SITREP // WOUNDING, OVERWATCH, CASEVAC, & THE OPERATIONAL CAMPAIGN SYSTEM [0029]
// SITREP [0029] [DEV] [2026-07-14-1316] [KAOS // DV-98] [NAFOSEC // NCC-RIGA] [RE: LAYERED SYSTEMS] People sometimes look at a system in this build and ask why it feels basic, or why something feels missing, and under
Full notes
Full BURNED HORIZONS update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition3 changes0 removals
Balance
Maps
Gameplay
changed// SITREP [0029] [DEV] [2026-07-14-1316] [KAOS // DV-98] [NAFOSEC // NCC-RIGA] [RE: LAYERED SYSTEMS] 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 state right now, and every one of them has layers already planned on top of it. Get a system in, playable and honest about what it does, then deepen and refine it in the open as we go. That's the actual plan, not a description of anything we couldn't get to. WOUNDING Right now an operator who takes a hit registers that hit, bleeds, and needs treatment before it stabilizes, and taking a serious wound already costs you real AP based on how bad it is. That's already a different model than most games in this genre run, no health bar ticking down to zero, no auto-heal between fights. Before EA, you'll see a basic visual cue that a wound actually happened, something you can see, not just read in a number. Layering on after that is the mechanical side. A wound severe enough might put an operator down for good. A shattered arm might mean that arm doesn't function, and if it does still work, your aim isn't steady the way it used to be. A hit leg starts meaning something different than a hit arm, not just a smaller number ticking down, an actual difference in what that operator can still do.
changedOVERWATCH & SUPPRESSION What's in now is the core idea, watch an arc, react to movement in it. What we're layering on top is the actual doctrine underneath that, target priority, arc configuration, the real distinction between putting suppressive fire on a position to keep heads down and putting rounds on a target to end the fight, east versus west, hold versus engage. CASEVAC This one's a clear example of what layering looks like in practice, because the shape of it is already fully built, just simple right now on purpose. Right now, calling for support means having a working radio, no comms, no call. Once the call goes out, a single support asset responds, dispatched from outside the immediate area. That asset has to travel out to you and back again before it's ready for the next call, so how often you can call for help comes down to that actual travel time, not an arbitrary cooldown. [A vehicle system with in-game assets are planned for EA] You don't pop smoke the moment you call it in either, you wait until you get word it's inbound, then mark the spot, a small detail, but the kind that makes the system feel real instead of instant. All of that runs against a real clock underneath the game, one that governs both real time and turn-based play, just differently, turn-based breaks that same clock into segments instead of letting it run continuous. Layering on top of that next is queuing, calling in more than one thing at a time instead of waiting on the one vehicle you've got. Steam post image None of what's described above is sitting on a someday list. Wounding, Overwatch, CASEVAC, these are what today's work actually looks like, the same build cycle that's also closing out bugs and tightening what's already in. It's not separate from the polish pass, it is the polish pass, the deeper layers and the day-to-day fixes are the same effort pointed at the same systems.
changedTHE OPERATIONAL CAMPAIGN SYSTEM [POST-EA LAUNCH UPDATE] Our first major post-launch update. And yes, layers again, at this point you've probably noticed that's just how we build things around here. What's below is the full shape of the system, not what lands on day one. This starts as its own first layer, sectors, control state, the three ways to engage, and deepens from there the same way everything else in this game does. The map is built from sectors, each one tracking its own control state, enemy activity, and threat level. Sectors don't sit still waiting for you. Enemy pressure shifts, supply routes open and close, threats build or fade, whether you're there or not. You engage with that world three ways. Contracts are jobs offered to you, take them or don't, how you complete them is yours to decide. World situations come out of what's actually happening in a sector, enemy buildup, a supply route under threat, and you choose whether to step in. Self-directed operations are you deciding to deploy into a sector on your own, no contract, no prompt, just your call. Whatever you do changes the sector. Enemy activity drops or rises. Control shifts. That shift ripples into the sectors next to it too. That's the actual difference from a mission-select screen. The world isn't generating missions for you to pick from, it's a living state you're acting inside of, and your actions are what move it. Always Forward. // KAOS
addedHold the Line. Always Forward. Слава Україні. Героям слава. //---- BACKER GAME KEYS CAN BE ACCESSED VIA UPLINK PORTAL: https://burnedhorizons.com/uplink All keys listed in your Operator Service Jacket (Uplink Profile) so far can be activated, but currently only the base game can be installed. Once activated, the Forward Deployed Supporter Pack, Soundtrack, etc. will prompt an install closer to 1.0. ADDITIONAL KEYS CAN BE OBTAINED BY DIRECTLY SUPPORTING THE GAME'S DEVELOPMENT VIA THE DIRECT BACKER PORTAL: https://burnedhorizons.com/dbx WISHLIST/FOLLOW ON STEAM | JOIN THE DISCORD
BURNED HORIZONS changes
