Arma Reforger 1.6: Exclusive Interview at Gamescom 2025

Meeting the Minds Behind Arma

Arma Reforger by Bohemia Interactive was one of the highlights of my Gamescom 2025 press tour, and this exclusive interview is part of my broader dedicated coverage of the event. Bohemia is a surprisingly diverse studio — earlier I sat down for a chat about their colorful, family-friendly party game Cosmo Tales, but of course the name is best known for shaping the world of military simulations.

I wouldn’t call myself an Arma expert. My brightest memory of the series actually comes through DayZ, where I’d ride a bicycle in circles ringing the bell to collect a train of zombies, while my wife crouched nearby, calmly looting the buildings. That balance of chaos and strategy left its mark, and it made me curious to hear how Bohemia now sees Reforger.

Krzysztof “Klamacz” Bielawski, project lead of Arma Reforger, at Gamescom 2025 interview
Krzysztof “Klamacz” Bielawski, project lead of Arma Reforger, sharing insights during our Gamescom 2025 exclusive interview.

At Gamescom, I met with Krzysztof “Klamacz” Bielawski, the project lead of Arma Reforger, and Marian Kucera, the game’s lead technical designer. In this interview, they opened up about the design vision behind recent updates, the community’s role in shaping the game, and how authenticity drives every design choice.

Marian Kucera, lead technical designer of Arma Reforger, at Gamescom 2025
Marian Kucera, lead technical designer, on shaping Arma Reforger’s mechanics and player experience at Gamescom 2025.

Note: During Gamescom 2025, we discussed these features under version 1.5. Internally, Bohemia Interactive has since moved to version 1.6. As Klamacz explained on Reddit, this shift was purely technical — tied to source repositories and build pipelines. Everything planned for 1.5 is fully part of 1.6. You can read the original developer comment here.

Release Timeline – What’s Coming in Arma Reforger 1.6

If you landed here to learn the release dates, let’s get straight to it. All the major updates discussed during an exclusive interview with the developers at Gamescom are planned to arrive on the stable branch within 2025 Q4. Here’s what’s on the horizon:

  • HQ Commander — already live on the experimental branch, bringing structured leadership, logistics, and squad roles. Stable release expected later this year.
  • Kolguyev Map — a new autumn-themed terrain inspired by Operation Flashpoint, featuring Soviet infrastructure, mining areas, and a massive central mountain. Targeted for release to stable in 2025 once experimental testing wraps.
  • Single-Player Content — two standalone missions are already available: Elimination and Air Support. A larger new campaign is also confirmed and set to launch within 2025.
  • Additional Features — AI logistics, modular base building, new objectives, and other 1.6+ updates will continue rolling out through the experimental branch before they merge into stable.

If you want to track the latest updates, follow the official Arma Reforger Steam page or join their Discord server (this is where all the magic happens).

That covers the timelines. Down below, we’ll dive into the details of how these systems were made — from community feedback loops to Bohemia’s passion with authenticity.

HQ Commander and the New Multiplayer Structure

For years, Arma’s multiplayer was a paradox: a vast sandbox where anything could happen like in a proper sim, sadly, often it just slipped into chaos. Conflict mode gave players access to everything — tanks, helicopters, infantry, logistics — yet coordination was rare. “It was more like DayZ, where people would run around and do whatever they want,” project lead Krzysztof “Klamacz” Bielawski recalled. Objectives were optional, strategy accidental.

That era is ending. With 1.5, continuing into 1.6, Reforger introduces the HQ Commander, a role designed to turn loose skirmishes into coordinated operations. “We wanted to make the game a lot more coordinated — more like a real army that realizes strategic objectives,” Krzysztof explained.

At the center of each base stands the Commander’s tent, divided into three stations: objectives, logistics, and infrastructure. From here, one player charts the course of battle. Objectives can be created and assigned to squads, supplies routed between bases, defenses raised, or AI units deployed to hold ground. That gives proper guidelines, and instead of wandering aimlessly, squads receive direction and purpose. Of course, with so much authority in one role, I asked whether players had any way to push back if leadership turned inefficient or dictatorial. The answer was yes — the team can vote a commander out and replace them, keeping the role accountable.

