
Foxhole is a massively multiplayer game where thousands of players shape the outcome of a persistent online war. Every individual soldier is a player that contributes to the war effort through logistics, base building, reconnaissance, combat, and more.
Most likely between $23.2M and $65.8M. How we estimate →
Checked against 8 developer-reported games
Cheapest copy: ≈ $8.49 on Steam · Ukraine (−72%). Compare 15 prices in 15 markets →
Reviews
Themes across 1385 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
developers are pos that get bullied into over buffing one side by redditors/youtubers and never address the real issues like (Alting, blatant cheating and the insane grind to do even the basics of logistics). Respect your time and go play planet side 2 or something,
honest review. gameplay is sublime, well made and balanced, the problem is the community, joined colonials for a couple weeks, got kicked out of building spots on the farthest back hex there was 4 times over, after having built first time was asked what the %*&^ i thought i was doing there, told the guy im new, im learning the game is that okay, no, so i moved away, got boxed in at my second spot and told explicitly NOT to expand at all, third spot was robbed blind daily until i moved inland away from roads and away from people. finally left alone long enough to build a locomotive, decided i would specialize in running locomotive loads of gear ot the frontlines, thought that would be so helpful to the war effort at large but once again was told i should ask permission to build a train and use it on tracks i built myself,,,, so toxic,,,, the game is run by people who basically want you to hammer a field for a few hours before giving you a couple kits to go die on a frontline with no expereince, ill try again next war and ill vigilante it see how that goes. also.. ingame chat is basically a social network and a slagging match, if you want to communicate without pure roleplay your expected to join a discord full of experienced veterans who will basically tell you what to do, where to go, when to play, etc etc,, its definitely not for everyone
Hackers playground, devs do nothing about it. 0/10 dont waste your money.
Foxhole is a fantastic game. The logistics systems are rich and thorough, and playing as part of the community can be great. I have spent thousands of hours building, moving materials, making supplies and fighting. However, the developers seem to have very little care for what they do with the game. Before Airborne, Foxhole was a little stale, but it was mostly functional. Since Airborne, the game has felt broken. The developers have fixed many issues by simply nerfing the heck out of planes and eventually giving us ways to deal with them. Yes, originally there was effectively no way for infantry to deal with aircraft. But the reason I cannot recommend this game is what happened when players came together to raise concerns about blatant cheating. The moderators moved to shut down the discussion and threatened bans, not against the cheaters, but against the people voicing their concerns. To give one example, a cheat allows players on a ship to see a wireframe outline of a submarine, including details about the health of its compartments. This allows the submarine to be easily tracked, targeted and killed. Large ships are some of the most expensive vehicles in the game, yet they are being killed by ships using aimbots to fire their guns. Why take any ship out if it is just going to be killed by cheaters? There are also speed hacks, aimbots and ESP. These are usually frustrating but can sometimes be countered. The most infuriating part is how blatant the cheaters are. They livestream themselves cheating in Discord servers. We also still have alts stealing important vehicles, such as fire trucks, and driving them towards the enemy frontline just as fire rockets happen to be launched at us. People queue unnecessary items that consume useful materials, are a pain to clear, and prevent the effective use of maintenance structures. When these players are reported, it can take a minimum of three days for the developers to take action. Now the apologists will come out of the walls and tell me that Siege Camp is only a small company. But there is plenty of low-hanging fruit that would help: - Bring back some form of player moderation. - Employ a community manager who actually talks to the community. - Be open to criticism, rather than pretending everything is fine and, to put it charitably, talking down to people who criticise the game. The developers are currently committed to a cycle of one update every six weeks, and it has been good to see the effort they are putting into fixing the game. But there are still so many glaring issues. If we could have an actual dialogue with the developers, hear what they think, find out whether they understand our concerns or simply think we are being dramatic, and see some kind of plan for what they intend to do, we could avoid so much of this crap. Foxhole has the foundations of an incredible game. I would love to recommend it. At the moment, I cannot recommend that anyone buys it.
