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| <div class="hf-relpage"> | | <div class="hf-relpage hf-beginners-page"> |
| {{Release_page_header|title=Beginner's Guide • Gameplay}} | | {{Release_page_header|title=Beginner's Guide • Gameplay}} |
| <div class="hf-relpage-body"> | | <div class="hf-relpage-body"> |
| {{Release_TOC|content= | | {{Release_TOC|content= |
| <div class="hf-toc-category">On this page</div> | | <div class="hf-toc-category">On this page</div> |
| <div>[[#what-is-holdfast|What Is Holdfast?]]</div> | | <div>[[#overview|Start Here]]</div> |
| | <div>[[#first-match|Your First Match]]</div> |
| <div>[[#game-types|Game Types]]</div> | | <div>[[#game-types|Game Types]]</div> |
| <div>[[#core-gameplay|Core Gameplay]]</div>
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| <div>[[#universal-controls|Universal Controls]]</div> | | <div>[[#universal-controls|Universal Controls]]</div> |
| <div>[[#class-system|Class System]]</div> | | <div>[[#class-system|Class System]]</div> |
| <div>[[#combat-mechanics|Combat Mechanics]]</div> | | <div>[[#combat-mechanics|Combat Mechanics]]</div> |
| <div>[[#naval-operations|Naval Operations]]</div> | | <div>[[#naval-operations|Naval Operations]]</div> |
| <div>[[#community|Community]]</div> | | <div>[[#where-next|Where To Go Next]]</div> |
| <div>[[#beginner-tips|Beginner Tips]]</div> | | <div>[[#pro-tips|Pro Tips]]</div> |
| }} | | }} |
| <div class="hf-relpage-content"> | | <div class="hf-relpage-content"> |
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| {{Release_section | | {{Release_section |
| |id=what-is-holdfast | | |id=overview |
| |title=What Is Holdfast? | | |title=Start Here |
| |content= | | |content= |
| Holdfast is a multiplayer shooter built around teamwork, chaos, and historical battlefields. You are not meant to win every fight alone. The game is at its best when players form lines, follow officers, crew artillery, sing as musicians, patch up allies as surgeons, or charge together when the order comes.
| | <div class="hf-bg-hero"> |
| | <div class="hf-bg-kicker">New player guide</div> |
| | <div class="hf-bg-title">Stay with the team, learn one role, and let the deeper pages fill in the details.</div> |
| | <div class="hf-bg-text">Holdfast rewards teamwork more than lone heroics. Your first goal is not to top the scoreboard; it is to understand the objective, follow nearby officers or experienced players, and survive long enough to learn the flow of the round.</div> |
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| A normal match can swing between serious coordination and complete comedy. Proximity voice chat is a big part of that. You will hear officers giving orders, musicians playing, teammates calling targets, and nearby enemies shouting back across the smoke.
| | <div class="hf-bg-facts"> |
| | <div class="hf-bg-fact"><span>Best first class</span>Line Infantry or Sailor</div> |
| | <div class="hf-bg-fact"><span>Best first habit</span>Stay near your formation or crew</div> |
| | <div class="hf-bg-fact"><span>Best first pages</span>[[Game Modes]], [[Classes]], [[Shooting]], [[Melee]]</div> |
| | </div> |
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| Holdfast covers several eras of warfare. You can fight in Napoleonic battles with muskets, bayonets, cannons, cavalry, and sailing ships, or take to the trenches in Frontlines WW1 with rifles, machine guns, artillery, and more modern battlefield roles.
| | <div class="hf-hub-link-grid"> |
| | <div class="hf-hub-link-card"><div class="hf-hub-link-title">[[Game Modes]]</div><div class="hf-hub-link-desc">Learn what each round type asks your team to do.</div></div> |
| | <div class="hf-hub-link-card"><div class="hf-hub-link-title">[[Classes]]</div><div class="hf-hub-link-desc">Find the role that fits how you want to help the team.</div></div> |
| | <div class="hf-hub-link-card"><div class="hf-hub-link-title">[[User Interface]]</div><div class="hf-hub-link-desc">Understand the HUD, compass, score, health, ammo, and interaction prompts.</div></div> |
| | </div> |
| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=game-types | | |id=first-match |
| |title=Game Types | | |title=Your First Match |
| |content= | | |content= |
| Holdfast features two main historical settings. Movement and teamwork carry across both, but weapons, pacing, and battlefield roles change a lot.
| | Use this as a simple checklist for your first few rounds: |
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| <h3>Nations At War</h3>
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| The original Napoleonic setting. Players fight as armies and navies using muskets, bayonets, pistols, cannons, rockets, cavalry, and sailing ships. Expect smoke-filled volleys, officer-led charges, artillery crews, naval broadsides, and plenty of close-range melee.