Bohemia didn’t stop at the top command. Squad leaders gained new tools, and the group system was redesigned. Rather than spawning alone and wondering what to do, players now join predefined teams (transport, assault, engineers), each tied to specific tasks and suggested loadouts. “For newer players, it gives them a way to go in,” said lead technical designer Marian Kucera. “If you join the transport team, you know your tasks will be related to logistics.”

The goal is to streamline without shackling. Suggested loadouts ease onboarding but never lock players down — you can always adapt in the field, loot enemies, or swap gear. Groups remain fluid; switching mid-match is always possible. What matters is that the battlefield feels structured, alive with intent rather than noise.

Player at Command Post in Arma Reforger, managing objectives, logistics, and infrastructure as HQ Commander
The new HQ Commander role transforms multiplayer into coordinated operations with logistics and strategic control.

Even the notorious “Barbie problem” of past Arma titles — players spending half an hour dressing their perfect soldier at the arsenal box — is curbed. Now, choices tie into supply chains. Every new gun or tool costs resources, meaning careless tinkering weakens the entire faction. As Krzysztof put it, “Without supplies, you cannot really wage war. Keeping this flow is crucial.”

For the first time, Arma’s multiplayer isn’t just a sandbox of military toys. It’s a battlefield simulation, where discipline and command become a win condition. 

Base Building, Supplies, and the Shape of War

In Reforger, the battlefield is no longer a fixed board with predictable strongholds. Bases can now be established almost anywhere, transforming the flow of combat from scripted capture points into a living contest of territory.

Previously, every outpost was pre-placed. Veterans learned the exact approach routes, how to defend, how to break them. Over time, matches became routine. Free placement changed everything. “Players are inventive,” Krzysztof said. “They put bases in really interesting places. It really changes the game from traveling between points into a fight for territorial control.”

Supply chains drive this evolution. Resources arrive through harbors, then spread inland by truck convoys. Control the docks, and your side thrives; lose them, and the frontline withers. Convoys can be ambushed, mined, or broken down — and those events often spark emergent missions as squads scramble to escort stranded drivers or secure lost cargo.

Radio range adds another layer. Each base projects signal through its antenna, linking outposts into a network. Knock one node offline and the entire chain can collapse, isolating forward troops. It’s a subtle system that makes geography matter, rewarding clever flanking or sabotage as much as raw firepower. And that opens the door to a broader audience –  if you’re a lousy shot like me, you can still be vital by laying mines or taking down key structures, essentially playing guerrilla, avoiding direct firefights in PVP, yet still being a real asset to your faction.

Soldier observing volcanic forest terrain on Kolguyev map in Arma Reforger
Forests and geothermal valleys of Kolguyev set the stage for ambushes and guerrilla tactics.

Defense is no longer static either. Fortifications, bunkers, and AI garrisons can be deployed to turn outposts into strongholds. A ridge-top base might dominate a valley for hours, while a hastily built checkpoint could delay enemy reinforcements just long enough to shift momentum.

If you’re a lousy shot like me, you can still be vital — laying mines, sabotaging antennas, and helping your faction without ever firing a bullet.

The result is a battlefield that evolves with every decision. Terrain becomes an ally (or a bane, depending on which side of the sandbag you’re hiding hehe), supply lines a target, bases both lifeline and liability. Matches stretch for hours because every move reshapes the map.

Everon, Arland, and Kolguyev – Arma Reforger Maps Old and New

No Arma battle exists without a canvas, and Reforger continues the tradition of vast, storied terrains. For veterans, these maps are more than pixels — they are familiar battlefields stretching back to Operation Flashpoint. Krzysztof grinned when asked if we remembered that game: “Twenty-five years ago. Everon was one of the original maps.”

Everon remains the heart of Reforger, a sprawling 12×12 km island. Crossing it by truck takes over ten minutes, long enough for ambushes, conversations, or the slow rhythm of soldier life to settle in. Official servers currently run 48 players, but fear not — if the numbers drop, AI companions step in to keep squads full and the battlefield alive. That means even smaller servers still feel like living, breathing conflicts rather than empty landscapes.

Arland, by contrast, is a smaller map designed for quicker engagements. With just a handful of objectives, matches can swing faster, but the same logistics and base-building mechanics apply. For new players, it offers a gentler introduction before diving into the sprawling chaos of Everon.

