a cloud of poisonous green gas at the target location. It kills very quickly and can even take out vehicle crews. However, since gas masks render them harmless, most infantry prefer more direct means.
  • Death from Above: Mortars, howitzers, and field artillery provide ways for raining explosive death on your enemy.
  • Derelict Graveyard: Component spawn sites are filled with tank debris; the rusted out treads and oddly solid hulls are window dressing, but the bombed out tanks with wrecked turrets can be harvested for components and occasionally tech parts.
  • Diesel Punk: The setting strongly resembles a version of the World Wars in terms of aesthetics. Ostensibly, the game world is our own world in the far future, but the connection to Earth is tenuous enough (pretty much only existing as Word of God statements) that it more-or-less qualifies as a Constructed World.
  • Difficult, but Awesome:
    • Battle Tanks. Badass death-machines of destruction with thick armor, a big canon and a deadly machine gun. But needs a crew of 5, chugs a lot of fuel and to produce you need a lot of refined materials and expensive blueprints.
    • Ballistic Rockets. They require multiple specialized facilities to construct the parts, which are made from hundreds of the game’s most advanced materials, need an equally advanced structure to generate their launch coordinates, and take 72 real-life hours (including the fueling process) before they can launch- during which their position and target is revealed to the entire server. However, if a squad can successfully launch one, it permanently destroys all structures (up to and including Victory Town Halls) within the blast radius.
  • Easy Logistics: The meat of this game is in Averting this trope. Resources must be collected by hand at specific sites and sent to refineries, then into factories to produce actual equipment and vehicles. After that, these supplies and vehicles must be physically taken to the front and stockpiled in a Town Hall or Encampment with a truck. All of these are done by individual players. This means it's feasible and actually crucial to sabotage supply lines by ambushing enemy logistics vehicles. Capturing certain towns can flat-out deny the enemy production facilities, and also seizing whatever equipment they have in the stockpile. Playing as a logistical worker (or "logi" as they are known to the playerbase) is a useful and profitable (though complicated and often thankless) role to take on.
  • The Enemy Weapons Are Better: In an active battlefield, lots of people dying will mean lots of dropped equipment, including juicy grenades, life-saving medkits, or advanced weapons. It's not always worth running into the crossfire to snatch whatever's there, but it is definitely tempting.
  • Equipment-Based Progression: Player characters don't get any stronger during a war; instead, research allows the manufacture of better equipment and vehicles to make them more powerful.
  • Every Bullet is a Tracer: Played straight, but necessary to see where the enemies are shooting from due to the perspective. Especially important at night, where targets are invisible at range and tracers are the only things revealing positions.
    • Also zig-zagged, because while the game adds unrealistic visibly moving projectiles, the damage itself is applied under more realistic Hitscan rules that treat the bullet's flight as instantaneous.
  • Every Car Is a Pinto: All vehicles explode in a fiery (but harmless) fireball when destroyed. Ostensibly justified for tanks and armored vehicles since those usually contain ammo, but they would explode regardless of whether it was stocked.
  • Fantasy Counterpart Culture: The Warden faction uses Gaelic and Anglo-Germanic proper nouns and French/German inspired aesthetics, while the Colonial faction uses Latin and Hellenic proper nouns and American/British inspired asethetics.
  • Forever War: The game takes place at a fictional world of endless conflict between the Colonials and Wardens, which had started centuries ago and has left the battlefield resembling the World War period. The current conflict isn't some major push for victory for either faction, but a campaign to capture the resource-rich lands to continue the war. The "Battle of the Red River" event was stated to be set in the beginning of the current wars, the troops instead had Napoleonic-era muskets and uniforms.
    • In-game wars have become an example of this. Whereas a first-person shooter match will last at most 20 minutes to 1/2 an hour, wars in Foxhole can last for weeks, and in some cases, more than a month. The longest war to date (The 83rd War) lasted just over 36 days in real time (in-game, it went on for over 2 years), and by the end, more than 4 million fatalities were recorded.
    • War 95, at 42.4 days, has officially dethroned War 83 as the longest war ever fought in Foxhole. Unlike War 83, where the war initially went by quickly with only a small Colonial force managing to stall for time later on (see Last Stand below), War 95 ground to a halt almost immediately, with neither side able to make much of an advance on the other, leading to a stalemate meat-grinder that would put World War I to shame. The war concluded mere days before Update 1.0 was due to drop, and likely would've been forcibly ended by the devs if it had gone on.
    • War 100, at 55.8 days, has again broken this record. Initially a fairly even match, the Wardens eventually gained a substantial lead that reached its height around day 33, before being slowly pushed back.
  • Garrisonable Structures: Aptly named "Garrisoned Houses" are large houses that exist within towns, wrecked from previous battles and needing to be rebuilt with a Construction Vehicle. Once rebuilt they'll function as a Sentry Gun, or players can pile inside to fire on enemies from cover, including heavy machine gunners.
