
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 657 reviews with recorded playtime.
Reviews
Themes across 654 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
Jogo sem qualquer ajuda para os novatos
This is a great game.
Very helpfull players if you ask in the chat
Not even worth my time to write anything, if you know you know.
As you can see i don't have a ton of hours in the game, but do have some and have seen two wars play out at this point, but mainly commenting here as playing as a pick up put down filler game, but one that has charm and keeps you coming back to it as this is my 3rd time coming back. This is one of those games where if you don't give it a chance you can't see what all it has to offer. Tbh i would consider myself "functioning enough" in this game in terms of knowledge/mechs of the game. So if you came here for a detailed guide on why it works this ain't it. I will tell you though the game has a certain feel to it you can't get anywhere else. The teamwork, and time put into building the defenses for what you're fixing to use to hold off an attack. The inv system just works. The game could probably be taken very serious on the strategic and planning side, but for the average jo gameplay it's perfect. The game has a small learning curve which or more or less just getting used to how to equip proper items, where to spawn, and use stuff, but for skill it's basically toggling aim/crouch, and from there it's an awesome arcade over the top shooter with depth to the fighting, but not so serious where you're just sweating, but actually just enjoying playing. 8/10 because some times you're in the sh!t of it getting ARTY'D TO HELL. Every time you log on you never know what you're going into. Each fight is different as defenses, equipment available, and terrain all factor into how you have to play each fight out. You might log on one night and be in the trenches tooth and nail fighting for the next forward position, and the next night your chillin listening to music firing ARTY shells and raining havoc on some poor kids while you sit there and watch two guys shove new shells in as fast as they can for hours straight. It's DIFFERENT BRO. GET IT? Give it a shot might like it!
[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***.
very good game
тепер умене птср і тепер є опит сказав тцк мені
I love larping in Deadlands
Developers have seriously screwed up balancing in the recent updates, with the game still not being fully balanced before. Now it is just obvious they favor 1 of the 2 factions: The one they play. If you wanna buy this game and play warden, don't. The wardens have kicked down into the gutter due to the inbalance. Play colonial if you wanna have fun.
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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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