
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Engagement
Reviews
Themes across 1367 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
i love this game and i think others will love it also so join the wardens
people are too good for me
Media

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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
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Runs good, the people seem chill even though I'm pretty bad. The persistent map reminds me of a slower paced Planetside
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Отличная игра я спuZдил больше чем смог
eXCELENTE JOGO
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.
тепер умене птср і тепер є опит сказав тцк мені
[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***.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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