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BURNED HORIZONS

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BURNED HORIZONS

BURNED HORIZONS STUDIO · Published by BURNED HORIZONS STUDIO · Official site ↗

Content notice: Burned Horizons contains depictions of realistic combat violence, blood, and strong language. Themes of war and trauma may not be suitable for all audiences.

Mixed — 68% positive (71 reviews)

Last updated 28 Sept 2026

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.

Early AccessDJCTQ 14

£33.49

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

5 Sept 2026Lowest: £33.49 · Highest: £33.4910 Oct 2026

Indie, RPG, Simulation, Strategy, Early Access · 2026 · More £30+ games

Command a multi-national PMC in BURNED HORIZONS, an indie RPG and strategy game where real ballistics and persistent scars define your tactics. Explore the early 2000s in this unique tactical sandbox without traditional XP or class systems.

About this game

LIMITED PROMOTIONAL [LEGACY CHARACTER]


// WHAT MAKES BURNED HORIZONS DIFFERENT

Burned Horizons is in active development, and Early Access reflects that. Systems are being refined, balance is still being tuned, and your feedback directly shapes where this goes next. If you want a tactical experience built on consequence and persistence, and you want a hand in shaping it early, this is your chance.

Back the build directly through the [DBX] portal on our website for exclusive direct backer benefits, and put your support straight into development.

Always Forward.


CONCEPT ART

Concept Art & Early Mockups

These images are early concept art or mockups designed to show direction, vision, and intent, but are not in the current in-game build at launch (EA). They will gradually be implemented as we progress through EA in largely the same form.

One image here is an actual in-engine character render. The only real distinction with that one is that we're still working on the lighting and post-processing pass, matching the depth and fidelity you see here in actual gameplay is something we're actively closing the gap on.


About the Game

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.



// HIGHLIGHTS

SCARS & Flashpoints

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.

UCD/S, Trust & Cohesion

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.

Wounding

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

Real Loadouts, Real Weight

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.

Pathways, Specializations & Core Attributes

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.

Regional Deployment Commands (RDCs)

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

Standard Operating Procedures (SOP)

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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// FEATURES

  • 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: Q3/Q4 2026 — Targeted exit Q3/Q4 2027

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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// BEYOND 1.0

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]

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10 (64-bit)
  • Processor: Intel Core i5-4430 / AMD FX-6300
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 1060 3GB / AMD Radeon RX 480 4GB
  • DirectX: Version 12
  • Storage: 40 GB available space
  • Additional Notes: SSD Recomended

Recommended

Recommended:
  • OS: Windows 10 (64-bit)
  • Processor: Intel Core i5-6600K / AMD Ryzen 5 1600
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 2060 / AMD Radeon RX 5700
  • DirectX: Version 12
  • Storage: 40 GB available space
  • Additional Notes: SSD Recomended

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    DISPATCH // POST EA LAUNCH WEEK

    BACK THE CAMPAIGN // DISPATCH Operators, What's going on this week: - Addressing LOS issues, including a bug causing OPFOR to drop out-of-sight. - Carry mechanic for wounded operators. - Begin work on the 'Mission/Operational Campaign System. The first phase of that, Contracts, will likely reach ground branch (Main build) in the next 2-3 weeks) - Bug fixes and polish - Selected QoL requests - OPFOR AI is being deepened and expanded. This will be an ongoing process, but you should begin noticing significant differences in the AI seeking additional cover and postures, triaging/stabilizing wounded, etc. this week. - Additional improvements and refinements. After next week, we will begin pushing weekly updates vs daily ones. Most likely falling on a Tuesday. Of course hot fixes, will be pushed as necessary. We will have a more detailed roadmap for the next month available by Monday, and then an extended roadmap within the next two weeks. While many of the suggestions that we are receiving have been in our designed documents for a while, they're still helpful to reaffirm priorities and the feel of gameplay and player experience. So please keep them coming. To those of you who have supported the mission by backing the build, writing thoughtful/honest reviews, asking questions, offering constructive feedback, reporting bugs and spreading the word, thank you. Always Forward. \BURNED HORIZONS STUDIOAlways Forward.Слава Україні. Героям слава. ====================================================================\SYS.VER: 0.8.2-EASTATUS: WORK IN PROGRESS====================================================================BRIEFING: READ BEFORE DEPLOYMENT Read the \ section at the top of our Early Access page on Steam. If you want to be part of building something from the ground up, helping shape where the game goes, and actively contributing to that process, now is the time to jump in; whether that's through Steam or as a Direct Backer on our website. The feedback, input, and reve...
    Read full article on Community Announcements ([KAOS])
  • Patch NotesOfficial

