A gritty, turn-based tactical sandbox set in 2002. No XP grind. No class rails. No buy-your-way skill trees. // 'They said it wasn't our war. So we made it ours.'

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Burned Horizons is a tactical sandbox set in 2002, built around the idea that nothing resets and every decision leaves a mark. Operators who survive carry what they've been through into the next engagement. Wounds persist. Psychological trauma accumulates into SCARs that reshape how an operator thinks and fights. Teams are built, rotated, and lost across entire theaters of war. Consequences echo forward across the campaign rather than resetting at the start of the next mission.

We started mapping this out in the summer of 2025. First code in October. First playable build in front of players in December. We pushed through the holidays, through our Kickstarter in early 2026, and every week since. That hasn't changed and it won't.

We've been self-funding this since day one. The Kickstarter kept us in the fight. Early Access is how we finish it: more people, faster development, and the ability to see this through the way it deserves.

The other reason is you. The people who find this game know what war is supposed to feel like , what rings true and what doesn't, where the weight should land, when something looks right on paper but falls apart in the field. That's not something you manufacture in closed testing. Your feedback shapes how this gets built. We want you in early because this game gets better with you in it.

Approximately how long will this game be in Early Access?

“Approximately 12 to 18 months. The exact duration depends on how the core systems mature, how the deeper layers connect, and what we learn from players along the way. We'll keep updating and communicating openly throughout, and we'll move toward 1.0 when the game feels the way it's supposed to feel, not on a fixed calendar.”

How is the full version planned to differ from the Early Access version?

“Early Access is the foundation. Everything you play at launch is built to carry weight on top of it.

The core combat loop is there from day one — action points, suppression, overwatch, wounds that follow operators into the next fight, SCARs beginning to form from what they've been through. That's the base. But Burned Horizons is a game about layers, and most of those layers aren't in yet.

The operational campaign is coming. A sector-based system where the map is alive — where enemy forces move with intent, where controlling or losing ground has consequences that ripple outward into adjacent sectors, where ignoring a developing situation makes it worse and acting on it changes what comes next. You don't get handed missions. You read the operational picture and decide where to apply pressure and when. Contracts bring structure for players who want it. The world generates situations for players who don't. Either way, the map remembers what you did.

The full wounding and triage system is coming. What's in at launch is the foundation — wounds that restrict what operators can do, movement that reflects injury, the weight of a serious hit carried forward. What arrives through Early Access is the full depth of that system. Specific wound types with specific consequences. Fractures. Punctures. Neurological trauma. A triage interface that forces real medical decisions under pressure, where what you know matters as much as what you have, and where leaving someone untreated long enough changes the outcome permanently.

The SCAR system deepens. At launch SCARs are forming and beginning to shape behavior. Through Early Access they compound — combining into new effects, expressing differently under different conditions, reshaping operators in ways that can't be predicted from a single event. Morale checks arrive — operators who get flanked, watch a teammate go down, or have been pushed too far react differently than operators who are holding together. An operator who has been through enough becomes someone different. That process takes time and it takes campaign depth to express properly.

Pathways and specializations deepen. At launch operators are developing along early tracks. Through Early Access those tracks branch and expand — a progression map that shows where an operator has been and where they can go, built on what they've actually done rather than what you chose from a menu.

SPARQ is coming — the combat computer network that ties team management, field operations, medevac pipelines, and campaign tracking together into a single operational picture. It's one of the most complex systems in the game and it needs the foundation in place before it can be built on top of it.

The field intelligence kit is coming — a physical artifact collection the player carries. Paper maps, operator service jackets, intelligence documents gathered in the field, orders received from clients, personal journals. The interface that makes the world feel tactile rather than abstract. The physical counterpart to what SPARQ handles digitally.

Vehicles and mobility layers are coming. Wider and smarter enemy AI is coming — an adversarial layer where the enemy is trying to win, not just generating pressure, pushing into weakened sectors, reinforcing threatened positions, responding to what you've been doing. The full logistics pipeline is coming — supply routes, resource management, the real cost of keeping a PMC unit operational across an extended campaign.

