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OPERATION LIVE FIRE // Closed Alpha Deploys Dec 23

[h2]OPERATION LIVE FIRE — Closed Alpha Launch[/h2][p]Tomorrow OPERATION LIVE FIRE commences with the launch of Burned Horizons’ Closed Alpha.[/p][p]Over the past four months, we’ve been working through concept art, world building, art style, interface mockups, features, and promotion — and tomorrow begins our shared journey of turning those ideas into reality.[/p][hr][/hr][h3]What’s in the Alpha at Launch[/h3][p]The Alpha at launch will focus on key features including:[/p]
  • [p]Basic movement in real time and turn-based combat[/p]
  • [p]Targeting enemies, with battlefield factors impacting hit probability[/p]
  • [p]Early wounding and triage systems[/p]
  • [p]Multiple camera angles (Top Down, Isometric, Third Person)[/p]
  • [p]Frameworks for trauma (SCARs)[/p]
  • [p]Character progression systems (UCD/S, Pathways & Specializations)[/p]
[p]In combination with persistence, these systems will carry forward with each operator and, as additional features and systems are added, will increasingly impact their performance, growth, and interactions with squad members, civilians, and enemy combatants.[/p][hr][/hr][h3]What Happens After Launch[/h3][p]Following release, we will continue to push weekly updates with additional features and mechanics, depth, content, and improvements as we progress toward planned Early Access in April 2026.[/p][p]By January 12, OPN LIVE FIRE will pivot from a Closed Alpha to an Open Alpha in advance of the Kickstarter campaign, which begins on January 25.[/p][hr][/hr][h3]What We’re Building[/h3][p]Burned Horizons is something unique — a deeply immersive game that mirrors the effects of war and conflict on people, both combatants and non-combatants.[/p][p]We’re also building Burned Horizons with player agency in mind, including sliders and toggles for a wide range of settings (encumbrance, tooltips, etc.), alongside foundational modding support. Inspiration reaches back to old-school tactical games from before the XP grind took over. There are no health bar meters or pick-your-way skill trees — characters develop through what they do, experience, and survive.[/p][p]Our goal is to give a glimpse into what war really is — not how it’s marketed in most games today. And by starting our first theater in Ukraine, we’re trying to tell the story of what people there — and others in similar situations — are experiencing and surviving.[/p][hr][/hr][p]
We’re glad you’re on this road with us.[/p][p]Hold the line. Always forward.
[/p][hr][/hr][h2]ROLLING SCHEDULE[/h2]
  • [p]23 DEC: Closed Alpha deploys[/p]
  • [p]Dec 23 → 25 JAN: Regular updates, fixes, and incremental content[/p]
  • [p]Week of 12 JAN: Closed Alpha expands into Public Alpha[/p]
  • [p]25 JAN: Kickstarter launch[/p]
  • [p]Q1 2026 → Early Q2 2026: Early Access launch[/p]
[hr][/hr][p]Your feedback during this phase directly shapes what comes next.
WISHLIST ON STEAM // BACK THE KICKSTARTER (JAN 25)
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FIELD BRIEF // OPN LIVE FIRE DEPLOYMENT DEC 23

[h2]// FIELD BRIEF \[OPN LIVE FIRE]
[/h2][p]On December 23, we deploy the Closed Alpha for Burned Horizons.[/p][p]This release establishes a limited-scope, ground-level experience: how operators move, fight, take damage, manage equipment, and carry consequences forward between engagements.
[/p][p]Operational state at deployment:[/p]
  • [p]Multiple camera perspectives, including third person[/p]
  • [p]Basic movement, firing, aiming, and body-part targeting[/p]
  • [p]Hit probability governed by layered battlefield factors, starting with position, exposure, and target selection[/p]
  • [p]A unified five-color status system used across wound severity, durability, hit probability, and core attribute state[/p]
  • [p]An early four-tier wound model, focused on initial and residual bleeding over time[/p]
  • [p]Early triage focused on stabilization, with recovery treated as a process rather than instant restoration[/p]
  • [p]Basic reload and cover behavior[/p]
  • [p]Looting and a structured inventory system in early form[/p]
  • [p]Sample SCARs, Pathways, and Specializations to establish long-term operator development direction[/p]
  • [p]Repeatable engagements with persistent outcomes[/p]
  • [p]Early UI, placeholder interfaces, and initial AI behavior[/p]
  • [p]SPARTA systems visible but restricted[/p]
[p]From here, development continues on top of what’s already in place.[/p][p]Between deployment and the Kickstarter — and beyond — this build will continue to evolve through updates that:[/p]
  • [p]Deepen existing combat and survival mechanics[/p]
  • [p]Add layers of interaction and consequence[/p]
  • [p]Introduce additional systems as they are brought online[/p]
  • [p]Tighten performance, stability, and usability[/p]
[p]Each update builds pressure, complexity, persistence and depth onto the same operational core.[/p][p]Access is expected to widen in early January as stability improves.[/p][p]This phase carries forward into our Kickstarter launch on January 25, which supports continued expansion of the systems already in place and the introduction of those still taking shape.
[/p][p]Always Forward.[/p][hr][/hr][h2]ROLLING SCHEDULE[/h2]
  • [p]23 DEC: Closed Alpha deploys[/p]
  • [p]Dec 23 → 25 JAN: Regular updates, fixes, and incremental content[/p]
  • [p]Week of 12 JAN: Closed Alpha expands into Public Alpha[/p]
  • [p]25 JAN: Kickstarter launch[/p]
  • [p]Q1 2026 → Early Q2 2026: Early Access launch[/p]
[hr][/hr][p]
Your feedback during this phase directly shapes what comes next.

