Door Kickers artwork$19.9994%Very Positive

Door Kickers Plan the breach, watch it unfold

Draw routes for your SWAT squad, pick where to breach, and pause the action whenever a plan needs fixing.

Is Door Kickers worth it?

Door Kickers is worth it if…

  • you like drawing up a plan and watching it either click or collapse
  • you enjoy tactical games where a run takes minutes but mastery takes hours
  • you want co-op that is really about coordinating, not just shooting together
  • you like games you can mod, or making your own missions in a level editor

Screenshots

Plan the breach, then watch it break

Most of your time goes into the planning phase. You trace each trooper's path through the building, set where they stack up and breach, aim their lines of sight, and choose the gear: flashbangs, shields, whatever the room calls for. Then you hit go. The mission runs in real time, and you can pause at any moment to change an order. The clean 2D top-down view exists so you can read the whole floor at once. When a plan lands, several troopers breach on your signal at the same time and clear rooms before anyone can react. When it doesn't, one unaccounted-for enemy undoes it all, and you redraw.

A puzzle where the pieces shoot back

Under the guns, this is a puzzle game. Each level is a problem of angles, timing and sight lines: who goes through which door, who covers the hallway, who throws the flashbang. It is easy to learn and hard to master. Most levels finish in minutes, and improvising on the fly works fine, but a flawless run with no false steps takes real skill. Later missions and full-star runs will make you think. And because enemy positions vary between attempts, no two runs play out quite the same, so a failed plan is always worth one more go.

Two commanders, one stack

Bring a friend online and split the team. In two-player co-op you each command your own troopers, so one of you can plan the quiet approach while the other sets up the loud one. It turns the planning phase into a conversation: whose route covers that hallway, who breaches first, whose fault it is when the plan falls apart. The game is built for short sessions, most missions wrapping in minutes, which makes it easy to fit a few rounds into an evening and argue about the third one.

What should you know before playing?

Can you play it solo?

Yes, and that is the default. It is a singleplayer game first, with online co-op for two players on top. Solo, you control the whole squad yourself, which is where the planning depth lives: every route, breach point and line of sight is yours to set.

Is there a story?

Not really. Missions give you situations, like hostage rescues and raids on hideouts, rather than a plot with characters. The game is about the operations themselves, not drama around them. If you want narrative, this is not the game for it.

How hard is it?

Fairly hard, and honestly about that. The basics click quickly, but the harder maps punish sloppy planning, and keeping every squad member alive on the tough ones takes patience. A failed mission usually teaches you exactly what to fix, so losing a trooper tends to pull you back in rather than push you away.

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