
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
I just wanted to review to balance the field a bit. I think most of the recent negative reviews seem to be from when the developers added a half cooked aerial combat update / a salty dev comment. Seems I've joined after they've pushed another that adds the needed anti air systems, though yes, it could still do with some polish. I thought it would be a good idea to give a thumbs up to give a lil love to the dev team so they don't get disheartened and abandon the project... I'm seeing some negatives from people that have put 1000 hours into game / still actively play, and it seems like the community is basically shooting themselves in the foot by review bombing. From my limited time in game so far, it's well worth a buy for the price. When I joined, some people accused me of being like a spy for the enemy team. Apparently there's a multi accounting issue where some sad no life people buy more copies of the game to sabotage the other team rather than trying to get good themselves. Once I started helping out and got some commends, everyone has been really nice and helpful. I think honestly the main point of friction for me is the equipment UI. You have to do some juggling. For example if you want to use a medkit, you have to 'load the bandages' into it, but there's no way to load the kit like a gun so you have to unequip and equip. It's a bit dumb to say the least, I think it would be really easy for devs to add a 'reload'. They could do with making your loadouts be able to auto load mags after you spawn too. Little QoL stuff like that would be such an easy win and make gameplay much more fluid. For the best experience, it seems you definitely need to squad up, regardless of whether you play front or back lines, you will get some good lol moments with teams. I guess I feel that designing a game like this is a crazy task, let alone developing it. But yeah, for 20 quid... You will get your monies worth.
good times
Only game where you can do a million things, suck at most of em, find one thing you like, then be replaced by someone better. 10 out of 10 would play again.
.
Солдат в моторной лодке, если ты это видишь, прости, что мы тебя случайно взорвали взрывпакетом.
Что может быть круче чем подавать снаряды для артиллерии 3 часа
Its alright.
The game has been stuck in the "lots of potential; would be great -IF-" phase for quite some time. The devs are still actively developing it and adding features, but the community has fallen off deeply since it's peaks in 2024/25. You will rarely if ever see the same multi-day/week long battles that took place earlier in the games life cycle, and when you do finally get into a multi-hour/day long battle you're going to largely be playing against experienced players who've been playing since or before the Naval update, if you're not getting shot in the back of the head by your own team for "playing bad". The only real good thing is that most of the blatantly toxic players have fluttered off or been banned for shenanigans, but the devs also have a history of being very heavy handed with moderation, which is largely why the game has experienced such a downturn in player retention. I can't recommend the game in it's current state, but if it does somehow make a turnaround it is still loads of fun when everything falls into place.
- get scared -l watch a ton of guides on youtube - do a lot of logistics runs - go the the front - die -do a lot of logistics runs again - repeat
will get you addicted like crack cocaine
Related
Related
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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