About the Game
“Charge set”, my Alpha Team leader said.
Not knowing what lay in wait for us behind the door, I commanded, “Burn it” into the radio.
“Burning”, he replied. Sliding his finger into the pull ring of the ignition system, he pushed the pin in, turned it a quarter turn, and pulled.
The night was no longer silent as the sound of shredding timber filled the night. Windows shattered and pieces of glass fell to the ground. The walls around me shook. Where a door once stood, only smoke remained. Like water bursting forth from a dam, men flowed into the unknown.
--- from “Violence of Action” by Marty Skovlund

Control Special Operation Units in daring raids to rescue hostages, neutralize and capture terrorists in the fictional country of Nowheraki, Middle East.

Top-down tactics with Real Time gameplay but pause-at-will allows you to think, rethink, and still bite your nails as the action happens. And there's no turns, hexes or action points to manage.
The game models deadly threats and techs: suicide bombers, IEDs and Rocket-Propelled Grenades - but gives you tools to dominate: Light Machine Guns for suppressive fire, Night Vision Goggles to own the night and wall breaching charges to open new entry points.
Destructible environment lets you progress through the non-linear levels. If something stands in your way, tear it down! Any strategy is viable.

You can even choose the unit to deploy for any mission:
U.S. Army Rangers - firepower, numbers and skilled, coordinated violence.
CIA Special Activities Division - small unit of Covert Operators, able to go undercover but also deliver surgical strikes when needed.
Nowheraki SWAT - grit, improvised tech and gear borrowed from their US advisors.
It's NOT just skins and weapons, but distinct playing style, abilities and unit doctrines.
Should there be more units? Tell us what YOU think!

Play unique, hand crafted Operations or endless, procedural generated Tours of Duty. Each has their own challenges and rewards. For the bravest, mix it with the optional Iron Man Mode: troopers lost during campaign missions are gone forever.
Dead stays dead*, but memories are forever!
*only in Iron Man mode.

Online Co-Op Multiplayer is available, for up to 4 players. Each player brings his own Squad but you must work together to complete your mission. Choose your gear, draw your plans, strategize and combine your tactical prowess! In the end, you win or lose together.

Door Kickers 2 comes with over 90 handcrafted missions, plus Handcrafted and Generated Campaigns, Random Mission Generator and a Full-blown Mission & Level Editor to create your own content.
And you can share it with the world, or enjoy what others have built: The Steam Workshop already hosts over 7000 missions and is now open for Custom Units, Total Conversions and all sorts of wild stuff our modders are famous for.

