Compare Door Kickers prices across 50+ stores and find the best deal. Developed by KillHouse Games. Published by KillHouse Games. Released on 10/20/2014. Available on PC. Genres: Action, Indie, Simulation, Strategy. Metacritic score: 83/100.

Top-down SWAT tactics where one wrong angle gets your whole team killed. Brutal, replayable, and oddly addictive.

Door Kickers is a top-down, real-time tactics game developed and published by KillHouse Games, in which you command a SWAT unit through close-quarters hostage and takedown scenarios. The camera sits directly overhead, every room is a geometry puzzle, and the solution space is much wider than it first appears. You issue movement orders, set breach timing, assign firing stances, and watch everything unfold in real-time or via the pause-and-order system that keeps the game accessible without draining its tension. At its core this is a line-of-sight and angle-clearing simulator dressed in police gear, and it earns every one of those 94% positive reviews. For anyone worried this is a niche title that will overwhelm you in the first hour: it is not. The mission structure scales up gradually, starting with single-operator entry problems before layering in multi-team simultaneous breaches, timed hostage extractions, and high-value-target neutralizations. The tutorial respects your time and teaches the actual mechanics rather than padding the introduction with cutscenes. If you can understand that a 180-degree field of view beats a 90-degree one around a corner, you already understand the first thirty minutes of the learning curve. The depth comes later, when you start thinking about which operator classes to slot, how suppressor-equipped troopers change your noise signature, and whether a slow methodical clear or a synchronized four-door breach is the right call for a given floor plan. Operator classes are the build-variety lever here. Assaulters push rooms fast, Breachers handle reinforced doors and obstacles, Shields buy time in fatal funnels, and Snipers lock down windows from the exterior. A well-constructed squad for a longer campaign mission feels genuinely different from one assembled for a timed extraction, and that decision layer keeps the game from going stale. Equipment loadouts add another axis: the difference between a shotgun breach and a charge breach is not just flavor, it affects how quickly enemies can react. These are exactly the kinds of granular choices that make a tactics game worth replaying rather than just completing. Where the game shows its age and its indie budget is primarily in AI behavior on the defender side. Enemies can feel reactive rather than truly intelligent, and in a handful of larger maps the patrol logic is readable enough that you can game it predictably. The content volume, while solid for the price, does have a ceiling, and that ceiling arrives faster if you are not engaging with the custom mission editor or the community-created scenarios that extend the game considerably. Mod support and a campaign editor mean the ceiling is higher than the base install suggests, but it does require some initiative to seek that content out. For a strategy-minded player who wants a tight decision loop without a 200-hour time commitment, Door Kickers delivers a satisfying run in the 20-to-40 hour range on the base content, longer if you chase perfect mission ratings. The planning phase before a breach, where you are drawing patrol paths and stacking your team outside three doors simultaneously, produces the kind of quiet concentration that most tactics games only gesture toward. It is not trying to be a mil-sim or a cover-shooter. It is a room-clearing puzzle engine with body count consequences, and it does that specific thing with real precision. Diego, Scout Team

Door Kickers
ActionIndieSimulationStrategy

Door Kickers

Oct 20, 2014KillHouse Games
GamerScout Says

Top-down SWAT tactics where one wrong angle gets your whole team killed. Brutal, replayable, and oddly addictive.

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About Door Kickers

Door Kickers is a top-down, real-time tactics game developed and published by KillHouse Games, in which you command a SWAT unit through close-quarters hostage and takedown scenarios. The camera sits directly overhead, every room is a geometry puzzle, and the solution space is much wider than it first appears. You issue movement orders, set breach timing, assign firing stances, and watch everything unfold in real-time or via the pause-and-order system that keeps the game accessible without draining its tension. At its core this is a line-of-sight and angle-clearing simulator dressed in police gear, and it earns every one of those 94% positive reviews. For anyone worried this is a niche title that will overwhelm you in the first hour: it is not. The mission structure scales up gradually, starting with single-operator entry problems before layering in multi-team simultaneous breaches, timed hostage extractions, and high-value-target neutralizations. The tutorial respects your time and teaches the actual mechanics rather than padding the introduction with cutscenes. If you can understand that a 180-degree field of view beats a 90-degree one around a corner, you already understand the first thirty minutes of the learning curve. The depth comes later, when you start thinking about which operator classes to slot, how suppressor-equipped troopers change your noise signature, and whether a slow methodical clear or a synchronized four-door breach is the right call for a given floor plan. Operator classes are the build-variety lever here. Assaulters push rooms fast, Breachers handle reinforced doors and obstacles, Shields buy time in fatal funnels, and Snipers lock down windows from the exterior. A well-constructed squad for a longer campaign mission feels genuinely different from one assembled for a timed extraction, and that decision layer keeps the game from going stale. Equipment loadouts add another axis: the difference between a shotgun breach and a charge breach is not just flavor, it affects how quickly enemies can react. These are exactly the kinds of granular choices that make a tactics game worth replaying rather than just completing. Where the game shows its age and its indie budget is primarily in AI behavior on the defender side. Enemies can feel reactive rather than truly intelligent, and in a handful of larger maps the patrol logic is readable enough that you can game it predictably. The content volume, while solid for the price, does have a ceiling, and that ceiling arrives faster if you are not engaging with the custom mission editor or the community-created scenarios that extend the game considerably. Mod support and a campaign editor mean the ceiling is higher than the base install suggests, but it does require some initiative to seek that content out. For a strategy-minded player who wants a tight decision loop without a 200-hour time commitment, Door Kickers delivers a satisfying run in the 20-to-40 hour range on the base content, longer if you chase perfect mission ratings. The planning phase before a breach, where you are drawing patrol paths and stacking your team outside three doors simultaneously, produces the kind of quiet concentration that most tactics games only gesture toward. It is not trying to be a mil-sim or a cover-shooter. It is a room-clearing puzzle engine with body count consequences, and it does that specific thing with real precision. Diego, Scout Team

Tags

steamTop-Down TacticsSWATPausable Real-TimeRoom ClearingOperator ClassesMission EditorLine-of-SightReplayable

System Requirements

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Reviews & Ratings

Metacritic
83
Steam
94%(9,988)

Game Info

Developer
KillHouse Games
Publisher
KillHouse Games
Release Date
Oct 20, 2014

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