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Full Steam announcements and update articles for this title.
We updated the game on Steam, PlayStation, and Xbox.
Visit our Dev Hub to read about Known Issues. You can help us to further improve the game by posting your feedback on the Feedback Tracker.
We updated the game on Steam, PlayStation, and Xbox.
Visit our Dev Hub to read about Known Issues. You can help us to further improve the game by posting your feedback on the Feedback Tracker.
Base capturing was previously set up for two factions, and it was necessary to rework it to provide better player feedback. A new state has been added: Contesting.
The core of capturing is still identical. Have more friendly characters in the capture zone than the opposing factions to start the process. The in-between state is what has changed.
If the defenders are outnumbered and no capture is occurring, the base will change to a "contested" state. A capture can be prevented (and so contested will happen) due to
FIA (who is unable to capture entirely)
The factions fighting over the point being equal in number
Either of the major factions trying to capture without a radio connection
When a base is contested, defenders are unable to spawn on the base for as long as it remains contested. This is shown on the map with a soft red glow around the base.
Though this is a "nerf" to defenders for spawning, they now get more information to work with. It should balance out for enemies being present in backline bases, as it shows you when bases are being messed with while still not allowing spawning on "hot" frontline bases.
Changed: LAV-25 colliders (wavebreaker 5mm armor)
Tweaked: Item size limits increased for vehicles' internal storage
Tweaked: MGs and Sniper rifles were clipping through the shoulder while semi-lowered
Fixed: Blocked muzzle flash when using any weapon attachment
Fixed: Buildable FIA bunker with camo netting composition was inaccessible
Fixed: FIA sharpshooter had 2 types of binoculars
Fixed: FIA used a Soviet supply storage as a buildable composition
Fixed: Hazard, Brake, and Rear light of BRDM-2 were the wrong color
Fixed: Helicopter engine shutdown time was not reset when the pilot and copilot switched places
Fixed: LODs skinning fixed on UH-1H sights
Fixed: Players were unable to take the wrench from the gas station arsenal
Fixed: Soviet Special Forces Sharpshooter was spawned with two bayonets
Fixed: Wrong Safety Distance on Hydra rockets
Tweaked: Increase minimum speed for shifting gear direction (D <-> R)
Tweaked: Wheel friction adjustments.
Tweaked: Slightly lower center of mass and suspension adjustments to BRDM-2, S105, and S1203 to prevent excessive rollover
Fixed: Wheels rotated in the forward direction when going backwards on non-owner proxies
Fixed: Missing stars in the night sky
Fixed: Prevent spawning of players inside geometry
Fixed: Animations influencing multiple model instances
Fixed: M998 front wheels animation
Fixed: It was impossible to dismantle a base radio relay if it was built right next to the radio-relay objective
Fixed: Players appearing as having no faction in the Active Player list in admin mode
Fixed: 3rd-person vehicle camera zoom improved
Fixed: Flying dragon tooth near the transformer station base
Fixed: Perceived faction would stop updating when all clothes were off
Added: Base capturing has a new "contested" state, serving as an in-between state. It occurs when the defenders are outnumbered, but a capture is not possible.
Added: Contested state prevents spawning on a contested base and appears on the map. Preventing players from spawning in active warzones, but also giving information in case of backline sabotage.
Added: Move closer popup added for an enemy capturing or contesting a base.
Changed: Players will be unable to drop supplies on the ground from containers controlled by the enemy faction. This does not apply to harbors and preplaced caches
Changed: Renegade faction forces solo groups on people turning renegade to avoid issues with nametags and group text communication.
Fixed: Arsenal item tooltip could show generic info and icon for rank requirement if the required rank was not configured for the player's faction
Fixed: Compositions wouldn't change faction when the base was captured
Fixed: Free for all factions hostile to themselves could still see their own faction's nametags
Fixed: Incorrect faction setup on renegade player prefab meant nametags would show after respawn
Fixed: Nametags wouldn't update when another player switched factions.