Coal port with Soviet slogans on Kolguyev map in Arma Reforger, atmospheric industrial combat zone
Industrial zones like Kolguyev’s coal port add gritty combat arenas and strategic choke points.

The most exciting addition is Kolguyev, a terrain making its way from Flashpoint into Reforger. Unlike the summer greens of Everon, Kolguyev is autumnal — bleak forests, gray skies, and the heavy presence of late-Soviet infrastructure. “It’s more similar to Chernarus in many ways,” Krzysztof explained. Expect mining docks, bombed-out training towns, and a massive central mountain rising like a dormant volcano. The fiction paints it as a Soviet training ground, scarred by decades of use.

While the mines and bunkers scattered across Kolguyev aren’t functional in the industrial sense, they provide atmospheric combat zones. One firefight in a collapsed shaft feels completely different from trading fire across open farmland. “It’s not very functional, you cannot really do anything in it besides having a firefight,” Krzysztof admitted, “but it adds variety.”

Maps aren’t just scenery — they set the tempo of battle and define strategy. After two years, players know Everon inside out, from the best choke points to the safest supply routes. Kolguyev offers a reset button: new terrain to learn, new strongholds to discover, new ambush sites to perfect. As Krzysztof put it, “Having a new terrain allows people to really go back and refresh. There is something new to explore.”

But these kinds of decisions don’t come on their own — developers carefully listen to the community and watch game metrics.

Community Feedback and Co-Design

That feedback loop is built into Reforger itself. Every experimental update comes with a call for comments, and the community responds in force — Discord threads buzzing, feedback trackers filling, even encrypted teasers being cracked open by fans eager to discover what’s next.

Marian described it as organized chaos: “Usually when we make experimental, we make threads for every feature. We go through the threads, see what people are discussing, what they’re referring to, what they like.”

Developers don’t just lurk. Krzysztof often jumps into the fray, clarifying mechanics or probing for more detail. “We are also trying to be active there, explain, ask — just like a guide,” he said. For players, the sense of access is unusual: the people building Reforger are right there, trading posts with the same passion as any clan leader or modder.

Ruined church and autumn forest landscape on Kolguyev map in Arma Reforger
Kolguyev brings autumn tones, Soviet ruins, and new strongholds to reshape Arma Reforger’s battlefield.

This back-and-forth has already reshaped the game. The redesigned group system, for example, was adjusted after testers worried that commanders assigning the wrong tasks would confuse new players. Supply chains and loadouts also went through tweaks in response to Discord debates. Even upcoming features like mortars and artillery are being teased and shaped in those same Discord threads, with players weighing in before they ever hit stable. And sometimes the developers deliberately push “broken” builds to the experimental branch, just to test how far systems can be bent before they snap. Nothing feels locked — every update arrives with the caveat that feedback may alter the plan.

And then there’s the cryptography game. To tease new features, the team drops encrypted codes. Fans built their own apps (like https://armawcs.com/md5) to decode them, gradually uncovering additions like mines and new game modes. 

This culture of co-design blurs the line between developer and player. Updates aren’t just content drops; they’re experiments conducted in public, with the Discord acting as both test lab and design council. And for a series that thrives on emergent gameplay, that collaborative spirit feels less like marketing and more like the natural extension of what Arma has always been — a game shaped as much by its community as by its creators.

Single Player Missions and Campaign Secrets

For all of Reforger’s focus on multiplayer, there’s always been a quiet demand for solo content. Many players come to Arma not just for massive battles, but for the tension of a lone mission, a single squad dropped behind enemy lines. The team is well aware of this. “A lot of people complained previously that Reforger was multiplayer-focused and there was not enough single-player content,” Krzysztof admitted.

Bohemia has already begun laying the groundwork. Two new solo missions are in the build: Elimination (a tight assassination scenario) and Air Support (flying a Huey on supply runs and strike tasks). They’re modest in scale but important as proof that Reforger can deliver more than multiplayer sandboxes.

But there’s more waiting beyond those scenarios. I saw an almost burning urge to tell more in the eyes of the developers, and when I offered to pause the recorder, and they passion­ately walked me through details of the new campaign. I promised not to share them (spoilers are something my blog is notorious for avoiding) and instead leave that discovery to the community itself.

