
EXFIL delivers raw tactical FPS intensity with no distractions. No loot grinding, no gimmicks, just pure realism. EXFIL tests your strategy, comms, and teamwork in high-stakes tactical engagements. Will your squad rise to the challenge?
Modeled estimate, not a reported figure. How we estimate →
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About
EXFIL is a large-scale tactical infantry shooter built around teamwork, communication, and dynamic battlefield operations. Fight through hostile combat zones in PvP, PvPvE, and cooperative Combat Ops scenarios where AI factions clash across the map in real time. Hunt objectives, intercept enemy forces, extract critical intel, or survive long enough to escape the warzone alive.
Designed for players who want grounded tactical combat without artificial grind, EXFIL focuses on immersive infantry gameplay, meaningful decision-making, and re-playable combat encounters instead of loot treadmills or hero-style abilities.
EXFIL removes unnecessary friction and focuses on tactical gameplay first.
No character classes.
No magical abilities.
No endless progression grind.
No gear-score treadmill.
Just infantry combat, communication, situational awareness, and tactical decision-making.
Deploy into active conflict zones where hostile AI factions battle dynamically across the map. Complete randomized objectives, avoid enemy patrols, intercept reinforcements, or exploit the chaos to complete your mission and extract alive.
Secure intel and escape before rival teams cut off your route. Every engagement matters and only one team may survive the operation.
Coordinate assaults against defended anti-air systems while opposing forces establish layered defenses and counterattacks.
Track, protect, or eliminate high-value targets in tense objective-driven firefights where positioning and communication decide the outcome.
Fast-paced tactical firefights focused on pure infantry combat, map knowledge, and squad coordination.
EXFIL’s objective-based gameplay is fast-paced and straight to the point, offering infantry combat that balances realism with accessibility. Whether playing solo, teaming up with friends, or squaring off against other players, you’ll experience scenarios that demand tight communication, calculated movement, and sharp tactical skills.
It’s not just other players you’ll have to contend with - local forces are organized into squads that dynamically patrol, guard key locations, and actively hunt down threats across the map, keeping every match unpredictable and dangerous.
Fight across seven handcrafted maps featuring dense forests, industrial zones, military camps and tropical jungles. With a 24-hour day/night cycle and fully simulated weather systems, matches are always unpredictable and ever-changing. Sandstorms, fog, and rainstorms will push your adaptability and ‘on-the-fly’ team tactics to the limit.
EXFIL’s combat zones are active war environments — not static arenas.
AI factions patrol, reinforce positions, launch assaults, respond to gunfire, and fight over strategic territory across the map. Helicopter insertions, roaming patrols, hunter squads, and reactive enemy behavior create operations that evolve differently every round.
No two deployments unfold the same way.
EXFIL’s fully simulated ballistics model accounts for bullet drop, penetration and ricochet. Combine this with realistic player movement, weapon handling, and VOIP-enhanced communication - including proximity chat, and every match becomes a test of skill and strategy.
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With a dedicated Discord community of over 4,000 members, EXFIL is constantly evolving based on player feedback. Self-hosted servers and dedicated hosting options give you precise control over gameplay rules and settings, whilst detailed after-action reviews allow teams to analyze every hit, shot, and movement.
EXFIL is more than just its core game modes. Players have the freedom to customize their experience by adjusting a wide range of game parameters - from AI presence on the map to time of day, weather, available weapons, and respawn rules - allowing them to create unique challenges, and playstyles to suit any preference.
Additional Features
NPC opposition forces
Global stats tracking
Loadout customization
We are well on our way to hitting the goals for the end of 2026 and anticipate a launch to 1.0 late 2026 or early 2027.
Without revealing too much we have begun work on our final list of features leading up to 1.0
These include:
- Additional weapons and player utilities including Gas grenades and masks, Shotguns and Thermals
- Picture in picture scope options
- A purchasing system to give you somewhere to spend all that hard earned mission money.
- Performance upgrades and Unreal engine 5.7
- Phase 2 of foliage interaction
- more more more!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Polish, Russian, Turkish, Ukrainian, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
its ue5 ground branch, but worse in every way. that being said, i support the devs and what they are trying to do, and for how cheap the game is, i'll still leave a postive review.
