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BULKHEAD CEO Joe Brammer Says WARDOGS Is Meant to Stand on Its Own

Brammer says the tactical sandbox should support unpredictable combat and creative problem solving without requiring solo players to arrive with an organized group.

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.

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.

Do you think WARDOGS is better served by its own identity? Tell us what you think in the comments, and follow us on X, Bluesky, YouTube, Instagram, Steam, and Telegram.

Wardogs

Wardogs is a tactical all out warfare FPS where one hundred players split across three teams fight over the control zone. Set in the derelict industrial mountains of Eastern Europe on a destructible battlefield where teamwork pays and cash is king.

  • Genre Shooter, Simulator, Indie
  • Platforms PC (Microsoft Windows)
  • Perspective First person
  • Modes Multiplayer
  • Publisher Team17

Angel Kicevski

I've spent half of my life playing video games, ever since the competitive 1.6 era, where I played professionally. Now I am happily married to Margarita Kicevski and have two beautiful children. My goal is to deliver fresh news and updates from the gaming world, but also deliver some juicy guides. Previously, I worked on another website for 8 years and decided to continue my journey here! So basically, I am in this industry for 10+ years... which has been quite a lot, let me tell you!

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