changed// SITREP [0029] [DEV] [2026-07-14-1316] [KAOS // DV-98] [NAFOSEC // NCC-RIGA] [RE: LAYERED SYSTEMS] 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 state right now, and every one of them has layers already planned on top of it. Get a system in, playable and honest about what it does, then deepen and refine it in the open as we go. That's the actual plan, not a description of anything we couldn't get to. WOUNDING Right now an operator who takes a hit registers that hit, bleeds, and needs treatment before it stabilizes, and taking a serious wound already costs you real AP based on how bad it is. That's already a different model than most games in this genre run, no health bar ticking down to zero, no auto-heal between fights. Before EA, you'll see a basic visual cue that a wound actually happened, something you can see, not just read in a number. Layering on after that is the mechanical side. A wound severe enough might put an operator down for good. A shattered arm might mean that arm doesn't function, and if it does still work, your aim isn't steady the way it used to be. A hit leg starts meaning something different than a hit arm, not just a smaller number ticking down, an actual difference in what that operator can still do.
changedOVERWATCH & SUPPRESSION What's in now is the core idea, watch an arc, react to movement in it. What we're layering on top is the actual doctrine underneath that, target priority, arc configuration, the real distinction between putting suppressive fire on a position to keep heads down and putting rounds on a target to end the fight, east versus west, hold versus engage. CASEVAC This one's a clear example of what layering looks like in practice, because the shape of it is already fully built, just simple right now on purpose. Right now, calling for support means having a working radio, no comms, no call. Once the call goes out, a single support asset responds, dispatched from outside the immediate area. That asset has to travel out to you and back again before it's ready for the next call, so how often you can call for help comes down to that actual travel time, not an arbitrary cooldown. [A vehicle system with in-game assets are planned for EA] You don't pop smoke the moment you call it in either, you wait until you get word it's inbound, then mark the spot, a small detail, but the kind that makes the system feel real instead of instant. All of that runs against a real clock underneath the game, one that governs both real time and turn-based play, just differently, turn-based breaks that same clock into segments instead of letting it run continuous. Layering on top of that next is queuing, calling in more than one thing at a time instead of waiting on the one vehicle you've got. Steam post image None of what's described above is sitting on a someday list. Wounding, Overwatch, CASEVAC, these are what today's work actually looks like, the same build cycle that's also closing out bugs and tightening what's already in. It's not separate from the polish pass, it is the polish pass, the deeper layers and the day-to-day fixes are the same effort pointed at the same systems.
changedTHE OPERATIONAL CAMPAIGN SYSTEM [POST-EA LAUNCH UPDATE] Our first major post-launch update. And yes, layers again, at this point you've probably noticed that's just how we build things around here. What's below is the full shape of the system, not what lands on day one. This starts as its own first layer, sectors, control state, the three ways to engage, and deepens from there the same way everything else in this game does. The map is built from sectors, each one tracking its own control state, enemy activity, and threat level. Sectors don't sit still waiting for you. Enemy pressure shifts, supply routes open and close, threats build or fade, whether you're there or not. You engage with that world three ways. Contracts are jobs offered to you, take them or don't, how you complete them is yours to decide. World situations come out of what's actually happening in a sector, enemy buildup, a supply route under threat, and you choose whether to step in. Self-directed operations are you deciding to deploy into a sector on your own, no contract, no prompt, just your call. Whatever you do changes the sector. Enemy activity drops or rises. Control shifts. That shift ripples into the sectors next to it too. That's the actual difference from a mission-select screen. The world isn't generating missions for you to pick from, it's a living state you're acting inside of, and your actions are what move it. Always Forward. // KAOS
addedHold the Line. Always Forward. Слава Україні. Героям слава. //---- BACKER GAME KEYS CAN BE ACCESSED VIA UPLINK PORTAL: https://burnedhorizons.com/uplink All keys listed in your Operator Service Jacket (Uplink Profile) so far can be activated, but currently only the base game can be installed. Once activated, the Forward Deployed Supporter Pack, Soundtrack, etc. will prompt an install closer to 1.0. ADDITIONAL KEYS CAN BE OBTAINED BY DIRECTLY SUPPORTING THE GAME'S DEVELOPMENT VIA THE DIRECT BACKER PORTAL: https://burnedhorizons.com/dbx WISHLIST/FOLLOW ON STEAM | JOIN THE DISCORD
// SITREP [0029][DEV] [2026-07-14-1316] [KAOS // DV-98] [NAFOSEC // NCC-RIGA] [RE: LAYERED SYSTEMS] 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 state right now, and every one of them has layers already planned on top of it. Get a system in, playable and honest about what it does, then deepen and refine it in the open as we go. That's the actual plan, not a description of anything we couldn't get to. WOUNDING Right now an operator who takes a hit registers that hit, bleeds, and needs treatment before it stabilizes, and taking a serious wound already costs you real AP based on how bad it is. That's already a different model than most games in this genre run, no health bar ticking down to zero, no auto-heal between fights. Before EA, you'll see a basic visual cue that a wound actually happened, something you can see, not just read in a number. Layering on after that is the mechanical side. A wound severe enough might put an operator down for good. A shattered arm might mean that arm doesn't function, and if it does still work, your aim isn't steady the way it used to be. A hit leg starts meaning something different than a hit arm, not just a smaller number ticking down, an actual difference in what that operator can still do.
