
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
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
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 956 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
9/10 I am currently modding the game and making it campaign focused so it can be 10/10 for me. I don't need the devs.
There was a game named Rainbow Six, we design the waypoint, assign team, assign sniper, then jump into the game to lead the team into action or just watching the team do the action just like a team commander through communication. And after the last Ravenshield game and early Ghost Recon series, this kind of game vanish. But this time Killhouse Game bring 2 games that remind me R6, but giving more option, more detail, and every single map is like a puzzle to solve and learn CQB along the way. That Doorkicker 1 and 2. DK1 is about Police SWAT and DK2 is about Military Action. Not just that, DK2 has plenty to do. Tons of Missions, co-op with your friends, Campaign random generated and once you finished, there's still other discipline like militia and CIA that make further game difficult and interesting when you command miltia which has stat far lower. And theres lot lot lot of mod for this game. So i very recommended this game for player who seek a deep strategy military CQB. Very satisfying each round. Now im waiting for DK3.
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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 957 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
你说的对,但是 遭遇 弱侧有敌人 卧倒 出掩体 enemy down 回掩体再闪出 观察 半隐蔽状态 射界缩小 交火、位置暴露 确保安全、恢复低姿,躲过攻击。 在隐蔽物后扔雷、、 利用听觉。 隐蔽物后换弹、防御检查弱侧。 友军火力抵达、前进、低姿防备。 在观察、切角、 低姿。 判断交火位置,击毙。
我会在任何的现代射击游戏里面寻找少女前线2的mod,而不回去玩少女前线
好玩归好玩,DK2的数值设计是极其崩坏的。 首先武器和子弹的数值基本全是乱填的,74u裸枪抬枪速度比装了消音的M4还慢、俄系子弹比美系掺水这种经典小动作就不说了,在这里你甚至能看到开膛待击的MP5,还有百米距离34伤害55暴击率吊打一众步枪弹的.45ACP。 然后就是条令(被动技能),这游戏条令的各种加成都是加算而不是乘算,像游骑兵有一大堆加暴击的条令全点出来之后基本就能把大部分武器的暴击拉到接近百分百,打谁几乎都是一枪秒导致甲弹对抗基本失去意义(虽然子弹穿透数值基本也是瞎写的)。加快瞄准的条令更是变态,点出来之后选例如游骑兵神射手的重管MK17或者老乡特警队的APC9可以把瞄准用时减到负数,走进门跟开挂一样转一圈就能杀光整个房间。 再然后就是CIA,不知道哪个神人给特工枪上的快慢机全扣了,不点条令就算拿着冲锋枪见到一群人也只能半自动一枪一枪慢慢扣,跟个最弱的白袍老乡对掏都难分高下。点出来之后也只能做到贴脸几米内的全自动,稍微远一点就开始半自动速点,只有中后期点出7米内第三枪必爆头才能勉强撑起一点强度。同时全队满打满算四个人,打战役模式根本没有半点容错。说句不好听的我要是CIA特工看见DK2给我做成这个b样你们制作组全体员工最好晚上别睡太死。
Xyecoc отвечавший за мастерскую и то насколько моды стабильно удерживаются и не слетают, надеюсь твою мать eбyт в очко цыгане
This is hands down the absolute BEST cqc game in existence currently. no other game plays anything even close to DK2...which is a problem sometimes. the game itself is amazing. there are plenty of moments that will have you throwing your hands up in the air but... what game doesnt. DK2 has so much going for it: good gunplay, great sound design, interesting and dynamic tools that, while not always realistic, are fun. watching your smooth, tactical missions play out in replays is just beautiful, and i cannot suggest this game enough to anyone who's a fan of rom clearing doctrine and tactics. and the modding scene, oh my god. I found a mod that adds ODSTs and i dropped a casual 78 hours in two weeks on this game. the problems. though. every few months i come back to this game because of all of its perks. after a week or two of gameplay, i alt-f4 it and leave for a while. random things like a jihadist outshooting a max level Ranger whos been holding an angle waiting make you want to break something. some weapon stats make very little sense or show an obvious favoritism bias from devs (m1911 has a ludicrously high crit chance, M9s have better stats than modern glocks for the SWAT faction.) and certain guns just outright have better stats than others. a plain M4 out performs both the MK18 and the M4 URGI in just about every way. some guns are done incredibly well (6.8 spear my beloved) and some are completely useless (why is the mp5 non-subsonic even an option). Beyond that...theres a weird air around the game. the Devs are entirely radio silent until an update drops, giving absolutely zero updates or community interaction. the big 1.0 update came after almost, if not more than, a year without any interaction whatsoever. while that isnt a *requirement*, it does