
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.
Modeled estimate, not a reported figure. How we estimate →
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
▬▬▬▬▬▬
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.
▬▬▬▬▬▬
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
▬▬▬▬▬▬
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
▬▬▬▬▬▬
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]
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Horrendous animations/sound design/voice lines. Poor level of tutorial/explanation of the game mechanics. Zero setup/world building to get you invested. Unlock FPS base setting (can cap to 30 or 60 in menu) in the big 2026. Way overpriced, with false advertising of mechanics not present in game at the moment. And the devs comments on other reviews and alleged banning of people talking about the price on the forum. This game's honestly not worth more than 10 bucks at the moment, and with the bad faith shown by the devs so far in reviews response and forums/discord, I would not bet on its future. I can't say for sure, but I wouldn't be surprised if the good reviews are from devs, early backers or friends of the project/dev team.
The bones are there, the setting is there, and the vision is there. The developers are very honest about the state of their game and where its headed; full disclosure I have backed the game for the last few months, but the amount of content added as well as fixes and polish that have been added in the last few months is amazing. The dev team is responsive and very involved in theor community. If the game seems like something you'd be interested in and are ok hopping in early, please buy and support the devs. If its something you are interested in but backing a VERY early access title isn't your thing, wishlist it and wait; review bombing a small indie dev that is actually actively working on their title isn't it. Early access is early access for a reason. These guys are cooking and I hope they get to see their vision realized🤟
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, Ukrainian
Hours played at review time, across 68 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This will be a long labor of love to get to the finish line, but in two days the devs fixed eight of the bugs I reported or was stuck facing. I've wanted a game similar to this for a while, interested to see more in the future!
I love playing Turn based games and had high expectations for this one. I was very disappointed, I know its in early access but the content of the game as it stands is very and i mean VERY limited. Game play is buggy, there is a disclaimer in the opening of the game that this is not like any other game out there. I think they really meant that, there isn't anything out there like this... and hopefully it gets better in the future. As it sits i don't believe its worth the money. There is just not enough game for the price.
Its very early access, and yes has quite a few enlements to flush out. I think we may find this a little different from the normal as far as top down shooters go. It has much potential and plenty to flush out, its unique in that its being developed as a shooter with consequences. Dont know something tells me to just sit back and ride it out for a little, no real big loss, but im happy to see where this goes. Ill give it a go for now, Dev responce has been very good and very quick so Im basing my experience on that alone. Fingers crossed they can develop and bring something different to the table.
This has the bones to be a very good game, I am enjoying the basics of what's there and look forward to watching the game develop. The game currently reminds me of another game I have called invasion machine which plays in a similar way where you are thrown on a map and events develop along the way instead of linear story line which could be very interesting if done correctly. I would like to see some form of static base put in that you can use a FOB even if its main use is the deployment and rescue of soldiers but hopefully they can expand that and make is a drop off place for prisoners or HVT's. My opinion is the game is good but needs longer to develop (hence the EA tag) and although its expensive for what is currently there its worth it as an investment into the game.
Burned Horizons – A Brutal Tactical War Game That Demands Your Attention Burned Horizons is not the kind of strategy game you play while casually watching YouTube on the second monitor. It wants your full attention — and that's exactly what makes it interesting. The game takes a deliberately grounded approach to modern warfare, combining turn-based tactical combat with equipment management and command decisions. Rather than making you feel like an unstoppable hero, Burned Horizons constantly reminds you that every decision has consequences. Positioning, logistics, equipment and the condition of your units all matter. What I particularly enjoy is the feeling that you're actually commanding a military force rather than simply moving pieces around a map. A bad decision can have consequences several turns later, and the game rewards careful planning instead of simply throwing the strongest units at the enemy. The atmosphere is another strong point. The setting and presentation create a grim, serious tone that fits the subject matter extremely well. There is very little of the usual "power fantasy" feeling you get from many tactical games. Instead, there is a constant sense that things can go horribly wrong. That said, the game is still in Early Access. Some systems need more polish, the interface can occasionally be cumbersome, and the learning curve is fairly steep. Players looking for a fast and immediately accessible tactical game may find Burned Horizons frustrating at first. But if you're willing to invest the time, there is something genuinely compelling here. The biggest compliment I can give Burned Horizons is that it makes you think. You don't just ask yourself, "How do I win this battle?" You start asking, "What happens if I make this decision?" And that is where the game becomes much more interesting. Final verdict Burned Horizons is rough around the edges, but underneath that Early Access layer is a promising and unusually serious tactical war game. It's not perfect yet, and it certainly isn't for everyone. But if you enjoy realistic military strategy, turn-based combat, logistics and games where your decisions actually matter, this is absolutely worth keeping an eye on. Pros - Excellent tactical depth - Strong focus on realism - Meaningful command decisions - Interesting equipment and logistics systems - Dark and convincing atmosphere Cons - Steep learning curve - Not particularly friendly to casual players Recommended for: Players who enjoy serious tactical strategy and realistic modern warfare.
