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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
[/p][p][/p][p][/p][p][/p][p][/p]

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
[/p][p]
[/p]

FIELD UPDATE // SYSTEMS COMING ONLINE

[p]// DISPATCH UPDATE
[/p][p]Quick signal check. It’s been a couple weeks since the last Steam dispatch, but that time hasn’t been idle—most of the work has been bringing the core systems into alignment and getting the Closed Early Alpha stable enough to start showing.[/p][p]We’re lining up the first rounds of gameplay footage now. We could push some of it today, but we want a few more elements tightened before we release clips publicly. The plan is to begin dropping short field-test videos mid to late this week, then continue releasing more as additional systems come online.[/p][p]Between now and December 15, expect a steady drip of movement tests, basic combat actions, operator reactions, and UI elements as they lock in. December 15 remains the target for the Closed Early Alpha launch. From there through mid/late January, we’ll continue updating and polishing that build as we approach the Kickstarter window.[/p][p]We’re also including an early look at the Command Wheel mockups—these are rough concepts, not final UI.[/p]
  • [p]The inner ring contains persistent toggles and stance-level behaviors.[/p]
  • [p]The outer ring contains direct commands.[/p]
  • [p]Highlighting a command will pull up its sub-commands or action variants.[/p]
[p]Early sketches below.[/p][p]More updates soon.
[/p][p]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
[/p][p][/p][p][/p][p][/p]

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]