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Experience true combat gameplay in a massive military sandbox. Deploying a wide variety of single- and multiplayer content, over 20 vehicles and 40 weapons, and limitless opportunities for content creation, this is the PC’s premier military game. Authentic, diverse, open - Arma 3 sends you to war.


Key Features in Arma 3

  • Altis & Stratis

    Defeat your enemy on a richly detailed, open-world battlefield – stretching over 290 km² of Mediterranean island terrain. From expansive cities to rolling hills, whether steamrolling your tank across the dusty plains, flying a transport helicopter over the dense forests, or waging asymmetric warfare from the rocky hills, the islands of Altis and Stratis are dynamic worlds, which lend themselves to the most varied engagements in gaming.
  • Weapons & Vehicles

    Head into combat on foot, drive armored vehicles, or take to the skies in helicopters and jets. Conduct a combined arms attack over air, land, and sea, with over 20 vehicles to drive and pilot, 40+ weapons to pick from, customizable loadouts with short- and long-distance attachments, and various types of gear to suit your needs on the battlefield. With a massive arsenal at your disposal, Arma 3 moves you into a world of tactical opportunities.
  • Singleplayer

    Follow the story of Ben Kerry, a soldier who gets caught up in a Mediterranean flashpoint, across three gameplay-driven campaign episodes: Survive, Adapt, Win. Immerse yourself in Arma 3’s diverse gameplay by completing the focused showcase scenarios. Run through the competitive firing drills to hone your shooting and movement skills, and complete your training by signing up to Arma 3 Bootcamp, which features SP and MP tutorials, and a dedicated Virtual Reality practice environment.
  • Multiplayer

    Fight online in the massive military sandbox that is Arma 3. Form a squad and team up against your enemy in the official Defend and Seize multiplayer scenarios. Or jump into one of the many popular unofficial game modes developed by the Arma 3 community. Experience a new form of multiplayer in Arma 3 Zeus, where Game Masters have the ability to influence the battlefield of other players in real-time.
  • Content Creation

    Start creating your own experiences with Arma 3’s intuitive scenario editor and powerful modding tools. Enjoy a platform filled with player-created content, ranging from custom weapons and vehicles, to intense singleplayer scenarios and entirely new multiplayer game modes. Share and discover content on the Arma 3 Steam Workshop, which lets you install player-created content with a click of a button.
  • Revamped Engine

    Navigate the battlefield with fluid new animations; feel the devastating power of combat with the upgraded sound engine, new ragdoll simulation and PhysX™-supported vehicles. Pushed forward by game-changing innovations, the highly moddable Real Virtuality™ 4 engine powers a new generation of Arma with even more stunning graphics, broad simulation gameplay, and massive sandbox terrains.
Arma 3
Bohemia InteractiveDeveloper
Bohemia InteractivePublisher
2013-09-12Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (109088 reviews)
VR Support
Public Linux Depots:
  • Arma 3 Tools Experiment - Shared Content [14.34 G]
  • Arma 3 Tools Experiment - Language Content [19.71 M]
  • Arma 3 Port - Apex Expansion [5.11 G]
Available DLCs:
  • Arma 3 Zeus
  • Arma 3 Karts
  • Arma 3 Helicopters
  • Arma 3 Marksmen
  • Arma 3 Apex
  • Arma 3 Laws of War
  • Arma 3 Jets
  • Arma 3 Malden
  • Arma 3 Tac-Ops Mission Pack
  • Arma 3 Tanks
  • Arma 3 Contact
  • Arma 3 Creator DLC: Global Mobilization - Cold War Germany
  • Arma 3 Creator DLC: Spearhead 1944
  • Arma 3 Creator DLC: S.O.G. Prairie Fire
  • Arma 3 Creator DLC: CSLA Iron Curtain
  • Arma 3 Art of War
  • Arma 3 Creator DLC: Western Sahara
  • Arma 3 Creator DLC: Reaction Forces
  • Arma 3 Creator DLC: Expeditionary Forces
Not Tagged as Available on Linux (Steam)
Linux Not in OS List
Creator SPOTREP: Spearhead 1944 #005

