$13.99Door Kickers: Action Squad Kick the Door, Clear the Room
Breach, shoot and improvise through fast retro SWAT missions, alone or with a friend in co-op.
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Kick first, think fast
Each mission starts with a choice: gear up, then go. You pick your weapons and equipment, kick the door in, and react to whatever is behind it. Enemies come in more than 20 types, from machete-wielding runners to heavily armored gunners, and the four mission objectives keep mixing things up: rescue hostages, disarm bombs, capture suspects, or clear the map.
It plays fast, but not mindlessly. Master weapon recoil, time your reloads, use cover and distance. A counter fills as you drop bad guys, letting you call in tactical gear like healing kits, body armor or sniper support when you need it. And when a room goes wrong, you restart without a care and rethink. Levels are short, so one more try is always tempting.
Six ways to storm a building
There are six playable characters, and they play genuinely differently. One opens doors silently instead of kicking them but wears little armor. One carries a shield and the best protection but modest firepower. One blasts through doorways with a shotgun and enormous punch, which occasionally also solves a hostage. Each has their own talent tree and leveling, plus a shared tree any character can use once you fill it.
Between runs you unlock new weapons and gear, 60 items in all, so your loadout keeps changing how a level plays. There is also a Strategic Abilities system that puts the decisions in your hands: when a health pack or gear refill drops, and whether that teammate of yours is worth saving. Saving up Points for an Ultimate is the other answer to a tricky final room.
Better with a friend on the couch
This is a game built for two. Local and online co-op let you storm Nowhere City together, and the classes complement each other so well that splitting roles becomes half the fun: one breaches, one covers, one quietly opens the door the other is about to kick.
Co-op is also where the chaos lives. Dark rooms, suicide bombers, burning barrels and a partner with an unupgraded trigger finger can turn a clean plan into cartoony pixel gore in seconds, and the Strategic Abilities force an actual decision about whether to revive the fool who caused it. Coordination keeps the mayhem controllable, mostly.


