Fixed: Rank-locked arsenal items would use a generic icon if a specific rank was not configured for the player's faction
Fixed: Renegade faction friendliness was not always replicated correctly
Added: Support for micro-freeze detection to -logStats
Changed: Do not create prefab data for sound components when the game is run without sounds (headless builds, -nosound)
Fixed: Crash when loading terrain, and some clutter material was missing
Fixed: Crash when using Binoculars on PS5 with 4K resolution
Fixed: Build mode could have become unavailable after player has reconnected to the server after a crash
Fixed: Crash when working with non-damage effects damage over time
Fixed: Possible crash when streaming a character with no active physics
Fixed: Make sure HitZone signal is always registered on weapons to avoid issues with signal registration from parallel simulation
Fixed: MP signal interpolation speed
Fixed: Now replicating the group ID and selected group ID being reset to the player
Fixed: Now the group IDs also get reset if the player switches faction without being in a group already
Fixed: Possible crash when MP signals were used
Fixed: Suicide in the dedicated server plugin triggered a VME
Fixed: VME when spawning as civ faction in HQC conflict
Changed: Added a Hierarchy component to the Sign_SupplyStorage_Base.et and removed all instances of hierarchy components being added to it by the composition that uses it
Changed: Base capture query got changed to use the tag system rather than the query system for performance reasons, resulting in the loss of a method.
Tweaked: Script Syntax Tree: Memory leak for attributes nodes
Fixed: World editor - WB_AfterWorldUpdate callback not being called to entities and components
Strafing inertia - Side-to-side character movement has been adjusted to mitigate "strafe spamming" in firefights.
Bush slowdown - Characters are no longer able to sprint through bushes as if they don't exist. Thick vegetation slows you down now.
Improved vehicle unflipping - Repair trucks parked near flipped vehicles reduce the number of players needed to unflip such a vehicle to one. This way, you can get your BTR, transport truck, or Buchanka back on the road all on your own.
Mod storage - Xbox players can now utilize up to 50 GB of storage space for mods on their consoles.
Mod uploads - Workbench uploads to the Workshop are now split into smaller chunks, improving uploads and significantly reducing errors.
Destructible razor wire - Players can now use bayonet-equipped rifles to destroy razor wire emplacements.
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We have another great selection of community content this month for everyone to enjoy!
COMMUNITY RADAR #26 If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on X/Twitter, Bluesky, Discord, or on our forums.
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We have another great selection of community content this month for everyone to enjoy!
COMMUNITY RADAR #25 If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on X/Twitter, Bluesky, Discord, or on our forums.
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We have another great selection of community content this month for everyone to enjoy!
COMMUNITY RADAR #24 If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on X/Twitter, Bluesky, Discord, or on our forums.
For even more in-game assets, scenarios, mods, and other types of content, visit the Arma Reforger Workshop in-game or via a web browser. Here, you'll find tons of free items shared by talented community content creators. To get in touch with other members in our community, you can always jump into the Arma Discord server, head over to the r/arma subreddit, and discuss in the Bohemia forums. Finally, be sure to follow Arma Platform on X, Facebook, Instagram, TikTok, YouTube, and right here on Steam!
We updated the Steam, PlayStation, and Xbox versions of Arma Reforger. Visit our Dev Hub to read about Known Issues. You can help us to further improve the game by posting your feedback on the Feedback Tracker.