No respect for players time I can't recommend a game that is such a huge time sink. To play it properly you need a lot of free time, close to having a job and sometimes even more. Worsening state of building Building defences has become less and less meaningful. Anything you build can be demolished by overpowered PVE weaponry. Additionally developers removed creativity with the Infantry Update forcing you to just build one design everywhere. Facility gameplay Most of players time is spent fulfilling the role of conveyer belt. Simply moving materials between buildings. This is extremely repetitive and gets boring really quickly when you need to transfer thousands of items. Power creep Rather than looking at the balance developers often just buff individual equipment which ends up snowballing to situations where balance is swinging extremely. Asymmetry is very fun but requires careful balancing which seems too difficult for developers. Lack of communication There's no community manager or regular dialogue between developers and playerbase. Because of this playerbase has become militant.
Great game but... A lot of cheaters these days. Devs ignoring cheating or discussions about cheating. Most improvements on Collies side, forcefully fast paced wars, overpowered Nukes that can not be defended against. Terrible current state of the game.
Nearly impossible to get into for a new player. if you are a teenager and have a ton of time on your hands and want to spend a week learning a game before you play it this is for you. Enjoy running around like a chicken with your head cut off and having 0 direction or objective. unless you have friends to bring you into the game and show you the ropes id go play a different game.
This game was amazing but the devs allow themselves to get bullied into submission by the colonial faction. Basically everything the wardens have the colonials have better and cheaper. Also the developers have made nukes completely overpowered with one being able to fire every 6 hours theoretically. Do not buy in the current state of the game
I beseech you not to buy this game at all costs in the current state, there is currently a ongoing cheating epidemic that has only gotten worse recently. the developers siege camp have not addressed or even acknowledged it is going on. until further notice this game will be a permanent negative review from me.
Foxhole has a unique concept and can produce some incredible moments, but the game increasingly feels as though it values the scale of the war more than the experience of the people playing it. The game is entirely dependent on players creating content for one another, yet it provides surprisingly poor tools for organising ordinary players. There is no proper system for finding crews, advertising roles, joining operations or seeing where specific help is needed. Unless you are already part of an organised group, you mostly have to ask around, wait for something to happen or accept whichever role happens to be available. This affects far more than solo players. Small groups and players with limited time also struggle to access much of the game. Armour, artillery, aircraft, ships and facilities require coordination, preparation and logistics, which is understandable. The problem is how much time must often be spent before the actual activity begins and how easily that preparation can be wasted. A tank is a simple example. I can spend an hour or two acquiring one, only to reach the front and discover that I cannot find another crew member for the role I need. I may be able to do something else, but not the thing for which I spent that time preparing. Larger systems multiply this problem through additional crew requirements, infrastructure, ammunition, transport and maintenance. Requiring cooperation is part of Foxhole’s identity and should not be removed. However, cooperation should be supported by the game itself instead of depending so heavily on regiments, Discord communities and players manually organising everything. The game keeps adding impressive new systems, but access to those systems remains unnecessarily restrictive and inconvenient. This also leaves ordinary infantry and logistics as the most consistently available activities. Specialist weapons provide some variety, but after enough time they can still feel like variations of the same basic gameplay. The most distinctive parts of Foxhole exist, but a significant portion of the player base can only experience them occasionally or on somebody else’s terms. Even established groups are affected by the excessive preparation, grind and maintenance. When meaningful progress requires this much player labour, balance problems, population differences, server issues or the loss of equipment become considerably more frustrating. Foxhole asks players to treat their time as part of the war economy, but it does not always treat that time with sufficient respect. The Resistance Phase is another example. After one war ends, the game remains online in a temporary state where progress has little meaning because another reset is coming. I wanted to play, but there was effectively no real war to participate in. A live-service game should not deliberately give interested players a reason to leave and hope that they remember to return later. Foxhole is still capable of being an excellent game, and there is nothing else quite like it. But its unique concept is carrying an increasing amount of grind, inaccessible content, weak organisation tools and unnecessary downtime. Adding more vehicles and larger systems will not solve the underlying problem if too many players cannot engage with them in a practical and enjoyable way.