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ROLES, ARCHETYPES, PATHWAYS AND THE SYSTEM REMEMBERS // D-LOGS #4 AND #5

[p]// DISPATCH UPDATE

Two weeks in and Burned Horizons has already stacked 2,000+ wishlists on Steam.
That’s converting on Steam well above typical indie averages — and that’s without a trailer, gameplay footage, or major social push. Early coverage from TurnBasedLovers and PopularAirsoft helped kick things off, and the next waves are already queued: fresh renders this month, the trailer in October, and the first alpha slice in December.

The Kickstarter launch page goes live within the next week. Target is 5–10k wishlists by campaign time in January. Every wishlist stacks the odds. Every share moves the line. Always forward.

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.

[hr][/hr]
* [ EARLY CONCEPT ART — NOT FINAL ]
[/p][p]⬤ D-LOG ENTRY \[0004]

\[// DEV]
\[2025-06-23-1000]
\[POE // DVG-98]
\[NAFOSEC // NCC-RIGA]
\[RE: ROLES, ARCHETYPES, PATHWAYS]

ROLES
A Role is a locked-in designator.
You can’t swap it. Can’t respec out of it.

You don’t stop being a trauma operator just because you’ve been sniping for a few weeks.
You expand. You adapt. But the core? That stays.

And like real life, your Role doesn’t restrict what you’re allowed to do —
you can wear heavy armor, attempt tasks outside your skillset
or shoulder a different weapons system.

But it affects your proficiency.
You might be able to fire a Barrett —
you just won’t handle it like someone who’s trained with it,
deployed with it, and knows what it kicks like under pressure.

ARCHETYPES
Archetypes aren’t mechanical layers.
They’re narrative tone — shorthand flavor for how an operator thinks or carries weight.
Burnout Medic. Rogue Advisor. Reluctant Warden.

They might influence early cohesion or Scar profiles, but they don’t evolve.
They don’t override anything.
They’re there to give context — not direction.

SPECIALIZATION PATHWAYS
Behavior creates movement.

Do something long enough, well enough, and the system starts carving out new space.

The difference here is focus:

Roles define your starting capability
Archetypes reflect your emotional baseline
Specialization shows how those two evolve

None of it’s locked.
But none of it’s undone either.

Change lanes. Go hybrid. Become something new.
But your Role never leaves your file.

[hr][/hr]

[/p][hr][/hr][p]⬤ D-LOG ENTRY \[0005]

\[// DEV]
\[2025-06-30-0930]
\[POE // DVG-98]
\[NAFOSEC // NCC-RIGA]
\[RE: THE SYSTEM REMEMBERS]

Once you strip out XP, levels, and class trees —
you’re still left with the question:
how do you track who someone actually is?

You need memory.
You need scars.
You need a system that watches.

The game watches.

ATTRIBUTES

Operators don’t get Strength 10 and Dexterity 8.
They don’t roll for INT or unlock perks with XP.

Attributes in Burned Horizons aren’t chosen.
They emerge. They evolve. They fracture.

You start with a foundation —
a few grounded choices during character creation:
a background, a Role, a handful of traits that say who you are.
Then the field writes the rest.

Attributes are tracked, visible, and real.

They don’t tell you how powerful someone is.
They tell you what they can handle — and what they can’t.

Tactical Aptitude → movement logic, initiative, pattern recognition
Combat Proficiency → weapon handling, suppressive control, accuracy under pressure
Medical Skill → trauma triage speed, stabilization window, survival chain timing
Engineering / Ordnance → sabotage, breach reliability, trap handling, repair logic
Cohesion / Leadership → morale effects, squad trust, command resilience
Wound Resilience → ability to function while injured, collapse delay, bleedout resistance

Attributes can rise — through survival, Scar offset, mentorship.
They can fall — from trauma, failure, or persistent breakdown.

They’re shaped by what you do, not what you buy.

THE SYSTEM

You breach under pressure? That’s noted.
You run point three ops in a row? That’s noted.
You freeze when your squadmate bleeds out next to you?
That’s noted too.

Nothing gets forgotten.
Not by the system.

FORWARD

Eventually, the record becomes something you can see.
A file. A flag. A trait.
A dossier someone else reads before they trust you.

We’ll talk more about that next time.

But for now — just know:
the system remembers.[/p]


//----


Attached Excerpt // Development Feed

Here’s a sneak peek at the kind of systems being stitched in behind the numbers:

One of those systems is dynamic missions — ops that don’t sit pre-scripted, but emerge organically as campaigns unfold. Intel finds, patrol chatter, or sudden shifts on the ground trigger missions that queue for the player to act on… or ignore.