Fixed: Some entities were not included in explosion damage traces
Fixed: Joystick axis count overflow
Addon: Vulnerability Patch 1 is no longer applicable to servers and should not be used anymore
Changed: Method of allocation of temporal buffers
Changed: Crash when streaming in the compartment manager
Changed: More robust compartment door validation
Changed: Enable advanced memory mode for Xbox Series X
Changed: Improved allocations in the texture streaming process
Changed: Improved allocations of decoded RPC objects
Changed: Handle out of static memory in ScriptCompiler
Changed: Transferred a lot of attributes from the component instance to the component data to reduce the memory consumption
Fixed: Crash on camera set not being available
Fixed: Possible crash when teleporting a character from a vehicle
Fixed: Invalid character position when falling with complex collision
Fixed: Potential crash on asynchronous savegame obtain
Fixed: Race condition when working with many files
Fixed: Some clutter structures not being allocated through correct memory allocators
Fixed: Crash connected to weapon handling in the character preview
Fixed: Crash possible when interacting with vehicles or turrets without animation component or with a broken animation graph
Fixed: Crash when defining multiple persistence bundles
Fixed: Crash on loading save data with deleted prefabs
Fixed: Crash on saving with a custom bundle setup
Fixed: Clutter models and materials weren't properly released during game teardown
Fixed: Possible freeze when downloading fragments from Workshop on Xbox
Fixed: Avoided crashes by protecting following classes from invalid usage in script - SoundInfo, HitEffectInfo, CollisionInfo, BallisticInfo, ParticleEffectInfo, GameMaterial
Several vanilla components have had their member variables moved to their corresponding ComponentData classes (SomeComponentClass for SomeComponent). Affected components:
SCR_2DPIPSightsComponent
SCR_2DOpticsComponent
SCR_BaseDeployableInventoryItemComponent
SCR_WeaponBlastComponent
Migration notes: Access the data via GetComponentData(), cast the result to the appropriate SomeComponentClass, and use the provided getters. Alternatively, move custom logic into the relevant ComponentData class and access the variables directly there.
We updated the Steam, PlayStation, and Xbox versions of Arma Reforger. Visit our Dev Hub to read about Known Issues. You can help us to further improve the game by posting your feedback on the Feedback Tracker.
Fixed: Added a bind pose for the gunner seat locators to the UH1 animation graph that misplaced the passengers after getting in
Changed: Image size for Scenarios
Fixed: Navmesh would be built around destructible entities only during gameplay
Fixed: Characters would get stuck forever when interacting with vehicles or turrets without an animation component or with a broken animation graph
Changed: Increasing Game module static buffer limit
Fixed: RoadNetwork crash when closing the world
Fixed: Crash in RoadNetworkBuilderTool when reloading a world (or going from Game mode to Edit mode)
Fixed: Crash when trying to get into an invalid compartment
Fixed: Crashes on remote proxy related to weapon deployment when linked while the linked entity is not streamed in
Fixed: Crash on pathfinding
Fixed: Crash when generating mipmaps for textures
Fixed: Crash possible when deleting TurretControllerComponent
Fixed: Crash by deserialized RegionalDestructionManager due to deleting pointers twice
Fixed: Crash when a client enters a vehicle with an invalid anim graph/missing animation component
Fixed: Crash when interacting with vehicles or turrets without an animation component or with a broken animation graph
Fixed: Possible crash when deleting entities with VehicleLightPortalComponent
Hotfix: Crash when activating a weapon on MP proxies
Fixed: Explicitly set UI textures with the wrong size to the uncompressed format
With 2025 now behind us, we would like to look back on a splendid year for Arma Reforger.
We know not everything went entirely smoothly, but we are listening and adjusting, and we are well aware that we have a lot of work ahead of us to get Arma Reforger to a more performant state.
Thank you to every player, modder, and community member who helped make 2025 what it was. Your passion is what keeps us motivated, and we can’t wait to show you what’s next.
Here’s to another year of Arma Reforger fun! Read our recap here 👇
https://reforger.armaplatform.com/news/review-2025
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We have another great selection of community content this month for everyone to enjoy!
COMMUNITY RADAR #22 If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on X/Twitter, Bluesky, Discord, or on our forums.
We updated the Steam, PlayStation, and Xbox versions of Arma Reforger. Visit our Dev Hub to read about Known Issues. You can help us to further improve the game by posting your feedback on the Feedback Tracker.