The maps will grow. RDC-TRIDENT spans Ukraine and beyond, and all twelve planned Areas of Operation will be in before we leave Early Access. What starts as one slice of one theater expands into the full shape of the campaign.

Technology progresses. Gear evolves through field modifications, captured equipment, and world events. What you're running in the early operations isn't what you'll be running by the time the campaign matures.

These are the major systems. There's significantly more coming alongside them — deeper enemy AI behaviors, expanded base operations, a Forward Operating Base system that grows from the basic camp into something more permanent, the Operator Service Jacket deepening as operators accumulate history, multiplayer and self-hosted server support targeted for 1.0, and systems we haven't fully announced yet. Early Access is a long road and this is just the start of what's on it.

By 1.0, those layers are connected and the game works the way it was always meant to. We're building toward that in public, update by update, and the players in Early Access are there for all of it. And 1.0 isn't the end. New Regional Deployment Commands open new theaters of war. Mechanics deepen. Visuals improve. Weather systems, expanded modding tools, the ability for players to build their own maps and shape their own rules of engagement — it keeps growing. Burned Horizons is built to expand and we're committed to continuing the mission long after we reach 1.0”

What is the current state of the Early Access version?

“Somewhere in Ukraine, 2002. The kind of war that doesn't make the news. You're the contractor running this operation on the ground — operators hired, gear sorted, a bivouac established in whatever ground you've managed to hold.

From here, nothing is handed to you. The operational area is yours to read and work through at your own pace, your own priority, your own risk. When contact happens the world shifts — action points, suppression, overwatch, decisions that feel small until someone doesn't come back from them. Wounds follow operators out of the fight. SCARs form from what they survive. The things they carry don't disappear when the shooting stops.

In the field, when operators go down seriously you call for CASEVAC — pop smoke, wait for extraction, get them out. Replacements and resupply can be called in the same way. The bivouac is your anchor point, but the operation moves with you.
This is where it starts.

// EARLY ACCESS LAUNCH FEATURES
+ Turn based combat with action points, suppression, overwatch, and interrupts.
+ Real time movement outside of combat.
+ Multiple camera perspectives — top down, isometric, third person with full pan and rotate.
+ Team building and management — build multiple teams, move operators between them, configure kit.
+ Operator pool — select and build your teams from available contractors before deployment.
+ Persistent operator state carrying forward between engagements.
+ Wound system affecting operator movement and capability.
+ Early SCAR system shaping operator behavior under fire.
+ CASEVAC — call for extraction of seriously wounded operators in the field.
+ Reinforcement and resupply calls from the field.
+ Enemy forces that patrol, engage, and can be looted.
+ One operational area — an early slice of RDC-TRIDENT, Ukraine, 2002.
+ Save and load — operational state persists between sessions.
+ Sandbox structure — no scripted missions, no objective markers. The operational area is yours to work through on your own terms.
+ Fully rebindable key bindings.
+ Adjustable graphics settings.
+ Carry system — drag or carry incapacitated operators in the field.
+ Wound animations — operator movement and posture reflect injury state.
+ Kit and inventory system — operators load out through rigs built for the job, each with pouches that determine what they carry. Rigs attach to and detach from plate carriers. Armor plating adds protection with condition states that degrade under fire.
+ The armor system deepens. At launch plate carriers and armor plating affect how operators absorb damage. Through Early Access that system expands — hit zone specificity, blunt trauma, degradation under sustained fire, the real cost of running light versus running protected.
+ Operator tracking — wound state, health, SCARs, core attributes, and pathway and specialization development visible per operator. Expands as new systems are added through Early Access.
+ Period authentic setting — Burned Horizons is set in 2002 and built around era-accurate weapons, gear, and aesthetic. Some assets are still being replaced and adjusted toward full period authenticity as we progress through Early Access.


// LOCALISATION
Localizing is a significant technical and financial undertaking. Every language we add creates new UI complications, font-rendering issues in Unreal Engine, and a major cost barrier that doesn't make sense while the core gameplay is still being refined, systems expanded and terms/descriptions changed. The focus is on building out the foundation and deepening the experience.

