
BULKHEAD CEO Joe Brammer is pushing back against the idea that WARDOGS needs to fit neatly beside Battlefield, Call of Duty, Squad, or Arma. His view is that the tactical shooter should earn attention through its own multiplayer systems, not by trying to copy the games players use as shorthand comparisons.
Brammer made the comments while responding to a video from EndersFPS that examined WARDOGS from a more competitive FPS perspective. His answer was direct: “We’re not Battlefield and we’re not Call of Duty, so we don’t have that power.”
I have had the same frustration with parts of the WARDOGS conversation. Rifles, vehicles, large maps, and destruction make familiar comparisons easy, but they do not tell players what the game is trying to do. WARDOGS does not need to become another Battlefield or Call of Duty to justify its place in the shooter space.
We're trying something new. @EndersFPS made a great video for more 'competitive' players. It took a balanced but different view from within the FPS spectrum.
I thought I'd have a nice asymetric chat with him.
Let me know your thoughts. pic.twitter.com/SpZKl7d40x
— Joe Brammer (@Brammflakes) September 6, 2026
WARDOGS puts the sandbox before the comparison
Brammer described BULKHEAD as an entertainment company, and that idea sits at the center of his comments. WARDOGS is meant to create unpredictable situations where players use creativity, problem solving, and combat decisions to deal with what happens around them.
That approach also means the game should not feel like a second job. Players can take the tactics seriously without having to arrange their lives around a fixed group or treat every match like a scheduled obligation.
Solo players are part of that plan. Brammer believes WARDOGS should be easier to join alone than Squad or Arma, with fewer barriers for people who do not already have a full group waiting for them. Finding teammates should be more approachable, while the game’s emphasis on reviving allies gives players a reason to interact once the match begins.
Its three-team King of the Hill structure adds another layer to that idea. The format gives the game a different rhythm from a standard two-sided shooter, as the three-team King of the Hill design creates room for shifting fights, competing priorities, and unexpected openings.
BULKHEAD sees room for a more watchable shooter
Brammer also sees potential for WARDOGS to become more compelling to watch as BULKHEAD adds maps, mechanics, and other features. He pointed to the continued interest in Shroud’s WARDOGS sessions, while acknowledging that not every role in a multiplayer game will be equally entertaining for every viewer.
That audience appeal should support the game, but it should not dictate every design decision. A role that looks quiet from a spectator’s perspective can still matter to the players using it, especially in a sandbox where coordination and recovery can change the course of a match.
With WARDOGS scheduled to enter Steam Early Access on September 10, 2026, players will soon have a clearer chance to judge whether BULKHEAD’s systems can support that separate identity. The game does not need to replace Battlefield, Call of Duty, Squad, or Arma. It needs to give players a reason to stop using those games as the only way to describe it.
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Wardogs
Developed by Bulkhead






