BURNED HORIZONS
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
45 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
45 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | UPDATE [EA BUILD 0.001.004 // 28.08.26] EA BUILD 0.001.004 // (28.08.26) INVENTORY - Fixed an issue where swapping an enemy backpack with the mouse caused items to get stuck, preventing them from dropping or equipping - Fixed a visual bug where battle belt magazines displayed 1/250 instead of actual current ammo count - Corrected item behavior for grenades and magazines - Reworked underlying Inventory UI resolution logic to improve i… | 25000392 | |
| In-game event | UPDATE [EA BUILD 0.001.003 // 27.08.26] EA BUILD 0.001.003 // (27.08.26) FEATURES & SYSTEMS - Adds Credits Page to Main Menu honoring Kickstarter and Direct Backers, BHZN Studio staff, Community Support, etc. \ - Adds custom system hardware cursor replacement - Adds information widget on hover for the Wounded/Blood status icon - Adds automatic game pause prior to the first movement command FIXES & TWEAKS - Fixes game closing or hangi… | 24979807 | |
| Community | DISPATCH // ONBOARDING TOOLS & THE ROAD AHEAD BACK THE CAMPAIGN Operators, Team members in our community are already busy creating guides, videos and other tools to help ease the onboarding into Burned Horizons. \ created an incredible intro video (above) to get you into the fight quicker, and \ devised an ever handy guide to tactical keybinds (below). In addition to focusing on ways to help shorten the learning curve, we have already begu… | — | |
| In-game event | UPDATE [EA BUILD 0.001.001 AND .002 // 25.08.26] EA Build 0.001.001 // (24.08.26) FIXES & TWEAKS · Fixed operators getting stuck on items placed in the level · Vault gameplay ability and smart vault nav link reworked · Collision fixed on fence and large box prefabs EA Build 0.001.002 // (25.08.26) FIXES & TWEAKS · Real time pause added to top left in-game menu (menu accessed via ESC button.) · Fixed operators getting stuck near buildings and… | 24936602 | |
| Community | DISPATCH // BURNED HORIZONS GOES LIVE INTO EA AT 10 AM ET BACK THE CAMPAIGN Operators, It's time. Burned Horizons is live on Steam Early Access as of 10:00 AM ET today, and it's worth noting that today is Ukrainian Independence Day. For a game set in Ukraine, built in large part by Ukrainians living through a war, that's not lost on us. Those who've been following the project already know what this is and what it's building toward. New here? Read the… | — | |
| In-game event | UPDATE [EA BUILD 0.001.000 // 23.08.26] EA BUILD 0.001.000 // (23.08.26) FEATURES & SYSTEMS - Adds wounded and critical status indicators for operators on non-active teams - Adds available cell highlighting when dragging an item in inventory - Adds ambient audio for Infil, Exfil, mission loading, CASEVAC, and reinforcement - Adds helicopter SFX - Adds new smoke assets and crate, smoke, and radio volume passes - Adds new gear icons, w… | 24895259 | |
| In-game event | UPDATE [ALPHA BUILD 035.05] ALPHA BUILD 0.000.035.05 // (19.08.26) - Adds initial male and female voice sets for movement confirmations (expanded per-character sets and triggers to follow through EA) - Initial implementation of weapon carry states (slung and holstered positioning now active; expanded gear placement and systemic depth to follow) - Introduces in-game video tutorial system to the main menu and pause menu - E… | 24826359 | |
| In-game event | UPDATE [ALPHA BUILD 035.04] ALPHA BUILD 0.000.035.04 // (17.08.26) - Fixes endless climb/vault loop near boxes/crates - Fixes wound/KIA status not persisting correctly through reinforcement pool - Fixes combat mode not triggering when only visible enemies were killed, other enemies in area remaining unaware - Fixes supply crate inventory issues and scrolling bugs - Fixes item duplication when looting containers - Fixes ne… | 24781868 | |
| Community | SITREP // FUTURE OF THE COMMAND WHEEL [0032] BACK THE CAMPAIGN // SITREP [0032] \ [2026-08-17-1216] \ \ \ SITREP BRIEF: Quick dev update on UI controls, context interaction, and ironing out input friction as we head into launch week. Operators, We’re constantly reflecting on our systems and iterating: we don't want to fall into the trap of doing things just because that’s how everyone else in the genre does them. We're trying to solve rea… | — | |
