Burstfire
A classless 5v5 tactical FPS built by four ex-Hawken developers, where single-life rounds and pre-round drone scouting demand real coordination. Ambitious for its team size, haunted by an empty server list.
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About Burstfire
Burstfire is a 5v5 competitive first-person shooter from Nacho Games, a four-person studio formed by veterans of Adhesive Games, the original team behind the mech shooter Hawken. That pedigree is visible in the game's bones: deliberate pacing, a conviction that death should mean something, and a mechanical framework that leans harder on positional thinking than twitch speed. Every round gives you one life. Lose it and you spectate until the next. It is a design choice that forces the kind of quiet, communicated tension you rarely find outside of Counter-Strike or its relatives. The pre-round structure is where Burstfire gets interesting. Attacking players send fast-moving ground drones into the map to scout defender positions before a single shot fires. Defenders, meanwhile, spend that time laying down barricades, barbed wire, and traps to channel movement and punish careless breaches. The objective, a computer terminal, spawns at one of several positions per map, which adds a small but meaningful read-the-enemy layer on top of the physical setup. The two shipped maps, The Compound (a multi-floor house) and Convention, are compact and vertically stacked, full of corners worth hugging. The loadout system skips classes entirely: twelve weapons, various tactical tools, weapon skins, and add-on scopes are all open to anyone. You build your kit around what the round calls for, not what a class tree permits. The core loop, when you can actually get a match, holds up. The time-to-kill sits slightly longer than comparable games of this style, which gives firefights a bit of breathing room and rewards positional discipline over pure aim. The proprietary engine shows its age in places, animations feel stiff, and surface textures lack the atmospheric density that might have given the maps a stronger identity. These are the marks of a very small team pushing a limited toolset as far as it could go, and honestly, there is something to respect in that. Here is the part that matters and that cannot be softened: Burstfire launched in September 2015 into the same window as Rainbow Six Siege, drew inevitable comparisons it could not win on budget, failed to build a critical player mass, and was delisted from Steam by December of that same year. The developers acknowledged the situation directly and offered unconditional refunds. The promised 2016 relaunch never materialized. Steam reviews across roughly 800 votes settled at around 41% positive, with the dominant complaint being exactly what the developers themselves named: lobbies that never filled. A game built around 5v5 competition simply cannot survive without players. If you find a key through a reseller today and have a group of friends willing to commit to private matches, the mechanical skeleton is solid enough to produce a few genuinely tense sessions. But walking in solo and hoping for public lobbies in 2025 is wishful thinking at best. Burstfire is a small, sincere effort from people who knew how to make shooters, caught in the wrong moment, against the wrong competitor, with too thin a marketing reach to survive. I hold a quiet appreciation for what it tried to be. Kai, Scout Team
Tags
System Requirements
Minimum
- Memory
- 4 GB RAM
- DirectX
- 9.0
- Storage
- 2 GB
- Graphics
- NVIDIA Geforce GT 240
- Processor
- i5 2.7ghz
- System requirements
- Windows 7
Reviews & Ratings
No ratings available
Game Info
- Developer
- Nacho Games
- Publisher
- Nacho Games
- Release Date
- Sep 25, 2015