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| This era rewards patience. Muskets are slow to reload and inaccurate at long range, so staying with your line is usually better than running off on your own.
| | # '''Spawn with the main group.''' If you are unsure, choose a Line Infantry, Sailor, or other simple frontline role. |
| | # '''Look for the objective.''' Check the top HUD, map, or team movement. [[Game Modes]] explains the different win conditions. |
| | # '''Follow an Officer, Sergeant, Captain, or visible mass of teammates.''' [[Orders]] and formation buffs matter. |
| | # '''Reload behind cover or behind your line.''' Reloading leaves you vulnerable, especially in melee range. |
| | # '''Do not block artillery, ladders, ship wheels, or cannon crews.''' If someone is operating a team asset, give them space. |
| | # '''Ask before taking command roles.''' Captain, Officer, and artillery roles are powerful but can hurt the team when misused. |
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| <h3>Frontlines WW1</h3>
| | '''If you get lost:''' regroup at the nearest friendly spawn, follow the largest friendly push, and avoid charging alone into an objective. |
| A World War I setting focused on trenches, rifles, machine guns, artillery, and attrition. Combat is faster and deadlier at range, but teamwork still matters. Officers, support classes, and coordinated pushes can decide whether a team breaks through or gets pinned down.
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| Use cover, listen for whistles and orders, and avoid standing in the open longer than you need to.
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| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=core-gameplay | | |id=game-types |
| |title=Core Gameplay | | |title=Game Types |
| |content= | | |content= |
| <h3>Stay With The Team</h3>
| | Holdfast features multiple historical theatres and round types. The broad split is between Napoleonic / Age of Sail combat and Frontlines WW1 combat. |
| Holdfast is not a run-and-gun shooter. A lone player can still get kills, but most battles are won by groups working together. Stay near officers, musicians, surgeons, artillery crews, or ship crews depending on your role.
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| <h3>Listen For Orders</h3> | | <h3>Nations At War</h3> |
| Officers and leaders help keep the team moving. Orders may call for a volley, a charge, a retreat, a new firing line, or a push onto an objective. If you are new, following the nearest organized group is one of the fastest ways to learn.
| | The original Napoleonic-era setting for Holdfast. Players fight as 18th-19th century armies and navies using muskets, bayonets, cannons, cavalry, and sailing ships. It includes army battles, sieges, conquest, naval engagements, and coastal modes. |
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| <h3>Use Voice And Chat</h3> | | <h3>Frontlines WW1</h3> |
| Proximity voice chat is directional and distance based. Nearby players can hear you, and nearby enemies may hear you too. Use it to call out threats, ask questions, or coordinate with your group.
| | A World War I-themed experience within Holdfast. Players use bolt-action rifles, pistols, machine guns, grenades, artillery, and trenches. The gameplay emphasizes attrition, cover, suppression, and coordinated pushes. |
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| If you do not want to speak, use text chat or the command radial. You can still help the team without using a microphone.
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| <h3>Play The Objective</h3>
| | For mode-specific objectives, maps, and win conditions, see [[Game Modes]] and [[Maps]]. |
| Kills matter, but objectives win rounds. Capture points, defend positions, repair ships, keep officers alive, protect artillery, and support pushes. A player doing a quiet support job can be more useful than someone chasing random kills.
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| <h3>Expect Noise And Smoke</h3>
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| Battlefields get messy. Muskets produce heavy smoke, cannons shake the line, and voice chat can get lively. Do not worry if your first few rounds feel confusing. Pick a simple role, stay near teammates, and learn one thing at a time.
