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WOUND SYSTEM // D-LOG #18

[p]⬤ D-LOG ENTRY \[0018]
[/p][p]\[// DEV][/p][p]\[2025-10-27-1100][/p][p]\[POE // DV-98][/p][p]\[NAFOSEC // NCC-RIGA][/p][p]\[RE: WOUNDS]
[/p][p]If a round hits the arm, what actually happens? You don’t just take a number off a health bar. [/p][p]You lose strength, precision, control - possibly the ability to operate altogether.[/p][p]So there need to be levels to it. Light hits versus major trauma.
[/p][p]First level’s a graze. It hurts, throws your aim, maybe bleeds a little. Doesn’t stop you.[/p][p]Next level — the round goes in. Muscle damage. Grip starts to fail. Reloads get slower. Blood [/p][p]starts to matter if you don’t stop it.
[/p][p]Next — bone hit or artery nicked. The arm barely works, bleeding fast, maybe dropping the [/p][p]weapon altogether.
[/p][p]FUBAR— catastrophic. Limb’s done. You’re in shock. It’s survival at that point, not combat.[/p][p]Same logic applies across the body. Leg hit slows everything — movement, stance, ability to [/p][p]get to cover. A bad one and you’re crawling or pinned.
[/p][p]Torso hits are different. You can still move for a few seconds, maybe longer, but bleed-out starts [/p][p]fast.
[/p][p]Head or neck is just over — doesn’t need stages, just a roll between stunned and gone.[/p][p]All of that ties into what happens after.
[/p][p]A light wound can be patched quick. Pressure, wrap, move on.
[/p][p]Bad one needs a tourniquet. You stop the bleed, but that limb’s finished until you can get real[/p][p]treatment.
[/p][p]Severe trauma or critical hits push toward shock — breathing gets shallow, aim starts to drift, [/p][p]color fades, sound narrows.
[/p][p]You get hit, there’s consequence. Movement slows, aim shakes, blood loss starts counting [/p][p]down. You decide whether to fight, crawl, or stop the bleed.
[/p][p]Later, this ties into longer-term states — scars, permanent impairment, mental collapse, all of it. [/p][p]Every hit changes how you operate.
[/p][p]How it all works in the real world.



/// ===============================================[/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.[/p]

LIVE FIRE OPS // Early Alpha Deployment – December 14

[p]// \[DISPATCH]

OPN LIVE FIRE

Confirmed. OPERATION LIVE FIRE begins 15 DEC 2025.
Keys issued will trigger installs on that date.
Few slots left on the board — move fast.

WISHLIST + FOLLOW on Steam. Screenshot proof. Drop it in #⁠fwd-dep on BH Discord server for review.

This build is a limited-scope early alpha — the first live systems test ahead of the Kickstarter campaign in JAN 2026.

Parameters: restricted scope. Live fire. No safeties.
Pre-op brief and readiness checks inbound.

Hold the line. Always Forward.




//----


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.\[/p][/p]

TACTICAL SCREEN AND TEAM INVENTORIES // D-LOGS #10 & #11

// DISPATCH UPDATE

We’re also posting two D-logs today to pull everyone into sync on where Burned Horizons is headed. D-logs 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.

PREVIEW OF NEXT WEEK'S D-LOG:





⬤ D-LOG ENTRY [00010]

[// DEV]
[2025-07-28-0815]
[POE // DVG-98]
[NAFOSEC // NCC-RIGA]
[RE: TACTICAL SCREENS]

Pushing forward on the tactical screen interaction set. These are ~95% complete — a few subscreens still need to be built and some polish remains, but the core structure is locked.

Each mock-up represents a different interaction layer:

Mission-Critical Left Rail
Always visible: squad roster, health, ammo count, encumbrance flags. What you need right now.

Bottom Panel / Hotbar
Expands focus on the selected operator. Players can set 10–15 hotbar slots by clicking the “+” in the final box. Each slot supports A/B states, effectively doubling capacity (20–30 actions). Hotbars can also be toggled minimalist — roll-over only if you want a cleaner HUD.

Field Intelligence Kit
A tactile, in-world screen for intel, documents, and recovered items. Keeps some interaction outside the SPARTA notebook to preserve immersion.

Character / Inventory Panel
The maximalist layout. Displays all loadout layers at once — rucksack MOLLE attachments, drop bags, plate carriers, sidearms, and kit slots. Most equipment supports A/B (sometimes C) layering (undershirt / shirt / coat, for example). Gray X marks show unused capacity when a smaller carrier/ruck is equipped.

