First impressions and some of my expectations for the future

I have almost no information about Bellum’s future roadmap other than a few gameplay videos and short experience in game, and I don’t know what kind of innovations the game will bring in the future. However, as someone who has been a mil-sim fan for years, I have to say that I’m extremely hopeful and excited about this game. It genuinely feels like the game I’ve been waiting for all these years is finally coming.

I have over 2000 hours of experience in various mil-sim games like Arma 3, Arma Reforger, Squad (not exactly a full mil-sim in my opinion), etc. But so far, the most realistic mil-sim feeling and battlefield atmosphere I’ve experienced was on a specific server in Arma Reforger.

In my opinion, the most important factor that immerses a player in a mil-sim experience is the limited nature of life and the consequences of dying in-game. That’s probably the main reason why I enjoy reforger so much.

Here are a few things I’d really like to see in Bellum going forward:

1.	From what I’ve seen in gameplay videos, when a player dies, they can respawn on their squad leader, and there are a total of 3 respawns. If respawning and returning to the combat area were made more difficult (for example, spawning at a distant main base or having longer respawn timers), I believe players would be much more careful and would place greater importance on teamwork and staying alive. For example, when your squad eliminates an enemy squad, knowing that they won’t be able to return for a while would feel much more rewarding and realistic compared to spawning directly on the squad leader. This would also make the game more immersive.

2.	I hope they avoid exaggerated blood effects when shooting enemies. One of the things I liked most in Arma Reforger was the more realistic hit effects instead of large blood splashes. For example, when a player is hit on their plate carrier or helmet, you see small sparks or smoke effects, which feels much more realistic. I’d be really happy to see something similar in Bellum.

3.	Even if it’s not overly complex, a simple inventory system adds great detail to mil-sim games in my opinion. I think Reforger handled this really well. Being able to attach or remove weapon attachments depending on the situation, taking an attachment from an enemy weapon and using it on your own, having some level of customization without breaking team identity, looting ammo, medical supplies, grenades, etc. from bodies, inventory weight affecting movement speed, and managing inventory slots — all of these add a nice layer of depth without making the gameplay overly complicated

Posted Apr 16, 2026, 4:20 PM UTC

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