
Endless Battlefield is a competitive multiplayer online FPS game. It gives players the capacity to control various weapons and vehicles in the game.The FPS covers 6 modes: Conquest, Capture the Flag, Rush, Team Deathmatch, Deathmatch and Kill Confirmed.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media
About
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
La calidad gráfica es EXCELENTE! Tienen un potencial terrible, aparte es gratis y todo lo que es gratis se tiene que mirar con cariño, como ese nieto que la abuela le regalo no se cuantos Bitcoins cuando era chico y en su momento no valia nada y ahora un montón?! Bueno, este puede ser el caso. Un battelfield desarrollado por un grupo mas chico donde corazón y huevos sobran. Igual me quede pensando en el caso de la abuela y los BTC, pero perdón, divago mucho. Te dejo un gameplay como pa mostrarte de que se trata: https://www.youtube.com/watch?v=KIiNB-EWlVE
Endless Battlefield, rekabetçi, çok oyunculu bir çevrimiçi FPS oyunudur. Oyunculara oyundaki çeşitli silahları ve araçları kontrol etme kapasitesi verir. FPS 6 modu kapsar: Conquest, Capture the Flag, Rush, Team Deathmatch, Deathmatch ve Kill Confirmed.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
EndlessBattlefield, developed and published by EB Team, is an ambitious free-to-play multiplayer shooter that tries to position itself as more than just another FPS. At first glance, it presents the familiar framework of large-scale battlefield combat, complete with multiple modes, vehicles, and team-based objectives. However, beneath that surface, it also attempts to layer in broader sandbox elements, hinting at a larger ecosystem that extends beyond traditional shooting mechanics. The result is a project that aims high but struggles to bring its various ideas together into a cohesive and polished experience. The core gameplay is built around standard multiplayer shooter modes such as Conquest, Team Deathmatch, Capture the Flag, and other objective-driven formats. These modes provide a recognizable structure, with players engaging in fast-paced firefights, capturing points, and coordinating with teammates. The inclusion of both first-person and third-person perspectives, along with access to different weapons and vehicles, adds a degree of flexibility to how players approach combat. In theory, this creates a dynamic battlefield where strategy and teamwork play a significant role, but in practice, the experience often feels uneven due to inconsistent mechanics and lack of refinement. Gunplay, which is central to any shooter, is serviceable but lacks the precision and responsiveness needed to stand out. Weapons feel functional, yet they do not provide the satisfying feedback or balance that players expect from more established titles. Movement and combat interactions can feel slightly stiff, which impacts the overall flow of matches. While the game is capable of delivering moments of chaotic and engaging action, these moments are not consistent enough to sustain long-term interest. One of the more distinctive aspects of EndlessBattlefield is its attempt to incorporate sandbox and “metaverse”-style features into its design. Beyond the standard shooter modes, the game includes systems related to resource gathering, crafting, and building, suggesting a broader vision where players can shape the world and interact in ways that go beyond combat. This concept has potential, as it could add depth and variety to the experience, but in its current state, these elements feel underdeveloped and disconnected from the main gameplay loop. Instead of enhancing the shooter experience, they often feel like separate ideas that have not been fully integrated. Visually, the game is built on Unreal Engine, but the presentation does not fully capitalize on that foundation. The environments are large and functional, designed to support multiplayer battles, but they lack detail and personality. Character models and animations feel basic, and the overall aesthetic leans toward generic military themes without establishing a strong identity. While the visuals are not necessarily poor, they do little to elevate the experience or make it memorable. A significant issue that affects the game is its reliance on an active player base. As a multiplayer-focused title, it depends heavily on having enough players to populate matches and maintain consistent engagement. In reality, the player population is relatively small, leading to empty or sparsely populated servers. This directly impacts the quality of matches, making it difficult to experience the game as intended. Without a steady community, even the more promising aspects of the design struggle to come to life. Another challenge lies in the game’s overall direction. EndlessBattlefield tries to combine multiple ideas—competitive FPS gameplay, large-scale battles, and sandbox-style systems—but does not fully commit to any one of them. This lack of focus results in an experience that feels fragmented, as if it is still searching for its identity. The shooter elements are not polished enough to compete with established titles, while the sandbox features are not developed enough to stand on their own. Despite these issues, there are moments where the game’s ambition becomes apparent. When matches are active and players engage with the objectives, the game can deliver glimpses of the large-scale, dynamic combat it aims to provide. The inclusion of different modes and systems suggests that there was a clear vision behind the project, even if it has not been fully realized. These moments hint at what the game could have been with more development and refinement. In the end, EndlessBattlefield is a project defined by its ideas rather than its execution. It offers a foundation for a potentially engaging multiplayer experience, but its lack of polish, inconsistent mechanics, and limited player base prevent it from reaching that potential. It feels more like an unfinished concept than a complete product, leaving players with a sense of what could have been rather than what is. Rating: 6/10
"Endless Battlefield" looks and feels a lot like an abandoned Unreal Marketplace asset flip, arranged into a PvP arena shooter. The game is fundamentally broken, bots don't work, and of course there's no players. Developers need to understand that gamers can smell asset flips a mile away, and PvP is not the same thing as content and should never be used as a substitute for it. The game graphics look better than you might expect, but that's just because it looks like some or all of them are "borrowed" from asset stores or wherever. Gamers can tell... and it comes across as insincere. There's also the old adage that those who lack the budget and talent to make their own game assets usually lack the budget and talent to do the rest of the job of game development properly, too. This is "free" enough, at least you won't be expected to spend any more money after you download this, but just because something is free doesn't mean it's good. Even though this is "free", it failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at less than 100 concurrent players, they couldn't even break three figures, and now there's basically nobody playing it. Even though it's free. This is a dismal public reception, but it's easy to see why gamers rejected it. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Nope. This isn't worth downloading. And the download, you should be warned, is almost 30GB, so this is a serious investment of your bandwidth for nothing. While this didn't cost me any money up front, I still feel ripped off.
Its free but this game is dead no one on and its bad to
# There are 3 maps tha i like .I have a Youtbe channel htt://youtube.com/rOzr_kWiA54 ( youtube schieldman ) Schieldman@yahoo.com Youtube schieldman i doo this voluntarey videos if you whant you can suport mee ore els thanks If you whant i can put your games 4 suporting your games thank # But 1 need more work in Train station is not great Window must be able to break and Box ' es . # Is a provisiona and a nice exercise to play in it . # I don't like the sounds of the gun's . # Would Be better to hide the corners of the maps like mountains or sand or building or trains clouwds . # I had a bug if i down and learned right side i wass out of the maps Bug's Glitch . # Somme maps were A lot of fps to heavy to play 4 mee . # if you whant you can add me as friends so we can play tthis game s.. # and more be safe @ll
wow. I never really looked into a lot of this game but DAMN. Insane graphics but I never see anybody playing which is super sad. does need a lot of touches but right off the bat it looks insane
Даже не пробуйте, откровенное дермище
♥♥♥♥ Game Don't Play! animations are ♥♥♥♥ my dead grandma can make a better game in 5 minutes!!!
Ужас!!!! Не понимаю что там может занимать столько места. Звук - особенно шаги - это просто кранты. Боты - просто стоят на месте... :( Никому не желаю!
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.