
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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About
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 644 reviews with recorded playtime.
Reviews
Themes across 642 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
зашел в игру пошел на фронт переехали своим же танком вышел с игры реалестично 10\10
bought the game for 2 days, play 34 hours, still dont know how to do anything
This game is basically a carrot on a stick. For every one good experience you get beaten down a thousand times with bad ones. Then you chase the high of that carrot but its never worth it. Then the clans crush the last of the enjoyment of the game. Think a 12 man zerg rust clan except they are the judge, jury and executioner on your solo experience.
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.
Тем кто говорит что колонисты не имба смело бейте в лицо так как колонисты это пик амероскотсва. Ранние автоматы, Ебейшие гранатомёты. Это делает их лютой имбой. Баланса нет, забудьте...
solve the queue problem, it will be a good game
Давно мечтал поиграть в эту игру, обновил комп, купил Foxhole … скачал … и тут бац, что ? Правильно ! - ОШИБКА 1 Читаю что за «Ошибка 1», оказывается поиграть из РФ без взлома жопы не получится (и то не факт, нашёл гайды как это делать, но еще не сделал потому что жопу надо именно взломать, а не тыкнуть пару раз по ссылкам) Надеюсь разработчикам не всё равно на РФ игроков и они решат проблему, потому что я уверен что про проблему они знают …
poor optimized & not fun for solos
Ok so I played foxhole for 3 hours Not gonna lie. I don't enjoy it. It's just Arma 3 but third person with the ♥♥♥♥♥♥ project zomboid camera that you can't even zoom out or in. The weapon mechanic is weird, like you have to shoot behind the enemy and not at the enemy, you have this weird stability thing, you have to set spawnpoints, care about supplies, it feels like if you took Hearts of Iron IV's dumbass supply system that just keeps getting worse with every update and Arma 3's simulation mechanics but jank them up. It also just feels so clunky. The animations are stiff as hell, the graphics look like those games from 2000s that try to be realistic, and I'm not usually the one to complain about graphics, I was raised on old games, but this game for some reason makes me feel lost. I can't even see half the field because there is a combass, notification window, chat window, squad window, stamina bar, chosen weapon icon, the name of the chosen weapon, stability float chart. 3/10 it's an acquired taste.
war
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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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