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BURNED HORIZONSNewsSITREP // FUTURE OF THE COMMAND WHEEL [0032]
Community

SITREP // FUTURE OF THE COMMAND WHEEL [0032]

BURNED HORIZONS · published 17 Aug 2026, 14:00 UTC

All newsPlayers around this dateRead on Steam

BACK THE CAMPAIGN// SITREP [0032]

[DEV]

[2026-08-17-1216]

[KAOS // DV-98]

[NAFOSEC // NCC-RIGA]

[RE: FUTURE OF THE COMMAND WHEEL]

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 real UI friction that we’ve all experienced in games, while keeping the elements from older titles that actually work. Conceptually, I love the idea of a command wheel, but in practice, as depth increases, so does complexity.

Because of that, we will likely move to deprecate the Command Wheel after we build out the context-based system that was always going to exist beside it as an alternate, more intuitive way to control your operators. For example: a hover that switches the cursor to a hand/interaction icon if you hover. If you left click you commit to a default action, right click brings up the context menu with more options if there are any.

I genuinely like the idea of the command wheel as an alternate sort of master keybind tool, but there are challenges with maintaining two different systems through development. There are also certain obstacles we're facing in ironing out the friction that is inherently there because of the complexity and the number of commands.

We may end up keeping it as an alternate route, but we're definitely moving towards expanding the context menu over the next month. Hopefully we can fit some of that in before EA launch, and we're looking at whether we can get that done correctly in the seven days we have to launch. If it doesn't make it into the initial launch, then it's coming shortly thereafter.

One final note: even if we eventually say goodbye to the command wheel, it's certain that the toggle aspect of that will remain. One thing I've always loathed in games in the genre is where you would have to go all the way to the other side of the screen to click a toggle and then all the way back to wherever the action is.

Someone also suggested something that I really liked, and had thought of before: which is when we move to the context menu as an alternate path, eventually making the command wheel editable. So basically where you could drag and drop commands, etc. into it and basically build your own wheel. That would be a much larger task, but I definitely like that idea.

Thanks for backing the build.

Always Forward. // KAOS

Always Forward.
Слава Україні. Героям слава. //---- DIRECTLY SUPPORTING THE GAME'S DEVELOPMENT VIA THE DIRECT BACKER PORTAL: https://burnedhorizons.com/dbxWISHLIST/FOLLOW ON STEAM | JOIN THE DISCORD

REVIEWS: TURN BASED LOVERS, POPULAR AIRSOFT, GAZETTE DU WARGAMER

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