WISHLIST ON STEAM // BACK THE KICKSTARTER (JAN 25)

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FIELD BRIEF // OPN LIVE FIRE

[h2]// FIELD BRIEF \[OPN LIVE FIRE]
[/h2][p]Operators—
[/p][p]We are closing in on the initial launch of Operation Live Fire.[/p][p]Over the next several days, we’ll be issuing daily Intel Cards — short briefs that show what’s operational in this phase and the direction each system is headed as we push toward full deployment.
[/p][p]This Closed Alpha is an early backbone build, focused on movement, contact, baseline medical, core UI flow, and the initial tactical loop. It does not include all planned systems yet — this phase is about stability, clarity, and getting the fundamentals locked in.
[/p][p]To ensure the build is solid for testing, the deployment window is:[/p][p]➤ 15–23 DEC // CLOSED ALPHA
[/p][p]Once live, we’ll continue tightening the core and bringing additional systems online.[/p][hr][/hr][h2]ROLLING SCHEDULE[/h2]
  • [p]15–23 DEC: Closed Alpha deployment window[/p]
  • [p]Late Dec → 08 JAN: Regular updates, fixes, and incremental content[/p]
  • [p]Week of 12 JAN: Closed Alpha expands into Public Alpha[/p]
  • [p]25 JAN: Kickstarter launch[/p]
  • [p]Q1 2026 → Early Q2 2026: Early Access launch[/p]
[hr][/hr][p]This timeline keeps the focus where it needs to be: stable core first, expanded systems second.

Your feedback during this phase directly shapes what comes next.

ALWAYS FORWARD.

WISHLIST ON STEAM // BACK THE KICKSTARTER (JAN 25)

//----

FEATURE CARD: PATHWAYS & SPECIALIZATIONS
FEATURE CARD: BATTLEFILED TRIAGE[/p]

COMMAND WHEEL + CONTROL FLOW // SITREP #19

[p]Note: D-Log (devlog) structure revised. All subsequent entries filed under SITREP. Prior records unchanged.

//---- [/p][p][/p][p]⬤ SITREP \[0019]
[/p][p]\[// DEV][/p][p]\[2025-11-25-0800][/p][p]\[POE // DV-98][/p][p]\[NAFOSEC // NCC-RIGA][/p][p]\[RE: COMMAND WHEEL + CONTROL FLOW]
[/p][p]I’ve been spending a lot of time thinking about the command wheel lately—how it feels, how fast it is, and how much friction sits between the player and the thing they’re actually trying to do.
[/p][p]Right now, for the first Closed Alpha build, most of the interaction goes through the wheel. That’s the safest place to start. It’s slow, deliberate, and it teaches the game. Every option is visible. Every command lives in a predictable space. It’s the part of the UI that forces you to slow down, breathe, and make a call.
[/p][p]The command wheel is where you see the full set of decisions—movement modes, firing modes, stance changes, interactions, everything. But once you set up the intent—walk, run, crouch, overwatch, whatever—the game shouldn’t make you dig back through the wheel every single time you want to do the same thing again.
[/p][p]That becomes friction. And friction, in a tactical game, is only good when it’s meaningful. Not when it’s UI.
[/p][p]So we’ve been looking at layered interactions. Two, sometimes three different ways to trigger the exact same thing, depending on what kind of player you are and what kind of rhythm you fall into.
[/p][p]Some players will stay on the wheel forever. They like the deliberate feel of it. They want to be shown every option, every time. That’s fine. But others—especially long-session players—need shortcuts. Muscle memory. “Point and go.” Less clicking, more doing.
[/p][p]For example: if you select a character and choose run from the wheel, there’s no reason the game shouldn’t remember that. You shouldn’t have to hit the wheel again just to go from Point A to Point B. You should be able to right-click the destination and go. One thought, one click, done.
[/p][p]Same thing with targeting. You can go into the wheel, hit Aim, and then click the enemy—but you should also be able to hover over a hostile and have the reticle show up automatically, ready to fire. Two paths to the same command depending on how you want to play.
[/p][p]This is the long-term goal: fewer barriers between intention and action.
[/p][p]But we’re not going to have all of this on Day One.
[/p][p]For the initial Closed Alpha, the command wheel will carry most of the weight. It has to. It’s the safest foundation while we stabilize animation, integrate the new UI, and lock in all the core behaviors. But as development continues—and as the systems get sharper—we’ll start layering in the faster paths. Right-click move confirmations. Hover-to-target. Rapid stance flip. Direct interaction clicks. All the quality-of-life stuff that takes a tactical game from “playable” to “comfortable.”
[/p][p]We want Burned Horizons to feel deliberate, but not clumsy.
[/p][p]We want you to have control without feeling like you’re fighting the controls.
[/p][p]And we’re building toward that step by step. The wheel first.
[/p][p]Then the shortcuts.
[/p][p]Then the flow.
[/p][p]One system at a time.[/p][p][/p][p]/// ===============================================
[/p][p]SUPPORT THE OP[/p][p]👉 WISHLIST + FOLLOW // Every mark adds weight to the push ahead.[/p][p][/p][p]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.