Fixed: PKM belt was visually incorrect
Fixed: Weapon resting was not possible at the same time as changing stance to or from prone
Added: Conflict HQC: Refill Available Allocated Supplies on Supply Delivery XP Award
Changed: Conflict HQC: Better visualization of MSAR supplies
Changed: Supplies arrival timer for all bases set to 5s in Legacy Conflict and 300s for Main Operating Bases in Conflict HQC
Fixed: Conflict HQC: Incorrectly timed base signal coverage recalculation
Fixed: Conflict HQC: Refunding items with non-MSAR items in storage would refund MSAR even for non-MSAR items
Fixed: Conflict HQC: Discrepancy of MSAR and loadout cost for Soviet items
Fixed: Legacy Conflict: It was possible to save a radio backpack in your loadout
Fixed: Allocated 25 GB storage for mods wasn't fully utilized
Fixed: Crash when regenerating navmesh tiles
Fixed: Memory leak related to pathfinding
Fixed: Crash related to complex script compilation
Tweaked: Optimized processing of transformations of entity slots
Tweaked: Optimized memory consumption of smart action AI components
Tweaked: Optimized memory consumption of bridges
Fixed: Off-road connections weren't always created on maps with streaming navmesh
Added: BaseMuzzleComponent.GetBulletInitSpeedCoef
Changed: SCR_PlayerSupplyAllocationComponent.OnUnspawnedPlayerXPChanged renamed to OnPlayerXPChanged
Changed: SCR_ArsenalManagerComponent.GetItemMilitarySupplyAllocationCost expanded parameters by arsenalComponent
Changed: SCR_ArsenalInventorySlotUI.GetPersonal is not protected anymore
Changed: Multiple properties and methods moved from SCR_AISmartActionSentinelComponent to SCR_AISmartActionSentinelComponentClass
Removed: AISmartActionComponent.SetActionOffset
We updated the Steam, PlayStation, and Xbox versions of Arma Reforger. Visit our Dev Hub to read about Known Issues. You can help us to further improve the game by posting your feedback on the Feedback Tracker.
Fixed: Memory leak related to doors
Fixed: Memory leak related to characters interacting with vehicles through specific actions
Fixed: Crash on Linux server on reading property
Fixed: Crash when saving an individual entity via the script api while registrations are pending
Fixed: Possible crash related to fall damage
Fixed: Crash when loading hitzones from an invalid source
Fixed: Navlink settings made shared per prefab to save memory
We identified a few critical memory points that could affect the stability of the console version. To mitigate the cost, we are lowering the graphic settings in the Performance preset and limiting the number of AI characters spawned in single-player content.
Added: PS5: Flushing memory on 'out of virtual memory for render resources'
Changed: Xbox: Lowered texture quality settings for Xbox S/X and PS5 in the Performance preset
Changed: AILimits lowered for single-player content run on Consoles
Fixed: PS5: Deadlock inside routines responsible for handling out of memory
Changed: Disabled physics colliders on some of the small granite clusters
Changed: Compression of particle asset related to geysers on Kolguyev
Fixed: Dead bodies sometimes had mispositioned armor
Fixed: Collision-related issues for clients
Fixed: Deflection of shells/bullets was inconsistent between clients and server
Fixed: Missiles sometimes didn't work correctly on clients
Based on the feedback from people missing Legacy Conflict, we are bringing it back to be as close to pre-1.6 conflict as possible, while keeping some minor improvements that don't impact the way the mode is played
Changed: Legacy Conflict has been updated - removing parts intended only for the HQ Commander game mode
Deployable radio spawn was originally meant as a way for players to stay together before helicopters were added. With the addition of helicopters and Rally points for groups, we wanted to balance the radio spawning, but the downsides of the system heavily outweigh the upsides in the current state of the game, so we are disabling this feature for HQC.
Changed: Disable Radio Spawn for HQC Conflict
Tweaked: HQC: Hide duplicated callsign name in group menu
Added: Scripting method ProjectileMoveComponent.GetProjectileSimulationResult, for estimating the final position of a projectile
Changed: SCR_CharacterDamageManagerComponent.CalculateCollisionDamage method changed, added optional highestCachedImpulse parameter
Available now in our store. Get yours early and be ready for the holiday operations ahead of you.
