
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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Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Coming back to this now it's in early access after a few months break following the alpha gameplay and the progress is great to see. Already looking deep and exciting even at this stage. While there's still plenty to go before the finished product there's lots of tense and rewarding gameplay to be had at this stage. I've been following this for a while now and the dev team clearly care massively about what they're producing. They have a really deliberate vision around where this is going and every step they've been taking so far is doing a great job of getting them there. I'm very much hyped for the finished product but also excited to play along as it develops and enjoy everything they've already done on this.
So far so good! I can see me putting in alot of hours into playing this game. Love the core concept and here for the long ride!! Grade A to start out. The Devs are awesome, the concept is crazy realistic.. If you want a finished product wait, as this one just hit EA but what they have planned is mouth watering intense action!!
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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
Id like to start with saying a lot of the negative reviews have good points and I do share an understanding of them, however they have been worded in such bad faith that they almost just seem mean for the sake of it, this is a very early access game which is plastered everywhere if you miss that its on you. The first 30 minutes was rough for me and match the negative reviews experience due to all the info and tutorials currently being either long form video content or text dumps on their site for example, now I didn't read or watch them as I never do I just dive in and figure it out so that is partly on me. However, once I got my head around it the game really started to open up for me and went from confusing to really enjoyable genuinely within minutes. There is only a small section of the game available at the time of writing this along with a small section of features and yet I can already feel the bones really shine through, all those confusing parts initially all blend together to actually showcase a really detailed and complex system that performs very well in tandem with each other. Admittedly a lot of what the game offers right now is potential, the potential for systems, for progress and for gameplay. If you're on the fence about this id say keep it on your wishlist and follow along, however if you're interested in actually being apart of the development and progress of this game id recommend getting involved, my experience with the devs and community has been really endearing so far, they seem eager to listen and learn but I'm still pretty new. Performance wise this is great for me no issues, no stutters, no crashes as of yet. Game looks and plays pretty good once you have the hang of it, both have room for improvement but I've seen finished games in worse shape. Price wise does seem a bit steep to a lot of people relative to content but to me the price is more reflective of supporting the funding of the game to allow the aforementioned potential to actually appear, based on the financial goals available on their website. I genuinely really enjoy this game as of my limited playtime and hope I will continue to as I keep playing and as the game keeps developing. I'm excited to follow along and be apart of the journey. A lot of my personal critiques have already been acknowledged in some shape or form whether a bug report on the discord or another steam review, whether they are being actively worked on or are on the worklist doesn't make too much difference to me.
Devs been open and are implementing updates everyday-game is unfinished however the speed of systems being implemented is where this game is currently shining along with innovative ideas and systems also being implemented-this game is ambitious but everything as far as gameplay is pretty smooth. There is no story-nothing like that yet but game is full of innovation-join the discord and you'll see how far the game has come in such a short time.
Man the bones here are AMAZING. Once you figure out how to get folks moving the way you want to you can get some really great tactical moments. The penetration system needs to be more clear as enemies can tend to be immune to M4s unless you go for the arms or the legs, but the operators seem to be wearing Swiss cheese for armor as even a single shot can be fatal. There are bugs (expected). One that renders operators unable to move outside of combat, and if you then try to get them to move inside of combat it crashes the game. Another disables the ability to call for support which is game breaking as you will never get supplies or CASEVAC your wounded to get fresh troops. When it works, it’s FIRE. When something breaks, it can erase HOURS of work. Once the issues are ironed out tho…..this will be the best tactical turn based military game out there. 6.5/10
The is a review for Burned Horizons. I want to start by giving a shout out to the people behind this project. I think that it is a noble effort to bring awareness to the conflict that is currently going on in Ukraine. Although I myself have no stance either way as I think that the conflict is something that be talked about at the table, I appreciate the reason for making the game. I feel that the lose of life on both side is tragic, and I pray that God will bring PEACE to the region with a solid resolution. The game is very well constructed with the tactics and movement that is provided with the toons that are available. I have played a lot of turn based tactical games, and this is by far on of the best. The environment is great with the ambiance and you are fully amerced. I encourage everyone to try the game for what is actually is and NOT the potential politics behind it. Thank you for the continual effort that is being put into this project, and I looked forward to the see the game come to full fruition. It was/is a pleasure to be a backer in this project and I commend those who backed the project, and the creators behind it, I will give this game a 5 ***** review, it truly is a great game.
A great idea, one I wanted to like given how different it claims to be. I can put up with bugs, but this game as it is just now is not playable and well before pre-alpha. The footage on the store page, no idea where that's from as playing on ultra looks nowhere near it. The game does say a campaign is due, however for the money charged you currently get one battleground with no kind of map for any kind of navigation. No objectives either, and a buggy sight system. Have snipers, cool. They'll not see an enemy next to them that can engage close range before they are dead. No stealth mechanics that I can tell either, so really its just grind until your guys have all perished. And unless I've missed something, the aim is just either wander or kill enemies. Nothing else, no rewards save for you soldiers gain ranks which as far as can be seen is just a different title in their profile. They still will miss most shots they take. Better yet, the game auto saves for everything so you'll be playing enforced ironman whilst trying. Oh, and also no way to kit your guys before sending them in either. All well, just change the difficulty just now... oh, wait that's not yet been implemented either. You can change volume and basic graphics. Here to hoping this is just the first bump in a long tour and I might have another look then....
Been playing the game for a while, since very very early alpha. It's come a long way from then. controls have gotten more fleshed out which is nice. I think the game has great bones and can't wait to see the direction that it goes. I paid into the kickstarter several months ago and was glad that I did. I haven't supported many games on kickstarter, but the few that I have I feel have been the right choice. I like the developers ideas for the title. I've heard their discussions about how leveling will work and experience, trying to provide a more realistic mil-sim element to the turn-based genre. Here's hoping that they secure more funding for the game because I love seeing indie developers get pushed to the top. Great proof of concept so far Devs. thanks for continuing to push forward on this.
La idea es genial. Han sabido coger lo mejor de los juegos de acción táctica y lo han metido en este juego. De gráficos anda bien y, en general, veo mucho potencial. Una lástima que aún esté tan verde, pensaba que tendría bastante más material. El juego es poco más que una demo, tiene bugs a menudo y una vez ha llegado a crashearse. En fin, toca ser paciente y dar tiempo a los desarrolladores. Esperemos que el resultado final sea acorde a lo esperado.
Burned Horizons is rough, unfinished, and worth backing anyway — if you actually read what you're buying into. Yeah, there's pathing jank, thin animations, and combat feedback that's unclear sometimes. None of that's a surprise if you read the store page — the devs say it themselves: "If you're expecting something further along, we'd rather you wishlist and follow the project for now, then jump in down the line when our progress matches what you want out of your experience." That's exactly the deal here. This is 10 days into EA, not a finished game. What's underneath the rough edges is genuinely different: a wound system that doesn't auto-heal, operators who carry trauma forward and the implications of how you have to start playing around that, its adding another layer that is not seen in 99% of games today - That's a real pitch, not a placeholder one. On the heavier claims floating around — undisclosed AI art, mods deleting or banning critical feedback — I can't confirm those from my own time with the game and experiences before the STEAM EA. If bugs and confusion are dealbreakers today, skip it — the devs would rather you wait and wish list. If you want to help shape it while it's built, this is that chance. Long road ahead. excited. No regrets. PS - I have never backed a product before with how much these devs communicate personally.
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