
Command military Special Ops Teams in gripping tactical combat against a Middle East-based terrorist network. Sequel to RockPaperShotgun's "Best Tactics Game of 2014".
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About
“Charge set”, my Alpha Team leader said.
Not knowing what lay in wait for us behind the door, I commanded, “Burn it” into the radio.
“Burning”, he replied. Sliding his finger into the pull ring of the ignition system, he pushed the pin in, turned it a quarter turn, and pulled.
The night was no longer silent as the sound of shredding timber filled the night. Windows shattered and pieces of glass fell to the ground. The walls around me shook. Where a door once stood, only smoke remained. Like water bursting forth from a dam, men flowed into the unknown.
--- from “Violence of Action” by Marty Skovlund

The sequel to the hit tactics game Door Kickers, Task Force North brings you the best portrayal of modern Close Quarters Combat and Tactics in a video game.
Control Special Operation Units in daring raids to rescue hostages, neutralize and capture terrorists in the fictional country of Nowheraki, Middle East.

Top-down tactics with Real Time gameplay but pause-at-will allows you to think, rethink, and still bite your nails as the action happens. And there's no turns, hexes or action points to manage.
The game models deadly threats and techs: suicide bombers, IEDs and Rocket-Propelled Grenades - but gives you tools to dominate: Light Machine Guns for suppressive fire, Night Vision Goggles to own the night and wall breaching charges to open new entry points.
Destructible environment lets you progress through the non-linear levels. If something stands in your way, tear it down! Any strategy is viable.
You can even choose the unit to deploy for any mission:
U.S. Army Rangers - firepower, numbers and skilled, coordinated violence.
CIA Special Activities Division - small unit of Covert Operators, able to go undercover but also deliver surgical strikes when needed.
Nowheraki SWAT - grit, improvised tech and gear borrowed from their US advisors.
It's NOT just skins and weapons, but distinct playing style, abilities and unit doctrines.
Should there be more units? Tell us what YOU think!

Play unique, hand crafted Operations or endless, procedural generated Tours of Duty. Each has their own challenges and rewards. For the bravest, mix it with the optional Iron Man Mode: troopers lost during campaign missions are gone forever.
Dead stays dead*, but memories are forever!
*only in Iron Man mode.

Online Co-Op Multiplayer is available, for up to 4 players. Each player brings his own Squad but you must work together to complete your mission. Choose your gear, draw your plans, strategize and combine your tactical prowess! In the end, you win or lose together.

Door Kickers 2 comes with over 90 handcrafted missions, plus Handcrafted and Generated Campaigns, Random Mission Generator and a Full-blown Mission & Level Editor to create your own content.
And you can share it with the world, or enjoy what others have built: The Steam Workshop already hosts over 7000 missions and is now open for Custom Units, Total Conversions and all sorts of wild stuff our modders are famous for.

With full SteamDeck compatibility and custom touch screen controls, you can play Door Kickers 2 anywhere! Enjoy unparalleled strategical freedom both ingame and in real life!
Add-ons
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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
Reviews
Themes across 972 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good with mods, level generation is kinda off. Game is not specific on what tools you will need during the mission. There was 2 instances of a time where I needed a c4/breaching charge to break a wall which I didnt, there was no door access to the main buildings soft locking me from completing the level. But mostly the game is great about using real world tactics and it punishes you if you're sloppy.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Ukrainian*languages with full audio support
Hours played at review time, across 973 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game itself, as in the gameplay loop, level design etc is good, but the game lacks so many QoL features that it makes it annoying to interact with the otherwise good game. Sin 1: Controls: You can't select units with keybinds (such as numeric keys), you must click on them, which is 'extremely' annoying (especially when they are too close together). A lot of actions simply do not have keybinds, every action should have an (optional) keybind (I'm ok with them being unassigned unless you assign them). Sin 2: QoL: Context menu: Want to kick a door? Well, depending on what you have available (context1) you need to switch to context2 to kick the door. Why can't we just have smaller icons(or a second set of outer-icons) instead of having to cycle multiple context menus (which gets annoying really fast)? Clear Orders: Game really needs the option to 'clear all current orders' both for singular unit, and all units (which exist, we get it at start of the map! We should have it available constantly). Here's why this is needed: Say you have a chain of 13 orders, but for whatever reason you want to stop. Well you now either delete 13 orders, OR you create a new root-movement (drag from unit) and delete that. Unless the root is a view direction, then you need to to the above, clear that, THEN do another clear(to reset the view), 2-3 actions, simply to clear the orders. This should be '1' action operation, not 2+. Units at level start: Why can we customize individual units if you're going to populate a map with what you think is the 'best' selection despite my support only having a pistol?. I'm being a bit facetious, but it's another 2-click operation that simply shouldn't exist. There should be an option to choose if we want levels pre-populated with recommended units, or have no units, as every mission is a set of "click remove all, then add". Loadouts - Because of every mission being different, some situation require different loadouts. While 'units' can work for this in principle, in reality they can't (especially in campaign where units get injured etc and their state carry over). Simply having selection of say 3 loadouts, so we could do say, normal, subsonic (mp5), CQC would go a long way aleviating the tedium of changing loadouts every mission (very relevant to campaign). Planning: While improved over DK1 (at least from when I last played DK1) it's still terrible. What we need is the option to hide every other planning path expect current selected unit. While selection is fixed (You won't select another units path while a unit is selected) the visual noise is extreme and at times can be unwieldly. Also wouldn't hurt to be able to hide everything before/after checkpoints. Sin 3: explanation of mechanics: While it does a good job at core mechanics, it does expect you've played Door Kickers 1. There's no explanation about shift+rmb(alternatively lmb+rmb) viewsetting and how it works (there is in DK1). There's also no explenation for how night-time works (Why can't I see a unit that's far away, why do they suddenly appear out of nowhere? I assume it's NVG view-range limits, but this is never explained or noted anywhere). -- Apart from these 3 sins, the game has a lot of questionable design decisions. Such as no lockpicks (with missions where alarm triggered is likely to cause failure), VIP's causing your entire squad to scream, breaking stealth (thus triggering 'alarms', if you're unlucky with the procedural seed this can break the mission from the moment you start it because the VIP spawned in the first window). For the VIP issue, simply do not have the squad scream or attempt to have them surrended if stealth-mode is on. -- Like I said, the game itself is good, the foundations are great. But these "minor" issues start to feel like "extremely major" issues after a few hours. DK2 like DK1 is a game about micro-managing 2+ units and does everything it can to make that process as tedious, and unenjoyable as possible.
Fire
Amazing game
really good game!
Best tactics game ever!
Puzzel Terrorist killer. Its something else, and fun.
Унікальна гра, тактична стратегія де безлічь місій.
great
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