Top Bar / Status Strip
Shows the operator’s vital stats and role context: codename, role ID, theater, “rank,” scars, traits, attributes, skills, and conditional flags (hunger, cold, wounds, etc.). It’s not the full service jacket, but it’s everything you need at-a-glance.

As with the rest of the interface, visibility here is fully configurable. By default, all layers are shown at once, but players can pare it down — set panels to roll-over or click-only states — so the view feels less like a system readout and more like being physically present in the field. (edited)Tuesday, September 2, 2025 2:38 AM



[ NOT FINAL BUILD ]


[ NOT FINAL BUILD ]


/// ===============================================


⬤ D-LOG ENTRY [00011]

[// DEV]
[2025-08-04-0815]
[POE // DVG-98]
[NAFOSEC // NCC-RIGA]
[RE: TACTICAL SCREENS // INVENTORY TRANSFERS]

Granularity. It would just be much easier to have one big bag of holding and call it a day. If that was the case though, I'd probably be playing someone else's game.
So... here we are. Once again balancing immersion, authenticity, intuitiveness, and aestethic fidelity on one of the last remaining Tactical screen subpanels - the Character-to-Charcter/Team Inventory trasnfers. And this is by far one of the hardest because of all the things you have to accomplish in a tight space.

>> You have to try and give players as much as an overview as you can of all team members/gear on the same screen, and make it easy to move that gear between them. If each character had a limited inventory it would be so much easier. But we have a rather detailed and realsitic one. <<

// FOCUS OPERATOR: The Operator you're focused on gets priority. So, Widow goes on the left. Keep her gear order matching the previous panel for continuity. Reduce icon/slot sizing AMAP. This takes up less than a quarter of the total screen space; any smaller gets tough to read. The focus operator (and team members) have rucksacks that can be expanded/opened upwards (covering the space above them) if there isn’t enough room. Not perfect, but it adds to the immersion of opening the ruck. Immersion +1.

// TEAM(S)
Now for the Teams. You’ll never get everyone on screen with all gear showing if you have more than 3–4 members, unless you shrink things until they’re unreadable. So, the solution is a compromise: everything viewable at once, with vertical scrolling if you exceed 3–4 members. Players can also toggle collapsed inventory as default or expand it per use.

Collapsed view shows operator profile and two rows of gear. The PWS moves to row two so it stays visible if collapsed, with everything else bumped down. On both focus operator and team members, the Bandolier and Drop Bag are stacked vertically to match the main layout. The only difference is A|B states are now two columns — this fills space and makes those gear slots easier to interact with on this screen.


[ NOT FINAL BUILD ]

>> Proximity During Combat (Turn Based) and Non Combat (Real Time): TIC - Team members must be within 2 meters of the character they’re swapping gear with. Operators outside that range still show, but their profile is greyed out and an action message below their callsign indicates they need to move closer. OOC - players must be within X meters (e.g. 100m) to trade gear. These settings can also be toggled in SOPs. <<

// STAGING AREA: This serves two purposes: 1) a "table" for swapping — gear can be pulled from operators and placed here to be reassigned manually; 2) auto-sort — place gear here, select an operator by clicking their profile, and hit transfer. Items move according to sort settings; if something won’t fit, it stays in the SA and the player is notified. A confirmation also shows what moved and into which slot.

All transfers cost (1) AP during combat, no matter how many items move. Closing and reopening the screen during tic charges another AP. OOC transfers are free.

// KIT CHECK: This works like calling an 'ammo check' to see who has extras. You can filter for specific items, and any operator carrying them will have their name highlighted along with the slots those items are in.


/// ===============================================


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.[/p]

YOUR KIT AND YOU // D-LOG #17

Breaking from the Monday D-Log catch-ups. Here's a live, eyes on view of current progress.



//----

⬤ D-LOG ENTRY [0017]

[// DEV]
[2025-10-14-0118]
[POE // DV-98]
[NAFOSEC // NCC-RIGA]
[RE: YOUR KIT AND YOU // INVENTORY MANAGEMENT]

Inventory. How many games have I played where it felt like inventory management was tacked on as an afterthought? Too many to count.

So—how do you build something immersive and modular without turning it into a nightmare or inventory Tetris? Take what worked from the old days—tactics, RPGs >>> mix in a little Arma and Tarkov >>> make it familiar but new again.


// LAYERS

Too much gear, not enough space to show it.
Here's where the formative years of my life spent playing RPG classics with their ring slots pays off. Layers.