So exfil at the moment is a work in progress 1st and foremost. That being said the Current Dev team while being small they're actively listening to and interacting with the community of the game. (to my knowledge 3 to 5 people in terms of team size) The new game mode called Operations is especially fun and provides it's own unique challenge's as well multiple objectives to complete. Its very enjoyable over all but does require a bit of thinking a finesse when playing. I was impressed with the Game's ballistics calculations and simulation. It is rare to come across a game that tries to accurately portray bullet's flight path's and behavior when hitting various surfaces and objects in the environment. They're constantly working on the game and patches are often seen to the base version not just their public testing beta. I'm excited for this game's future with how responsive the dev team has been with its community whether it has been correcting a bug or adding a feature or even refining a feature. For a early access there is a lot of refinement and progress that is going to be made on the game but I definitely can say I recommend this game to anyone who's wanting to give it a try. The game does have its faults and issues as it is a early access title but as far as anything game breaking I have not ran into anything like that. My only complaint at the current moment would be how unrealistically inhumanly responsive the AI can be once 1st contact has been made but they're already aware of that and will be working on it. I know it will also take a bit of time to get that corrected as Adjusting and refining ai behavior is a slow process. From setting up action priority, to accuracy limitations to bring it to par with what is humanly possible to communication and co-ordination limitations that have to be setup and adjusted. So to clarify how do the AI currently act? They're a little bit over sensitive on detection but are mostly at realistic levels. (just hearing through walls needs a bit of fine tuning atm for initial 1st contact detection) After 1st contact has been made they currently have no delay in sharing information of where you're at between squad members and even locally near squads if same faction. Their aim needs a little refinement, the aiming itself is at a nice human level in terms of zeroing and accuracy, but their ability to aim and track you through cover and concealment needs refining. So they AI is a little bit unrealistic at the moment but still very beatable and not OP. You're not dealing with the Uber terminator AI from unreal tournament 2 here. XD Setting up proper AI behavior is like baking a cake, you can't skip a step and you have to follow each step in order, or else you'll have a ruined cake. XD They're very much aware of the issue and have said they'll be working on it. It will take time though as it is complex when setting up and will require testing which is where the time part comes from as well because that is how they know if anything needs more adjusting. It is all part of refining a feature. (for anyone reading this review who do not know much about AI I'll share some useful knowledge. Most when being initially setup in a game they will normally have OP setting values by default leaving it up to the dev's to slowly scale them down to what is expected/wanted. They're normally setup that way for the dev to easily see if the parameters and entity are functioning correctly. By OP ((over powered)) I'll just name some of the top defaults settings: Know players true location true/false, have true aim true/false which would mean recoil and spread do not affect them either and they'd have perfect leading + gravity compensation ability, stamina limits True/false, etc, etc, you get the idea even though this is me massively simplifying it. So most AI component packing or raw base setups come out of the box pretty unfair for their default parameter values leaving the dev's having to adjust and scale them to reasonable limitations to match player limits. That's not even factoring/covering in advanced behavior like group decision making and tactics.) I definitely say this is a game to consider grabbing if you're interested. I also love how respectful the game is of your available time. You can pop on, run a few missions by yourself or with friends for 30mins to even a couple hours and then pop off. Its very respectful of the amount of time you have available which is great when you have limited time available to relax and enjoy games with your friends.
Game with great potential! I believe in the dev team to make it even better this year.
SUPER
Straszna kiepścizna jeśli chodzi o gameplay. Miało być taktycznie i multi, a jest techniczny crap z fatalna optymalizacją i żadnego żywego gracza online... Nie wiem kiedy to padnie, ale nie zanosi się na długi żywot tego. Żeby było jeszcze bardziej paździerzowo, to nawet Steam achievement do odblokowania w grze jest tylko fejkiem i nic takiego nie ma miejsca w grze jak się okazuje xD. Mechanika poruszania i celowania jest bardzo drewniana i upi3rdliwa, spadki FPS, freezy i struttering nie pomaga w feelingu. Zbugowane dźwięki, czy to pierdnięcia zamiast wybuchu granatu, czy tez głosy wroga, słyszalne na przez ściany schronu (to akurat pewnie da się poprawić, bo to early access, ale pewnie sam się jednak oszukuję.) . Do tego jak przystało na "taktyczny FPS" i milsim "bez udziwnień- czysty realizm"- nie da się tutaj nawet czołgać i leżeć. Pozostaje tylko "taktyczne" rush B svka. Generalnie poza hype'm realizmu, to zwykły paździerz z kuloodpornymi botami, które reagują na obrażenia jak kłoda drewna- czyli wcale, a odpowiadają ogniem z aktywowanym aimbotem, przzez krzaki widzą cię jak z x-rayem, więc w sumie fakt, po chvj i tak możliwość leżenia lub czołgania (podobno kiedyś będzie dodana XD.. bo przecież to milsim) Jak już wspomniałem boty są kuloodporne, dopóki nie wejdzie ten 4 czy piąty kończący strzał to bot zachowuje się jak cyborg z uniwersum Terminatora. Tyle w tym czystego realizmu. Jest tyle płynnych w rozgrywce "taktycznych" FPSów od których można brać przykład, to nie, po co ?... Mam wrażenie jakby tutaj twórcy chcieli na siłę od nowa wynaleźć FPSa metodą prób i błędów, z naciskiem na błędy... Grałem, próbowałem się przekonać i znaleźć coś dobrego w rozgrywce. Niestety poza ogólnym ładnym wyglądem, nie ma tu nic dobrego. Wrócę do tego może kiedyś o ile jeszcze się ten tytuł utrzyma przy życiu.
大更新后比之前强了不少,就是没人玩,人太少
game went inactive and even achievements are broken.
no amd support? game used to run on a nvidia card i had (gtx 1050 ti) but it doesnt when i use my new gpu
The game itself is good. Adding vehicles (e.g. tanks or helicopters) in the future, along with competitive matchmaking (like 25v25 skirmishes), would make it much better. Smaller modes like 1v1, 2v2, or 5v5 inside buildings with friends would also be really fun. A ranked system for these would give players something to grind. Exfil feels pretty empty right now and could use more activity or purpose. ⚠️ Optimization is decent, but I feel like it can be improved. On high settings (2K), I get around 70-80 FPS using DLSS and Frame Generation.
サ終してる。 ゲーム性やディティール以前に人がいない。 ちょくちょくゲームを開いてマッチを探すが、誰もいない。 今年に入ってからは一度もアプデやパッチノートがないから運営としてもサ終を認めているのかもしれない。 だったらソロをやればいいじゃないかと思うかもしれないが、AIがアホすぎて戦闘ではなく一方的に撃っているだけ。 自分はゲーム中、一度も被弾していない。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
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