I had a pretty productive week so once! All of the previous tasks that I mentioned probably 3 weeks ago are done, the Level Editor was updated and fixed as I used it, Act 9 levels are balanced... as the whole game as well!
Intro: I was tired of *waiting my musical artist to come and give me pointers how to polish the intro scene, so I just did it myself! All slight visual glitches are removed, all SFX levels adjusted to all scenes, some even replaced, or edited. As a whole I consider the Intro scene done!
Main Menu: Small changes to the visual style of the menu, added the current ship class and level above the "Upgrades" option too. But most importantly the first time you are starting the story mode I'm showing the intro scene first (skippable of course) .
Level Balance: There is no chance I can manage to achieve perfect balance in all systems of the game, but I known for sure that I had pretty wild swings in the total level HP of the enemies through the levels
So I've started by creating a real-time graph that represents the cumulative HP/credits of each enemy in each level in the whole game, then added a smaller ones that represents only the current selected Act (in the Mission Select panel) - This gave me pretty good idea how messed up the HP curve was...
Then finally moved the BOSS general data (HP, credits, and so on) in the Enemies constant where they are easily accessible
And then level by level, act by act I’ve started adjusting the enemy type HP and credit drops (when needed), but mostly edited the levels directly. I’ve probably changed 80% of the level layouts in this one week!
In the end I have properly balanced the 90% of the levels (as they are 9 of 10 acts ready) as you can clearly see in the screenshot! This real-time graph, and the visual level editor helped tremendously! If I was editing the levels by hand (by changing numbers in array) this would take probably couple of weeks, if not longer.
I still need to check if the calculated credits drops are close to the real game (by just playing through few acts and taking notes), and with that I can make the final adjustments for the credits balance.
Fixed an issue where the BGM / Sound Effect toggle button does not appear in the Options window
// DISPATCH UPDATE
We’re also posting two D-logs today to pull everyone into sync on where Burned Horizons is headed. D-vlogs post every Monday.
For the latest versions — with edits, notes, and extras — you’ll always find them first on our Discord and the D-logs channel.
* \[ EARLY CONCEPT ART — NOT FINAL ]
⬤ D-LOG ENTRY [0008]
[//]
[2025-07-21-0930]
[POE // DVG-98]
[NAFOSEC // NCC-RIGA]
[RE: WHEN THINGS BREAK]
We can track skills, chart loadouts.
But what happens when a guy just… stops firing?
Not because of empty mags or a jam —
but because something that doesn’t show up on a stat sheet fractures.
That’s the reality when it comes to trauma and war.
It’s not always pixel-perfect.
---
>> BREAKDOWN RISK
Operators aren’t invincible.
They don’t respawn with clean slates.
Some keep it together. Others don’t.
Stress stacks. Fatigue spreads.
You miss enough evac windows, you watch enough teammates drop —
it builds up. Somewhere inside.
And eventually, it shows.
> Hesitations.
> Misfires.
> Late calls.
> Self-removal from overwatch.
> Silence when silence isn’t helpful.
The Codex sees it.
The system flags it.
Your squadmates start reacting —
even if they don’t say anything out loud.
---
>> STABILITY PROFILE
Every operator has a behavioral floor.
How close they are to it depends on:
> Their history
> What they’ve survived
> Their cohesion
> What command sees in them
> And how *you* treat them
The more fractured they are, the easier it is to fall through.
Some break clean — walk off mission.
Some fracture slow — one mistake at a time.
The game tracks both.
---
>> FLAGS + TAGS
You won’t get a big red warning when someone’s slipping.
But the Codex starts to shift — and so does the tone.
Operators may be tagged as:
> STABLE
> STRESSED
> FRACTURING
> COMPROMISED
> REDACTED
Some can bounce back.
Some don’t.
And you won’t always know where the line is — until it’s already behind you.
---
>> CONSEQUENCES
Operators might:
> Refuse orders
> Break cohesion
> Lock under pressure
> Ask to be pulled
> Get removed from your roster
> Or vanish into REDACTED status — Codex-sealed
Some return.
Some don’t.
And the ones that stay… might not be the same.
/// ===============================================//
/// ===============================================//
⬤ D-LOG ENTRY [0009]
[//]
[2025-07-28-0915]
[POE // DVG-98]
[NAFOSEC // NCC-RIGA]
[RE: WHY THIS // WHY THEN]
I should probably back up and touch on the lore.
Why this time period? What’s NAFOSEC’s backstory?
Why do they do what they do — and how does it all feed into the tone and immersion?
2002 felt like a pivot — the edge between old-school warfare and the modern era of drones, PMCs, black sites, and proxy wars.
It was the last breath of analog conflict before everything shifted.
Timeframe locked.
Now the who.
NAFOSEC. Why?
I’ve always backed freedom.
Freedom from oppression.
Freedom to choose your course.
Freedom to just exist.
So when I started looking for inspiration, I tapped into something that echoes both past and present.
And I thought — what would a group of operators do if their moral code wasn’t shackled by zero-sum politics?
The kind of guys who’d seen allies thrown to the wolves because it was the “politically right” move.
The kind who’d watched civilians brutalized because someone ran the numbers and called it acceptable.
NAFOSEC came out of that.
IYKYK.
If you buy the premise — operators from across the world, drawn together by purpose — they’d adapt.
They’d take what they knew. The tech they had. Hack it, mod it, repurpose it.
Their language. Their slang. Their stripped-down take on bureaucracy.
All of it shaped by where they came from — their differences, their experiences, their SCARS.
/// ===============================================
SUPPORT THE OP
👉 WISHLIST + FOLLOW // Every mark adds weight to the push ahead.
OPN-FULCRUM // PHASE 2 -KICKSTARTER \[JAN 2026] → JAN 2026. Mission-critical funding op to carry Burned Horizons forward. Stay locked in — followers get the deployment notice first.
The graphical style of all characters has been overhauled. Existing animations have been reworked and new ones have been added. New game effects, such as light rays, have been added. Minor improvements to other game elements.
Screenshots and GIFs have been updated to the latest version of the game.
The new trailer that better presents the game has been uploaded by GameTrailers channel:
Hey everyone!
Many of you asked me to add a second cocktail maker, so I did!
Now you can mix two drinks at once and keep the flow going without waiting around.
What’s new:
- Added two cocktail makers (thanks to your feedback!)
- Fixed several bugs and small issues for smoother gameplay
- Players’ feedback is very important for me, it really helps me understand what you enjoy and what needs improvement.
I appreciate every suggestion and message I get. Keep them coming! I’m always listening and working to make the game better step by step. 🍸
Cheers,
SixRiz