
Command a gritty, independent multi-national PMC in a real-world tactical sandbox set in 2002. No HP bars. No XP grind. No class rails or perk trees. Real ballistics, severe wounding, and persistent scars.
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About

Contact, two hundred meters, tree line. Your team hits the dirt before you finish the thought. This isn't the first firefight your squad's walked into, and it won't be the last one that leaves a mark.
Ukraine, 2002. On paper, you're NAFOSEC's (PMC) Operational Lead in the theater. On the ground, you're right there in the dust with your team—staging out of a forward bivouac, sorting kit, and making the calls when the shooting starts.
There are no clean breaks when the firing stops. You manage contractors who carry the physical and psychological weight of every engagement into the next. Wounds degrade capability, trauma shapes behavior under fire, and casualties require real field extraction. When you commit a squad to an operational area, you live with every call you make—long after the brass stops hitting the dirt.
"It's not just about winning the battle; it's about surviving the war, with all the scars that entails." — Gungho Cowboy, Popular Airsoft
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Burned Horizons™ is a turn-based tactical sandbox built on persistent operator health, realistic ballistics, and unscripted squad operations across open sectors.

Combat leaves more than wounds. Some SCARs build slowly, small marks accumulating over weeks until they finally harden into something lasting. Some form in an instant; one bad moment is all it takes. What comes out the other side isn't guaranteed either. A SCAR might sharpen an operator, break them, or leave barely a trace. One guy might freeze when a room needs clearing. Another might snap and open fire before the stack is set, or carry enough raw anger back to the team that no one trusts him to hold his angle. And when SCARs stack on top of each other, the result isn't predictable: sometimes worse, sometimes not, but never quite what either SCAR would have been alone.
No two operators carry the same war.
A jacket and a fireteam are the exact same fight. UCD measures your history and standing within NAFOSEC, S-Grade is whether other operators trust you to execute, and Cohesion (COHD) is your raw capacity for leadership and command; whether you're leading a team or moving solo. None of these exist in a vacuum, and none of them guarantee a damn thing. A bad hit to your S-Grade can cause operators to hesitate on your callouts, introducing friction the second the shooting starts. Strong COHD gives you the tools to try and hold a squad together under fire, but even the best leadership can get overwhelmed if conditions turn bad enough. Your company UCD carries weight, but it won't stop a bad drop from testing the trust on your flank. Every one of these systems bleeds into the others. They create friction, exert pressure, and shift depending on how you react when the plan breaks down.
Wounds are modeled after physical trauma and physiological breakdown, not a depleting HP bar. Bullets crush tissue, sever arteries, and break bone, and no amount of waiting behind cover brings that back. A hit to the leg ruins an operator's mobility; a hit to the arm destroys their ability to steady a rifle. Keeping your people alive isn't about waiting out a cooldown. It's about applying tourniquets in the dirt, stabilizing trauma under fire, and calling in CASEVAC before they bleed out.
A hit to the leg changes how an operator moves
A hit to the arm changes how they shoot
"That's a permanent souvenir, a little something to remember the holiday by." — Gungho Cowboy, Popular Airsoft
Gear isn't cosmetic, and weight isn't an abstract number. Plates only protect what they cover, chest rigs dictate how fast you pull mags, and heavy rucksacks drain stamina before you ever reach the target. Every weapon is customizable down to real components (slings, mounts, optics, and attachments) that change ergonomics, muzzle rise, and weapon handling. Outfit your people for the exact fight ahead of them, not a fixed kit, because a bad loadout will exhaust a squad faster than enemy fire.
Nobody steps off the transport a finished product, and no two guys come out of the wash the same. What an operator brings into the theater (Core Attributes), whether that is a mind for a crisis, a head for triage, or how naturally others hold together on their flank, is just their capacity to learn when things go sideways. Put a designated marksman on point duty for three drops, and he isn't going to magically sharpen his cold-bore shots. He's going to learn how to breach a doorway, because that's the dust he actually swallowed. That time in the dirt, combined with what the old hands pass down between ops, is what carves out an operator's Pathway and builds real Specializations over time. You don't pick what your people become; the war does.
No XP Point-Buying: Operators gain proficiency strictly through field execution, not banked point trees.
Zero Class Locks: Initial roles never limit what an operator can learn or adapt to in the theater.
Your operators fight across sprawling, persistent theaters, not isolated missions.