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| {{!}}- | | {{!}}- |
| {{!}} '''Reload / Interact''' {{!}}{{!}} R / E {{!}}{{!}} X / Square | | {{!}} '''Reload / Interact''' {{!}}{{!}} R / E {{!}}{{!}} X / Square |
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| {{!}} '''Voice Chat''' {{!}}{{!}} Y (Hold) {{!}}{{!}} Y / Triangle (Hold)
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| {{!}}- | | {{!}}- |
| {{!}} '''Command Radial''' {{!}}{{!}} Q / V {{!}}{{!}} RB / R1 (Hold) | | {{!}} '''Command Radial''' {{!}}{{!}} Q / V {{!}}{{!}} RB / R1 (Hold) |
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| |title=Class System | | |title=Class System |
| |content= | | |content= |
| Holdfast has a wide selection of battlefield roles. Some are simple and direct, while others are built around leadership, support, or specialist weapons. Try different classes until one clicks.
| | Classes decide your weapons, traits, abilities, and team responsibilities. For the full role list, use [[Classes]]. |
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| <h3>Command</h3> | | <h3>Command</h3> |
| '''Army Officer:''' Leads infantry, places orders, and keeps players together. A good officer can turn a scattered team into a proper fighting line. | | '''Army Officer:''' Coordinates the line of battle. Issues [[Orders]] such as Fire, Charge, Form Line, and Reinforce that provide buffs to nearby troops. |
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| '''Naval Captain:''' Commands a ship, manages its heading and sails, and positions the crew for broadsides, repairs, boarding, or escape. | | '''Naval Captain:''' Commands the ship, manages sail state and heading, and coordinates broadsides, repairs, ramming, and boarding. See [[Command]] and [[Naval Combat]] before taking the wheel on a live server. |
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| <h3>Rank & File</h3> | | <h3>Rank & File</h3> |
| '''Line Infantry:''' The backbone of most armies. Good for learning the game because the job is simple: stay with the line, fire when ordered, reload, and prepare for melee. | | '''Line Infantry:''' The versatile backbone. Strong beginner pick because the job is clear: stay with the line, fire with the group, and defend the objective. See [[Rank and File]]. |
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| '''Guards & Grenadiers:''' Tougher troops suited for close fighting and pressure. They are useful during charges, defensive holds, and moments where the line needs to survive a push. | | '''Guards & Grenadiers:''' Elite shock troops with stronger close-range utility and defensive traits. They are good once you understand positioning and timing. |
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| <h3>Skirmisher</h3> | | <h3>Skirmisher</h3> |
| '''Rifleman:''' More accurate at long range than standard musket infantry, but slower and less forgiving. Best played from useful positions where you can pick important targets. | | '''Rifleman:''' Accurate at longer ranges but slower to reload. Pick this when you can stay alive, choose targets, and avoid blocking the main line. See [[Skirmisher]] and [[Shooting]]. |
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| '''Light Infantry:''' Mobile troops that can fight from looser positions. They are good for flanking, screening, and supporting the main line without standing shoulder to shoulder. | | '''Light Infantry:''' Mobile skirmishers that fight around flanks, cover, and awkward angles. |
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| <h3>Support</h3> | | <h3>Support</h3> |
| '''Artilleryman:''' Operates cannons, mortars, rockets, and other heavy weapons. Artillery can break groups before they ever reach the line, but it takes practice to aim well. | | '''Artilleryman:''' Operates cannons, mortars, rockets, and other heavy weapons. Learn [[Artillery]] before taking key guns in a serious round. |
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| '''Surgeon:''' Keeps teammates alive and helps the team hold ground longer. Protect your surgeons, especially during long fights around objectives.
| | '''Carpenter / Sapper:''' Repairs, builds, and keeps defensive positions or ships alive. See [[Defences]], [[Spawnable Props]], and [[Naval Combat]]. |
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| '''Musician:''' Provides useful support while adding to the atmosphere of the battlefield. Staying near a musician can help infantry during sustained fighting.
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| '''Carpenter / Sapper:''' Handles repairs and construction. Carpenters keep ships alive, while sappers build defenses and useful battlefield structures. | |
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| <h3>Aiming & Ballistics</h3> | | <h3>Aiming & Ballistics</h3> |
| Muskets are powerful, but they are not precision rifles. Shots can miss even when your aim looks correct, especially at long range. At close range, aim center mass. At longer ranges, aim higher and give yourself time to learn each weapon.
| | '''Projectile Drop:''' Smoothbore muskets are inaccurate and have noticeable drop. At short range, aim center mass; at longer range, aim higher and fire with the group. For details, see [[Shooting]]. |
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| Rifles are more accurate, but they still reward calm aim and good positioning. Do not rush every shot. A patient player who fires from cover is often more useful than someone reloading in the open.
