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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Kommer snart till Early Access

Utvecklarna av detta spel planerar att släppa det som ett pågående arbete och utveckla det med feedback från spelare.

Obs: Spel i Early Access är inte färdiga och kan eventuellt ändras ytterligare. Om du inte är sugen på att spela det här spelet i dess nuvarande tillstånd, bör du vänta och se om spelet utvecklas vidare. Läs mer.

Vad utvecklarna har att säga:

Varför Early Access?

“Burned Horizons is in active development and many of its core systems are still being introduced and expanded. The current experience does not represent the finished product.
If you’re looking for a fully polished tactical experience, Early Access will reflect a far more complete version.

The game is designed around long-term consequences — injuries that persist, operators who change over time, and tactical decisions that carry forward — but those systems are arriving in stages. Early Access allows players to step in while these mechanics are being built, tested, and connected, instead of encountering them only after everything is locked in.

This gives us the opportunity to introduce systems incrementally, observe how they’re actually used in real campaigns, and adjust direction before later layers are added on top.”

Ungefär hur länge kommer det här spelet att vara i Early Access?

“Burned Horizons is expected to remain in Early Access for approximately 12–18 months.

The exact duration depends on how core systems mature, how additional mechanics are introduced, and the feedback we receive as development progresses. We’ll continue updating the game throughout Early Access and move toward full release once those systems are stable and integrated.”

Hur är det tänkt att den fullständiga versionen ska skilja sig från versionen i Early Access?

“The Early Access version focuses on establishing and iterating on the core systems that define Burned Horizons, including:

- Tactical combat and engagement flow
- Early injury, recovery, and operator state systems
- Foundational persistence mechanics that carry consequences across the entire campaign
- A limited set of environments and scenarios designed to support these systems

As development continues through Early Access, new systems and layers will be added on top of this foundation — expanding depth, complexity, and scope.

The full version is planned to bring these layers together into a complete experience, with fully developed persistence systems (including scars, pathways, and specializations), expanded content and custom-built maps, deeper campaign structure, and a more polished, stable, and integrated game overall.”

Hur är det nuvarande läget i versionen med Early Access?

“The Early Access version represents an early but stable build focused on core gameplay foundations.

At launch, the game includes a playable combat experience with a limited scope of content and systems, along with several core mechanics already in place. The playable area represents a large but partial slice of a broader Area of Operations, designed to support testing and iteration while custom maps and environments are built out over time.

Additional systems, depth, and complexity will continue to be introduced throughout Early Access, alongside expanded and purpose-built environments. Players should expect ongoing development, regular updates, and visible iteration as the game progresses toward 1.0.”

Kommer spelet att prissättas annorlunda under och efter Early Access?

“We are not planning to change the base price during or after Early Access.

As a way of recognizing early supporters who believe in the vision, Early Access players will receive a Forward-Deployed digital supporter pack. This pack will continue to grow as development progresses, with new digital content added throughout Early Access, through 1.0, and beyond.”

Hur planerar ni att involvera gemenskapen i er utvecklingsprocess?

“Community feedback is a core part of how Burned Horizons is being developed during Early Access.

We’ll be involving players through a combination of public feedback channels, regular updates, and targeted testing via OPN LIVE FIRE, our dedicated playtest group. This includes ongoing discussion through Steam and Discord, as well as a smaller playtest group used to evaluate specific mechanics, balance changes, and new systems before wider rollout.

Feedback gathered during Early Access will help guide iteration, prioritization, and refinement as systems are expanded and connected on the path toward 1.0.”
Läs mer

Ladda ned BURNED HORIZONS DEMO [ALPHA BUILD]

Det här spelet är ännu inte tillgängligt på Steam

Planerat lanseringsdatum: april 2026

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Recensioner

“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



We put Burned Horizons on Kickstarter because games like this don’t get made by accident.

If you want consequence, persistence, and systems that bite back, this is your chance to get in early and help shape something truly different.

Back it. Share it. Build your fire team.

Hold the Line. Always Forward.

//----

Burned Horizons is in active development, with a playable alpha build already live and under continuous iteration. This is an early prototype build. Systems are incomplete, UI and onboarding are temporary, balance is not final, and the experience does not represent the finished product. If you’re looking for a fully polished tactical experience, Early Access will reflect a far more complete version.

Om detta spel

Burned Horizons™ is a turn-based tactical sandbox set in the early 2000s — where nothing resets and every decision leaves a mark. Operators progress through what they do — missions, choices, survival. Experience opens new pathways and specializations. But not every moment fades when the mission ends.