EARLY ACCESS REVIEW Honestly, for an Early Access game, I’ve been seriously impressed with what’s here already Yes there are still plenty of things that need to be fleshed out, polished and improved, but that’s exactly what Early Access is for Key word is EARLY ACCESS. The important thing is that the foundations are already there and they’re genuinely solid the devs will play off what they got so far and make it better for sure. What really stands out to me is how different this feels compared to the usual top down shooters it doesn’t just feel like another run and gun game ( not like we got loads already ) but the whole idea of being a shooter where your decisions actually have consequences adds a completely different layer to the experience and I think that has the potential to make this game really special as development continues. The setting, atmosphere and overall vision are already there, and you can tell the developers have a clear idea of what they want this game to become. Even with the limited time I’ve put into it so far i can already see where they’re going with it and i cant wait to see what more they have too Another massive positive is the developers themselves. Their communication and response to the community has been far better than what I’ve experienced from a lot of other Early Access games. They’re actively listening, fixing things and continuing to add and improve the game which gives me a lot of confidence in its future. Personally, I think this is one of those games where you’re better off sitting back, enjoying what’s already there and watching it grow and getting the game for ONLY 45USD or 32 quid is a flippin steal for the long run, i would rather get the game now while its cheaper and play the game rather than spend more money on the game in a few months when its out of EA. There’s a lot of potential here and I’d much rather support a small team that is clearly passionate about their project than write something off because it isn’t a finished product yet again key words ISNT A FINISHED PRODUCT! If you’re interested in the concept, I’d absolutely recommend giving it a chance if you’re not normally someone who buys into very early Early Access games at the very least wishlist it and keep an eye on it as you dont want to miss out for later down the line The potential is huge, the developers are clearly putting the work in, and I genuinely think they could have something pretty special on their hands. Keep up the good work devs! <3 PS don't play the game for 1.3 hours then leave a bad review as you never really gave the game a good look through and played it lol
Can not recommend this in its current state. Littered with bugs, lack of properly functioning UI, and nonsensical combat systems. For instance, I have a two man team. One man is adjacent to an enemy squad while the other is a SNIPER about 50 meters up the hill staring down into the open field where the enemy squad is located. Entirely unable to see the enemies that are half a football field below them, before my other soldier behind a wall just falls over and dies for no reason. I cant get behind this right now but I remain hopeful that this will eventually be everything I was hoping it would be. I am not trying to hate. It has potential, and frankly I feel like we are sorely lacking in gritty real war TBS games, but for almost $50 , this should be much more playable than it is.
The game is currently in early access and of course has a lot of bugs, but I really like that the game is trying to be different from everyone else in this genre. I'm looking forward to what happens after further updates, and would like to see improvements in enemy behavior and hit accuracy of the controlled team.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $81.2K | 142 | 65% | $19.99 | |
| $2.8M | 3.2K | 94% | $19.79 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $559.3K | 690 | 70% | $34.99 | |
| $347.4K | 275 | 92% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $129.8K | 486 | 81% | $14.99 | |
| $129.8K | 586 | 94% | $10.49 | |
| $129.8K | 266 | 59% | $19.99 | |
| $129.8K | 496 | 91% | $14.99 | |
| $129.8K | 197 | 81% | $14.99 | |
| $129.8K | 447 | 96% | $14.99 |