WARDOGS vs Arma 3: what actually differs
Same mode, same creators, different game. What changes when King of the Hill stops being a mod and starts being a product you buy.

If you have played Arma 3's King of the Hill, you already know the shape of a WARDOGS match: three teams, one contested zone, buy your kit, first to 100 points. That is not a coincidence and it is not a clone. Sa-Matra and Roid Rage, the original King of the Hill developers, have been involved in WARDOGS from the very beginning — Bulkhead's own framing, reported by Gamesplanet.
So the interesting question is not which is better. It is what changes when a mod stops being a mod. Four things do: scale, money, content and whether the thing runs on your hardware.
The short version
| WARDOGS | Arma 3 | |
|---|---|---|
| Studio | Bulkhead, published by Team17 | Bohemia Interactive |
| Released | Early Access 10 Sep 2026; 1.0 ~24 months later | 12 Sep 2013, finished |
| Entry price | $39.99 → $49.99 → $59.99 as updates land | $29.99 list, discounted often |
| Players | Up to 100, across 3 teams | "Typical scenarios cater from 2 to 64" |
| Map | Kolchia, 256 km² | Altis 270 km², Malden 62, Stratis 20 |
| Where you fight | Randomised 2 × 2 km Control Zone | The whole terrain; the mission decides |
| Modes | One: Control Zone | Campaign, co-op, PvP, thousands of community missions |
| Money | $10,000 once, per account, persists between matches | Per-server cash and rank, community-documented |
| Classes | None — your role is whatever you bought | None — the mission or mod defines your kit |
| Mods | Not announced | Eden Editor + full Steam Workshop |
| Anti-cheat | Kernel-level Easy Anti-Cheat | BattlEye, Proton-enabled since Dec 2021 |
| Steam Deck | Nobody has said | Works |
Sources for the WARDOGS column are the Steam page and Bulkhead's own posts; the Arma 3 column is Bohemia's FAQ unless noted. Everything on the WARDOGS side is confirmed, which is not the same as shipped.
It is King of the Hill rebuilt, not King of the Hill copied
Bulkhead's line is that "the idea was never to simply clone the mod" — they worked with the mod's creators to work out what made it good and what could be better with a real engine underneath.

What carried over: three teams, one zone, a first-to-100 scoreline, and buying your kit instead of picking a class.
What is new: 100-player matches as the default rather than the ceiling, destructible structures, player-built fortifications, and cash that follows your account rather than your session.
This matters for one practical reason. If you bounced off King of the Hill because of Arma's friction — the inventory, the animations, netcode from 2013 — WARDOGS is a ground-up rebuild on Unreal Engine 5, and that friction is gone. If you bounced off it because you do not like the mode, nothing here fixes that. There is exactly one mode. For the full picture of what has been announced, see what WARDOGS is.
The maps are the same size. The fight is not.
Altis is 270 km². Kolchia is 256 km². On raw terrain, this is a draw, and anyone selling you WARDOGS on map size is selling you nothing.
The density is the story. Bohemia's FAQ puts typical Arma 3 scenarios at 2 to 64 players, with the ceiling set by server hardware and bandwidth. WARDOGS is built around 100 across three teams as the normal case.
Then it squeezes them. Only a randomised 2 × 2 km Control Zone is live in any match — 4 km², or one sixty-fourth of the map — with a shifting Hot Zone inside it paying double points and double cash. Arma 3 hands you the whole island and trusts the mission maker to shape the fight.
More on the zone geometry on the Kolchia map page.
Money is the thing Arma has never had
This is the real divergence, and most coverage skips it.
In King of the Hill you earn cash and rank on a server, spend it at your faction's safe zone, and either buy a loadout outright or take the cheaper one-time version that has to be repaid on respawn. It is per-server. Log off, and the pressure resets.
WARDOGS gives you $10,000 once, per account, and it does not top you up. Cash carries between matches, losses are permanent, and Bulkhead's framing is that "every decision has risks and consequences with every outcome etched into your account balance." The full mechanics are in the cash economy explainer.