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| <h3>Reloading</h3>
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| Reloading takes time. Before you start, check whether enemies are close enough to charge you. If they are, switch to melee or move behind teammates.
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| Being caught while aiming or reloading is dangerous. In melee range, a prepared enemy can punish you quickly.
| | '''Vulnerability:''' Any player caught reloading or aiming is in a vulnerable state. Keep distance from enemies while reloading and switch to melee early if someone closes on you. |
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| <h3>Melee System</h3> | | <h3>Melee System</h3> |
| Holdfast uses directional melee. Attacks and blocks depend on direction, so you need to read your opponent and match their strike. | | Holdfast uses directional melee. The basics are simple, but timing takes practice. See [[Melee]] for full details. |
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| '''Blocking:''' Hold block and move your mouse or right stick toward the incoming attack direction. Good blocking is more important than swinging wildly. | | '''Blocking:''' You must match the direction of your opponent's strike. Moving the Mouse or Right Stick '''Down''' while holding Block will counter a downward bayonet thrust. |
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| '''Feinting:''' Start an attack, then cancel it with block to bait a reaction. Use this sparingly while learning. Simple timing and solid blocking matter more at first. | | '''Feinting:''' Start an attack, then quickly tap Block to cancel it. This baits your opponent into a defensive stance, leaving them open to a follow-up strike. |
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| '''Chambers And Drags:''' More advanced melee players use timing and camera movement to change how attacks land. Do not worry about mastering this on day one. Learn to block, keep distance, and avoid getting surrounded first. | | '''Drags:''' Moving your camera during the "Thrust" phase can alter the strike's path, though excessive "dragging" reduces damage dealt. |
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| |title=Naval Operations | | |title=Naval Operations |
| |content= | | |content= |
| Naval combat is a team effort. One player cannot run a ship well alone. Captains steer, sailors load guns, carpenters repair damage, and marines or infantry help repel boarders. | | Naval rounds have their own rhythm: sailing, broadsides, repairs, resources, boarding, and ship capture. Read [[Naval Combat]] for mechanics and [[Ships]] for vessel details. |
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| '''Sailing:''' Watch the wind direction on the HUD compass. Sailing into the wind will slow or stall the ship. Good captains position the ship so the guns can fire while the crew stays protected. | | '''Sailing:''' Wind direction is indicated on the HUD compass. Sailing into the wind will slow or stall the vessel. |
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| '''Gunnery:''' Use round shot against hulls, chain shot against masts and sails, and grapeshot against exposed crew. Wait for a good angle before firing a broadside. | | '''Gunnery:''' Use Round Shot for hulls, Chain Shot for masts (crippling speed), and Grapeshot for clearing enemy decks. |
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| '''Repairs:''' Hull damage causes leaks. Carpenters should repair quickly, but the crew also needs to protect them while they work. | | '''Survival:''' If a ship is foundering, deploy or board a Rowboat if available. Rowboats can save survivors, support boarding, or move crew between ships. |
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| '''Boarding:''' Boarding actions are messy and dangerous. Clear the enemy deck with grapeshot if possible, then push together. Jumping across alone usually ends badly. | | <h3>Damage & Repair</h3> |
| | '''Hull Damage:''' Causes leaks. Repair crews must spend ship resources to keep the vessel afloat. |
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| '''Survival:''' If a ship is sinking, use rowboats when available. Escaping can preserve tickets and keep players in the round. | | '''Boarding:''' Do not rush aboard alone. Wait for a call, clear decks with grapeshot, and commit with enough crew to win the capture contest. |
| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=community | | |id=where-next |
| |title=Community | | |title=Where To Go Next |
| |content= | | |content= |
| Holdfast has a strong community built around public servers, roleplay, regiments, events, and voice chat. Some players come for organized line battles. Some come for naval crews, artillery teams, casual chaos, music, or funny moments in proximity chat.
| | Once you know the basics, use these pages as your next steps. |
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| <h3>Regiments</h3>
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| Regiments are player-run groups similar to clans. They host trainings, line battles, campaigns, ceremonies, and private events. Joining one is a good way to learn faster, meet regular players, and experience Holdfast in a more organized setting.