We updated the Steam, PlayStation, and Xbox versions of Arma Reforger. Visit our Dev Hub to read about Known Issues. You can help us to further improve the game by posting your feedback on the Feedback Tracker.
Changed: Night grain disabled - Night grain was added to prevent players from adjusting their gamma settings to gain an advantage in the dark. However, based on feedback, we have made it disabled by default and disabled on official servers. Community servers can still enable night grain if they wish by using a CLI attribute -enableNightGrain.
Fixed: Kolguyev Tower text in the task was not localized
Fixed: Weapon UI was sometimes shown when a character did not have any weapons equipped
Changed: MSAR limits for the first three ranks raised (Private to 85, Corporal to 115, Sergeant to 150) - The MSAR system aims to prevent players from using up supplies on extravagant loadouts. However, the limits on lower ranks were excessive, so we have increased them to allow lower ranks to purchase better loadouts.
Fixed: Configured minimum ranges for starting positions relevant to Kolguyev
Fixed: Expanded supply ranges of building services (FIA to 200 meters, US/USSR to 150 meters)
Fixed: Possible fix for freezing on Xbox - Long freezes were related to conflicts on CPU threads. The current fix may introduce very short gaps in audio samples. The issue is being investigated further, and more fixes are on the way.
Fixed: Memory leak related to Attachments
Fixed: Memory leak related to AI pathfinding
Fixed: Crash tied to User Settings
Fixed: Loading a save could cause crashes with DestructibleEntities
Fixed: Persistence memory leaks on profiling and spawn params
Fixed: Exceeding savepoint 999 could lead to a crash
Fixed: Crashes related to the damage system
Fixed: Crash when attempting to start a modded scenario from the main menu
Removed: Old and unused animation files from workspaces
We updated the Steam, PlayStation, and Xbox versions of Arma Reforger. Visit our Dev Hub to read about Known Issues. You can help us to further improve the game by posting your feedback on the Feedback Tracker.
Changed: Ruins for some houses
Changed: Destruction configuration for 30+ objects
Changed: MPL-50 entrenching tool added to a USSR Commander loadout
Tweaked: Autumn leaves environment particle for Kolguyev
Tweaked: Barbed wire damage applied to training course crawling obstacle
Fixed: Multiple smaller assets didn't respect hierarchy and stayed afloat after building destruction
Fixed: Mortar shells were stopped by camo netting when fired from underneath them
Fixed: Ural-4320 roof marker lights were not working as hazard lights
Fixed: Simulation of smoke grenades on delivery
Fixed: Passengers in the back of the Šárka 1203 could get stuck when getting into the vehicle with open doors
Fixed: Passengers' transforms were broken in UH-1H
Fixed: Redeploying radios or detonators could cause them to be deployed inside an object on top of which they were placed
Fixed: Weapon HUD was hidden when entering a LAV-25 turret through the commander's seat
Fixed: Some binocular glass could glow at night
Removed: Weapon Rack object and its references; it could cause replication issues and was not used in vanilla content
Added: Flying leaves to meadows on Kolguyev
Changed: Communication hint gets triggered after the deployment menu
Changed: Capped max camera shake so that large building destruction shakes are not reaching high and vision-breaking values
Tweaked: Transport unit help task notification - limited to receiving notifications only every 1 minute
Fixed: Nametags were not visible through 2D scopes at long distances
Fixed: Map could sometimes close when entrenching tool was equipped
Fixed: The rear gunner of Mi-8 gunships couldn't fire or aim the weapon
Fixed: Birds were not being deleted after their flock was deleted
Fixed: AI group no longer spawns inside the building
Fixed: Character collision resolution doesn't aggressively push character out of collision if it would deepen another collision in opposite direction
Fixed: Selecting supplies would instantly drop them back to the same storage, as focus was happening within same frame
Fixed: It was possible to open both the task list and the journal when clicking on the map task icon
Fixed: Titles of hints were overflowing in multiple languages
Fixed: Loading a persistency save might not destroy destructibles
Fixed: Placing items could cause issues when character got killed during the action
