Highguard Debuts on Xbox Series X|S with Pvp Base Raids

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Highguard Debuts on Xbox Series X|S with Pvp Base Raids
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What's New

Wildlight Entertainment has released Highguard – a free-to-play, 3v3 first-person “raid shooter” – on Xbox Series X|S. It is the studio’s independently published debut, created by veterans of Apex Legends, Titanfall and Call of Duty. The game builds a competitive loop around fortifying bases, gathering resources on open maps and executing multi-stage raids to bring down the opposing stronghold. Wildlight outlines an ongoing live-service plan with content updates on a monthly cadence.

Player firing a weapon in Highguard, causing a massive explosion near an enemy fortress wall
Player firing a weapon in Highguard, causing a massive explosion near an enemy fortress wall

According to the studio, Highguard’s core idea distills the tension of survival-game base raids into shorter, repeatable matches with escalating stakes and clear win conditions.

How the Raid Mode Works

Players engage in a dynamic battle near a fortress, using advanced weapons and magical shields in Highguard
Players engage in a dynamic battle near a fortress, using advanced weapons and magical shields in Highguard

Two teams start by fortifying their base for a brief build phase, then roam the map to find gear and harvest crystals for upgrades. A storm then forms over preset locations, heralding the Shieldbreaker – a sword both teams contest. Carrying it to the enemy base, “like reverse Capture the Flag”, triggers a raid.

A siege tower arrives via portal, cracking the shield and serving as a forward respawn for attackers. Invaders breach destructible walls, plant bombs on one of three objectives and defend until detonation. Two points inflict heavy damage; destroying the central, reinforced point eliminates the base outright. If neither base falls, phases reset and the contest continues with upgraded gear. Matches typically last 10-30 minutes, with respawns capped per phase to keep the tempo high.

A player rides a horse in a vibrant fantasy landscape, approaching a towering fortress under attack
A player rides a horse in a vibrant fantasy landscape, approaching a towering fortress under attack

“Every match is about escalation: fortifying, venturing out, clashing, then mounting coordinated raids and defenses until only one base is left standing.” – Chad Grenier, Game Director

Movement, Weapons and Mounts

Three characters riding animals charge towards a fortress in the game Highguard, showcasing dynamic action
Three characters riding animals charge towards a fortress in the game Highguard, showcasing dynamic action

Combat emphasizes fluid movement – running, sliding and mantling – and introduces summonable mounts for fast traversal across large maps. Players can ride horses, bears, panthers or gryphons; the studio states these differences are cosmetic.

  • Weapons: 10 at launch; carry two. Examples include the Ranger sniper rifle and Paladin automatic shotgun for long- and close-range setups.
  • Raid tools: rocket launcher, explosive sledgehammer and zipline gun offer limited-use utility and base-breaking options.
A warrior in red armor and a mystical creature stand ready for battle in a grassy field in Highguard
A warrior in red armor and a mystical creature stand ready for battle in a grassy field in Highguard

Wardens and Base Variety

Teams field unique heroes called Wardenseight at launch, limited to one per team – each with a passive, a tactical on cooldown and a charge-based ultimate. Examples highlighted by Wildlight include:

First-person view of a player shooting in a mystical fortress, featuring vibrant spells and intense action
First-person view of a player shooting in a mystical fortress, featuring vibrant spells and intense action
  • Atticus – throws lightning spears that persist and zap nearby enemies, useful for locking down Shieldbreaker spawns or planted bombs.
  • Una – summons nature spirits that toss stun grenades and occasionally deliver loot; her ultimate calls a large tree spirit for area control.
  • Kai – a frost-infused monk who raises an ice wall for space denial and choke-point control.

Bases function as strategic picks: players vote to select one of six launch bases, which then slots into any map. Each has distinct strengths and vulnerabilities – for instance, Hellmouth hangs over a lava chasm with narrow bridges that pair well with Kai’s ice wall.

Player in Highguard firing at an enemy fortress, wielding a gun with a glowing barrel, amidst lush scenery
Player in Highguard firing at an enemy fortress, wielding a gun with a glowing barrel, amidst lush scenery

Read also our article: Nintendo Sets Feb. 17 for Virtual Boy – Nintendo Classics on Switch Online

Live Service Roadmap

Highguard’s live updates will arrive in two-month chapters split into halves – effectively new content every month. Wildlight plans to add new Wardens, bases, maps, weapons and raid tools, alongside alternative limited-time modes (one example cited draws inspiration from mounted racing). The first update is due in the coming weeks and will introduce ranked play. The studio states all gameplay content is free, with monetization limited to cosmetics.

First-person view of a player riding a bear, aiming a weapon in a vibrant, fantastical landscape
First-person view of a player riding a bear, aiming a weapon in a vibrant, fantastical landscape

“Starting this company… we’re thinking from day one how to successfully operate a live service and have an ongoing, meaningful dialog with our player base… We didn’t do that well with Apex at launch, and we are extremely well-prepared as we sit here today.” – Dusty Welch, CEO and Co‑Founder

Key Facts at a Glance

The table below summarizes launch details and near-term plans confirmed by the studio. It can help you quickly parse what’s available now and what’s next.

Why This Matters

Final takeaway – a distinct PvP loop with steady support: Highguard targets players who want tight, small-squad firefights with strategic base play rather than battle royale or extraction. The monthly cadence and cosmetic-only monetization, as stated by the studio, set clear expectations for how the game will evolve post-launch.

Meet the Author

Daniel Togman

Editor-in-Chief & Gaming Analyst

Pro editor and gamer to the core. Runs By-Gamers.com — a gaming site for reviews, news, and the latest in the gaming universe. Known for raw, straight-up reviews and spotting what makes (or breaks) a game. Solid experience in editing, content creation, and keeping readers engaged with the real stuff. Always in tune with trends, mechanics, and dev insights.

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