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| Regiments vary in style. Some are relaxed social groups. Others use historical ranks, scheduled attendance, and strict event rules. Look for one that matches how seriously you want to play.
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| <h3>Public Play</h3>
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| You do not need a regiment to enjoy the game. Public servers are a good place to learn controls, try classes, ask questions, and get used to the pace of battle.
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| If you are new, tell nearby players. Most veterans would rather explain something quickly than watch a new player struggle in silence.
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| <h3>Voice Chat Etiquette</h3>
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| Use voice chat to help, joke, and coordinate, but do not drown out important orders. During events or serious pushes, clear communication matters.
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| If someone is disruptive, use the mute tools instead of letting them ruin the round.
| | <div class="hf-hub-link-grid"> |
| | <div class="hf-hub-link-card"><div class="hf-hub-link-title">[[Shooting|Shooting Mechanics]]</div><div class="hf-hub-link-desc">Musket, rifle, pistol, reload, and ballistics basics.</div></div> |
| | <div class="hf-hub-link-card"><div class="hf-hub-link-title">[[Melee|Melee Combat]]</div><div class="hf-hub-link-desc">Blocking, striking, feints, drags, and close-range survival.</div></div> |
| | <div class="hf-hub-link-card"><div class="hf-hub-link-title">[[Orders|Orders & High Command]]</div><div class="hf-hub-link-desc">Officer, sergeant, captain, and midshipman orders.</div></div> |
| | <div class="hf-hub-link-card"><div class="hf-hub-link-title">[[Artillery]]</div><div class="hf-hub-link-desc">Cannons, rockets, mortars, and operating heavy weapons.</div></div> |
| | <div class="hf-hub-link-card"><div class="hf-hub-link-title">[[Naval Combat]]</div><div class="hf-hub-link-desc">Sailing, broadsides, repairs, boarding, and capture.</div></div> |
| | <div class="hf-hub-link-card"><div class="hf-hub-link-title">[[Linebattle]]</div><div class="hf-hub-link-desc">Common event rules and organised battle etiquette.</div></div> |
| | </div> |
| }} | | }} |
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| {{Release_section | | {{Release_section |
| |id=beginner-tips | | |id=pro-tips |
| |title=Beginner Tips | | |title=Pro Tips |
| |content= | | |content= |
| '''Start With Line Infantry:''' It teaches the basics without giving you too many responsibilities at once. | | '''Musicians:''' Stay near a Musician when fighting in formation. Music can provide useful buffs, and later updates allow musicians to support more classes, including ship crew-mates. |
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| '''Follow The Loudest Organized Group:''' If an officer is giving clear orders and people are following them, join that group and learn by watching.
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| '''Do Not Reload In Melee Range:''' If an enemy is close, switch to melee and defend yourself.
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| '''Protect Support Classes:''' Surgeons, musicians, carpenters, sappers, and artillery crews help the whole team. Keeping them alive can decide a round.
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| '''Try Every Role:''' Infantry, artillery, cavalry, navy, support, and command all play differently. You may be surprised by what you enjoy. | | '''Surgeons:''' Protect your Surgeon. They keep pushes alive and save tickets by healing wounded teammates. |
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| '''Use The Command Radial:''' If you do not want to use a microphone, the command radial still lets you communicate useful information. | | '''Officers and Captains:''' Listen for orders. Buffs and coordinated timing matter more than individual aim. |
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| '''Join Events When Ready:''' Organized events show Holdfast at its most coordinated. Public events and regiments are a great next step once you know the basics. | | '''Artillery and Ship Guns:''' Do not grab a loaded team weapon unless you know what it is aimed at. A bad shot can waste a long reload or hit friendlies. |
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| '''Have Fun With It:''' Holdfast is part battlefield, part community theater, and part comedy. Play the objective, be respectful, and enjoy the madness. | | '''HUD Toggle:''' For cinematic gameplay, hold H on PC or the Menu/Options button on console to hide the UI. For normal play, keep the HUD visible until you understand the game state. |
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