You don’t just run missions — you run squads. Multiple teams across entire theaters, hired, supplied, and rotated through Regional Deployment Commands. Gear isn’t fluff, it’s survival. What happens in one AO echoes into the next, victories and failures carrying forward across the map.

SCARS & Flashpoints

Some experiences linger as flashpoints — small marks that build over time. Enough of them, and they harden into SCARS.

  • Some sharpen reflexes, others break trust.

  • Some strike instantly after an extreme event — like surviving when your whole squad is wiped.

  • Others emerge slowly, flashpoints stacking until they crystalize.

  • SCARS can even combine, twisting into new effects that reshape how an operator thinks, fights, or holds the squad together.

Regional Deployment Commands (RDCs)

And those operators don’t fight in snapshots. They fight inside Regional Deployment Commands (RDCs) — entire theaters of war, each about a million square kilometers.

  • Every RDC breaks down into sprawling Areas of Operation (AOs), each averaging over 83,000 km² before scaling to a massive 20×20 km tactical map.

  • These aren’t skirmish zones. They’re living battlefields where terrain, logistics, and past actions define the fight.

  • Victories shift front lines. Failures ripple outward.

    // RDC-TRIDENT (2002) Ukraine at the start of a brutal Russian invasion.

    The theater spans the entire country and extends into Belarus, Russia, Moldova, Poland, and the Black Sea littoral. TRIDENT is the first theater to come online — other RDCs will open as the campaign expands worldwide.

Combat

Combat runs deep: action points, suppression, overwatch, interrupts.

  • Switch perspectives — top-down, isometric, or third-person.

  • Operator stress and SCARS can steady a trigger hand or shake it, harden resolve or fracture it, changing how they act under fire.

Modding & Player Agency

You shape the rules of engagement.

  • Sliders. Toggles. Full modding support.

Q2 2026 Deployment — SITREP

BURNED HORIZONS deploys in Q2 2026 into Early Access.

EA opens with the foundations of the campaign:

  • The opening tactical loop

  • Early medical and contact systems

  • Initial operator management

  • First elements of the RDC-TRIDENT theater coming online

From there, the war expands.



Early Access is where the deeper layers of the operation take shape:

  • Logistics and supply networks

  • Wider AI behaviors

  • Strategic movement and maneuver

  • Advanced operator systems

  • Vehicles and mobility layers

  • Deeper wounding + SCARS integration

  • Expanded Areas of Operation

  • Full persistence framework

These systems will come online phase by phase as the campaign unfolds.

EA isn’t the end of development — it’s the beginning of the long war.
Players step in early, and the world grows, shifts, and scars itself around them.

EARLY ACCES: APRIL 2026. 
TARGETED EXIT FROM EA Q3 2027

//---

This isn’t war-as-a-skin.
It’s war with weight.
You build it. You live it.
And you carry it forward.

//---

HOLD THE LINE. ALWAYS FORWARD

// WISHLIST + FOLLOW  |  BACK THE KICKSTARTER (JAN 2026)

[NOTES]

  • All of the 12 planned AO's of RDC-TRIDENT will be added by the time Burned Horizons exits EA. Additional RDC's are planned post 1.0 release. // BH is also being built with hooks for modding support — players will be able to create their own maps beyond those in official RDCs

  • Current visuals are early concept work — a mix of original art, heavily edited renders/composites and other assets. The goal is to replace all placeholders with original art by 1.0. Nothing is used unedited — every piece is integrated to match the world and tone. Multiplayer and self-hosted server support are planned features, targeted for the 1.0 release or shortly after.

Beskrivning av vuxet innehåll

Utvecklarna beskriver innehållet så här:

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

Systemkrav

    Minimum:
    • OS: Windows 10 (64-bit)
    • Processor: Intel Core i5-4430 / AMD FX-6300
    • Minne: 16 GB RAM
    • Grafik: NVIDIA GeForce GTX 1060 3GB / AMD Radeon RX 480 4GB
    • DirectX: Version 12
    • Lagring: 40 GB ledigt utrymme
    • Ytterligare anmärkningar: SSD Recomended
    Rekommenderade:
    • OS: Windows 10 (64-bit)
    • Processor: Intel Core i5-6600K / AMD Ryzen 5 1600
    • Minne: 16 GB RAM
    • Grafik: NVIDIA GeForce GTX 2060 / AMD Radeon RX 5700
    • DirectX: Version 12
    • Lagring: 40 GB ledigt utrymme
    • Ytterligare anmärkningar: SSD Recomended
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