  • Genre-Busting: Foxhole combines multiple game genres to create a unique war experience, taking the social aspects of a sandbox MMORPG like EVE Online, the "massive persistent war" from PlanetSide, isometric top-down shooting from Running With Rifles and also has the logistics and supply system of a RTS game.
  • Grenade Launcher: An accessory for the rifle that allows grenades to be shot over long distances.
  • Grenade Spam: While grenades are relatively expensive compared to basic weapons, it's still possible to grab a dozen frag grenades and lob it at the enemy lines. A surprisingly effective tactic, if not very costly.
  • Grey-and-Gray Morality: Despite their resemblance to the Allies and Axis of World War 2, the Wardens and the Colonials are both morally grey and neither is the "hero" or "villain" of the story. If anything, the Wardens are the current aggressors in a war to retake territory from a previous conflict.
  • Hit-and-Run Tactics: The basis of what the community calls "partisans"; small forces (usually independent squads) that slip into enemy territory to raid supply lines, trash undefended camps, and silence artillery.
  • In-Vehicle Invulnerability: It's impossible to damage passengers or the driver in a vehicle... Unless you have Green Ash and they forget to bring gas masks.
  • Last Stand: Common within the game. Certain regions/areas of the map are of strategic importance, either because they contain factories/repair facilities/raw materials to aid the continuation of the war, or because they contain a Victory Town Hall (i.e. a base whose capture/lose with award/deducted victory points from the attacking/defending army). These areas often become highly contested, with the defending army often fighting on to the very end to prevent the capture of the strategic locations.
    • War 83 became one for the Colonial Faction. Despite the fact the outcome of the war had been effectively decided by the end of the 4th week of the war, the Colonial's held out in their remaining territories for another 9 days, and even launched some successful counter-attacks. It would take the firing of 6 ballistic rockets by the Wardens to destroy both several strategic Colonial Bases, and much of what remained of the Colonial's armored strength, to bring the war to an end.
  • Lost Technology: In over a century of constant warfare between the Colonials and the Wardens, much technology has been lost to the times, leading to WWII-era equipment. The tanks in particular are both outdated and a rare sight on the battlefield.
  • Nerf: Due to the Early Access nature of the game, many things undergo this in the name of balance.
    • Fists were nerfed in version 0.2. Originally they were a One-Hit Kill to enemy soldiers since you'd have to risk getting shot to reach melee range to deal it; when bayonets were added the instant-kill was given to the bayonets to serve as a direct upgrade to fists, which now dealt half damage.
    • The Sticky Bombs used to be very good against everything (but particularly buildings and vehicles), but it has been nerfed to being anti-tank only.
  • Nitro Boost:
    • The motorbike can boost itself at the cost of consuming extra fuel. This makes it a very good vehicle when patrolling, doing recon, or ramming straight into enemy lines.
    • Warden Cruiser Tanks (the Gallagher Outlaw and its variants) can perform a boost as well to get in position where enemy tanks have weaker armor.
  • One Bullet Clips: Averted. Each magazine or clip is an individual item, and all remaining ammo in a weapon is dumped away when you reload.
  • One-Hit Kill: Some ordnance and equipment are powerful enough to kill in one shot. They aren't usually overly expensive, but have caveats to them, often requiring setup or exposing oneself.
    • The Warden Clancy-Raca M4 Sniper Rifle is one of the only firearms capable of incapacitating a full-health player in one hit—if you are patient enough to steady its aim, that is.
    • If sitting in the back isn't your style, the Shotgun is also capable of doing such a feat at point-blank, though their range is appropriately dire.
    • A cheaper close range option are the bayonets, which can be affixed to Rifles and Carbines for a one-hit melee kill.
  • On-Site Procurement: It's perfectly possible and even encouraged to pick up dead soldiers' gear (friendly or enemy) and either use it yourself or return it to base to be reused by someone else, since it reduces the burden on your side's supply lines and manufacturing to use stuff that you found rather than taking it out of the base stockpiles.
  • Player Versus Player: While there are automated AI defenses, Foxhole is predominately player-focused and does not have bots or AI enemies. Automated defenses are considered an Acceptable Break from Reality—the game simply can't support the hundreds of players necessary to harvest, build, supply, fight, and garrison towns away from the immediate fighting.
  • Quick Draw: The Pistol is this, having a very fast draw speed in order to function as a backup weapon. Just like what they always say, it's always faster to switch to your sidearm than reloading...
  • Rank Up: Instead of tying rank to level, Foxhole instead uses a system where players have to be manually commended by other players (as appreciation of good work) in order to increase their rank. This means when you see a high rank player, you know he did well to earn that rank, and not by grinding experience.
