$24.99Door Kickers 2: Task Force North Plan the raid, run it live
Draw up a squad plan, pause the action to adjust it, and watch the breach unfold in real time.
Is Door Kickers 2: Task Force North worth it?
Door Kickers 2: Task Force North is worth it if…
- you like planning a breach down to the second, then watching it hold
- you want tactics without turns, hexes or action points getting in the way
- you enjoy finding your own way through a mission instead of one right answer
- you have friends who would rather coordinate a raid than race each other
- you like games where losing a good plan teaches you something
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Plan in pause, sweat in real time
This is real-time tactics where you set the tempo. Pause whenever you like, queue up paths and orders for each trooper, then let it run and watch the plan hold or fall apart. There are no turns, hexes or action points, so the thinking is all yours: which door goes first, who covers the hallway, when the flashbang flies. You drop a breach charge, the wall opens, and your team flows in while you hold your breath. When it goes wrong, pause again, rethink, and send new orders before anyone bleeds out.
Every wall is a suggestion
The environment is destructible, and that changes how you think. If a room has one door and three gunmen behind it, you do not have to use the door: blow a new entry point in the wall, break a window, or come through the fence. The game gives you real tools to work with, like wall breaching charges, Light Machine Guns for suppressive fire, and Night Vision Goggles to own the night. The threats are real too: suicide bombers, IEDs and Rocket-Propelled Grenades. Any strategy is viable, which means every mission has more than one answer.
Three units, three ways to fight
You pick which unit deploys on each mission, and the choice matters. The U.S. Army Rangers bring firepower, numbers and coordinated violence. The CIA Special Activities Division is a small team of covert operators who can go undercover or deliver surgical strikes. The Nowheraki SWAT fights with grit, improvised tech and gear borrowed from their US advisors. These are distinct doctrines, not skins: the same building plays differently depending on who you send through it, so choosing the right unit is part of the plan.
Four commanders, one plan
Online co-op supports up to 4 players, and each person brings their own squad. That turns every raid into a conversation: you choose your gear, draw your plans, and have to actually coordinate instead of each doing your own thing. One player breaches while another covers the street, and when a plan collides with reality mid-mission, you adapt together.






