just kinda feel...off. pair that with the steam community on here and...oh boy: If you create a discussion about a topic that has been already covered, you're usually told very curtly by *The Single Mod* to go read over there instead of discussing it anew. If you post about a bug youve found youre told very curtly by *The Single Mod* either a dubious fix, or that the dev's know and to shut up. If you make a discussion complaining about something, *The Single Mod* will Curtly tell you exactly why you're wrong. almost everything he says is doen in a Pious, "why dont you know this" tone that REALLY sucks for community engagement. posts may get removed entirely just because this guy doesnt like how you play the game, or your opinion. and considering that Forum Mods are appointed by game dev's/ARE game dev's, it puts a weird mood on the whole forum, you can see people in posts asking if its ok to ask questions or wording things in weird, ambiguous tones to avoid the Hammer. it creates a depressing mood in a place designed for discussion and community. a vibe of "why are you posting this." that doesnt belong in a FORUM. the game is INCREDIBLE...until it isnt. eventually some guy will decide "no actually im not gonna turn the corner im gonna turn towards this enemy instead," get shot in the back, and ruin a run. some guy will refuse to point his rifle at the executioner no matter how many times you drag him to aim. you'll find some weird problem with a way a mechanic works and go to try and talk to peers about it, and get your post muted after 5 comments because *The* Moderator has decided he doesnt want you having this discussion, actually. I love this game to death but but it just...feels off. I'm not the only one that feels this way, i know a lot of peers who've played the game and said the same things. Hell, im half worried posting this review is gonna get me banned from the forum-
As you can see from my "PC" specs that I have attached, you can absolutely see that it sucks ahh. I'm surprised this game works honestly, so if you're worried your PC or lpatop sucks, don't worry, it'll probably work. The total hours I have on this game might not say much, but believe when I say I enjoyed the the hours I put into this game. I ENJOYED the hours I put into this game, sure there were times where it was frustrating, but that's also why it feels so good to beat a hard level. People might think it's repetetive, maybe slightly but I have no complaints, each map is different and forces you to apply what you know to the current map you're playing. 10/10 game.
This game can be as serious and true to life as you want it to be with mods that flesh out real-world SOF units and as much of their tactics as can be publicly revealed, or you can load up a platoon of ODSTs and go terrorize militants who are *not* ready for a 2000lb Spartan to come crashing through the wall. The game is fantastic and the mods just make it better. I choose the ODST route, personally. There's nothing funnier than watching my Spartan vaporize a wall and the guy on the other side of it.
如果你希望体验在战役开始之前就规划好士兵所有的行动路线,一口气通关整个关卡的成就感,那么请谨慎入手这款游戏。因为开发者开发游戏时根本没有从这个角度考虑过。这并不意味着你就做不到一口气通关,不过你必须要容忍这个游戏做不到一些很基本也很重要,同时又不难实现的功能。 比如,你无法规划士兵在同一个位置做出多个动作。你想要一个士兵先用破门锤破门,然后丢颗闪进门,抱歉,你必须让士兵在这两个动作间移动个位置。 再比如,你无法将某个士兵的某项行动作为其他士兵的行动信号。你想要让一个士兵破门后,另一个士兵打闪,这可以做到,但是由于没有上述的那项功能,你必须进行更繁琐的操作。你要么规划好士兵的行动距离,确保要打闪的士兵在破门后才到达你下达打闪指令的位置,要么你得设置两个不同的行动序号,在轮到哪个士兵行动时就按下哪个序号。后者听起来并不复杂,但可惜这个游戏并不只有一扇门。 还有,如果你想要一个士兵架住某个位置,在其他士兵进行了一些行动后再行动,这也可以实现,但也非常麻烦。因为这个游戏的行动信号只有ABCD四个。在规划其他士兵的行动时,ABCD四个信号可能都用了好几遍了。这时候你再想规划架点士兵的行动,你会发现没有信号给他用了。所以你还必须在规划其他士兵的行动时专门给这个士兵留一个信号。 还没完,如果你已经进行了很长的规划,但是你遇到了一些困难,你想要彻底重来,换种思路规划,但你又不确定要不要放弃现在的规划,那你会非常的纠结。因为你能做的只有彻底将之前的规划丢进垃圾桶,再也找不回来。 这些问题实际上都非常好解决。第一个问题,开发者只需要多添加一个加号按钮,允许玩家在同一位置创建多个行动即可。第二个问题,允许玩家将士兵的某个行动作为行动信号并不是什么难以实现的功能。第三个问题也只需要做一个自定义行动序号的功能就可以解决。至于第四个问题,做一个规划的保存功能就行。 以上种种问题只要你不强求一口气通关就都不是问题,何况从这些情况也可以看出,开发者并没有将一口气通关当做这个游戏的重要玩法。如此说来,因此而打差评似乎是一个没有道理的选择。但是,鉴于一口气通关整个关卡,作为这款游戏能做到的行为,是非常具有成就感和吸引力的,而且解决这个过程中存在的诸多痛点并不是一件困难的事情,我认为这些问题的存在,实实在在地严重影响了游戏体验,这是难以接受的。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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