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BURNED HORIZONS News

GEAR UP // RECON EDITION: NEVER PAY FOR A COSMETIC DLC AGAIN

[h3]// DISPATCH[/h3][h3]
The Recon Edition: One-time support, lifetime gear.[/h3][hr][/hr][h3]PRE-EA DEPLOYMENT: OPERATION LONG WAR[/h3][p]We have 21 days remaining in the campaign. The support we’re receiving right now is the fuel for everything we’re doing—from core development and systems to our exclusive phased launch this April: Operation Long War.[/p][p]This initial deployment is reserved exclusively for Kickstarter and Direct backers. You are the ones making the mission happen.[/p][hr][/hr][h3]RECON EDITION: CLEARANCE GRANTED[/h3][p]For those backing at the Honey Badger ($100) level or higher, you begin securing the Recon Edition. This isn’t just a tier; it’s our commitment to the operators who are here at the start:[/p]
  • [p]Kitted for Life: By supporting development now, you’re done. Every cosmetic DLC we ever release for BURNED HORIZONS is yours.[/p]
  • [p]Automatic Delivery: As we add new content, it is pushed to your account automatically. You pay once now to help the studio move forward; you never have to buy a cosmetics pack again.[/p]
  • [p]Long War Deployment: You aren't just getting gear; you’re on the op for the exclusive April deployment. Your input helps us shape the game.[/p]
[hr][/hr][h3]THE WINDOW[/h3][p]We are in the final three weeks. If you want to secure Recon status and help us hit the LZ for Operation Long War, now is the time to jump in.
[/p][p]BACK THE KICKSTARTER CAMPAIGN[/p][p]
- Kieran, Matt, Nathan, Oleg, Mykola, Alex

BURNED HORIZONS STUDIO

Hold the Line. Always Forward.
Слава Україні. Героям слава. [/p][hr][/hr][p]WISHLIST/FOLLOW ON STEAM // JOIN THE DISCORD // BACK THE KICKSTARTER[/p][p]//-- REVIEWS: TURN BASED LOVERS, POPULAR AIRSOFT, GAZETTE DU WARGAMER


[/p]

DISPATCH // OPERATIONAL UPDATE - BACK THE CAMPAIGN

[h3]// DISPATCH[/h3][p]

KICKSTARTER STATUS:
ACTIVE
FUNDING: $12,000 Raised
OPERATORS: 76 Backers Enlisted
TIME TO OBJECTIVE: 23 Days Remaining

76 operators have already secured their clearance. We’re looking for 24 more to hit our next milestone of 100 and keep this momentum surging. > If you see the unique vision of what we're building, head to the Kickstarter and help us reach this 100-man milestone as we build toward the April deployment!

The Burned Horizons early alpha demo phase has officially gone offline. To the thousands of operators who hit the ground during Next Fest and the Operation Live Fire playtest: Your feedback has been invaluable.

CURRENT INTEL: DEMO OFFLINE: Public access is now dark. Systems are being recalibrated based on your feedback.

PLAYTEST WIND-DOWN: The current playtest branch will cease operations on 30 MAR.

DEPLOYMENT ORDERS: Full Early Access keys will be issued to all Kickstarter Backers immediately following the campaign close and fund processing (Post-26 MAR).

SECURE YOUR SECTOR: The mission doesn't end here. We are moving into a phased Early Access rollout this April. Initial deployment is for Kickstarter & Direct Backers. We want our core supporters to be the ones helping us shape the game and refine the systems before a broad public release. If you want to maintain your presence in the field and secure continued access: Head to the Kickstarter HQ now. By backing the project, you aren't just buying a game; you are funding the logistics, the systems, and the future of this AO. \[https://burnedhorizons.com/kickstarter]

In addition to the Kickstarter, we are currently standing up the Burned Horizons Q-Crate on our official site. Once fully operational, this will serve as a secondary supply line for supporter keys and merch to assist with long-term development costs. For now, all primary support and immediate Early Access clearance are being channeled through the Kickstarter campaign.


