Warhold

Warhold positions itself as a grim, clan-driven online battler that mixes MOBA-style arena fights with the long-term management of your own city-state. Instead of only queuing for matches, you are also expected to grow an economy, expand buildings, and support your sovereign with troops and resources while your clan competes in ongoing wars.

Developer: InQuake Softworks
Type: Strategy MOBA
Release Date: Unreleased
Abandoned: August 28, 2019
Pros: +Strong emphasis on coordinated teams. +Deep clan structure with ranks and benefits. +Unusual blend of city management and MOBA combat.
Cons: -Very little confirmed information and few recent updates.

Overview

Warhold Overview

Warhold is a city-building MOBA developed and published by InQuake Softworks. The core idea is that each player acts as the sovereign of a city-state, picking one of four professions (Marauder, Sniper, Reaper, or Battle Priest) and developing that character through skill trees that unlock combat abilities for arena battles. Outside the fight, your city-state matters, it produces troops and support, but it also demands planning, time, and resources to expand its infrastructure and improve its overall power.

On the competitive side, Warhold leans heavily into group coordination. The clan system is presented as more than a social list, with internal ranks, progression, and rewards that can translate into practical economic advantages. Match variety is covered by three modes (Death Match, Team Fight, and Capture the Flag), while the city layer includes trading and a marketplace for moving resources, plus unit management to help your sovereign in conflict.

Warhold Key Features:

  • Build Your City-State – oversee resources, political decisions, and the city economy as you expand.
  • Fight as a Clan – structured clans with hierarchy, incentives, and shared economic perks to support group play.
  • Choose from Four Unique Classes – rule as a Marauder, Sniper, Reaper, or Battle Priest, each tied to distinct roles and tools.
  • Three Different Game Modes – rotate between Death Match, Team Fight, and Capture the Flag for different win conditions.

Warhold Screenshots

Warhold Featured Video

Full Review

Warhold Review

Warhold’s pitch stands out in a crowded MOBA space because it tries to make the match outcomes and the world around them feel connected. Instead of treating combat as a self-contained round, the game frames you as a sovereign whose strength is tied to a growing city-state, with troops and support that are meant to reflect your broader progress. If that loop works as intended, it would give players a reason to care about more than just mechanical outplays, because preparation and resource planning would become part of the broader strategy.

From what has been shown, the class lineup (Marauder, Sniper, Reaper, Battle Priest) suggests a fairly traditional spread of frontline pressure, ranged damage, and supportive or utility play, but anchored in a darker fantasy aesthetic. Skill trees and ability progression imply that your sovereign is meant to develop over time, potentially offering build choices that influence how you approach fights and how you contribute to a coordinated team.

The biggest draw, and also the biggest risk, is the clan-centric structure. An “elaborate” clan system with hierarchy and economic benefits can create a strong social backbone, especially for players who enjoy organized groups, scheduled battles, and shared goals. At the same time, systems like this often depend on a healthy playerbase and consistent developer support to avoid becoming top-heavy, dominated by a few large groups, or difficult for new players to break into.

Warhold also describes supporting systems that fit the city-state concept, namely trading, a resource marketplace, and unit management. Those features can add meaningful texture if they are more than menu work, and if they create real decisions (what to build, what to sell, what to stockpile for conflict). The challenge for games in this hybrid space is pacing, because too much management can slow the action, while too little can make the city layer feel cosmetic.

In practical terms, Warhold reads like a project with an ambitious design, but one that is hard to fully evaluate due to limited public information and a lack of recent official communication. As a result, it is most appealing on paper to players who like team-focused PvP and the idea of long-term strategic growth behind their match performance, but it is difficult to recommend more strongly without clearer signs of active development.

System Requirements

Warhold Requirements

Minimum Requirements:

Operating System: Windows 7
CPU: Quad-Core Intel or AMD processor, 2.3 GHz
Video Card: NVIDIA GeForce 460 GTX or AMD Radeon 6850 HD series card
RAM: 4 GB

Recommended Requirements:

Operating System: Windows 7, 8, or 10
CPU: Quad-Core Intel or AMD processor, 2.5 GHz or faster
Video Card: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher
RAM: 8 GB

Music

Warhold Music & Soundtrack

Coming Soon!

Additional Info

Warhold Additional Information

Developer(s): InQuake Softworks
Publisher(s): InQuake Softworks

Languages: English, Russian
Game Engine: Unreal Engine 4

Release Date: Unreleased
Abandoned:
August 28, 2019

Development History / Background:

Warhold is a team-based action MMO developed and published by InQuake Softworks, a Moscow-based Russian game company. The project was described as being in alpha testing, with intentions to publish in Europe and the U.S., but without a confirmed release date. The official site’s most recent news entry is dated August 28, 2019, and there has not been further communication since then, so the game is generally regarded as abandoned.