
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
за час игры попал в окружении и отстреливался от превосходящих сил противника пистолетом без патронов потому что их не смогли привезти логисты 10 окружений/10
Esse é o jogo que carrega o titulo de maior arrependimento na minha biblioteca. Para você BR, basicamente tem apenas um regimento relevante, então caso vc não curta ele, o jogo vira um peso de papel pra vc, pois sem um regimento é completamente inútil jogar. Fora esse ponto, os ultimos updates desequilibraram d+ o game.
l don't know
4 день не возврашают деньги
Çok iyi oyun. Npc diye bir şey yok. Kontrol her şey. Alın
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lots to learn and or do
[h1] Guns: Great [/h1] [h1] Grenades: Awesome [/h1] [h1] Demolitions: F*** yeah! [/h1] [h2] Elevation in a top down game: Inconsistent [i] Garbage [/i] [/h2] I would make different plays if I understood the grade of the hill in-front of me, but you can't see it, the ground looks flat. The only standout differences in elevation are cliffs and the obvious transitions around them, sort-of. When you try to vault over rocks, rubble or trenches its a guessing game as to whether your character will climb up and over, stumble back down, or just do nothing because that boulder is actually too high. There are other places where you can just walk up rocks when it is not apparent. You will get stuck on random stuff, get stuck in a falling animation around trenches, or not be able to walk through the center of a trench because your clipping something invisible. This compounds the issues I have with the gunplay. I don't know if sound causes enemies to become visible but my character doesn't have to be looking in their direction for them to appear. I could be hiding in a corner waiting for them to pass and flank them but they know I'm there even if they never looked in my direction. Standing in a trench leaves your head exposed for the world to see. You get spotted and you spot them but that doesn't mean you have line of sight. You can still miss. The red line indicating there is something in the way of what you're shooting at is a terrible half-measure. I don't care about the bullet spread or suppression mechanics that's fine but the gunplay would feel way more intuitive if visibility meant line of sight providing the chance to shoot and score a hit. A lot of situations are just unreadable and only through what I believe is many hours of gameplay you can understand why you get an advantage over the guy in the trench across shooting back at you on presumably the same elevation. In a game that's based on early 20th century great war period about building trenches and structures I think they should put more thought into such a fundamental part of the gameplay. And f*** that AA looking twin gun armor that shoots shrapnel, If you use that thing your a b***.
Peak
PIRE JEUX DU MONDE !!! A FUIR
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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