
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
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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]
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
VERY EA. Devs say as much so if you don't want to participate in a VERY EA game, this one's not for you. With that said, lots of potential here if you are a fan of milsims and tactical turn based strategy games.
This game isn't ready even for early release. Returned within 30 minutes. Spend your money elsewhere.
Ok, let me be clear, this game may only just have dropped on EA, but I've been playing & testing this since backing it on KS in Feb '26 and as of today I have 145 hrs on the game. Yes, it's Early Access, it's not the finished product, but there is already a game here that's worth playing. The Dev team are focused on getting the fundamentals right, so they have a good, solid foundation to build on. Some features are still at an early stage whilst they're getting things working and interacting correctly before adding the complexity and polish. But they're adding to it all the time! It's a process that's happening now, not some vague promise for the future. The Devs are very active, you'll find them on Discord and they talk to the players! They are really responsive on bug fixes, answering questions, and always open to game suggestions, especially those that fit the theme [dont ask for jet packs or lasers!] If you're up for the fight then you'll be fighting the bad guys, not constant game crashes. And you'll be able to get your character in the game ..... You soon find yourself actually giving a damn about your individual team members, especially when one of them is you! ..... Get that medic working to save the wounded, call CASEVAC if it looks like they won't make it. Ok that was longer than I expected .... COBALT CT-17
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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
Hardcore tactical milsim basically that just need some more mechanics and new players friendly UI. Looking forward future updates! Also, I feel price could be more adjusted to different region, for Eastern Europe looks quite expensive right now.
Enjoying it so far excited to see the finished product. Got some great ideas.
Steuerung ist umständlich und komisch, X- COM ist def. besser In allen Punkten oder warhounds 100%
I liked the look of this right away, when I first seen the demo's steam page. I was planning on keeping an eye on this and giving it some more time in the oven before buying it... Then I randomly hopped over to the steam discussions and read some very lengthy replies from Kaos (one of the developers) and backed the game minutes later. What I read made me realize that this is not just another X-Com clone, nor is it a watered down Jagged Alliance remake.. We've all seen plenty of both. The vision that these developers have for this game is truly something unique.. and sure I could wait it out and see what they make of it eventually.. though if we all did that then the game likely just wouldn't exist. At least not in an ideal state. It's been SOOO long since I've felt passionate enough about an early access title to purchase it not only for the ability to play, but rather for the ability to assist the development of the game. If you're looking for something polished and complete.. something ready to sink dozens or hundreds of hours into RIGHT NOW... You should look elsewhere. Personally I'd recommend Jagged Alliance 2's 1.13, Though if you're a long standing veteran of the turn based tactics genre and you're sick and tired of getting excited for something that ends up feeling so familiar that it is to the point of exhausted boredom... then I seriously would consider hopping on board here. The devs are grounded and approachable, if you have questions they will answer (within reason I'm sure lol). This is their passion project and you can tell by the way they talk about it.. though it isn't blind passion without direction, it is passion that is focused on their vision. A vision that they are very willing to share the details of-hop over on discord to see what I mean! It may take a while... but I sincerely believe that Burned Horizons Studio will make good on their vision. If you like the sounds of what they are offering, we can help make it better :) Disclaimer: I wrote this a bit ago..and it wouldn't let me post it until the game was released. However inbetween then and now, I am now a moderator here. I'm still using my earlier saved review/nothing has changed with how I feel above.. but I wanted to at least mention that for transparency's sake:)
This game is very early EA as stated multiple times. The best part is it breaks up the constant micro transactional world of the FPS market currently and I actually enjoy this game. Yes there's hiccups and bugs everywhere but its been stated its very early in stages of development. With time I do feel this game can shine on the TBS market. This is gonna be a long journey but a fun one I can tell already
Refund. Zum aktuellen Zeitpunkt nicht zu empfehlen, abwarten oder weiterziehen. Ich habe mich wirklich sehr auf das Spiel gefreut und trotz EA-Ankündigung direkt bei Release dieser zugeschlagen. Fast 40€ sind eine verdammt hohe Summe für einen Early Access-Titel aber bei der Summe hat man ja auch ein paar Erwartungen. Gibt ja nicht nur schwarze Schafe. Aber was einem hier für das Geld geboten wird ist eine glorifizierte Tech-Alpha / Proof of Concept mit KI-Inhalten (ohne offiziellen Disclosure / der Entwickler hat wohl zugegeben, diese nun entfernt zu haben). Die Hälfte aller Button ist ohne Funktion, die Vertonung der Einheiten monoton und nervig, viele Features die für den Release der EA beworben wurden sind nicht enthalten und das Gameplay ist gelinde gesagt verwirrend. Ich empfehle auch die anderen Reviews diesbezüglich zu lesen. Dazu kommen die Tatsache, dass das Spiel scheinbar schon eine Kickstarter-Phase mit über 30.000$ hinter sich hat UND der Entwickler Beiträge und Kritik zum Preis und Stand des Spiels willkürlich löscht, Nutzer aus den Foren bannt oder Copy-Paste Antworten einfügt. Bislang weigere ich mich zu glauben, das hier ein Cash-Grab/Scam versucht wird und hoffe auf Nachbesserung, aber was hier in 2 Wochen abgelaufen ist, schadet der Glaubwürdigkeit schon sehr.
Hra je EA a je to na ní vidět ale je to typ hry která na trhu dlouhodobě chybí a vidím v ní velký potenciál, takže nákup v EA beru jako podporu vývojářům.
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Where this game's players are, estimated from review languages.
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