
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
I really want to like this game. And there is almost a nugget of something here. I bought it the minute it went up for sale, knowing full well that it was an EARLY access game. It is not quite even that. It is very much a proof of concept. I missed the Kickstarter project, but this EA launch is very much just a continuation of that funding run. While the developers do clearly indicate that the project is EA, the marketing material makes development seem farther along than it really is. There are game breaking bugs like troops getting stuck on cover, getting wedged between narrow scenery hitboxes, and camera unresponsiveness. More damningly though, there are fundamental issues with the game. Blending real-time movement with agonizingly slow turn progression makes it frustrating to control even the starting two operators. The lack of feedback indicating when the game transitions from one mode to the other is infuriating as well. The camera is another major issue. Including 3rd person, 3rd person deep, and isometric perspectives is great, but all modes are wonky at best and actively hostile at worst. Most of the time in game is spent looking at clipped buildings and lower polygon ground textures instead of the world around you. There is no way to develop situational awareness in any of the modes. The controls also need a ton of tuning. The radial wheel is a great idea, but is clunky and doesn't respond to every button click. Aiming and firing is unnecessarily complex. Choosing where to target is a solid idea, but it's far too many clicks (considering that the mouse is not always responsive). I've seen the commentary that the aiming reticule and target selection steps are necessary due to the need to work in all camera modes. Perhaps both the target selection and camera modes need to be streamlined. I'm glad to see that a patch has already been released addressing several concerns, and I would expect for this price, that the devs should be turning out multiple patches a week. My biggest problem with this game is that it is not fun to play. The premise and promise of this game are exciting, but in it's current state it feels like a chore to play. For the cost of admission, this game should be either much farther along or the devs need to pump out meaningful updates very often. There is a lot of negativity in this review, but I hope that the devs and consumers alike take it for what it is meant to be... constructive. I'm going to hang onto this for now, and recommend keeping an eye on it. I am hopeful that coming back to this in a few weeks will see some of these serious issues addressed.
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
Fun game that seems to have a solid foundation to build on its promises, keep in mind that this game is still in early development but the devs have been updating seemingly daily. Looking forward to see where this game is headed. As for pricing I’ve paid more for less and less for more, early access is always gonna lack mechanics and features, hoping the devs continue to follow through.
It is clear that the negative reviews (almost all of which have less than an hour of playtime) didn't realize they were purchasing a game in early access. - No, it's not done. - For me that is okay. - I purchased early to help fund the developers so that they can keep up the good work and continue to improve on the product. - If purchasing games this way isn't your jam, cool. - This game is going to be a lot of fun. - Right now it's fun for a bit, if you can figure it out. - It takes longer than 0.4 hours to figure it out. - Developers have been transparent about game readiness.
It’s not EA, it’s straight concept on Alpha build for ridiculous price. Developers are brainwashed nazi from Uktopia who will ban you for any criticism or advice in their community. Refund takes forever and I am not sure if I get my money back for this false advertised piece of game.
Turn based tactical games are without a doubt my favorite genre. For years I have searched for a realistic and open-ended game and I’ve never quite found anything to scratch that specific itch until this game came along. I generally don’t play early access games but this one felt different. To be clear it’s very much an early access game. The rudimentary gameplay is there. You control a squad of soldiers in war torn Ukraine in 2002. The game rewards tactical thinking, and does not hold your hand. Soldiers can be KIA quickly with just one shot. Wounds must be managed as they would be on an actual battlefield. There are no invincible soldiers here. For those expecting something near a 1.0 it’s probably better to wait or buy with the knowledge that you are investing in development. However those for those that like the genre and are fine with early access I’ll say this: the community is great and the developers are extremely responsive and are clearly committed to turning this game into something great for fans of the genre.
(steam hates tracking my hours) This game is one of the most promising I've seen in a long time, and the pre-early access builds i've played were quite fun. The dev team is nice and very active on their discord server. I personally recommend atleast following its development if you like small unit tactics/turn based strategy games.
I recommend this game. The developer makes regular updates and I get the feeling that it's definitely a passion project for them. This is similar to a crowdfunded situation. There is not as of the time of writing $45 worth of content in the game as it is in an alpha stage, which means very unpolished and lacking in many gameplay features, all of this is listed on the store page if you pay attention. The negative reviews are unfair as the developer tells you upfront that you are not purchasing a finished product. This is what an Alpha state is supposed to look like. You help fund the game and you get to test the current build right away. There is a basic interface, you can move around the great-looking map and engage enemy units in turn-based combat, but you have to go through some trial and error before you figure out how things work. For example right after you spawn with 2 guys on the huge map you can immediately call in about 14 more guys. Also if they get injured you can casevac them and they heal overtime allowing them to be redeployed. There is going to be something like a continuous presence on this map as one of the game modes. The map is large and I haven't cleared the whole thing in 6 hours, and it's pretty fun. You manage the health of your squad and ammo, different weapon types. Things like weight limits on your guys is not implemented yet to make it a little more flexible and test worthy. Also if you buy it in the next 3 months you get to create your own operator that will be recruitable in-game. If they continue developing it at the current rate it will be well worth the price when it's done.
A quick reality check first: Burned Horizons is currently in early alpha development. The present build gives a solid preview of what the core combat gameplay will feel like, but it won’t give you hours of content just yet. Only buy this now if you want to take a bit of a risk and back the developers during early production. In their own words: if that’s not for you, wishlist it and check back in six months. This project intrigued me enough to support it, and seeing the passion going into it, I don't regret that decision for a second. The devs have a clear, distinct vision; they are actively engaged with the community, and they are iterating rapidly to squash bugs and add polish. At its core, the game aims to deliver a turn-based tactical experience far more grounded in reality than most titles on the market. That authenticity shines through in the setting, the core mechanics governing character development, and the simple reality that taking a bullet in this game isn't something your operators can just walk off. If a hardcore tactical simulation appeals to you, this is definitely one to keep on your radar.
I have been waiting for years for such a game. This is everything I have been dreaming about. Currently the game has not much to offer. I bought this as a way to support the devs. But when it is finally ready this game will be perfect!
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.
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 | 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 | |
| $129.7K | 1.1K | 72% | $3.99 |