JOIN THE DISCORD
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DISPATCH // BEGINNINGS [RDC-TRIDENT]

[p][/p][p][/p][p]// DISPATCH[/p][p][/p][p]We’ve talked a lot about gameplay and immersion — the mechanics, tactics, player agency, modding, all the things that make this different from the usual “point-and-shoot” tactics game — but we haven’t stepped back and shined a light on why the first theater is what it is. There’s a real reason this story starts here, and it ties directly into the experience we’re building. Before diving deeper into everything else, it felt right to put that reasoning back on the table.
[/p][p]// BEGINNINGS[/p][p]Beginnings. Everything has a beginning. Ours was born from frustration — with shallow gameplay, paper-thin treatment of what war does to people, and the lack of agency in most games. Burned Horizons is a tactical war game, yes — but it’s also about stripping the glamor off war. War is brutal. War breaks people. You wouldn’t know that from most of what’s out there. A few titles, like This War of Mine, come closer. But there are not nearly enough that do so.[/p][p]Enter Burned Horizons — our rejection of business-as-usual game design. We’re building systems with depth, complexity, and consequences that mirror the real world. How trauma shapes behavior. How experience changes people. How war breaks them. We’ve thrown out the gamey — RNG coin flips, XP trees, bullet sponges, robotic AI. Modding isn’t an afterthought here — it’s built in. And the maps? They’re big. Not “skirmish at a barn” big — full-theater, multi-region, sprawling, immersive. Because we’re not simulating a firefight. We’re showing what war feels like — and what it does to the people caught in it.
[/p][p]// WHERE & WHY[/p][p]And that brings us to where. Where does this begin? That led us to Ukraine. As much as we’re building a sandbox war sim, we’re also telling a story — one with some hard, eternal truths behind it. There are plenty of places around the world where stories like this could begin. But we chose Ukraine, because what the people there have been enduring didn’t start in 2014. And it sure as hell didn’t end there.
[/p][p]// RDC-TRIDENT[/p][p]So Ukraine — and the surrounding regions of Belarus, Russia, Moldova, and Poland — became our first theater. We talked about fictional countries. But it didn’t feel honest. We’ve shifted the timeline, condensed real events, and changed the names of cities and locations. Yes, we changed the names. Out of respect. Because we’re not here to use someone else’s grief as a prop. This isn’t a documentary — it’s a story. A story drawn from history, sharpened into something playable - but what we’re sharing is still the truth. A truth that was clear long before Putin’s latest wave of terror and brutality. A truth that monsters like him don’t stop — until someone stops them.
[/p][p]// CHOICES[/p][p]And for us — narratively, morally — that struggle needs to be told and felt. One of the foundations of our story is choosing what’s right over what’s politically safe. In Ukraine’s case, that’s a lesson some Western governments still haven’t learned. Dribbling out aid. Giving just enough for people to survive — but not enough to win. Not doing everything in their power to undermine Putin's regime. That’s not help. That’s letting political calculation decide how much brutality the world can stomach.[/p][p]You’d think history would’ve taught them how that plays out.[/p][p]Burned Horizons is built for the people who want more than a game. Who want to see what’s real — and decide what to do with it.
[/p][p]//----
[/p][p]DEDICATED TO THE PEOPLE OF UKRAINE — AND TO ALL THOSE STANDING WITH THEM TODAY.[/p][p]We see you. We honor your struggle. We acknowledge your sacrifices. We mourn those you've lost. And we believe for you, for everyone who chooses freedom over fear— the only way forward is victory. Victory over a brutal tyrant in Moscow, and those who follow his path.

ПРИСВЯЧЕНО НАРОДУ УКРАЇНИ — І ВСІМ, ХТО СЬОГОДНІ СТОЇТЬ ПОРУЧ З НИМИ.[/p][p]Ми бачимо вас.
Ми вшановуємо вашу боротьбу.
Ми визнаємо ваші жертви.
Ми оплакуємо тих, кого ви втратили.[/p][p]І ми віримо — для вас, для всіх, хто обирає свободу замість страху — є лише один шлях уперед: перемога.
Перемога над жорстоким тираном у Москві та тими, хто йде за ним.[/p][p][/p][p]Slava Ukraini.[/p][p]Heroyam Slava.[/p][p]Слава Україні. Героям слава.

//----

Always Forward.

👉 WISHLIST + FOLLOW // Every mark adds weight to the push ahead.[/p][p][/p][p]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.

Join the Discord
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