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AnalysisData as of Alpha 1 · 7 Aug 2026

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.

A small sandbagged outpost with one parked light vehicle and an antenna mast, dwarfed by the derelict chimneys and gutted halls of an abandoned industrial complex at first light.

Written by

Lynxx

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WARDOGS Hub

Claims checked

13 Aug 2026 · WARDOGS Hub

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10 min readReported

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.

Soldiers dug in behind sandbags along the crest of a low hill, one on a machine gun, one at a radio mast, two watching through binoculars, while two smaller groups climb toward them up the slope from different sides.
Hold the high ground and everyone else has a reason to come for it. That is the mode, and it is the part WARDOGS kept.

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.

Three soldiers crouched in a circle in a wet industrial yard around an open hard case packed with banded bundles of cash, one holding a bundle up while the others watch, lit by a single work lamp on a tripod.
In King of the Hill a bad buy costs you the session. In WARDOGS it comes off a balance you are still carrying next week.

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.

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