  • Refining Resources: Played straight. All farmed resources need to be refined at a refinery before they can be used to produce equipment. Fuel can be used raw, but the refined form is more efficient. While scrap, fuel and components are refined relatively quickly, refining sulfur can take hours.
  • Respawn Point: Port Bases serve as infinite respawn points where weapons, ammo, and other equipment are conveniently stashed. Players can construct Encampments and rebuild Town Halls, both of which can store Soldier Supplies which are consumed upon respawning a player and provide the same functions.
  • Revolvers Are Just Better: The revolver is a straight upgrade over the starting pistol. It has higher damage, better range and accuracy. It's even possible to outmaneuver players using primary weapons with it if you are agile enough.
  • Ridiculously Fast Construction: Averted. Most structures require basic or refined materials to build, and players have to hit it with a hammer for as many times as the required amount of materials. A watchtower, for example would take 125 hammer hits. Construction Vehicles can build them slightly faster, but buildings requiring them have even higher costs and can take minutes to build. Dugout structures like foxholes and trenches are constructed in a similar manner, using the shovel instead of the hammer.
  • Scunthorpe Problem: The games profanity filter would censor words containing "scrap". To get around this, the playerbase started to use the term "scroop" instead. The profanity filter would eventually be changed, but the term "scroop" stuck around.
  • Sentry Gun: While too primitive to field actual automatic turrets, static defenses can function as this provided that an Encampment or Town Hall is within range. If the Encampment / Town Hall are destroyed, the defenses will go silent after a couple of minutes.
  • Short-Range Shotgun: Played straight. The aptly named Shotgun (based off the Winchester Model 1897) has the least range of all firearms, but also does insane damage, being able to One-Hit Kill at close distances and easily cause bleeding at nearby targets. More than half a screen away though, it's completely harmless.
  • Shotguns Are Just Better: In the right hands and the right places, there isn't anything quite like the Shotgun. It doesn't require steadying aim at all, can kill in one or two shots, and can take out unexpected squads of people faster than you can scream "contact".
  • Shown Their Work: "Firearms Expert Reacts to Foxhole's Guns" notes a couple of things that don't often show up in more graphically realistic games:
    • When a soldier picks up the anti-tank rifle, you can tell that it's a heavy gun from the way he moves.
    • The heavy machine gun requires a crew of two men, one to carry the gun, one to carry the tripod. In real life you would need a crew of at least three, but two is still one more than in the average first person shooter.
  • Shows Damage: Foxhole doesn't like health bars, and instead opts for visual cues to show durability and health.
    • Players do not see their health bar. Instead, the amount of blood on the character shows how much damage they have taken.
    • Buildings have a healthy, damaged, and critical state, with visual differences in each. However, it's possible to see the durability of the building as a number when in front of it.
    • Vehicles emit smoke when damaged enough to be disabled, and erupts in flames when near destruction. You also can see its current durability, but only when repairing it.
  • Skeleton Key: While players can lock vehicles for themselves or their squad, nothing can't be handled by a Wrench in a couple of seconds after 5 minutes have elapsed. Locking is more of a suggestion, really.
  • Sniper Rifle: The simply named Sniper Rifle is this: it's a high damage, long range weapon used to take out targets with precision. It has incredible range and zoom, and at max range your targets can't even see you without binoculars. Unfortunately, the downside is it takes forever to stabilize the weapon and get an accurate shot.
  • Soldiers at the Rear: Players doing logistics like gathering, production, base building and researching fit this role, as "back regions" away from the front see little conflict — at least when partisan squads aren't preying on the supply lines. Logi jobs are vital to the war effort, but are complex, tedious and often thankless.
  • Sprint Meter: Played straight. The player's stamina bar goes down as they sprint, but it is also affected by terrain and encumberment. Walking on grass instead of roads, as well as carrying too much, will significantly increase the drain on the stamina bar. If that bar goes down too much, the player character collapses for a moment.
  • Standard FPS Guns: Played painfully and incredibly straight. It's all in the name: Pistol, Rifle, SMG, Shotgun, Sniper Rifle...
  • Starter Equipment: Whenever you spawn you're given a pistol with two magazines and a hammer for self-defense and construction. If you spawned at a stocked Town Hall or Encampment, you can immediately gear up with whatever other players have provided.
  • Sticky Bomb: The Sticky Bombs are powerful grenades that stick to terrain, vehicles, buildings and players, but are only effective against vehicles after an update in 0.20.
  • Super Drowning Skills: Back in very early versions, bodies of water are less deadly pools to drown in and more bottomless pit. You die but the game shows you plummeting off the map.
    • Subsequently averted with later updates: players can now tread water for a few seconds before drowning, as an anti-frustration feature reducing the number of accidental drownings from accidentally falling off the dock while trying to board a vessel.
      • Subverted again with more swimming capabilities and opportunity to be rescued by a boat by keeping still.