With full SteamDeck compatibility and custom touch screen controls, you can play Door Kickers 2 anywhere! Enjoy unparalleled strategical freedom both ingame and in real life!
Screenshots
19 images
Version Information
Steam Patch Notes
Official update history
- fixed an incorrect doctrine setting
- fixed bug where muzzle drop distance would depend on weapon category (instead of relying on animation/models alone)
- buffed some Allies
- added support for day/night-only equipment graphics (see HelmetNVG in head_attachments.xml for examples)
- fixed NSPUM2 glow on day missions
- NVG slot for Night Vision Scopes glow renamed to nvg_scope
- fixed ALT shooting debug not using default doctrines for non-squad troops
- fixed mods-related crash when entities are missing from a RMG Enemy Group (check for errors in log file)
- fixed the need to specify correct max anchors on RMG Tiles
- fixed NWS PKM wrong maneuverability stats
Hello, Door Kickers!
We've let you hone your skills on the release content long enough, and there's no sign of Workshop activity slowing down any time soon. Seriously, we're almost at 10 Thousand Missions - those amazing modders are restless.
So we guess it's time for us to get some special content out there!
New Mission Packs:
The core of this update is the Blast From The Past Mission Pack: This includes 9 classic missions from the first Door Kickers, re-envisioned for DK2.
[img src="{STEAM_CLAN_IMAGE}/36746170/4e1dd6c2f4671b012e18588ff59d24002647d86f.jpg"]
All the missions included were very special and dear to us, and its been fun re-visiting and rethinking them in the context of Door Kickers 2 units, adversaries and mechanics.
Remember this?
[img src="{STEAM_CLAN_IMAGE}/36746170/9f7665a150ff81836753dda0f30e15881dd4739b.png"]
This is it now:[img src="{STEAM_CLAN_IMAGE}/36746170/c1d1dcf65f7bd5ce00354dc566838540860e6ee7.png"]
If you're a veteran of the old game, let us know which version you prefer! And if you have an old favorite that didn't make the cut, let us know too!
But wait, there's more!
Tiny Troubles 4: Tiny maps hold a special place in everyone's heart, so we initiated a new series. Currently only two missions present, but more will come!
New equipment and weapons
We've focused on the Nowheraki SWAT for this update and blessed their Assaulters with the locally produced G3 rifle and the Soviet-origin PKM machinegun. Many have asked for the PKM and its now entered the inventory of both sides of the Insurrection - the enemy gets it too!
[img src="{STEAM_CLAN_IMAGE}/36746170/74bee77b884b81f9ff227a929cf3dec25ce7851e.png"]
Your new firearms are relics from an old era - and hit hard and far with their overpowered ammo. With the right tactics both will serve well, with the wrong ones you'll get bogged down in doorframes. But that's your job - to match tactics to and tools to the problems in the field.
[img src="{STEAM_CLAN_IMAGE}/36746170/7b609817648e5ba2458c491755a0e46b7bf501ac.jpg"]
Additionally, battle-hardened SWAT squads can now equip the Martyr's Armor, which is a little something we picked up from real life units that inspired the Nowheraki SWAT. Not one bit of ballistic protection but a lot of trust in God to protect you and your luck to hold.
[img src="{STEAM_CLAN_IMAGE}/36746170/84a8b5d67c442d9cb777ec50026a01e7070db961.png"]
Objective Markers in Deploy Phase
We've added some Intel & Objective markers to the Mission Building toolkit. Some missions use these to help you find objectives on the map - but never trust Intel 100%.
[img src="{STEAM_CLAN_IMAGE}/36746170/9aaf906146b0ed8eea9c20ae907a9c31683b6b8b.jpg"]
For custom missions, designers can use these to add a layer of Intel and lore to their work. We feel this adds a lot to the feeling of a real life briefing, with various sources being used to build a target picture that the commander takes into account.
So, that's it for now. More content is coming, but let us know how the old Door Kickers 1 content holds up!
Your Devs @ KHG
Full changelist for v1.11:
- new mission pack: Blast From The Past
- new mission pack: Tiny Troubles 4
- new player weapons: PKM, G3 Rifle
- new player equipment: Martyr's Armor
- new enemies: Insurgent PKM gunner, New Private Security types, NVG-equipped Irregulars
- Intel: possible objective locations are now highlighted while deploying, in select missions.
- fixed sometimes dropping two shields when trooper died
- fixed (coop) being able to see hidden VIP due to pause icon showing up for him as well
- fixed some texts not being translated
- fixed a crash related to the RMG
- fixed bad cropping for RMG maps in some situations
- fixed a mods-related crash
- fixed crash when quitting game (also removed the integrated hardware RGB frameworks)
- modding: added KHM exporters for 3dsmax 2023/2024/2025/2026
- editor: added new objects/prefabs
Hey! Here's a minor patch to enjoy before some new content comes in.
We've taken a bit of time off after fully releasing the game, but now we're cooking a bigger content update for PC, as well as working on porting the game to Android and iOS. Will keep you posted.
Changelist for today's patch:
- RMG: fixed infinite loading on Mac
- RMG: improved generating speed
- RMG: extra variety
- RMG: fixed a major source of maps being different between Windows & Mac with same seed
