Thousand-player real-time battles, week-long strategic campaigns, and a persistent medieval world—on paper, Anvil Empires feels like every PC strategy fan’s dream come true. Yet after years of “massive multiplayer” hype falling short, I’m both intrigued and cautiously skeptical about Siege Camp’s most ambitious project yet. Can they finally pull off what titles like Guild Wars 2 WvW and Foxhole only hinted at?
Key Takeaways
- True 1,000-player wars in a single persistent world—no filler bots or empty clans
- Play as one soldier or support specialist, not an overhead RTS commander
- Campaigns span days or weeks with supply lines, resource gathering, and frontline skirmishes
- Pre-alpha launches July 23 on Steam; full release window remains unconfirmed
Why Anvil Empires Matters
If you’ve suffered through “massive battles” that morphed into laggy 24v24 brawls, Anvil Empires’ promise of genuine 1,000-player clashes deserves scrutiny. MMO veterans still recall Guild Wars 2’s WvW mode buckling under peak loads, while strategic warfare fans long for communal conflicts that go beyond mindless unit spawns. Modern parallels like Foxhole and PlanetSide 2 delivered large-scale fights in 20th- and 30th-century settings—but never with human-controlled squads in a medieval milieu. Siege Camp claims to bridge that gap.
Boots on the Ground Experience
Instead of zooming out to direct regiments, each participant controls a single character. One moment you’re felling trees to keep walls stocked, the next you’re hauling barrels of grain, then racing to the ramparts as flaming arrows arc overhead. This first-person viewpoint intensifies immersion, yet spawns critical questions: what if your guild runs short on woodcutters at a siege’s climax? Or if your supply wagons get ambushed on the way to the front?

Siege Camp—best known for Foxhole’s sprawling logistics network—insists they’re “leveraging years of battlefield logistics to keep a thousand humans in sync.” Adapting those systems from 20th-century battlefields to medieval siegecraft is uncharted territory, and the stakes are high for both server performance and player engagement.
Lessons from the Trenches
- MAG (PS3): Launched with 256-player battles but succumbed to stability problems.
- PlanetSide: Early servers often buckled when thousands clashed simultaneously.
- New World: Caps wars at 100v100 to preserve smooth play, highlighting the chaos of extreme scale.
- EVE Online: Two decades of iterative patches finally unlocked massive multi-thousand engagements.
These case studies underline a core lesson: a grand vision must be matched by robust netcode, dynamic load-balancing, and progression systems that welcome latecomers rather than sideline them.

Developer Insights & Community Buzz
In a recent Steam announcement, Siege Camp leaned into its Foxhole pedigree: “We’re applying battlefield logistics to medieval-scale encounters.” On Reddit, speculation runs wild. Some veterans worry that 50-player voice channels risk devolving into chaos; others are mapping out multi-day macro strategies—ambushing supply convoys at night, negotiating truce zones during winter, or staging covert raids to cripple enemy forges.
One community member observed, “If the economic side falls apart, you’ll have starving archers at the wall.” This echoes EVE’s long quest to patch economic exploits and network bottlenecks—a process that stretched years.

Technical Hurdles Ahead
Powering a persistent, high-population realm demands custom solutions:
- Server Sharding: Can dynamic shard routing by squad keep battles balanced and lag-free?
- Regional Proxies: Will latency remain playable for troops across Europe, Asia, and the Americas?
- Hot-Swapping Instances: Can mid-battle transfers prevent rollback without disrupting the flow?
- Anti-Cheat Measures: How will exploits be rooted out before they wreck resource networks or diplomatic accords?
Drawing from EVE Online’s marathon of stability patches, Anvil Empires will likely need a similar long-haul commitment to polish.
What to Watch in Pre-Alpha
- Persistence: Do territorial conquests truly stick, or do resets dilute player achievements?
- Server Stability: Will epic clashes degrade into slideshow-style lag, or can the servers hold firm?
- Leadership Tools: Are map overlays and command interfaces up to the task of coordinating vast alliances?
- Role Balance: Will support professions like blacksmithing or forestry be as rewarding as front-line combat?
- Feedback Loops: How effectively will Siege Camp iterate on player feedback during pre-alpha stress tests?
Final Verdict
Anvil Empires stakes its claim as one of the boldest MMORTS experiments to date—massive medieval wars fought one soldier at a time. July’s pre-alpha on Steam will be the ultimate stress test for its servers and player feedback systems. Expect bugs, heated balance debates, and spirited forum threads. But if Siege Camp can fuse emergent player stories with fortress-grade logistics, we may witness the birth of a new cult classic. So sheath your doubts, sharpen your sword, and queue up on Steam—you could soon be storming the front lines of gaming history.