| Community | DISPATCH // RELEASE DATE UPDATE AND EA EXPECTATIONS BACK THE CAMPAIGN // EA RELEASE DATE Operators, Quick heads up: we're shifting our Early Access release date to Monday, August 24th. We're taking an extra week to do another full pass on the build, focusing on reducing potential friction, improving overall flow, and completing additional QA testing before launch. This is just an extra layer of polish so players get the best possible experience… | — | |
| In-game event | UPDATE [ALPHA BUILD 035.03] ALPHA BUILD 0.000.035.03 // (13.08.26) - Adds CASEVAC system with reactive marker, shared transport, and final-approach logic - Adds RCW confirm/cancel actions for CASEVAC - Adds smoke grenade SFX — first pass implementation; visuals will continue to develop through EA - Adds supply crate drop on first reinforcement call - Adds Triage/Care Under Fire as a context-menu shortcut - Adds weapon swa… | 24716973 | |
| Community | SITREP // AN EYE FOR REALISM [0031] BACK THE CAMPAIGN // SITREP [0031] \ [2026-08-12-1330] \ \ \ Operators, Wanted to put some of our original character renders up, both here and Steam, for a couple of reasons. First, this gives you a real barometer. These are real, hand-built assets, modeled, textured, and rendered in-engine, the same characters and same assets you'll actually see in the game. Right now there's a real gap betwee… | — | |
| In-game event | UPDATE [ALPHA BUILD 035.02] ALPHA BUILD 035.02 // v0.000.000.035.02 // (10.08.26) - Fixes M4 burst and auto fire modes appearing functionally identical - Fixes firing while out of ammo still consuming AP - Fixes dead enemy remaining in the combat turn sequence, blocking progression - Fixes sniper shot animation displaying cover pose when crouched - Adds delay before AP is spent when an operator throws a grenade - Adds mis… | 24651507 | |
| In-game event | HOTFIX [ALPHA BUILD 0.000.035.01] ALPHA BUILD 0.000.035.01 // HOTFIX // (04.08.26) - Adds magazine load implementation and restores M4 auto fire mode to fire selector. - Fixes multiple voice confirmations triggering simultaneously when individual Operators and squad movement commands overlap. - Replaces previous voiceover assets from Build 035. - Begins first pass of Operator voice lines, currently covering movement confirmatio… | 24556312 | |
| Community | SITREP // EA LAUNCH // THE INITIAL DEPLOYMENT [0030] BACK THE CAMPAIGN // SITREP [0030] \ [2026-08-04-0816] \ \ \ Operators, This is a different kind of Sitrep. Instead of walking through one system, we're laying out everything that's actually in the build going into EA on August 18th, all at once. Call it the full manifest. There's probably something in here I'll forget to mention. If that happens, expect a follow-up sitrep to fill the gap. It's… | — | |
| In-game event | UPDATE [ALPHA BUILD 035] ALPHA BUILD 035 // v0.000.000.035 // (01.08.26) - Adds vault ability, allowing Operators to traverse cover obstacles. Updates cover spots across the map to support the new movement. - Adds Reinforcement command with vehicle and comms availability checks gating the call. - Begins first pass of wounded standing animations across all weapon types and unarmed states. Additional animations reflectin… | 24508864 | |
| Community | SITREP // WOUNDING, OVERWATCH, CASEVAC, & THE OPERATIONAL CAMPAIGN SYSTEM [0029] // SITREP [0029] \ [2026-07-14-1316] \ \ \ People sometimes look at a system in this build and ask why it feels basic, or why something feels missing, and under that question is usually an assumption that what's in front of them right now is close to done. It's not. What's live right now is the start of something, not the ceiling of it. Every system in this build is intentionally in an early st… | — | |
| In-game event | UPDATE [ALPHA BUILD 034.02] ALPHA BUILD 034.02 // v0.000.034.02 // (07.07.26) - Adds crawl movement, with new animations and dedicated movement handling. - Adds walk and run as distinct movement styles, with movement speed now reflecting current weapon stance and posture. - Adds controlled pair fire mode. - Adds four new combat commands: hip fire, aimed shot, blind fire, and snap shot. - Adds fire mode toggles with full s… | 24116716 | |
