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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.

WHEN THINGS BREAK. WHY THIS, WHY THEN? // D-LOGS #8 & #9

[p]// 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. [/p][p][/p][hr][/hr][p]
* \[ EARLY CONCEPT ART — NOT FINAL ]

⬤ D-LOG ENTRY [0008]

[// DEV]
[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]

[// DEV]
[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.[/p]

DEV BIBLE AND THE CODEX // D-LOGS #6 AND #7

[p]// 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. [/p][p][/p][hr][/hr][p]
* \[ EARLY CONCEPT ART — NOT FINAL ]

D-LOG ENTRY \[0006]
[/p][p]\[// DEV]\[2025-07-07-1100]
\[POE // DVG-98]
\[NAFOSEC // NCC-RIGA]
\[RE: STRUCTURE VS STORY]

Working through UCD/S, Scars, Roles, Archetypes, Attributes —
then folding that back into the operator bios I’d already written →
formatting → timestamps → service logs → more formatting → quirks → reconciling all of it —
it all bleeds together real fast.

Trying to remember where this note is, where that logic was scratched out,
how exactly the service record formatting works...

So how do you track all that internal knowledge
and set a single source of truth for everything that follows?

DEV BIBLE [IPSEC].

>> DEV BIBLE HOLDS

> Role + Archetype Definitions
> Scar Logic + UCD/S Progression
> Attribute Stack + Behavioral Reactions
> Operator Format Standards + Timestamp Schemas
> Service Record + Log Entry Styling
> Syntax, Jargon, and Field Language
> System Interaction + Internal Logic Flow

---

>> WHY IT MATTERS

It is the holder of truth when it comes to how BH works.

If it touches logic, tone, formatting, structure,
syntax, progression, scars, trust, modding rules, or expansions — it runs through the DEV BIBLE.

If it doesn’t?
It doesn’t make it in.


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


⬤ D-LOG ENTRY \[0007]

\[// DEV]
\[2025-07-14-0930]
\[POE // DVG-98]
\[NAFOSEC // NCC-RIGA]
\[RE: THE GAME REMEMBERS]

You figure out how to track the logic — code, formatting, structure.
Cool. But how do you show the player what actually matters?

That’s what led to the Codex.

---

>> WHAT IT IS

The Codex tracks what your operators do —
how they act, change, break, or grow.
Scars. Drift. Reputation. Breakdown risk.

It’s also where the player checks everything:
Found items. Flags. Traits. Shifts. It’s all there.

---

>> WHAT IT DOES

Some things hit right away — tone shifts, tags, flags.
Others build up — consistency, cohesion, trust.

The Codex watches what you do.
It remembers — even if you don’t.
And then quietly adjusts what comes next.

---

We’ll get deeper into what the Codex unlocks —
and how it ties into long-term progression — in a later entry.

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

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]

SIGNALS FROM BEYOND THE WIRE // PRESS INTERCEPTS

[h3]// SIGNAL INTERCEPTS[/h3][p]Two signals from beyond the wire.[/p][p] [/p][h3]TurnBasedLovers[/h3][p][/p][hr][/hr][h3]Popular Airsoft[/h3][p][/p]

//----

SUPPORT THE OP
👉 WISHLIST + FOLLOW
// Every mark adds weight to the push ahead.

OPN FULCRUM // PHASE 2 – KICKSTARTER → JAN 2026 // FOLLOW FOR LAUNCH NOTIFCATION
Mission-critical funding op to carry Burned Horizons forward.