FROM: Heavy Ordnance Works \nTO: Arma 3 Creator DLC Users\nUNIT: Spearhead 1944\nACTIVITY: Update 1.1.2\nSIZE: ~32 GB\n \nhttps://store.steampowered.com/app/1175380/Arma_3_Creator_DLC_Spearhead_1944/\n\n[u]

Changelog

[/u]\n[u]

NEW FILES

[/u]\nnone\n\n[u]

CONTENT CHANGES

[/u]\n[u]VEHICLES[/u]\n
  • ADDED: Unique variable name for USAAF squadron codes\n
  • ADDED: New squadron decal definitions to P-47\n
  • ADDED: New decal setup for USAAF squadron codes allowing for numbers and letters on plane fuselage\n
  • ADDED: French CCKW and G503 variants\n
  • ADDED: M45 can be crewed while being towed\n
  • ADDED: Ability to set default randomisation format for vehicle numbers\n
  • ADDED: Historically correct number prefixes for US ground vehicle numbers\n
  • ADDED: Alternate wheel model for early M4 and M4A1 Shermans\n\n[u]CHARACTERS[/u]\n
  • ADDED: German Rifle grenadier vests\n
  • ADDED: Camo variant of German pioneer gear\n
  • ADDED: Officer shoulder rank selection for US uniforms\n
  • ADDED: Low-blouse US uniform variants\n
  • ADDED: Cows will now Moo\n
  • ADDED: m43 airborne uniforms with gloves configs\n
  • ADDED: Officer field US uniform variants\n
  • UPDATED: Improved German pioneer vest models and textures\n
  • UPDATED: US officer rank insignia textures\n\n[u]