Fixed: Face animations in Tutorial
Fixed: Supplies on vehicles were getting destroyed upon destruction of any hit zone - i.e. destroying lights would disable all supplies
Fixed: Player was unable to move the weapon from first to the second slot
Fixed: Trying to assign a weapon to quickslots 5-9 would fail to deselect the weapon
Fixed: A lot of the cases where focus was lost after doing actions in the inventory
Fixed: Volunteer for Group Leader button was not visible after opening of Group Menu
Removed: Extra supply cashes from higher tier harbors
Added: Limit multiple HQ Tent hologram placements
Added: Reinforce request - Added reward cooldown
Added: Indicator if the speaker has a radio connection to HQ
Changed: Reduced the rank reward for BASE_SEIZED event (not the objective) to 25 (down from 50) for FOBs and to 50 (down from 100) for source bases. Control point reward remains unchanged (150)
Changed: Reduced rank progression required to reach Corporal (2) to 150, down from 250
Changed: Increased rank progression required to reach Captain (5) to 2100, up from 1900. (Lieutenant remains unchanged at 1200)
Changed: Increased rank progression required to reach Major (6) to 3300, up from 2750
Changed: Increased rank progression reward for ESTABLISH_BASE_COMPLETED base objective to 150, up from 100
Changed: Reduced rank progression required to reach Sergeant (3) to 600, down from 650
Tweaked: Notification of creation or cancelation of Seize task only shows within a 2 km radius of the task
Tweaked: Transport unit Assist task notification is now limited to one every 60 seconds
Tweaked: Combat Ops Kolguyev - patrol bases
Tweaked: Completed tasks are now visible on map if task visibility is set to all/map only
Fixed: Combat Ops Kolguyev - Raid Area task sometimes could not be completed
Fixed: Combat ops Kolguyev - Raid the air base task was completed after destruction of single helicopter
Fixed: Lost rank progression upon reconnection
Fixed: Loading saves did not work on dedicated servers
Fixed: Group invitation bypassed the rank requirement
Fixed: Opening the map while holding Tab was blocking zoom functionality
Fixed: Predefined groups did not retain order in group menu after save/load
Fixed: It was possible to sell supply storage and supply crates at the arsenal
Fixed: Weapons with UGL had lower supply cost then their refund supply cost
Fixed: Missing Objectives in debrief screen
Fixed: Removed forgotten supply depot interfering with a Harbor and a wrong supply depot composition in Airfield
Fixed: MOB could have been captured by enemy faction on loaded session
Removed: Reward cooldown functionality from Conflict tasks
Fixed: Crash when throwing something without GrenadeComponent as a grenade
Fixed: Crash when saving character linked to deleted entity
Fixed: Instability related to character linking when dead
Fixed: Crash when checking if an entity can be an explosion member
Fixed: Crash when loading save with changed map data
Fixed: Crash when deleting weapon with attachment without InventoryItemComponent
Fixed: Additional memory optimizations
Fixed: Damage suffering system would continue to tick the damage effect even after character's death
Fixed: Rare crash in inventory UI
Fixed: When using a controller, moving items within inventory could result in arsenal being closed
Fixed: When using a controller, entering an arsenal which wasn't on the first page could result in it being closed
Fixed: In certain situations, inventory UI slots were not properly deselected, making them impossible to select with a controller
Fixed: When using a controller inventory would fail to clear the focused state from weapon slot, resulting in them being refocused after quick weapon transfer from the arsenal
Fixed: PS5 surround sound issue if Linear PCM is not selected in PS5 settings
Changed: Reimplementation of task notifications and HQ VO over radio
Added: Configurable rank progression reward cooldown into CampaignXPRewards.conf
Fixed: Crashes related to mod calling CharacterCommandClimb::DoClimbTest
Starting today, the battle for Kolguyev has launched for all Arma Reforger players. Set foot on this harsh volcanic island and experience one of the largest updates to the game to date. In Update 1.6, take command in the drastically overhauled Conflict HQC game mode, experience the new Operation Omega singleplayer campaign and Air Support scenario, and gear up with new weapons, equipment, and systems to lead your team to victory.