- Kieran, Matt, Nathan, Oleg, Mykola, Alex[/p][p]Hold the Line. Always Forward.[/p][p]Слава Україні. Героям слава.


KICKSTARTER CAMPAIGN
[/p][p]Backing the campaign now genuinely matters. Early support directly strengthens the project — expanding development capacity, increasing visibility, and helping Burned Horizons reach the players who want tactical depth without compromise.



SPARQ // MOTORPOOL[/p][p]We’re already planning for what’s coming down the road. As part of our roadmap for both ground and aerial assets, we’ll be spinning up assets like the transport bird shown above (in-engine render).
[/p][p]UH-60 AERIAL ASSET: The model shown features a heavy mission configuration, outfitted with external fuel tanks and specialized gear you wouldn't typically carry on standard ops. We’re building the system to allow for full field customization—giving you the ability to strip it down, swap weapon pods, and apply mission-specific skins. The final tactical loadout is entirely in your hands.
[/p][p]OPERATOR DEBRIEF: Beyond air support, which motorized assets should we prioritize? Whether it's light recon scouts, heavy armored transport, or improvised technicals—what hardware do you need to maintain the tactical edge?
[/p][hr][/hr][p][/p][p]WISHLIST/FOLLOW ON STEAM // JOIN THE DISCORD // BACK THE KICKSTARTER[/p][p]//-- REVIEWS: TURN BASED LOVERS, POPULAR AIRSOFT, GAZETTE DU WARGAMER


[/p]

BURNED HORIZONS // ROAD TO EA & MECHANICS, KICKSTARTER

[h3] [/h3][p][/p][h3]BURNED HORIZONS // ROAD TO EA & \[018C] MECHANICS, KICKSTARTER[/h3][p]
We’re going live later today to break down where Burned Horizons is heading next.

We’ll walk through:

• Command flow and input changes

• Combat expansion plans

• What’s being refined before Early Access (mid-April target)

• How the roadmap unfolds from here

If you’ve been playing the demo and have feedback — this is where we’ll be addressing it directly.

---

[/p][h3]Road to Early Access – What’s Changing[/h3][p]
First — thank you to everyone playing the demo and sharing feedback.

Burned Horizons is in early alpha.

The current phase is foundation.

The next phase, leading into Early Access, focuses on refinement, input streamlining, and combat expansion.[/p][p]--
[/p][h3]Starting Next Week[/h3][p]
Structured Monday updates through Early Access.


Active Development Focus Toward EA[/p][p]UI & Input Refinement

• Improve UI clarity

• Reduce unnecessary clicks

• Streamline common actions

• Expand command wheel actions

• Add alternate access paths (context menus + hotkeys)

Combat Depth Expansion

• Expand tactical options

• Refine responsiveness and action flow

• Improve AI parity (overwatch, suppression, grenades, tactical behavior)

• Enhance combat clarity and immersion

Movement & Environmental Interaction

• Varied movement speeds

• Barrier crossing

• Expanded environmental interaction

Pre-Mission Systems (In Progress)

• Initial operator recruitment

• Equipment management before deployment

• Foundational squad preparation layer

---

This phase is about usability refinement, deeper combat systems, and expanding the tactical layer as we move toward Early Access.

If you’re in the demo — keep the feedback coming.

And if you’ve backed the Kickstarter or shared it with your communities — thank you.

Your support directly impacts the scope, scale, and speed of development on the road to 1.0.