| Community | SITREP // TRIAGE, COMMAND INPUT, RIGS, BASE OPS, AND WHERE WE'RE HEADED [0028] // SITREP [0028] \ [2026-06-30-2100] \ \ \ Been a while since we did one of these properly. Not a changelog, not a feature list. Pulling back and walking through the design work we've been deep in this week and the direction we're building toward. Some of this lands before EA launch, some of it lands after, this sitrep is about where we're headed either way. Part I of what's probably going to b… | — | |
| In-game event | UPDATE [ALPHA BUILD 033] ALPHA BUILD 033 // v0.000.000.033 // (24.06.26) - Adds full Squad Management system: create, rename, and disband squads; drag-and-drop Operators between teams; double-click to select an entire squad; live badge updates across all Operator icons and the tactical HUD. - Adds scrollable team member list and confirmation prompt when closing with unsaved roster changes. - Adds turn-in-place animatio… | 23909919 | |
| Community | SITREP // WORLD TURN, GEAR & WHAT'S NEXT [0027] // SITREP [0027] \ [2026-06-04-1100] \ \ \ A lot has moved since our last update. The concurrency system is in, the gear system keeps deepening, and there are some things about where the combat layer is heading that are worth talking through openly. WORLD TURN // CONCURRENCY The world turn system that shipped in the last couple of builds is worth talking about because it solves a problem that's… | — | |
| In-game event | UPDATE [ALPHA BUILD 026- 031] ALPHA BUILD 026 // v0.000.000.026 // (22.04.26) - Refactors player weapon abilities and damage logic (weapon type now directly influences damage output). - Adds "ghost" effect for previewing operator positioning and poses in-game. - Fixes action lock (shooting, grenades, etc.) occurring when an enemy initiates combat while an operator is mid-movement. - Fixes issue where suppression would fail… | 23555282 | |
| Community | SITREP // THE OPERATOR SERVICE JACKET // PART I - ROLE DESIGNATIONS [0025] // SITREP [0025] \ [2026-05-06-1430] \ \ \ In too many games, characters are interchangeable and disposable. You lose one, you replace them. Slot filled, problem solved. Maybe there is a name attached, maybe a number or two. But they are ultimately interchangeable. Assets. And you feel that. You never really feel the loss because there was never really a person there to begin with. That is the… | — | |
| Community | SITREP // INITIATIVE, GEAR, AND THE COMBAT LOOP [0024] // SITREP [0024] \ [2026-04-28-2100] \ \ \ Over the next several weeks we’ll be layering in greater depth, moving from early placeholder logic to mechanics that reflect actual battlefield conditions. As part of this process, we’re implementing the Engagement Priority (EP) system so turn order is driven by real-world factors. Starting with core attributes (TACQ, COHD, etc.), we will progressivel… | — | |
| Community | SITREP // OVERWATCH & SUPPRESSION MECHANICS [0023] // SITREP [0023] [//DEV] [2026-04-22-0100] \ \ \ Layering in depth, realism and immersion. //---- Overwatch Overwatch isn't some magic toggle you just click. It’s part of the professional DNA of your operators. Their Pathways and Specializations reflect what they’ve learned, and it reflects on how they control a sector. This isn't about being locked into a role; it’s about their tactical evolut… | — | |
| In-game event | UPDATE [ALPHA BUILD 024- 025] ALPHA BUILD 024 // v0.000.000.024 // (06.04.26) - Adds hotkey to hide/reveal team badges - Adds hotkey to hide/reveal Compass - Changes 'Infil' load-in text to 'Click to Infil' - Improves log readability. Log now scroll to most recent activity - Adds validate old save files - Fixes when suppression or targeting can have invalid target - Fixes when operator engaging in surppression has incorrect… | 22803562 | |
| Community | DISPATCH // OPERATION LONG WAR STARTS TODAY // DISPATCH Operation Long War is officially live. As we move through this phase, we are actively expanding and deepening the gameplay as we head towards Early Access in Q3/Q4 '26; keep in mind that systems are still evolving and not all features are implemented yet. Custom Operators & World Building Initially, the ability to submit your own custom character to be included in the game was exclu… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.