OVERWATCH & SUPPRESSION What's in now is the core idea, watch an arc, react to movement in it. What we're layering on top is the actual doctrine underneath that, target priority, arc configuration, the real distinction between putting suppressive fire on a position to keep heads down and putting rounds on a target to end the fight, east versus west, hold versus engage. CASEVAC This one's a clear example of what layering looks like in practice, because the shape of it is already fully built, just simple right now on purpose. Right now, calling for support means having a working radio, no comms, no call. Once the call goes out, a single support asset responds, dispatched from outside the immediate area. That asset has to travel out to you and back again before it's ready for the next call, so how often you can call for help comes down to that actual travel time, not an arbitrary cooldown. [A vehicle system with in-game assets are planned for EA] You don't pop smoke the moment you call it in either, you wait until you get word it's inbound, then mark the spot, a small detail, but the kind that makes the system feel real instead of instant. All of that runs against a real clock underneath the game, one that governs both real time and turn-based play, just differently, turn-based breaks that same clock into segments instead of letting it run continuous. Layering on top of that next is queuing, calling in more than one thing at a time instead of waiting on the one vehicle you've got. Steam post image None of what's described above is sitting on a someday list. Wounding, Overwatch, CASEVAC, these are what today's work actually looks like, the same build cycle that's also closing out bugs and tightening what's already in. It's not separate from the polish pass, it is the polish pass, the deeper layers and the day-to-day fixes are the same effort pointed at the same systems.
THE OPERATIONAL CAMPAIGN SYSTEM[POST-EA LAUNCH UPDATE] Our first major post-launch update. And yes, layers again, at this point you've probably noticed that's just how we build things around here. What's below is the full shape of the system, not what lands on day one. This starts as its own first layer, sectors, control state, the three ways to engage, and deepens from there the same way everything else in this game does. The map is built from sectors, each one tracking its own control state, enemy activity, and threat level. Sectors don't sit still waiting for you. Enemy pressure shifts, supply routes open and close, threats build or fade, whether you're there or not. You engage with that world three ways. Contracts are jobs offered to you, take them or don't, how you complete them is yours to decide. World situations come out of what's actually happening in a sector, enemy buildup, a supply route under threat, and you choose whether to step in. Self-directed operations are you deciding to deploy into a sector on your own, no contract, no prompt, just your call. Whatever you do changes the sector. Enemy activity drops or rises. Control shifts. That shift ripples into the sectors next to it too. That's the actual difference from a mission-select screen. The world isn't generating missions for you to pick from, it's a living state you're acting inside of, and your actions are what move it. Always Forward. // KAOS
Hold the Line. Always Forward.Слава Україні. Героям слава. //---- BACKER GAME KEYS CAN BE ACCESSED VIA UPLINK PORTAL: https://burnedhorizons.com/uplink All keys listed in your Operator Service Jacket (Uplink Profile) so far can be activated, but currently only the base game can be installed. Once activated, the Forward Deployed Supporter Pack, Soundtrack, etc. will prompt an install closer to 1.0. ADDITIONAL KEYS CAN BE OBTAINED BY DIRECTLY SUPPORTING THE GAME'S DEVELOPMENT VIA THE DIRECT BACKER PORTAL: https://burnedhorizons.com/dbxWISHLIST/FOLLOW ON STEAM | JOIN THE DISCORD