
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.
Modeled estimate, not a reported figure. How we estimate →
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Foxhole is a massively multiplayer game where thousands of players shape the outcome of a persistent online war that lasts for weeks. Players ARE the content in this sandbox war game. Every individual soldier is a player that contributes to the war effort through logistics, base building, reconnaissance, combat, and more.
Massively Multiplayer Warfare - Thousands of players connect to the same world and fight in a persistent war that lasts for weeks. Immerse yourself in a sandbox that includes hundreds of hand crafted towns, villages, and other areas of interest.
Logistics - Comprehensive logistics game where every bullet, weapon, vehicle, and drop of fuel is produced and supplied by real players. Win battles by cutting off supply lines or sabotaging infrastructure behind enemy lines.
Trench Networks - Fortify your front line with trench lines and bunker networks. Build underground bases with ammunition storage, engine rooms, intelligence centers, and artillery emplacements.
Weather System - A fully dynamic weather system that simulates snow and rain storms. Weather can have a profound impact on the battlefield, freezing over rivers, disabling equipment, and limiting artillery effectiveness.
No Man’s Land - Unleash devastating artillery bombardments that can permanently level towns and transform landscapes into a desolate no man's land.
Tank Combat - Dozens of tank classes and variants supporting tank crews with gunner, commander, and engineer roles. Tanks can be tracked, have their fuel tanks ruptured, or be disabled and feature an armor system with penetration and deflection mechanics.
Naval Warfare - Construct impressive fleets of Battleships, Destroyers, and Submarines. Launch massive beach invasions to claim territory on distant shores.
Train System - Players can design and build large scale railway systems, enabling supplies, vehicles, and other equipment to be hauled over long distances across the persistent world.
Facilities - Construct and manage industrial bases that can be developed into mass production centers or shipping ports servicing hundreds of logistics players every day.
Air Warfare - Build and operate squadrons of recon planes, fighters, bombers, and other specialized aircraft.
Paratrooping - Paradrop behind hostile lines to cripple key infrastructure and disrupt enemy logistics.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Portuguese - Portugal*, Russian*, Simplified Chinese**languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 631 reviews with recorded playtime.
Reviews
Themes across 629 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
Слишком усложненная, задротская игра, чтобы что-то сделать нужно потратить очень много времени, кому понравилась эта игра - лучше сходите траву потрогайте Это ММО другими словами.
Excellent jeu
Прибежал на линию фронта, упал под колеса танка из которого играл гимн СССР и умер. Я считаю стоит своих вложений.
The game used to be fun and balanced when it was free, however now is full of entitled people, nobody collaborates because they will murder you if you don´t give them what they want in the game, in short, it´s always a mess since there is no a clear authority.
buen juego, aunque no tiene un tutorial para aprender a hacer las cosas como tal, pero si tienes conocidos que lo jueguen ya es ganancia, faltan 9 días par que termine esta guerra, aprovechen la oferta de rebaja, corre bien en mi tostadora
♥♥♥♥♥♥♥♥ game, dont bother.
Genuinely one of the best milsim games I have played. The top-down camera angle threw me off at the beginning, and I thought, "How could this be a milsim game?" But as I played longer, I understood just how realistic this game truly was. My first few deployments went like this: [olist] [*]Deploy on the most active front line. [*]Grab a rifle and 400 rounds of ammo. [*]Charge straight into the fight. [*]Die to someone sitting on a machine gun in the other trench. [/olist] After dying constantly with no end in sight, I left the frontline and decided to try out logistics. Logistics is the most important part of winning a war. Every item you see was made by a player, right down to the clothes you wear and the bullets you shoot. Once I figured out how the supply chain worked, I tried out midline logistics for a while, grabbing items that players were making in the backline and delivering them to a frontline to be put to use. I stepped away from logistics for a while and got back to the frontline to try my luck again. I've fought and won many battles since my first deployment. I find it quite fun to tally up my stats and figure out how much impact I'm making on a frontline. So far, I've killed around 360–365 Wardens. At a good pace of play, I'm usually taking down 10–15 Wardens an hour (a rough estimate, likely not accurate), all with a rifle, mind you. A final note to anyone who might be looking into getting the game: This game is absolutely possible to play solo. There are regiments for players looking for team play, but it's not a requirement, nor is it guaranteed to get you fat stacks of kills. Ignore the Reddit posts. In fact, ignore my review. [b] Buy the game, play the game, and judge the quality for yourself. [/b]
Кусок Жидовского толерантного говна
solve the queue problem, it will be a good game
I first joined the game at the very end of War 134, literally on the last day before the server merge. Later, during War 135 (the first war on a single server), I joined a Warden clan. I gathered resources, learned the game mechanics, and overall the atmosphere felt quite enjoyable. Throughout the entire War 135, the Wardens were retreating while the Colonials kept advancing with little serious resistance. At first, I did not pay much attention to it. Now (at the moment when the Colonials are establishing themselves in Stonecradle without much difficulty), there seems to be an overwhelming imbalance in favor of the Colonials in almost every aspect. For example, Warden tanks appear unable to effectively compete in combat. From what I have seen, they barely manage to hold their ground even while defending. In general, tank combat gameplay feels very peculiar to me and, in my opinion, needs a complete rework. I am not the most experienced player, but this feeling of imbalance is very discouraging and makes me want to quit the game. Perhaps it is not only about vehicle balance, but also about the fact that the larger and more experienced clans tend to play on one side because the developers have effectively given that faction an advantage. On top of that, the game demands a significant time investment from its players. From what I understand based on reviews and conversations with my clanmates, balance is the game's main issue. Balance in Foxhole is extremely complex and very easy to break. There are also many technical problems. Massive queues, ping issues, and occasional bugs where certain keys suddenly stop working (for example, Shift in the inventory) or parts of the UI become unresponsive. It also feels like there are quite a few cheaters in the game. As for the servers, I believe there should be separate servers for the world's major time zones, such as a European server, with proper regional filtering. When you spend 12 hours building, pushing the front line, and contributing to the war effort, only to log in the next day and discover that everything was lost overnight while you were sleeping or working, it is extremely demoralizing. It makes you wonder why you should even bother playing. Perhaps this is a bad idea, but I feel there should be some kind of "frontline lull" mechanic during the common nighttime hours for the European player base. I’m really hoping for some positive changes, and I’ll update my review, as the game is one of a kind.
Related
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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