
Key provided for free by the publisher
Door Kickers 2 is a top-down tactical squad-based game with real-time-with-pause (RTWP) mechanics, thrusting you into the high-stakes world of SWAT operations where every move could be your last.
Developed by KillHouse Games, the studio behind Door Kickers and the spin-off Door Kickers: Action Squad, this sequel builds on their knack for delivering tense, strategic action that keeps you on the edge of your seat.
World and Background
Set in the real world, the player commands Special Operations Units in daring raids to rescue hostages and neutralize or capture terrorists in a fictional Middle Eastern country called Nowheraki. Single missions include briefings that provide a bit of lore; for example, the FNG missions feature a ranger scouting party discovering small insurgent camps, bases, or workshops that need to be cleared. Campaigns, however, do not have a story, only a theme.I’m not a big fan of the whole “let’s invent a country” approach. Just use one of the real Arab countries, where conflict has happened or is still ongoing, like Iraq or Syria. I can’t stand developers tiptoeing around these things. I remember how the modern Medal of Honor had to rename the Taliban to “Opposing Force” because, as some put it:
That’s nonsense—nobody who fought in Vietnam or World War II ever complained about players being able to control Nazis or the Viet Cong in those games. It is fictional; it's not like every time you kill an online player suddenly a US Marine drops dead.The game sparked controversy among pundits and military families who took umbrage at the notion that gamers could take the role of the Taliban and pretend to kill U.S. soldiers.
Gameplay
The gameplay revolves around planning and execution: you can pause at any time to issue commands, adjust movement paths, and coordinate actions such as breaching doors, deploying flashbangs, or covering angles. The AI reacts dynamically, meaning enemies don’t always behave predictably, requiring adaptability. The game emphasizes careful positioning and synchronization over pure reflexes. You can choose to play in real-time, with the option to pause.It features a realistic damage system, where both your units and enemies can be taken down quickly if caught off guard. Weapons, gear, and tactics vary depending on the faction you play as, adding variety to your approach.
However, some aspects of the gameplay are less polished. For example, crouching prevents operators from shooting, which can leave them vulnerable to being overrun and shot—potentially ending your current attempt, depending on how you play. This is especially frustrating, because enemies can crouch and blindfire from cover, while your operators sometimes fail to shoot at all, leading to frequent restarts.
One feature that I liked a lot was the grouping.
Take a typical insurgent hideout: you pause, set Group A to breach the door with a charge, Group B to toss a flashbang through the window, and sync it so they hit at once—unpause, and it’s controlled chaos. Campaigns layer on more, with objective chains like clearing a workshop then hitting a supply dump. The maps don’t shuffle, meaning several tries can result in you having the perfect plan. It’s not endless like some roguelikes, but the mix of single missions and Ironman runs keeps you hooked.

Squads and Equipment
Door Kickers 2 gives you three factions to choose from when forming your squad for missions: US Rangers, Nowheraki SWAT, and CIA. You start with the Rangers, unlocking SWAT and CIA after completing a set number of single missions. US Rangers are well-rounded for direct action, capable of deploying a large number of operators to overwhelm enemies—perfect for the early game. You can enhance them with doctrines, like “Long Range Drills,” which boosts accuracy and engagement speed for long-range targets, or others that improve handguns, rifles, or support roles. Nowheraki SWAT, with older equipment and less training than the Rangers or CIA, still fight with determination, making them a solid choice. The CIA is the toughest to play, operating undercover amidst terrorists with limited equipment and weapons, demanding careful strategy. I like the Rangers best, maybe because of a weird obsession from military movies and Call of Duty games—they look the coolest and have the best gear, from guns to gadgets.Equipment’s key to making any squad work, unlocked with stars from missions. You get Primary Firearms (ARs to SMGs), Secondary Firearms (pistols for backup), Headgear and Chest for protection, Tactical items like drones or flashbangs, Lethal options like grenades, and Field Upgrades for tweaks like faster reloads. You start basic, but completing missions and campaigns builds your arsenal, letting you go loud or silent as needed.