Here is what that feels like in numbers. These are ours: we played the Closed Alpha on 7–9 August 2026 and photographed the Vehicle vendor. Every price below is the list price, calculated by doubling what the tile showed, because a New Recruit Discount of −50% was running throughout the capture — the reasoning is on our methodology page.
| Alpha vendor entry | What it cost | Against a $10,000 start |
|---|---|---|
| BOBCAT | $1,000 | Pocket change; a lift to the zone |
| KODIAK | $5,000 | Half your opening balance |
| KODIAK [PICKUP] | $30,000 one-off unlock | Three times what you start with |
| MH-6 light helicopter | $72,500 | Seven times |
| URAL | $120,000 one-off unlock | Twelve times |
And the part that reframes the whole comparison: the tanks were not on sale at all. The L2A6 sat behind Wardog Lvl 35, the Flakpanzer Gepard behind Wardog Lvl 45, the SPH-2 artillery behind Wardog Lvl 55. No cash figure was printed on any of them. Armour in the alpha was gated by time played, not by wallet — a distinction worth holding onto if you see a tank price quoted anywhere.
Nothing in King of the Hill works like this. There, an expensive mistake costs you the rest of a session. Here it is subtracted from a balance you will still be carrying next week.
Arma 3 has thirteen years of content. WARDOGS has 37 weapons.
Arma wins this outright, and Bulkhead says so first. In their 10 Reasons NOT to Buy WARDOGS devlog the studio states plainly: "WARDOGS has a content problem."
Early Access ships with 37 weapons, 21 vehicles and three maps with three variations each, plus one more map during Early Access. The stated reason is budget: most of the money went into core gameplay and performance, "leaving less for content and the shiny things that actually sell games." Bulkhead is explicit that you should not expect regular content drops before 1.0 — the work is bugs, balance and the metagame.
Set that against thirteen years of official Arma DLC, ten-plus terrains, and a Workshop that produced King of the Hill itself. Measured in distinct hours per dollar, this is not close.
The counter-argument is that one mode done deliberately is the point, and King of the Hill players have historically put hundreds of hours into exactly one mode. Our weapons catalogue tracks the 25 we recorded in the alpha vendor against the confirmed 37, and vehicles the 20 we saw against 21.
You cannot mod WARDOGS, and that is the sharper trade
Arma 3 ships the Eden Editor with Steam Workshop integration and dedicated server support. Its entire second decade runs on that. WARDOGS exists because Arma 3 is moddable.
Bulkhead has announced no mod tools, no editor and no Workshop support. That is unconfirmed rather than ruled out — nothing has been said in either direction. Community server admins have been mentioned as having moderation powers, which implies community servers; it does not imply modding.
Stack that on top of "no regular content drops for two years" and you have the real risk of the purchase. If community content is why you still load Arma, WARDOGS replaces one mode, not the platform.
Arma 3 runs on Steam Deck. Nobody has said WARDOGS will.
Arma 3 works on Deck and on Linux because Bohemia opted in: BattlEye's Proton support was enabled for Arma 3 in December 2021.
WARDOGS lists kernel-level Easy Anti-Cheat on its Steam page. EAC also has a Proton-compatible module, and it also requires the developer to switch it on. Bulkhead has not said whether they will. The pre-order announcement did not mention it.
Desktop-side, WARDOGS asks for a GTX 1660 minimum and an RTX 3070 recommended, with 16 GB of RAM at both tiers — the full table is on system requirements. Bulkhead's own warning: "if you're expecting to play native 4K at 240 FPS, WARDOGS is not the game for you."
Controllers are clearer than they were: partial gamepad support ships at Early Access launch, with aim assist that exists "but only to a small degree", on a game the studio calls PC-first.
What you pay, and when
| WARDOGS | Arma 3 | |
|---|---|---|
| Entry | $39.99 Early Access | $29.99 list |
| Premium | $49.99 Supporter Edition — skins, bobbleheads, a scoreboard tag | DLC and bundles |
| Included beta | Closed Beta 21–23 Aug 2026 with every pre-order | n/a |
| Later | $49.99 as year-one updates land, $59.99 at 1.0 | n/a |
| In-game purchases | None during Early Access. Cash and Gold Bars never purchasable | None |
Bulkhead calls this stair-step pricing and ties each rise to delivered features rather than to a date. Arma 3 is cheaper, finished and has thirteen years behind it; WARDOGS is $10 more for a build the studio expects to spend roughly 24 months developing, which puts 1.0 somewhere around September 2028.
