Devblog: Summer Update 2025
- Clapfoot
- Aug 11
- 4 min read
This post brings an important development update for Airborne and an announcement for the next Foxhole update.
Airborne Update
To get the bad news out of the way, Airborne will no longer be ready for release in the summer time frame as originally announced. There are two main reasons for the delay.

The first is the builder focused update that was released in June. Late last year, when we began planning the update roadmap the plan was to do several smaller updates leading up to Airborne. After hearing feedback from builder players and realizing that the builder issues in the game needed more development time to address, we significantly expanded the scope of Update 61 into a more comprehensive builder release. The increased development effort for this update pushed back the Airborne schedule but we believe this was time well spent.
The second reason is simply that we want to take the extra time we need to get Airborne right. This will be a complex update both technically and design wise. Rest assured the team is knee deep in development on all fronts and just need the time and space to realize the vision for Airborne.
We anticipate having more news on the release date later this year.
Airborne Gameplay
In lieu of the update, we wanted to share a few pieces of early information on Airborne. The goal with Airborne was to develop gameplay that was as consistent as possible with Foxhole's core tenets. This means that logistics, strategy, impacting the large persistent war, and of course working with lots of other players will be at the forefront of gameplay.

So expect more of what makes Foxhole unique today and less of what other WW2 aerial combat games might offer. The experience of flying a plane and aerial combat will be relatively simple. If you are looking for a more realistic flight simulator experience, War Thunder, DCS, or IL-2 will probably be better choices than Foxhole Airborne. What Airborne will offer that is special is experiencing the impact of air power in large-scale, combined arms scenarios: coordinating an aerial attack with land based forces, bombing fortifications ahead of a naval beach invasion, or being part of a ground crew that rearms and prepares aircraft for missions at an airfield. Airborne will work cohesively with naval and land warfare in the same unified persistent world. The focus will be on cooperative elements similar to what players experience now with the artillery game or when working together to keep a battleship afloat.
Airborne Concept Art
The Colonials and Wardens will each have multiple types of aircraft. The concept art below showcases one aircraft from each side. Understand that the gameplay described in these concepts are subject to change before release.


Airfields will play a critical logistics role for aircraft and will be where player crews rearm and prepare aircraft for missions.

Update 62 Preview
As for the next Foxhole update, Update 62 will be a small interim release as the team continues work on Airborne. While this release doesn’t include new content, it brings multiple quality-of-life improvements, balance adjustments and a plethora of bug fixes. For a detailed breakdown of all the changes in this update, be sure to check out the release notes, which will be published alongside the Dev Branch.
Vehicle Logs
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.

Storm Cannon Changes
The team has been following the discourse around 300mm in War 126 and will be taking steps in Update 62 to help address the issues. There's a new mechanic being added 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. The Cooling Rate can also be tweaked as an additional balancing tool. More changes may be considered during the Dev Branch, as we're open to tweaking 300mm balance based on player feedback.

Construction Equipment Tweaks
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:
​ ![]() Can now be placed on top of bunkers | ![]() Can now build Emplaced Weapons | ![]() Can now be flagged for Disruptive Placement |
Other Improvements
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.
![]() Region Maintenance UI New map UI element on regions undergoing Maintenance | ![]() Disabled Region UI Improved map readability of which regions are available | ![]() Trench Connector Tweaks Improved visuals and fixed placement bugs |
![]() Bunker Reservation Changes Builders now have more time to claim and demolish their Bunkers | ![]() Cheaper Engine Rooms Reduced construction cost | ![]() Emplacement Reserving Can now be reserved with "Reserve Multiple" and restricts packaging |