That kind of organic, lived-in design sets Burned Horizons apart — and is another reason why operators who’ve seen it are connecting. Example follows:

[/p]

\[XIN // GHOSTRIDE]
Intel drop flagged a derailed supply convoy outside Lyskov Yard.
UKR patrol hit the site and found a BTR-80 abandoned across the tracks.
Local chatter calls it Ghostride.
Mission profile logged under dynamic ops queue — optional intercept.

\[ FSR-02-18037-LGV // GHOSTRIDE ]
[p]

* [ EARLY CONCEPT ART — NOT FINAL ]

//----

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

OPN-FULCRUM // PHASE 2 → JAN 2026. Mission-critical funding op to carry Burned Horizons forward. Stay locked in — followers get the deployment notice first.
ALPHA SIGNUPS // Open.

OPN LIVE FIRE // LIMITED [ EARLY ALPHA ] KEYS REMAINING

// OPERATION LIVE FIRE // EARLY ALPHA TEST

Early Alpha is a live test of the game in its early state — expect rough edges.
This deployment is the first of several. The Alpha will continue in stages and
evolve forward into Beta as development advances.

Keys are limited. Slots will close fast.

Wishlist + Follow on Steam
Screenshot proof
Uplink screenshot to #fwd-dep (Discord)

Alpha deployment begins December 2026.
Feedback from this run will shape the fight ahead.

HQ will transmit confirmation if you make the cut.
Until then — stand by.

HOLD THE LINE. ALWAYS FORWARD. [/p]


//----


[The week in review:
— 1,900 new wishlists on Steam
— Featured by Turn-Based Lovers
— Picked up in Popular Airsoft
— Initial trailer in progress // deployment window Oct 2026
— Development of Early Alpha in UE5 in progress

The line is moving.


//----


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

OPN-FULCRUM // PHASE 2JAN 2026. Mission-critical funding op to carry Burned Horizons forward. Stay locked in — followers get the deployment notice first.

WEAPON SYSTEMS - MODS, ATTACHMENTS, EVOLUTION

[h2]// WEAPON SYSTEMS — Mods, Attachments, Evolution[/h2][hr][/hr][p]Weapons don’t just appear out of thin air. They evolve on two fronts:

WORLD EVENTS
A seized shipment, a captured cache, or a manufacturer rolling out a new variant — that’s how new hardware enters the fight. Always logical, always within reach of the era.

GUNSMITH GROWTH
They’re not menus, they’re people. Gunsmiths are operators in their own right. The more jobs they log, the more pathways open — better cuts, refinements, custom builds. Other specialists — mechanics, medics — grow the same way: by doing the work.

MODS & ATTACHMENTS
[/p]
  • [p] Optics and grips can be swapped in the field — if the operator’s got the tool and the skill.
    [/p]
  • [p] Deeper work (barrels, tuning, full conversions) happens back at the bench.
    [/p]
[p]This mirrors real life: PMCs and front-line teams adapt gear by skill and circumstance — not “magic unlocks.”

A carbine might stay stock… or edge toward an LVOC-style build as events and skill push it forward.

* \[ EARLY CONCEPT ART — NOT FINAL ]

— END OF BRIEF

//---

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

OPN-FULCRUM // PHASE 2JAN 2026. Mission-critical funding op to carry Burned Horizons forward. Stay locked in — followers get the deployment notice first.

ALPHA SIGNUPS // Open. [dynamiclink][/dynamiclink]
[/p]

THE OLD RULES AND PROGRESSION // DEVLOGS #2 AND #3

// DISPATCH UPDATE

We’re posting two devlogs today as a catch-up drop — pulling everyone into sync on where Burned Horizons is headed. From here on out, new devlogs will release every Monday.

For the latest versions — including edits, notes, and extras — you’ll always find them first on our Discord and the d-logs.

[hr][/hr]


* [ EARLY CONCEPT ART — NOT FINAL ]

⬤ D-LOG ENTRY [0002]

[// DEV]
[2025-06-09-1025]
[POE // DVG-98]
[NAFOSEC // NCC-RIGA]
[RE: THE OLD RULES]

I’m a visual person. So you start with the art.

For me... realism isn’t just about the mechanics.
It’s in the depth and detail of what you’re seeing.
The more real the image, the more real it becomes.
An operator that looks like a cartoon — yeah, you can use your imagination and make that work.
But there’s still a disconnect.

So... you try to make the art reflect reality.
The gear feeling right — fatigues with weight, webbing that looks field-worn,
a plate carrier that makes sense for who this guy is.
But the more real it all looks, the more hollow the old systems feel.

You finish the art for an operator → now he needs a backstory → where did he serve → where’s he from → how did that impact his behaviors/skills → what skills does he have → ranks → roles → terms → structure → formatting → regional details → and on it goes. The train just keeps chugging.

So, how to make them real and not just pixels on a screen?
Well, I started with how actual people behave.
Which means XP, skill trees, role/class guardrails, RNG stats (INT, STR, DEX)
just weren’t gonna cut it anymore.

You don’t level up in a real fight.
You don’t get better at suppressive fire because you looted the right bush or jogged across a tile.
And war changes people.