Always Forward. [/p][p] [/p][hr][/hr][p] KICKSTARTER CAMPAIGN[/p][p]Backing the campaign now genuinely matters. Early support directly strengthens the project — expanding development capacity, increasing visibility, and helping Burned Horizons reach the players who want tactical depth without compromise.
[/p][hr][/hr][p][/p][p]WISHLIST/FOLLOW ON STEAM // JOIN THE DISCORD // BACK THE KICKSTARTER[/p][p]//-- REVIEWS: TURN BASED LOVERS, POPULAR AIRSOFT, GAZETTE DU WARGAMER[/p][p]
[/p]

UPDATE [ALPHA BUILD 018C]

[p]ALPHA BUILD 018C // v0.000.000.018C // (27.02.26)[/p]
  • [p]Changes SPARTA to SPARQ[/p]
  • [p]Fixes save/load issue where operator wounds did not carry over[/p]
  • [p]Fixes wounds, AP loss, and health/bleed damage disappearing when wounds are stabilized[/p]
  • [p]Adds stabilized wound icon[/p]
  • [p]Adds ability to pan camera when in isometric camera mode (same as third person)[/p]
  • [p]Increases zoom out when in top down camera mode by 20%[/p]
  • [p]Fixes Command Wheel tooltip response time[/p]
  • [p]Adds alternate method of moving operators (in addition to Command Wheel): CNTRL (Keybind) + Click move to location. This works both for group commands and single operator commands[/p]
  • [p]Removes need to click center ring icons to 'lock' outer ring commands. Hover + then select command. Saves extra click[/p]
  • [p]Increases Operator and Enemy LOS[/p]

BURNED HORIZONS // ROAD TO EA & MECHANICS LIVE DEBRIEF

[h3] [/h3][p][/p][h3]BURNED HORIZONS // ROAD TO EA & MECHANICS LIVE DEBRIEF[/h3][p]
We’re going live later today to break down where Burned Horizons is heading next.

We’ll walk through:

• Command flow and input changes

• Combat expansion plans

• What’s being refined before Early Access (mid-April target)

• How the roadmap unfolds from here

If you’ve been playing the demo and have feedback — this is where we’ll be addressing it directly.

---

[/p][h3]Road to Early Access – What’s Changing[/h3][p]
First — thank you to everyone playing the demo and sharing feedback.

Burned Horizons is in early alpha.

The current phase is foundation.

The next phase, leading into Early Access, focuses on refinement, input streamlining, and combat expansion.

---

[/p][h3]Recent Build[/h3][p]
• Stability and optimization passes

• Addressed early friction points

[/p][h3]Thursday Update[/h3][p]
• Extended camera zoom range

• Expanded isometric camera control

[/p][h3]Remainder of This Week[/h3][p]
• Bug cleanup

• Edge-case fixes

[/p][h3]Starting Next Week[/h3][p]
Structured Monday updates through Early Access.

---

[/p][h3]Active Development Focus Toward EA[/h3][p]UI & Input Refinement

• Improve UI clarity

• Reduce unnecessary clicks

• Streamline common actions

• Expand command wheel actions

• Add alternate access paths (context menus + hotkeys)

Combat Depth Expansion

• Expand tactical options

• Refine responsiveness and action flow

• Improve AI parity (overwatch, suppression, grenades, tactical behavior)

• Enhance combat clarity and immersion

Movement & Environmental Interaction

• Varied movement speeds

• Barrier crossing

• Expanded environmental interaction

Pre-Mission Systems (In Progress)

• Initial operator recruitment

• Equipment management before deployment

• Foundational squad preparation layer

---

This phase is about usability refinement, deeper combat systems, and expanding the tactical layer as we move toward Early Access.

If you’re in the demo — keep the feedback coming.

And if you’ve backed the Kickstarter or shared it with your communities — thank you.

Your support directly impacts the scope, scale, and speed of development on the road to 1.0.

Always Forward. [/p][p] [/p][hr][/hr][p] KICKSTARTER CAMPAIGN[/p][p]Backing the campaign now genuinely matters. Early support directly strengthens the project — expanding development capacity, increasing visibility, and helping Burned Horizons reach the players who want tactical depth without compromise.
[/p][hr][/hr][p][/p][p]WISHLIST/FOLLOW ON STEAM // JOIN THE DISCORD // BACK THE KICKSTARTER[/p][p]//-- REVIEWS: TURN BASED LOVERS, POPULAR AIRSOFT, GAZETTE DU WARGAMER[/p][p]
[/p]