    CONTENT FIXES

    [/u]\n[u]VEHICLES[/u]\n
  • ADDED: Config definitions for ViV for G503_MB variants\n
  • ADDED: Config definitions for ViV for 105mm M3 Howitzer\n
  • ADDED: Towing: added config variable to allow units to stay inside towed vehicles\n
  • UPDATED: Nashorn shell texture/rvmat to be more shiny\n
  • UPDATED: M18 and M10 shell materials to be more shiny \n
  • UPDATED: M18 appearance adjusted to more closely match the Shermans\n
  • UPDATED: M10 appearance adjusted to more closely match the Shermans \n
  • IMPROVED: elevation indicator for artillery sights better aligned on non-16:9 aspect ratios\n
  • IMPROVED: M18 model geometry on front glacis and driver side plates\n
  • CHANGED: Improved commander unit detection for vehicle HUD commander view cone\n
  • CHANGED: Improved mainTurret detection for vehicle hud so it no longer filters FFV capable turrets\n
  • CHANGED: Vehicle number decal system: SPE_US_Decals_Air_LettersAndNumbers variable back to \'SPE_Letters\' as it was breaking backwards compatibility\n
  • CHANGED: M3 halftrack textures to better match tank olive colours\n
  • CHANGED: Sherman wheels dirt to match better with hull\n
  • FIXED: M4 Sherman. Drivers hands no longer clip with the direct vision port on the early Sherman when turned out and the armour is hidden\n
  • FIXED: Panzer 3. Driver\'s feet no longer clip with the vehicle floor\n
  • FIXED: Panzer 3. Optimized shadow LOD\n
  • FIXED: Jeep. Clipping windshield decal edges\n
  • FIXED: M8/M20 top speed corrected to 89 km/h\n
  • FIXED: ghosting around rivets etc on the M18 and M20\n
  • FIXED: Towing: main turret would always be locked forward when towed, added config variable to allow for movement\n
  • FIXED: Number/Letter decal system wasn\'t allowing custom input on US letters\n
  • FIXED: AT gun pushing/towing asphalt wheel sound effects\n
  • FIXED: Typo in R200 hitpoint armorComponents\n
  • FIXED: G503 and R200 had invalid selection names for rear wheel hitpoints\n
  • FIXED: Pilot proxy was inside P47 damageHide selection causing the camera to move inside geometry when killed\n
  • FIXED: French M4 and M4A3 Shermans were using the incorrect vehicle number decals\n
  • FIXED: Vehicles using old SCALAR number set up would cause an onscreen error.\n
  • FIXED: Corrected damage material assignments for m4a3 stowage\n\n[u]WEAPONS[/u]\n
  • CHANGED: No.3 Mk.I strings to use roman numerals instead of Arabic numerals\n
  • CHANGED: Lowered M9A1 AT grenade penetration values to be more accurate to historical values\n
  • CHANGED: fuseDistance on all rocket ammunition to 0 meters - wasnt working correctly till 2.20\n
  • CHANGED: illumination flares descent rate to match 2.20 illumination flares\n
  • FIXED: STG44. Removed visible recoil spring\n
  • FIXED: Incremental loading on an empty magazine (like sniper rifles) would remove a bullet from a magazine\n
  • FIXED: M1 Garand not-empty reload animation had incorrect left hand IK setup\n\n[u]CHARACTERS[/u]\n
  • ADDED: CanFitUnderADoor property to rats so they can\'t flex their door opening abilities\n
  • UPDATED: M42 hiddenselections config\n
  • UPDATED: Improved German canvas suspenders models and textures\n
  • UPDATED: Bayonet selection on haversack\n
  • UPDATED: US wool trouser boot appearance\n
  • UPDATED: Added new textures for German pioneer gear\n
  • UPDATED: German grenadier units now use grenadier webgear\n
  • FIXED: Broken weights on m43 gloves\n
  • FIXED: Broken weights on US wool uniform officer variants\n
  • FIXED: Incorrect _as in German canvas suspenders material\n
  • FIXED: M43 airborne uniform gloves variants rigging issues\n
  • FIXED: US uniform variants missing LODs on certain parts\n
  • FIXED: inconsistent naming/translation for German painted equipment\n
  • FIXED: missing medic text for several uniform variants in Chinese, Russian, and Spanish localisations\n
  • FIXED: some haversack models missing camo selections\n
  • FIXED: us captain uniform having 1LT insignia assigned\n
  • FIXED: Broken animation when switching from unarmed to pistol\n
  • FIXED: Editing loadout on Milice units would break belt hiding function\n
  • FIXED: US Ranger groups were missing faction definition\n
  • FIXED: Corrected German translation for FSJ jump smock (Knochensack instead of Sprungkittel)\n
  • FIXED: Duplicated belt geometry in fsj mk3 offizier gloves variant\n
  • FIXED: Missing belt buckle part in fsj mk1 offizier glove variant model\n
  • FIXED: Incorrect mass for LW painted grenadier webgear config\n\n[u]OBJECTS[/u]\n