    UPDATE [EA BUILD 0.001.005 // 31.08.26]

    EA BUILD 0.001.005 // (31.08.26) Localization- Implemented full Ukrainian language support and added language selection settings to the main menu- Refactored UI string tables and corrected localized text errors across mission and interface text Combat- Resolved an issue preventing shotguns and sidearms from reloading during active combat- Removed redundant magazine reload options from the shotgun command wheel- Rebalanced base weapon accuracy and point-blank shot placement to ensure reliable hit consistency in close-quarters combat Inventory- Fixed ammo counter mismatch between inventory and weapon UI UI & Art- Updated main menu layout and background visuals- Added new mission briefing imagery UPDATES & IMPROVEMENTS- Miscellaneous bug fixes, asset optimizations, and stability improvements across combat, UI, and audio systems
    Read full article on Community Announcements ([KAOS])
  • AnnouncementsOfficial

    DISPATCH // Road to 1.0

    BACK THE CAMPAIGN // DISPATCH Operators, First off, a huge thank you to everyone who’s backed the build so far, including our Kickstarter and Direct Backers, and the folks on Steam who saw the vision of the experience we're building. We also want to give a special shout-out to fellow veterans, especially our brothers and sisters from Regiment and their Games for Vets program. If you're a vet (or know one) and haven't taken a look at their wonderful support programs, you should. A little background. Burned Horizons isn't just another game for us. It's not just something else to do or something to make money. This is a passion project. Particularly for me and some of the other veterans on the team, this is an opportunity to build a game that is radically different than others in the genre: one that treats battlefield trauma and injuries seriously, tells the story of war and its consequences, changes the way characters progress away from this buy-your-perk skill tree grind class rail nonsense. This is to give players more options. To let them mod the game the way they want, to toggle/adjust it to play the way they want within it, and to act as a true sandbox set in a specific time period. It also has underlying messages about the cost of war, about brutality, about aggression, and about people making conscious decisions to do the right thing in extremely difficult times. It's to build something genuinely different than the industry is offering and has offered for more than 20 years. How do I know? Because I'm a gamer who's looked for something like this for 20 years. 20 years. So you have a vision, you plan it out, and unless you're a millionaire, you have to fund it. If you're not willing to sell out your dream to a publisher who'll take 30-80% of your ongoing development revenue, you get where you want by making sacrifices. You dig deep into your own wallet, then get folks who see the vision, and feel the same way to support the mission. Then you go from there based ...
    Read full article on Community Announcements ([KAOS])
  • Patch NotesOfficial

    UPDATE [EA BUILD 0.001.004 // 28.08.26]

    EA BUILD 0.001.004 // (28.08.26) INVENTORY- Fixed an issue where swapping an enemy backpack with the mouse caused items to get stuck, preventing them from dropping or equipping- Fixed a visual bug where battle belt magazines displayed 1/250 instead of actual current ammo count- Corrected item behavior for grenades and magazines- Reworked underlying Inventory UI resolution logic to improve item dragging stability UI- Added Support Status and Field Manual entries to the in-game menu- Updated Operational Briefing header artUPDATES & IMPROVEMENTS- Miscellaneous bug fixes, asset optimizations, and stability improvements across combat, UI, and audio systems
    Read full article on Community Announcements ([KAOS])
  • Patch NotesOfficial

    UPDATE [EA BUILD 0.001.003 // 27.08.26]

    EA BUILD 0.001.003 // (27.08.26)FEATURES & SYSTEMS- Adds Credits Page to Main Menu honoring Kickstarter and Direct Backers, BHZN Studio staff, Community Support, etc. \- Adds custom system hardware cursor replacement- Adds information widget on hover for the Wounded/Blood status icon- Adds automatic game pause prior to the first movement command FIXES & TWEAKS- Fixes game closing or hanging after performing a save- Fixes status effect hover display issues on the Wounded blood icon UPDATES & IMPROVEMENTS- Updates unit pathfinding across tactical terrain and navigation- Misc. bug fixes, asset optimizations, and stability improvements across combat, UI, and audio systems DEV NOTESThis patch addresses immediate post-launch stability, UI feedback, and pathfinding refinements. We will also begin building the Operational Campaign System out a little earlier than planned. While the entire system will take a bit longer time to fully implement, one layer of it should be operational within the first few weeks. The Contract System will work within the much larger campaign system we outlined in Deny & Degrade (See Steam page or the in-game mission briefing). This will give the player the opportunity to take targeted contracts within the AO. Details to follow. The 'freeform' operational system in Deny & Degrade will also receive improvements. Thanks for backing the build. // ALWAYS FORWARD.
    Read full article on Community Announcements ([KAOS])

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