Downed helicopter in the rain during Arma Reforger campaign mission, showing immersive soldier experience
Arma Reforger 1.6 introduces new single-player missions and campaign scenarios beyond multiplayer chaos.

What matters is the direction. Reforger is no longer an exclusively multiplayer experiment. Its next chapter will also speak to the lone soldiers — those who prefer careful infiltration over chaotic firefights, or who simply want to experience the world.

Balancing Realism and Playability in Arma Reforger

I always wondered how Bohemia Interactive manages the balance between realism and accessibility, so we switched the conversation toward game design decisions in that regard. Arma is known for authenticity, but too much realism risks turning the game into a chore, while too much abstraction would break immersion. Every mechanic is weighed on that scale.

Vehicles are a good example. Everon is a 12×12 km island — in reality, a fuel tank should last for hours. But that would make refueling meaningless. “If we make vehicle fuel realistic, then you would be able to drive for nine or ten hours without the fuel running out,” Marian explained. Instead, fuel consumption is tuned so that logistics remain part of the game.

Survival mechanics face the same issue. Hunger and thirst might sound immersive, but compressed time would mean constant interruptions. “If we did it realistically, you’d have to eat every fifteen minutes,” Krzysztof said. “It wouldn’t feel authentic, it would just be annoying.”

Where it matters most, though, Bohemia sticks close to reality. Weapons, ballistics, and damage models follow real-world data. “When you have certain equipment, you start acting like the army that uses it,” Krzysztof explained. The hardware itself dictates tactics, forcing players to adapt as soldiers would in the field.

Soldier resting at rocky mountain foot on Kolguyev in Arma Reforger, overlooking valley
Kolguyev’s massive central mountain dominates the map, reshaping strategy and exploration.

This leads to asymmetry. American and Soviet arsenals are not equal, and the Soviets often come out ahead. “The Soviets always win,” Krzysztof admitted with a half-joke, echoing community complaints of “nerf Russians.” But the studio isn’t interested in equalizing stats. “We are trying to change it through doctrine, not nerfing equipment,” he added, meaning that balance comes from strategy and tools, not from flattening differences.

Even quality-of-life features are judged through this lens. Fast travel once existed, but was removed after helicopters were introduced. It wasn’t just a technical choice — it was philosophical. Fast travel skipped a whole layer of soldier experience: vulnerability during transport, the threat of ambush, the small dramas of crossing hostile terrain. Marian recalled a playtest where his helicopter was shot down, forcing his squad to crawl back through forest to friendly lines. “That’s gameplay you wouldn’t get if you just fast-traveled,” he said.

Every choice comes down to one question: does it serve the experience of being a soldier? If yes, realism stays. If not, it gets adjusted for playability.

A Living Soldier’s Simulator

What sets Reforger apart is not just the scale of its battles, but the space between them. The game refuses to compress war into constant action, instead leaving room for players to find their own rhythm. “It’s more like a simulator of a soldier,” Krzysztof said, “where you have downtime and then bursts of action.”

For some, that means volunteering for the quieter jobs: hauling crates of ammunition to a frontline base, repairing damaged vehicles, or fortifying an outpost before the next attack. None of it counts toward flashy kill tallies, yet every action shapes the battle. “You can always mind your own business, do whatever you want, because that’s the freedom of the game,” Krzysztof explained.

Those choices often turn into stories of their own. A supply truck weaving through mountain passes might never fire a shot, yet it can make the driver the most important player on the server. Convoys stranded by mines or broken engines create sudden side missions as players rush to escort drivers or recover lost cargo. Helicopter pilots sometimes dedicate themselves entirely to transport duty, answering radio calls like taxi dispatchers, shuttling squads across the map, and occasionally delivering them straight into the middle of chaos.

UH-1 helicopter flying over Everon in Arma Reforger, highlighting logistics and troop transport
Helicopters replace fast travel, making every journey in Arma Reforger a tactical risk and opportunity.

By removing fast travel, Bohemia gave weight to these journeys. A long road isn’t filler — it’s exposure. Every kilometer is a gamble that nothing explodes under your wheels, or that the treeline doesn’t hide a squad with RPGs. These stretches of movement build tension in their own way, so that when fighting does erupt, it lands with even more intensity.