Enemies
Door Kickers 2 throws a wide range of enemies at you, mostly terrorists with a few rogue factions mixed in. Turncoat Militias—Nowheraki SWAT gone rogue—are rare but pack the same stats as grunt insurgents, wielding AK-47s. Poor Recruits, armed with double-barrel shotguns, SMLE bolt-action rifles, PM-63s, or AK-47s, aren’t skilled but can ambush if you skip clearing closets or toilets where they cower. Most Insurgents carry AK-47s, wearing white robes and turbans, while a deadlier version in black with AKMs are more professional. Pistol Insurgents, using TT-33s, are the weakest—no armor—but still hurt up close. Veterans, in black garbs with chest rigs, use AKS-74u or FALs, carry two frag grenades (rarely thrown), and blind-fire heavily from cover; grenades are your best bet against them. Rocket Insurgents wield RPG-7s, or a variant with RPG-26s and backup AK-47s—wildly inaccurate, but can wipe a squad with a lucky shot. Sniper Insurgents, also in black, are long-range threats with quick aim, high crits, and armor-piercing shots; smoke helps you close in, or grenades can clear their nests. Machinegunners carry RPK-74s or RPKs with drum mags, some with ammo belts, others with 200-round RP-46s that pierce armor—they blind-fire often, but fall to grenades. Foreign Advisors, in brown robes and white turbans, have sharp senses (110-degree FOV, 2m sight radius), making stealth tough; their SR3-M carbines with AP ammo shred armor fast, backed by rarely-used TT-33s.Then there’s the Forbidden Tree faction. True Believers, fanatical foreign fighters resembling Advisors, use AK-47s and detonate themselves when badly hurt or close to you. The Emir, a special foe with a vest, uses an AKS-74u (4x scope, 45-round mag), has a 2m sight radius, and self-detonates at 20 HP or less. Executioners are a nightmare in hostage missions—spot a dead ally, and they’ll rush to kill a hostage, or blow themselves up with suicide vests. Suicide Bombers (S-Vests), in white robes, charge you in tight spaces and explode, making them hard to stop without quick shots.
Sound
Door Kickers 2 has voice acting for the operators, with lines when you pick them, move them around, take out enemies, or leave them idle for a bit. It’s simple stuff—gruff callouts and quick orders—that fits the tactical feel. Gunfire and explosions fill out the rest, keeping things lively without overdoing it. Gunfire sounds different depending on which guns are shot and even silenced weapons have their own distinct sounds. Airstrikes sound impactful and even the A-10 Thunderbolt II has its iconic BRRRRRRT sound.Maps
Door Kickers 2 offers maps that range from small to large. Small ones, such as hideouts or backyards, are designed for fast breaches and close calls. Larger ones, like compounds with guards and machine guns, make every decision critical. They vary in size and atmosphere, and although the layouts remain consistent, different enemy patterns provide enough variety to keep the experience engaging.
One of the many maps of Door Kickers 2
Visuals
Door Kickers 2 shifts gears from the first game’s style. Where Door Kickers 1 had a flat, board-game look—simple maps and characters like a Dungeonmaster’s setup—this one goes fully 3D. Environments and operators get more depth: compounds and hideouts have a rugged, lived-in feel, and gear stands out sharper. It’s still top-down, but now it’s got the grit of an FPS, but still keeping things clear and focused.
Character Models are quite detailed, you can see different gear loadouts on each operator
Difficulties
There are no selectable difficulty levels; however, the game becomes increasingly challenging the further you progress.Campaigns do, however, offer an Ironman mode in which you cannot restart, troops face permanent death, but you earn double the rewards.

The Campaign Map with multiple Objectives to choose from.
Conclusion
Door Kickers 2 is an intense and tactical strategy game that captures the Middle Eastern conflict well, both in audio and visuals. Quick thinking is key, but the ability to pause and issue commands keeps the pressure manageable. Despite minor flaws, like the crouching mechanic, it’s a solid experience with plenty of depth. I’d recommend it to anyone who enjoys strategy games with a focus on planning and coordination—it offers plenty of variety to keep you engaged.Link to game on Steam: https://game.page/doorkickers2/RPGHQ