Chest, Legs, Hands, Feet.
Each one stacks wearables—A | B | C, sometimes D.
And it’s not just looks or a few extra slots.
Once environmental effects are integrated (weather, terrain, all that ) —clothing, gear and layers will matter even more.


// MOLLE AND ALICE

[Different hardware, same idea. Straps, clips, webbing—built around modular logic.]

A full carrier’s webbing might give you twenty, thirty possible attachment points if you count every row and column.
But no one runs that many.
Mount a tall utility or med pouch and you’ve already blocked half your real estate.
Stack double-mags and you lose more.
Sling sweep, prone clearance, buttstock pocket—those carve out the rest.
What’s left is a handful of usable spots.

This is where abstraction enters the fray. Take those thirty theoretical points and start collapsing them into usable, sensible zones. The overlap, the blocked rows, the dead webbing — all merged into spaces that make sense for how gear actually sits on the body and how operators run with them.

Placement = access. Reloading from a plate carrier mag holder = fast. Grabbing from your ruck, that's going to take longer (and more AP).

Out in the field, kits generally settle into patterns—rifleman, assault, long-stay, med.
Start with presets. Once that's been field tested, we add in customization options.

Each pouch has a role and a size. Mag pouches hold mags. Med pouches hold med kits. There are also general large and small pouches that aren’t role-specific, but they behave with rules: a general large pouch will accept only a single type at a time (you can put a med kit in it, or stacked rags, or spare rifle mags), and that pouch’s capacity is limited by the pouch’s defined mass/volume, but you can’t mix mags and meds in the same pouch. Want to change what a general pouch accepts? Take the contents out (it resets) and then re-stow the new item. No mixing, no nonsense. Stack counts and weight still apply.

Weight wears you down. Bulk slows you.
Build a brick wall on your chest—you’ll feel it every time you move.


// WEAPONS AND ATTACHMENTS / MODS

Same deal here—two main states: primary and secondary.
Swap between them and everything tied to that weapon moves with it.
Each has its own slot map—sling, mag, optic, muzzle device, suppressor—all visible.
Attachments and mods shift through A/B states like clothing.


// RUCKSACKS

Rucksacks follow the same logic as rigs.
Some have fixed outer compartments with their own limits.
Others carry MOLLE rigging just like a plate carrier.

The main compartment’s different. It’s the catch-all. Anything can go in there — gear, ammo, supplies — whatever fits within its mass and weight limits. No role rules like the pouches; it’s raw space.


// ENCUMBRANCE

Encumbrance’s not complicated. It’s just weight.
Total carried weight and how it grinds you down.
The more you stack, the slower you get, the quicker you burn out.


// RENDERS

Pushing more in-game renders now—straight out of the current build.
Stylized stuff’s mostly phased out. This is the real thing showing up on screen.


// CLOSED EARLY ALPHA PROGRESS

Alpha’s tightening up. December’s coming fast.
Core systems are in; still a few rough edges, but it’s moving as one now.
If it holds steady, first in-game clips should roll out within the next week or two.


/// ===============================================

SUPPORT THE OP
👉 WISHLIST + FOLLOW — every mark adds weight to the push ahead.

OPN-FULCRUM // PHASE 2 – KICKSTARTER [JAN 2026]
Mission-critical funding op to carry Burned Horizons forward.

SITREP // NEW OPERATOR RENDERS. CHARACTER CREATION KIT. DEV NEWS.

// SITREP: BRN-HZN DEVELOPMENT UPDATE

[FIELD TEST // NOT FINAL]

Progress across multiple fronts.

We’re now moving from stylized concept visuals into true in-engine renders — the first looks at operators as they’ll appear in-game, with lighting, materials, and gear pulled directly from Unreal builds.

Alongside that, the team’s expanding systems work:

Comprehensive Character Creation Tool — built for players, devs, and modders.
Immersive Character Creation Process — design your operator through narrative choice, shaping background, history, traits, and scars.
Ongoing internal testing of inventory, SPARTA interfaces, and tactical UI.

On deck:

📹 Trailer + in-engine clips
🧩 Closed Early Alpha (target: early December)
🚀 Kickstarter deployment // Jan 2026

Every update closes the distance to first deployment.

Hold the Line. Always Forward.

/// ===============================================

SUPPORT THE OP
👉 WISHLIST + FOLLOW — every mark adds weight to the push ahead.

OPN-FULCRUM // PHASE 2 – KICKSTARTER [JAN 2026]
Mission-critical funding op to carry Burned Horizons forward.