- fixed "conditioning" buffs not being applied
- fixed a couple of bugs related to troops dying while doing various actions (either path staying visible or sync waypoints hanging in some situations)
- fixed GrenadeLauncher + GoCode not allowing the trooper to shoot at incoming targets
- fixed Forest Spirits deploy being inside collision
- fixed crash when handling DShK that was already equipped by an enemy
- fixed a mods-related crash
- fixed an editbox bug related to Unicode characters
- updated Korean translation
- tweaks to Enter The Spectres to make the scenario conditions more obvious
- QRF will also count Ambassadors(VIPs) towards the evacuation condition
- path should get stuck less than before in tight spaces
- small correction for M68 and T2 red dots stats
- fixed enemies doing suppressive fire into hostages
- fixed ALT+E toggling editor mode when using right-side ALT
- fixed a mod-related crash
- fixed Concealment not updating when using a TecTorch
- fixed troopers showing up as Concealed when they were actually Suspicious
- fixed Room Clearing Drills doctrine causing slower target switching when shooter had fast aim time
- fixed several RMG layout issues
- fixed URGI thumbnail
- actions that toggle state (wait/silent/stealth) will no longer reset look-at
- will no longer stand up after using spycam if order was given while crouched (previous state is preserved)
- tweaks to US Holos and Red Dots
- tweaks to ambient sounds to make some of them less anoying
- reduced HVT escape possibilities in En Prise of Op: Chaturanga for easier overt approaches
- fixed arrested HVTs being stuck on closed doors
- fixed hostages needing Persuasion skill to evacuate
- fixed several mod-related crashes and issues
- fixed a crash related to patrolling enemies
- fixed a bug with squad statistics where incapacitated troopers would show up as casualties
- fixed doctrine tooltip sometimes remaining visible on screen
- fixed an editor crash related to movers
- fixed a potential crash
- fixed several RMG bugs
- fixed bug where getting pinned while shooting RPG would lock the trooper
- fixed a bug with tooltips being incorrect for VIPs
- fixed several typos
- fixed spycam UI not looking right in replays
- changed feedback form a bit, to make reply email addr more obvious
- fixed troopers saying they see the bomb too soon
- M993 ammo stats corrected for Mk17 STD Suppressed
- fixed bug where a Damage entity with zero range could affect someone sitting right on top of it
- waypoints menu now shows on top of HUD
- fixed a bug where the red F line was stuck on a dead enemy
- fixed helicopter rotor blades blocking FOV
- NWS Leader Sapper Vest description corrected
- fixed path line breaking up in some situations
- corrected CIA Barricade / Rifles doctrine
- using Next Mission while playing a random workshop map will result in expected behavior
- random workshop page is now conditioned by min number of subscribers instead of upvotes
- issuing a Reload order while the trooper is crouched will no longer result in them standing up after finishing reload
- trooper will now stand to aim when shooting RPG/GL from a crouched position
- fixed an issue where trying to shoot an RPG would result in trooper not being able to move
- fixed a campaign generation crash on Mac (again)
- fixed several cases of bad RMG walls
- fixed several graphical issues on random maps
- fixed "disable all mods" also resetting language
- fixed a bug where breaking window+drapes would seemingly not alert the enemy
- tweaked the 'random workshop map' option to account for current workshop conditions (now requires at least 150 upvotes and a >50% overall positive rating). Configurable from data/game_settings.xml.
- Militia no longer get bonuses from pistol doctrines
- fixed auto wait-for-clear behavior
- fixed a map generator crash (mostly on Mac)
- modified Phase IV: Smash in Op: Subjugator to be single-plannable
- fixed undercover CIA not getting their kills counted (nor awarded xp)
- fixed screen going black when closing the game due to HDR+NVidia
- medals of same type are collapsed into one and tooltipped with amount
- medals missing because of disabled mods are now hidden
- CPU usage should be lower when being limited by the max FPS option
- only one instance of the game is allowed to run concomitantly (possibly related to sometimes losing savegames)
- fixed (maybe) borderless mode having some issues on AMD
- fixed a rare crash that would happen while watching the intro movie
- fixed some inconsistent ui colors
- fixed bullet shells looking weird when scrolling through replays
- fixed unbreakable object behind wall in Upper Ward of Op: Kerak
- fixed bugged area around high mobility deploy slots in Unaware Target
- fixed chain explosions not always chaining
- fixed some coop replays freezing at start
- fixed SawnOff Iron Sights
- fixed several typos
- fixed 'updating workshop' step sometimes never finishing
- fixed mods-related bug with inability to deploy troops
- fixed mods-related bug with log spamming
- various improvements to account for mods going crazy with effects (increased some limits, more error checking)
Current Release
Not available
System Requirements
How to Install
DoorKickers2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
747 MB
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