It’s a philosophy that sees value not only in firefights, but in the lead-up and aftermath. Tension builds during quiet stretches, payoffs come suddenly, and survival often depends on planning as much as reflexes. Overall, all these activities point less to a shooting sim and more to a soldier life simulator, where the gunfight is just a tiny part of what actually happens on a battlefield.

Behind the Curtain – Research and Authenticity

But how do you make that kind of soldier life simulation authentic? Guns, vehicles, and uniforms are only the surface. To sell the illusion, every detail — from the echo of a rifle shot to the way a bolt slides — has to feel right.

Bohemia takes this seriously enough to dedicate staff solely to research. “We actually have a special role of a person which does research,” Krzysztof explained. “They scan the internet, get all the possible videos, references, as authentic as possible. Then they put it into one document, an analysis of an asset — how it works, what animations it needs, even the ballistics tables from official sources.” That dossier becomes the blueprint for implementation, with quality assurance later comparing the in-game results against the research.

The process doesn’t stop at paperwork. Marian described how the team visits museums and military events in the Czech Republic, where armored vehicles and artillery can be inspected firsthand. “They do drive them around and such, so we attend these events as well,” he said. Some vehicles are even parked on Bohemia’s own premises — a tank and a UAZ among them — for artists and designers to crawl over when they need reference material.

Kolguyev industrial city at night with armored vehicle patrol in Arma Reforger
Urban zones on Kolguyev add tense close-quarter firefights under floodlights.

Hands-on experience is encouraged. Several developers hold gun licenses, and team-building events often involve trips to the shooting range. “When we have team building, usually part of it is the range,” Marian said. “We just eat pizza — and shoot.” It’s partly recreation, partly professional duty: the best way to understand recoil or reload timing is to feel it yourself.

The audio team goes further still. To capture the supersonic crack of live rounds, they’ve literally stood downrange while colleagues fired live ammunition past them. “It’s crazy,” Krzysztof admitted. “They get posted down the range and then get shot at so they can record bullet cracks.” Risky, but it resulted in one of the first authentic recordings of that effect in a game.

This obsession with detail feeds directly back into Reforger’s core vision. If every weapon, vehicle, and sound feels authentic, then the surrounding systems — logistics, downtime, emergent firefights — gain credibility. Together they build the sense that you’re not playing an action game dressed in camouflage, but inhabiting a world where soldier life has been reconstructed piece by piece.

Tiny World, Big Connections

As the interview wrapped, I thought about how fitting Reforger’s development philosophy is — a game shaped by details, authenticity, and above all by its community. Not every request ships, but that collaborative posture is rare and helps keep Arma alive long after release.

Harbor and coastal docks on Kolguyev map in Arma Reforger, vital for supply chains
Control Kolguyev’s ports and you control supply lines — the lifeline of every faction in Arma Reforger.

And then, there are the moments that remind you how small this world really is. We drifted off-topic into EVE Online, and suddenly it turned out one of the devs flies with Brave Collective while other sails with Pandemic Horde. I laughed and mentioned my own long journey in New Eden, and the funny video I made of a real Rifter model flying around CCP’s offices and Harpa during Fanfest. Marian blinked — “Ha! I saw it. I’m actually in your video, walking out with the crowd.”

Think about that: among eight billion people, a short clip of a hundred fans leaving a hall in Iceland happens to catch someone who months later sits across from me in Cologne, not as a fellow capsuleer but as a developer. My tiny blog stitched those two threads together.

That’s what games do. They create meaningful connections within virtual worlds — and sometimes those connections spill into reality. Player becomes journalist, developer becomes player, and the loop closes in unexpected ways. Arma Reforger thrives on that same duality: tight collaboration between studio and community, improvisation layered onto authenticity, players shaping the experience as much as those building it.

And what about you, my dear reader — what’s your game story? Have you ever experienced a connection that lasted outside the game? Leave a comment, I’d love to hear these stories.

2 responses to “Arma Reforger 1.6: Exclusive Interview at Gamescom 2025”

  1. yoasnake

    Put this one on my radar. Nice write up

    1. Thanks. Unlike the other titles in my Gamescom lineup, Arma was launched three years ago, and that’s just a major update. Probably the biggest part is the PvE section.

      You can also check Active Matter, posed 2 weeks ago. A bit different angle, but also from Mil Sims genre https://kekbur.net/game-reviews/active-matter-hands-on-preview/

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