  • FIXED: disabled faulty inheritance definition in SPE_building_base class\n\n[u]OTHER[/u]\n
  • ADDED: Dedicated strings for the marker light modules\n
  • ADDED: SPE_System_fnc_remoteSetShotParents function to CfgRemoteExec whitelist\n
  • ADDED: Dedicated strings for the marker light modules\n
  • CHANGED: barrage and ordnance module no longer side chat \"incoming\" warning message. Can be re-enabled with \'SPE_ModuleBarrage_showRadioChatMessage/SPE_ModuleOrdnance_showRadioChatMessage = true;\'\n
  • FIXED: Incorrect number of parameters for lockTurret in alterHeight static weapon function\n
  • FIXED: Artillery barrage module would create a script error if placed in the editor and made editable by Zeus\n
  • FIXED: Deployment animation would break reloads if you moved after reloading when deployed\n
  • FIXED: AT Gun turning functions would incorrectly turn counter clockwise/clockwise for some angles\n
  • FIXED: Flashlight \'killed\' function was running whenever a HMD item was equipped instead of only flashlights\n
  • FIXED: Missing Mortain terrain tag for steam workshop.\n
  • FIXED: AT Gun turning function wasn\'t running on dedicated servers\n
  • FIXED: Lamp Type A-1 incorrectly having [SPE] tag\n
  • FIXED: Watch animations were broken\n
  • FIXED: Added missing binarised radio UI models\n
  • FIXED: I_G_Soldier_base_F and C_man_1 were missing SPE eventhandlers\n
  • FIXED: Empty reloads with M37 shotgun lead to duplicate magazines\n
  • FIXED: Incorrect number of parameters for lockTurret in disassemble_weapon static weapon function\n
  • FIXED: various missing geometry lods in proxies, causing \'no geometry or visual shape\' rpt error\nRemoved: obsolete chat logging.\n\n[u]MISSIONS[/u]\n\n[u]Campaign[/u]\n
  • FIXED: Missing doneKeys definition\n\n[u]M7[/u]\n
  • ADDED: Reinforcements arrival hint\n
  • FIXED: small voice over cutting problem in outro narration\n\n[u]SCENARIOS[/u]\n
  • FIXED: Missing doneKeys definition\n\n[u]Attack on Mortain[/u]\n
  • FIXED: Convoy script error when convoy vehicle gets deleted/removed\n\n[u]Panzerkampfwagen[/u]\n
  • FIXED: German car at spawn being underground\n\n[u]Prizefighter[/u]\n
  • FIXED: Faulty crew killed voice over setup (message duplication)\n\n[u]Combat Patrol[/u]\n
  • FIXED: Missing doneKeys definition\n\n[u]Escape[/u]\n
  • FIXED: Missing doneKeys definition\n\n\n[u]ARSENAL[/u]\n
  • FIXED: Weapon attachments, flashlights and other items not available when faction/side filter active\n\n[u]REVIVE[/u]\n
  • IMPROVED: Optimized HandleDamage EventHandler\n\n[u]HUNTER SQUADS[/u]\n
  • IMPROVED: Coding - units should not get created at [0,0,0]\n\n[u]CDA[/u]\n
  • ADDED: CDA info dialog menu entry in ESC menu\n
  • ADDED: SPE_CDA_DisableEndMissionInterruptMenuEntries variable\n
  • IMPROVED: Coding - handle undefined mission parameter text\n\n[u]IFS[/u]\n
  • ADDED: SPE_IFS_ReducedInvalidDurationForMissingFO variable to customize/shorten delay till next target attempt is done by mortars/heavy artillery if no FO available for any reason (per side and difficulty level) - default is 15 seconds\n
  • ADDED: SPE_IFS_TemporarilyInvalidTargetDuration variable to customize wait delay till next target attempt is done by mortars/heavy artillery if no FO available or the current target became invalid for any reason (per side and difficulty level) - default is 60 seconds\n
  • IMPROVED: All functions to use SPE_fnc_IFS_isAACapable\n
  • IMPROVED: Specific advanced hint only to be shown when the respective type is available currently\n
  • IMPROVED: Coding - optimized SPE_IFS_myEmergencyCallReadiness to be only sent over network when changed and reduced precision to seconds\n
  • FIXED: Automated indirect fire support calls by AI (Missing parameters from refactoring to call SPE_fnc_IFS_KnownTargetsManager directly from EH)\n
  • FIXED: Automated indirect fire support calls by AI (Missing parameter handover to SPE_fnc_IFS_KnownTargetsManager by SPE_fnc_IFS_artilleryInit)\n
  • FIXED: Missing class to AA assets detection.\n\n[u]RFS[/u]\n
  • FIXED: Property naming from \"SPE_CleanUp_Distances_Panicked\" to \"SPE_CleanUp_Distances_POW\"\n\n[u]ADD EXPLOSION ACTION[/u]\n
  • FIXED: Add Explosive Action module does not display action to remote clients in multiplayer\n\n[u]FUNCTIONS[/u]\n
  • IMPROVED: Performance of frontline preview when having an excessive amount of control points\n
  • FIXED: Frontline data UI showing if preview quality was selected\n
  • [ 2025-07-24 13:15:02 CET ] [Original Post]
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