RDC-TRIDENT, 2002: Ukraine, at the start of a brutal Russian invasion
Victories shift front lines
Failures ripple outward
Other theaters open as the campaign expands

The default reality is cold and unforgiving: no health regeneration, no easy exits, and no second chances. But it's your command. Standard Operating Procedures (SOPs) allow you to tune the operational rules to your preferences. Adjust threat levels, mechanical friction, and campaign persistence from an uncompromising Iron Man baseline to a tailored mandate, without stripping away the tactical foundation of what the game is.
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Deep tactical combat: action points, suppression, overwatch, interrupts
Realistic wounding system, no health bars, no auto-heal
CASEVAC and reinforcement support called in from the field
Full armor and loadout system: plate carriers, rigs, rucksacks
Deep weapon modding: real components, attachments, and slings
Pathway specializations that grow from what your operators actually do
Squad trust and cohesion that shifts based on shared experience
Switch perspectives: top-down, isometric, or third-person
Fully customizable SOP settings, tune the difficulty and experience to you
Full modding support: sliders, toggles, and beyond
Persistent squads and consequences that carry across the campaign
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Early Access is where the deeper layers take shape:
Logistics and supply networks, buying, selling, and trading gear
Wider AI behaviors
Strategic movement and maneuver
Advanced operator systems
Vehicles and mobility
Deeper wounding and SCARS integration
Deepening triage and recovery systems
Full mission and operational campaign system
Replacing generic placeholder maps with large, custom-built AOs, progressively expanding to fill out the full RDC-TRIDENT theater
Full persistence framework
Exploring a real-time planning phase, and potentially a plan-and-execute turn-based mode
SPARQ command and team management system
Base building, growing from a patrol base into forward operating infrastructure
Prisoner capture and recruit training
Weather and day/night systems, introduced early and deepened over time
Hunger and survival needs
Realistic tech progression, equipment follows historical timing where it applies, with room for operators to field-test, capture, or improvise gear ahead of its time, as real special operations units have always done
An ongoing authenticity pass, gradually replacing placeholder assets with assets that reflect the period accurately
Continued art passes, replacing placeholder and concept assets with original, final art
Localization for additional languages
Initial set of modding tools
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Our roadmap doesn't stop at full release. These are big undertakings in their own right, and anything that isn't as deep as we want it by 1.0 keeps growing from here:
Multiplayer and self-hosted server support
New RDCs (theaters of operation), each a new world tying into the one you already know, bringing new factions, gear, and vehicles with them
Destructible environments, and continued expansion of them even once introduced
Continued deepening of every system, art, weather, fog of war, base building, modding tools, and beyond, wherever EA didn't get us all the way there
HOLD THE LINE. ALWAYS FORWARD.
COMMUNITY CREATED KEYBIND MAP | CREDIT: [WAR HERO]
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Engagement
Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm leaving my recommended status with an asterisk. I've had this game at the top of my wishlist for months now and I've followed development for it closer than I've followed most games so I knew when I bought it what I was gonna get out of it. BEFORE YOU BUY: At the time of me writing this, you get one map with an open ended mission statement that basically amounts to "Go out there, get the bad guys, try to keep your guys alive as long as possible, have fun." You get a roster of like 16-20 guys with pre-made kits that you currently can't customize in any capacity apart from swapping their inventory with items taken from the map, usually off of dead enemies. You start each session with 2 of those guys in the world, and because I have noticed a lot of confusion on that end, you have to manually summon your other operatives into the world to use them. It doesn't outright tell you how to do that, but it does offer tutorials in the form of youtube videos linked in the pause menu of the game in the top left hand corner. In efforts to be a bro I'll just tell you how to do it though, right click on your mouse opens a wider command menu and bottom left of that menu is a sub menu called "support" and thats where you summon your other guys into the field. Ultimately, I see some comments comparing this game to XCOM, which was always going to happen and imo isnt really the case. If this game is comparable to anything it would be the older SOCOM games. You control everything your guys do from where they go and who they shoot at all the way down to how fast they go there and what readiness level they have their weapon in. With all of that out of the way, my thoughts on the game as a whole: I like it, and I think that as long as the devs stick to it and put the work in, Burned Horizons could end up becoming a really good MILSIM that could scratch that SOCOM itch many of us have had for so long. Currently, I would say save your money UNLESS you are okay with having the current limited amount of content available in game. But as the game develops and more stuff added, I see no reason why it won't become worth it's current price.