Kolguyev has finally returned to the Armaverse, reimagined in the Enfusion engine. This rugged volcanic island contrasts beautifully with Everon’s lush greenery, trading grass fields for windswept pines, barren ridges, and the warm hues of the autumn season. Beneath its dormant volcano lies a network of steaming hot springs and winding sulfur streams. Scattered across the island are the rusted remains of an old coal industry.
The classic Conflict experience has been completely rebuilt into Headquarters Commander (HQC). In this new rendition of the game mode, a player can step into the role of Commander and coordinate the war effort by assigning tasks to player squads, managing AI logistic units, and leading their faction to victory.
Bases are no longer just fixed objectives but can now be constructed anywhere across an island. Players can also rise through the ranks by contributing to their squad’s success, such as staying close to squadmates, healing allies, repairing vehicles, and completing assigned objectives. Every squad features unique loadouts, group types, and roles designed to coordinate with the entire team.
Resource management now plays a critical role, as the new supply scarcity system requires you to retrieve and transport materials from nearby harbors or depots to keep your forces operational. Don’t worry, though, players also have their own personal supply called Military Supply Allocation by Rank (MSAR), so they aren’t draining all the team's supplies at the arsenal. HQC represents an entirely new way to experience Conflict, and we look forward to seeing the creativity of players on the battlefield.
In addition to the base game modes like Game Master and Combat Ops being added to Kolguyev, players will also be able to enjoy some solo content as we introduce two new singleplayer experiences:
Operation Omega – a five-episode campaign that drops you behind enemy lines, as part of a special forces team operating on Kolguyev.
Air Support – a scenario focused on testing your piloting skills as you’re tasked with a variety of transport, fire support, and logistical missions.
Whether you take to the skies or march through the mud, these missions bring back the cinematic, story-focused gameplay Arma fans have been missing.
The armory has been expanded with new gear and firepower, including new rocket types for the RPG-7, two rocket launchers (RPG-22 and RPG-75), and added camouflage, wrapped versions of the M21 and ART-II. Hand-fired flares are now available to light up the night and mark positions. On the clothing side, players can equip added camouflage patterns such as US Army Tiger Stripe and USSR TTsKO, along with some clothing items of Soviet naval infantry uniforms.
Self-titled combat engineers will find new ways to shape the battlefield with constructable sandbags, mortars, and static weapons that can be carried and deployed almost anywhere. Anti-personnel mines, including the M14 and PMN-4, can also be used to create deadly chokepoints against enemy infantry (and the occasional, absentminded friendly).
Update 1.6 introduces numerous improvements to gameplay systems and core mechanics, which would be too lengthy to list in this article. Here are some quick key features worth mentioning:
FIA Rework - The FIA now features new units, better weapon loadouts, and even civilian fighters.
Moving on Vehicles - Climb onto the back of a flatbed truck and fire while riding along.
HOTAS & Peripheral Support - Preset profiles for HOTAS setups are now included, with customization options planned for the future. Also, Logitech peripherals are fully supported, featuring unique reactive lighting effects for mice and keyboards that respond to in-game events.
Environmental Factors - Foliage now reacts to character movement, and wind affects projectiles like bullets, rockets, and mortars.
Field Manual Expansion - Dozens of new pages have been added to the Field Manual to help you understand the new systems.
Performance Improvements - Hundreds of bug fixes, tweaks, and performance optimizations...
You can read the full 1.6 Update changelog here: Changelog 1.6.0.54
For more information about Arma Reforger, please visit
. To keep track of all the latest news and updates, be sure to join our Discord and follow Arma Platform on Facebook, X (formerly Twitter), YouTube, and Steam.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Arma Reforger, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Arma Reforger statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.