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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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**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.
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
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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.
No two operators carry the same war.
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.
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.
*"That's a permanent souvenir, a little something to remember the holiday by." *— Gungho Cowboy, Popular Airsoft
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.
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.
Your operators fight across sprawling, persistent theaters, not isolated missions.
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.
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Early Access is where the deeper layers take shape:
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