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Languages: English, Ukrainian
Hours played at review time, across 68 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'll Change this as it continues development, but as it sits it's a very rough game. The price is very high for the current crudeness of it. The gameplay shows promise, but it will need significant time to bake. - As it sits you get what you get when you spawn in (No customization: Classes or Weapons) - They give you very little info "An ever Changing environment" and use buzz words like "Kinetic" that normal military / Vets usually roll their eyes at. - Wait for a Sale (If there ever is one) - Wait for 6 months (Of active development) Just wait for now. Looking forward to the future of it, but as of now I can not recommend due to the lack of really anything to do.
Beautiful game with a lot of strategic depth for something that just released on early access. If you like shaping an early game then jump in, if you're looking for something polished then I would hold off and check back in some months. I'll update this review after a few more patches and many more hours in game.
I'm am early backer of the game and enjoy hopping in and out. The devs are quick with updates, bugs are ironed out quickly. It just feels different from the usual turn based and I can see the vision unlike other early access games. 1st person, top down and 3rd person views which is really cool. The Devs are active in the forums as I'm not on discord. Slava Ukraini 🇺🇦
Turn-based tactics that doesn't hold your hand. Every action point matters, cover and line of sight decide fights more than raw stats, and a single sloppy turn can cost you an operator for good. The squad management side has real weight to it - wounds, gear, who you bring back next mission. Rough around the edges in places, but the core loop already hooks. Recommended.
This game is early access but with saying that it has amazing bones. And the price is fair for what the game should become. Anyone complaining about the price because its early access are morons. Early access is paying for a full game in development not a demo.
People expect a finished game and do not ready the early access caution. The devs need to make a great game which requires money to do so. This will be a great game. If you like xcom and you like modern weapons Ns you want a game where sounds matter you’ll like this. Don’t expect it to be finished out of the box. If you don’t work at a grocery store, the price isn’t bad.
MONEY GRAB!!! Feels like a money grab been watching still nothing from them will see but i feel this is a scam/moneygrab i never write reviews was excited for this tried and played it was garbage gameplay unresponsive just pressing and clicking after the 4th time i have no faith in this game great idea though.
I'm a fan or tactical games that simulate the war the way it realy is. For a long while I've been waiting in vain for something worthy and kind of lost my hope. All other tactical games were and are some simplified unrealistic clone of some famous title whose popularity was bought with money. Ever replenishing health points, simplified actions, featurized soldiers, dumb leveling up, primitive gear and load bearing, magic healing, you name it. And then I saw this game. It was still very bare bone but what developers were saying was exactly what I was waiting for - tactical squad simulator the way it is in reality. So I decided to trust DEVs, backed it, and it is 100% worth it. Over very short period of time they managed to build a lot with limited resources and financing. Show me tactical squad game that has realistic wound simulation and triage? None. This one does. And this is only the begining. Building realistic simulations is not an easy task, thus a lot of mechanics are still work in progress. But every release they get better and closer to be more and more simulated. With every release, the game becomes more and more mature. And more to come. DEVs are honest and actively engaged with supporters and backers. They regualrly provide updates on the active development. If you're looking for another clone with meaningless gameplay, some feturized mechanics and story - this game is not for you. But if you're looking for a game that is realistic, dynamic, just like real life, and will never repeat itself - this is your game.
So for years I have searched and yearned for a solid and realistic tactical military simulation. Xcom clones have long failed us, Shooters have failed us. Along comes Burned horizons where gear is not cosmetic at all. Every item of gear has a purpose (pouches, mag carriers, mag drop pouches, armor, helmets all have a purpose and so does weight, where you put that weight is also important. You have stress from combat, injuries, and fatigue here. To date this is the first simulation that gets everything right. Another plus is many of the devs are vets and several have combat experience from many different countries. They are courteous and will help all players by answering every question. Bare in mind this is EA, more great things are to come in the way of gear, maps and a ton of new features. If you crave realism in a turn based combat system this is your game. There is no horrible meaningless features or horrible RNG here. Your fighting is a historically accurate and ever changing environment that is open world and not limited to a linear campaign or mission, it is always ongoing in the field. Male and female soldiers are also represented here. AS someone who served I really love everything about this game and it has not disappointed me like most other games have. Its more of an infantry simulation than a game and thats a good thing. A huge thumbs up.
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