
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 69 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
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.
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Languages: English, Ukrainian
Hours played at review time, across 69 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Oof it's rough, but there's a great game hiding under there. Zero hand-holding, frequent bugs, and difficult to play; but very rewarding when everything clicks. Steep price for what you get at the moment, but I see it as a worthwhile investment. Slava Ukraini!
need to dramatically fix the control system its extremely frustrating
За ковтком свіжого повітря в жанрі покрокових тактик — вам сюди! Як палкий фанат покрокових ігор, я вже втомився від нескінченних клонів X-COM, де снайперська гвинтівка стріляє максимум на 10 кроків, а бій відбувається мало не впритул. BURNED HORIZONS — це зовсім інша історія. Розробникам вдалося створити самобутній проєкт, який відчувається як справжній новий подих у жанрі.Чому гра варта уваги: Реалістична графіка. Більшість сучасних покрокових тактик наче навмисно роблять мультяшними, що вже відверто дратує. Тут же на нас чекає дорослий, реалістичний візуал. Повна свобода екіпірування. Жодних штучних класових обмежень, коли персонаж вміє користуватися лише одним видом зброї, а інша наче горить у руках. Ніякого «супергеройства». Відсутні будь-які імбові супервміння. Тільки чистий досвід бійців, загартований виконанням конкретних дій на полі бою. Висновок: Усе, що задумали автори, мені цілком і повністю до вподоби. Звісно, гра ще потребує величезного пласту роботи та полірування, але вона точно варта підтримки та очікування. Ставлю високу оцінку авансом і закликаю спільноту підтримати розробників!
[h2]TL;DR:[/h2] All I can say really is I regret my involvement up to this point. I do not recommend this (barely functional) vertical slice of a techdemo. Stay Clear. [h2]Full Review[/h2] Outside of personal issues with the team, the game is a poor excuse for an asset flip (the asset branding still remains visible of Quantum Assets (nothing wrong with assets in general)) with basically none of the promised features present, and nothing that is actually unique. Rather than improve pathfinding, they removed details from the map instead between pre-early access and early access. They state no RNG, but literally all the shots are a chance to hit on the scale of Green to Red, these are just a % chance with a colour grade IMO. As someone who was a moderator, I apologise for my part in the moderation side of things, there were a lot of unjustified bans (only 1 personally by me), but ultimately we (some mods) were ignored in the greater conversation regarding the way to tackle things and lied to about things such as AI use (which we only now know the truth after parting ways). Then there is undisclosed AI use. It has been admitted by a member of the team in DMs that both the founder uses AI in art they "produce" and a remote British developer uses it for tidying up his code as its "technically correct", whether the latter is still a part of the team idk, as I only met 2 of the remote devs very briefly, neither of them from the UK and only in a random group chat for a VFX I made for them. The old menu artwork (visible in the video on the store at time of writing, the video of which was created by myself as an onboarding video) has markers of AI creating it, and I mean... come on, look at it. There are then personal issues, that I'm not going to go into, as well as other glaring concerns, that I won't go into here, but have been reported properly. I don't personally believe that they ever wanted to lower the price for Ukraine. They are clearly money focused (just read 90% of their posts on steam), and are probably using Steam EA to fund the rest of the production of the game, as they have most likely burnt most of the Kickstarter money before hitting EA on assets, and in all honesty, they probably won't finish the game unless they get major funding IMO. Stay Clear.
Es steht zwar noch am Anfang ,wird jedoch bestimmt mal ein sehr cooles Spiel
E' la mia prima recensione in assoluto. Il prodotto è un EA ma le premesse sono davvero buone. La maggior parte delle recensioni negative è dovuta essenzialmente al costo che potrebbe risultare elevato rispetto ai contenuti presenti in data odierna ma c'è anche da comprendere che EA implica il voler finanziare il progetto e la software house che ci sta dietro e il progetto nel lungo termine avendo fiducia nello sviluppatore e nella sua roadmap. Se così non fosse e se si vuole solamente il prodotto fatto e finito e giocabile allora meglio attendere la release ufficiale. Tornando al gioco direi che le basi ci sono per diventare un ottimo prodotto. Al momento non ho giocato per molto data la mia mancanza di tempo ma ho fiducia nello sviluppatore e in quello che ha in mente. Gli aggiornamenti escono frequentemente, indice che c'è voglia di portare avanti il prodotto. Date loro del tempo e acquistatelo come segno di fiducia e per dar loro supporto (sviluppare un software è un qualcosa di veramente difficile, lungo e complicato) altrimenti lasciate stare e attendete la release ufficiale per capire se fa per voi. Ciao
Lots of potential, long way to go too.
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