Two things worth weighing on trust. Bulkhead made Battalion 1944, it failed, and the studio refunded every Kickstarter backer — they raise this themselves rather than waiting to be asked. And their own advice on the price is "if the price feels too high for an early access game, please don't buy it yet." Whether to pre-order is its own argument.
Which one you should actually play
Arma 3, if you want the sandbox rather than one mode, you want the Eden Editor and Workshop, you play on Deck or Linux, or you want something finished today.
WARDOGS, if King of the Hill was the only Arma 3 mode you ever loaded, you want that loop at 100 players without 2013 friction, and you can live with a thin launch lineup for two years.
Both, if you have 400 hours in King of the Hill and no campaign progress. That is precisely the person WARDOGS was built for, by some of the people who built the mod.
One number to sit with before you decide. Arma 3 still averaged 6,638 concurrent players over the last 30 days, peaking at 8,278 in 24 hours, thirteen years after release (SteamCharts, 13 August 2026). Bulkhead's stated target for a healthy WARDOGS is 3,000–5,000 daily concurrents, and they say openly that numbers will fall after the launch spike. If a populated server at 2 a.m. is what you are buying, Arma 3 is the safer bet today.
What nobody knows yet
- Which weapons and vehicles make up the confirmed 37 and 21 — we have logged 25 and 20.
- The names of the three launch maps, or how they relate to Kolchia.
- Official prices for anything. Every figure we publish is an alpha reading, doubled and labelled.
- Four of the six XP tracks. Medic and Pilot are named; Driver and Wardog appeared as vendor gates.
- Mod support, crossplay, cross-progression and Proton compatibility.
Send us a correction if you have a source we do not. That is the fastest way this page gets better.
Common questions
Is WARDOGS made by the Arma developers?
No. WARDOGS is developed by Bulkhead and published by Team17, while Arma 3 is Bohemia Interactive. But Sa-Matra and Roid Rage, the original developers of the King of the Hill mod for Arma 3, have been involved in WARDOGS from the very beginning.
Is WARDOGS a mod for Arma 3?
No. It is a standalone game on Steam, app 1867240, built on Bulkhead WAR DYNAMICS framework on Unreal Engine 5. You do not need to own Arma 3 to play it.
How many players does WARDOGS have compared to Arma 3?
WARDOGS runs up to 100 players across three teams as the standard match. The official Arma 3 FAQ says typical scenarios cater from 2 to 64 players, with the real ceiling set by server hardware and bandwidth.
Can you mod WARDOGS like Arma 3?
Not as far as anyone has been told. Bulkhead has announced no mod tools, no scenario editor and no Steam Workshop support for WARDOGS. Nothing has been ruled out either, but nothing has been confirmed. Arma 3 ships the Eden Editor with full Workshop integration.
Will WARDOGS run on Steam Deck like Arma 3 does?
Nobody knows. Arma 3 works through Proton because Bohemia enabled BattlEye Proton support in December 2021. WARDOGS uses kernel-level Easy Anti-Cheat, which also has a Proton module, but Bulkhead has not said whether they will switch it on.
Sources
Everything in this article traces back to one of these. Where a claim could not be sourced, it is labelled in the text rather than left to look settled.
- 01Steam store page ↗
- 02Team17 official game page ↗
- 03Bulkhead, "10 Reasons why you should NOT Buy WARDOGS" devlog, 11 August 2026 ↗
- 04Bulkhead, "WARDOGS — TOP QUESTIONS", Steam, 18 February 2026 ↗
- 05Bulkhead, "WARDOGS — Early Access & Beyond", Steam, 7 April 2026 ↗
- 06Observed first-hand in the WARDOGS Closed Alpha, 7–8 August 2026 ↗
- 07arma3.com ↗
- 08us.gamesplanet.com ↗
- 09engadget.com ↗
- 10steamcharts.com ↗
Keep reading

Analysis
Bulkhead's 10 reasons not to buy WARDOGS, and what each one actually reveals
WARDOGS launches with 37 weapons, 21 vehicles and three maps. Bulkhead revealed that inside a devlog arguing against buying the game — along with limited aim assist, a $59.99 1.0 price and a two-year plan.

Analysis
Should you pre-order WARDOGS?
WARDOGS costs $39.99 and pre-ordering guarantees a Closed Beta place on 21–23 August. Whether that is worth it comes down to what you are actually buying, and Bulkhead has been unusually clear about that.

Analysis
The WARDOGS cash economy, explained
Most coverage says WARDOGS gives you $10,000 per life. It does not — you get it once, and it persists. Here is what that changes about every purchase you make.