  • Swiss-Army Gun: The Storm Rifle is intended to be this, being able to switch between Automatic and Semi-automatic, the latter firing slower but with more range and accuracy.
  • Tactical Door Use: Gates and Heavy Gates can only be opened by your faction. Building gates are a common way to fence off a secure town or area, but you can also use them to trap enemies or launch surprise attacks.
    • Drawbridges won't close if a water vehicle is passing underneath them, so a common early-game tactic to stymie supply chains is to park a barge under a drawbridge, forcing the other team to waste time destroying the blockage with whatever they have on hand (which can take a while if the other side hasn't researched explosive weapons yet).
  • Tank Goodness: The Arms Race update added many different categories of tanks, which one with its own variants. The Wardens and Colonials also have each own some exclusive models and variants.
    • The light tank is smaller, less armored and lower firepower. However, it's cheaper to produce, very maneuverable and requires only a crew of 3 (Gunner, Driver and Commander).
    • The battle tank is big, bad, packs significant firepower and nearly undestroyable if you don't have the right equipment and coordination. However, it lacks manuverability - thus can fall prey to light tanks, require a crew of 5 (Main Gunner, Machinegun Gunner, Driver, Commander and Engineer) and are absurdly expensive.
    • Super Tanks are essentially battle tanks on steroids: greater firepower, tougher armor, and even more expensive construction and fuel.
    • The Storm Tank and the Armored Fighting Tractor are both a case of Break Out the Museum Piece and are considered outdated if compared to the modern tanks, however, they are usually found in very early game when armies have almost no AT capabilities, they are both able to raise hell when the enemy barely expects it.
  • Target Spotter: Most artillery equipment like Howitzers, Mortars and Field Artillery requires binoculars to operate, reason being binoculars can display azimuth and distance, and artillery requires a distance and azimuth to fire. This also means the spotter needs to calculate the artillery's target through triangulation. It's extremely Difficult, but Awesome.
    • Downplayed with tank commanders, which can equip binoculars to allow the gunner to shoot off-screen.
  • The Namesake: Foxholes are the most basic shelter structure in the game, capable of shielding a crouching player from enemy small arms fire. In previous versions, they required materials to build, but could also shoot on their own.
  • Tier System: Encampments and Town Hall follow this, requiring Upgrade Parts and materials before being upgraded to Tier 2 and 3 respectively. Having a certain amount of Tier 3 towns is the victory condition for World Conquest.
  • Tech Tree: At the start of a Skirmish or World Conquest, players only have access to the most basic weapons and trucks. By collecting Tech Parts dropped from scrap and refining into Research Parts, the faction as a whole can climb a long tech tree to unlock new equipment and vehicles.
  • Trick Bomb: Smoke grenades obscure vision with a dense cloud of smoke, which can blind enemy fortifications or cover your allies' movement. There are also Deadly Gas grenades (see above).
  • Tunnel Network: In earlier versions of the game, these are built in order to automate defensive structures (they're implied to be manned and supplied using the tunnels). As of version 0.20 they are removed and replaced by Encampments and Town Halls providing the same capabilities.
  • Unusable Enemy Equipment: Completely averted. Dead enemies drop everything that was in their inventory, and there's nothing stopping you from picking up a dropped enemy weapon and using it yourself as a form of On-Site Procurement. This is especially handy if the weapon in question is something your side hasn't researched yet, which you can then turn against the enemy.
  • Vehicular Assault: All vehicles are capable of killing enemies by ramming into them. Naturally, this means it's possible to suicide charge with one of them, though it mostly happens with trucks and motorbikes (the cheapest and fastest vehicles).
  • Vestigial Empire: The Wardens were once a mighty empire, but the war against the Colonials has broken them. The Deadlands map takes place where the empire's capital was located; now just a sprawling ruin that's home to smaller settlements.
  • Walking Armory: It's possible to be this—you can carry multiple weapons and swap between them at any time. However, you'll also be very overencumbered and walk very slowly, making you a big target.
  • You Require More Vespene Gas: You require more scrap, fuel, sulfur, "technology parts","components" "Basic Materials" ,"Refined Materials" and "Explosive Materials"!
    • Scrap, fuel, and sulfur can be found in respawning points across the maps, fighting for control of them will be critical to your war effort. Scrap must be refined into basic materials, components into Refined materials and sulfur into Explosive Materials before being used.
    • Technology parts are required to level up your production facilities and components are processed into refined materials for advanced construction. Both of these resources are occasionally found within other nodes and do not spawn on their own.
  • Zombie Apocalypse: The "Dead Harvest" seasonal Halloween event has the Wardens and Colonials teaming up to battle hordes of "cursed". However, there isn't actually anything stopping the two factions from killing each other like normal during this time; occasionally mixed crowds of Wardens and Colonials will wipe each other out before the zombies even get there.


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