For now Burned Horizons ships in English. As we progress through Early Access, our priority will shift toward expanding localisations. We plan to roll out support for Français, Deutsch, Español, Nederlands, Українська, Polski, 简体中文, 日本語, Italiano, and others. ”

Will the game be priced differently during and after Early Access?

“Burned Horizons launches in Early Access at $45. The price will increase to $59.99 at full release. Players who come in during Early Access lock in the lower price and receive the Forward-Deployed digital supporter pack as a way of recognizing those who backed the vision early. That pack keeps growing throughout Early Access, through 1.0, and beyond.”

How are you planning on involving the Community in your development process?

“Directly and regularly. We push updates every one to two weeks and communicate openly about what changed and why. We have a dedicated internal testing group drawn from our player community that evaluates specific mechanics before wider rollout. Ongoing discussion happens through Steam and Discord.

The people drawn to a game like this know what it's supposed to feel like — what rings true and what doesn't, where the weight of a decision should land, when something that looks right on paper falls apart in the field. That feedback is irreplaceable and it directly shapes how the game gets built. We want them in early because the game gets better with them in it.

We push updates every week. Smaller fixes, polish, and stability improvements go out weekly. Larger feature updates arrive every two weeks. That cadence started when we began coding and it hasn't stopped. It won't stop through Early Access, through 1.0, or after.”
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Planned Release Date: Aug 17, 2026

This game plans to unlock in approximately 5 weeks

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Reviews

“Gritty Turn-Based Tactical RPG Burned Horizons”
TURN BASED LOVERS

“Upcoming "Burned Horizons" Takes A New Approach At Turn-Based Tactical RPGs”
POPULAR AIRSOFT

BACK THE CAMPAIGN

// EARLY ACCESS

Continue the Fight. Back us directly through QCrate [] for exclusive gear, and put your support straight into development.

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.

Build your fireteam.

Always Forward.

About This Game

The radio crackles. 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.

Burned Horizons™ is a turn-based tactical sandbox set in the early 2000s, where nothing resets and every decision follows your operators home. You don't run missions, you run squads: hired, supplied, and rotated across entire theaters of war. What happens in one AO doesn't stay there.

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"It's not just about winning the battle; it's about surviving the war, with all the scars that entails." - Gungho Cowboy, Popular Airsoft

▬▬▬▬▬▬

// HIGHLIGHTS

SCARS & Flashpoints

Combat leaves more than wounds. Flashpoints build quietly over time, small marks that accumulate until they harden into SCARS, lasting psychological effects that sharpen an operator's reflexes or break their trust, steady a trigger hand or shake it apart.

  • Some strike instantly, surviving an ambush that wipes your squad

  • Others creep in slowly

  • Some combine into something worse

No two operators carry the same war.

Trust & Cohesion

Operators don't just fight, they rely on each other. Trust builds and erodes between squadmates based on what they live through together, and a squad that doesn't trust its team lead or each other fights differently than one that does.

Wounding

Wounds are modeled after how the body actually breaks down, not a depleting number that regenerates on its own. Getting your people home means calling in CASEVAC and treating them properly, not waiting out a cooldown.

  • 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

Plate carriers, chest rigs, and rucksacks aren't cosmetic; armor placement matters, and what you carry affects what you can do. Weapons are moddable down to real components, sights, slings, and attachments that change how a weapon actually handles. Build a loadout for the mission in front of you, not a fixed kit.

Pathways and Specializations

Operators grow through what they actually do in the field, not a static class you pick once. Experience organically opens new pathways and specializations over time, shaped by the missions they've run and the choices they've made.

Regional Deployment Commands (RDC's)

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)

Burned Horizons defaults to a hard, unforgiving experience, no health regen, no easy outs. But it's your war to run. SOP settings let you tune the experience to how you want to play, from a brutal Iron Man default to something more forgiving, without changing the core of what the game is.

▬▬▬▬▬▬

// 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

▬▬▬▬▬▬

// 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

BEYOND 1.0

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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.

Mature Content Description

The developers describe the content like this:

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

System Requirements

    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:
    • 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
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