The old rules don’t hold. So, you write new ones.

The start is UCD/S + Scars → then Roles → Archetypes → Specialization Pathways → Attributes

FWIW: Not saying all games are ‘bad.’
Some hit the tone just right but fail in other respects.
Some get further along with mods.
But many of them — even the good ones — make tradeoffs for financial considerations (like greater appeal).

This is especially true of games in this genre.

[hr][/hr]



⬤ D-LOG ENTRY [0003]

[// DEV]
[2025-06-16-1000]
[POE // DVG-87]
[NAFOSEC // NCC-RIGA]
[RE: PROGRESSION]

You don’t “level up” in a real unit.
You survive. You adapt. You get fractured.
You get better — or you don’t.
And what changes you isn’t a point bar.
It’s what you’ve lived through.

>> SCARS
Scars aren’t upgrades.
They’re what’s left behind — good or bad.

Maybe it makes you faster under pressure.
Maybe it makes you flinch when you shouldn’t.

But it sticks. And people notice.
Squads remember. So does the system.

>> UCD/S
Unit Command Designation / S
Two layers. Both leveled.

UCD-1 to UCD-4 tracks your standing inside NAFOSEC — from probationary to field leadership.
S-1 to S-5 measures cohesion and trust — what the unit sees in you, not just what you’ve done.

UCD is about who you are in the structure.
S is about who shows up when the pressure hits.

And somewhere past UCD-4... there’s a UCD-5.
You won’t see it in early deployments —
but if you stick with someone long enough, it’s there.
It’s not a class unlock.
It’s what you become when the system stops needing to ask.

Operators may also carry Legacy Tags — VETERAN, RELIC, NON-STANDARD, ASSET-R.
You won’t see those right away either.
They follow UCD-5.
They aren’t cosmetic.
They affect how people see you —
and how command calculates risk when your name comes up.

>> ROLES + SPECIALIZATION PATHWAYS
Everyone starts with a Role.
Not a class. A function. A signature.
CT-17, AF-75, RW-31 — they’re not kits.
They’re starting points.

From there, behavior takes over.

Specialization Pathways emerge based on what you do — and how often you do it.

  • Stick to your lane? You refine it.
  • Drift hybrid? The system adjusts.
  • Shift entirely? It doesn’t wipe the slate.


Nothing is lost.
You keep what you’ve earned.
You don’t discard your role — you expand on it.

//-----

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

OPN-FULCRUM // PHASE 2JAN 2026. Mission-critical funding op to carry Burned Horizons forward. Stay locked in — followers get the deployment notice first.

ALPHA SIGNUPS // Open. https://store.steampowered.com/news/app/3985330/view/501710244523540881?l=english

STACK UP // READY BREACH [ALPHA KEYS]

// OPERATION LIVE FIRE \[ALPHA KEY SIGNUP]
[h3]
We’re opening alpha signups for the first Operational Test Build of Burned Horizons.[/h3][p]
\[ If STEAM is removing the links for some users - join our Discord (link on store page) and post in the #fwd-dep channel. ] [/p][hr][/hr][p][/p][h3]TARGET WINDOW:[/h3][p]December 2025[/p][h3]FORMAT:[/h3][p]Limited Steam keys (invite-only)[/p][h3]PURPOSE:[/h3][p]Early gameplay test + community feedback
[/p][hr][/hr][h3]
// WHAT THIS IS[/h3][p]This is not a polished demo.
It’s a vertical slice — very early, work-in-progress build.[/p]
  • [p]Core tactical combat[/p]
  • [p]Early persistence systems (SCAR + UCD/S)
    [/p]
[hr][/hr][h3]
// HOW TO SIGN UP[/h3]
  1. [p]Wishlist + Follow Burned Horizons here on Steam[/p]
  2. [p]Take a screenshot[/p]
  3. [p]Complete the signup form → UPLINK \[ https://burnedhorizons.com/fwd-uplink?source=alpha ][/p]
  4. [p]If selected → Join our Discord (keys + feedback live there) \[ https://discord.gg/QRnh2pbqKd ][/p]
[h3][/h3][hr][/hr][h3] // WHY TO GET INVOLVED[/h3]
  • [p]First hands-on with Burned Horizons[/p]
  • [p]Be part of the first field test — your input on this limited build shapes the mission going forward[/p]
  • [p]Insider access as we prep for Kickstarter (Jan 2026)
    [/p]
[hr][/hr][p]
⚠️ Note: Visuals = placeholder. Content = limited. Testing focus: stability, flow, readability of systems. Expect rough edges.[/p][p][/p][p]⚠️ Slots are scarce. Sign up early for a chance at the shortlist.[/p][p][/p][hr][/hr][p]
— \[POE // DVG-98] // Burned Horizons Studio
[/p]

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

OPN-FULCRUM // PHASE 2JAN 2026. Mission-critical funding op to carry Burned Horizons forward. Stay locked in — followers get the deployment notice first.