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Unofficial fan hub · sources read 13–14 September 2026

WARDOGS: the guide hub with the sources attached — how to play, money, towers, patch notes, requirements and the live player count

WARDOGS went into Steam Early Access on 10 September 2026 and, by BULKHEAD's own count, sold 1.25 million copies in its first day and peaked at 400,196 concurrent players two days later. That much attention produces a lot of guesswork on the internet — invented 'tower codes', weapon stat tables nobody measured, console dates nobody announced. This hub is the opposite: every guide here names where each fact came from, usually the developer's own Steam announcements, the Steam store listing, the official website or the community wiki, with the date we read it. When a source does not say something, the page says so.

The short version of the game, for anyone arriving cold: one hundred players, three teams (Valkyra, Lonestar, Manticore), one randomly placed 2 × 2 km Control Zone inside a 256 km² map. The team with the most players inside the zone scores; first to 100 points wins. Every player starts with $10,000, buys a loadout each life, and earns cash back through teamplay — revives, transport, kills, spotting, holding the objective — with the cash carrying over between matches. Player-defined roles, six progression tracks, buildable Forward Operating Bases with mortars and anti-air, a destructible map, proximity voice. That is the entire premise; the guides below are about making it pay.

Players in one match
100

Steam store

Starting cash
$10,000

Steam store

Control Zone
2 × 2 km

wardogs.com

Map
256 km²

wardogs.com

Copies sold, day 1
1.25 M

BULKHEAD, 11 Sep 2026

Peak concurrent
400,196

SteamDB, 12 Sep 2026

Price (Early Access)
$39.99

Steam, 13 Sep 2026

Weapons / vehicles / maps at launch
37 / 27 / 3

PCGamesN, 10 Sep 2026

  • WARDOGS guide

    Start here: the loop, the three teams, the cash system and the six tracks — then nine guides from your first match to mortars, FOBs and the Hot Zone magnet.

  • WARDOGS news (live)

    Every official BULKHEAD announcement, read from Steam hourly, newest first — plus how to tell a patch from a milestone.

  • How to play WARDOGS

    Your first hour: what the tutorial teaches, what it does not, what to buy with $10,000, and why you should not die with a full loadout.

  • WARDOGS money

    Every published way to earn cash — objective time, revives, taxi runs, mobile spawns, supply crates, base building — and the prices that changed in Season 1.

  • WARDOGS towers

    Where the terminal is, why towers start on cooldown, and how the four-part code pulls the Hot Zone to your team.

  • WARDOGS patch notes

    All 26 official posts from the February reveal to patch 0.11, with the Season 1 XP and economy changes charted.

  • WARDOGS early access

    What BULKHEAD promised for the 1–2 year Early Access: price steps, jets, metagame, consoles in 2028 — and what it explicitly ruled out.

  • WARDOGS system requirements

    Minimum and recommended specs, the 50 GB install, the 1080p Low target, and what the patch notes changed about DLSS and shadows.

  • WARDOGS player count

    Live concurrent players from the Steam Web API, refreshed every ten minutes, beside the launch-week records.

  • WARDOGS codes

    There are none — here is what people mean when they search for them, and what actually exists (Twitch Drops, tower codes).

  • WARDOGS helicopter controls

    The Rotary Vehicle bindings and Flight Assist toggles by name, the two known control bugs, and what a taxi run pays.

  • WARDOGS weapons

    37 at launch; every gun a source actually names; the one stat card that exists; why no honest tier list is possible yet.

  • WARDOGS map

    256 km², three maps, Kolchia and PV-1, the randomised zone, the places the sources name — and what is only reported.

  • WARDOGS vs Battlefield 6

    Price, monetisation, mode and platform from the two listings, with both player counts live.

  • WARDOGS vs Squad

    The fairer comparison — plus Arma Reforger and Hell Let Loose — with all four populations live.

What WARDOGS is, in the developer's own terms

BULKHEAD describes WARDOGS as a 'Tactical All Out Warfare FPS' and spends a lot of words saying what it is not: 'This is not another Battle Royale. This is not another Extraction Shooter.' The store description is precise about the mode — 'three teams fight for control of randomized 2x2km Control Zones within larger maps. The team with the most players within the Control Zone earns points — the first team to reach 100 points wins the match.' The February 2026 'TOP QUESTIONS' post adds the map figure (256 km²), the three factions with their one-line backstories, the setting (a war-torn region called Kolchia and a resource called PV-1), unlimited squad sizes, and the engine — Unreal Engine 5 with BULKHEAD's own 'War Dynamics Framework' layered on top for 100-player density.

The design lineage is public too. A 19 February 2026 post says the design team 'spent years collaborating directly with the original ARMA mod creators' to build a standalone King of the Hill. If you played the Arma 3 KOTH mod, the cash-for-teamplay economy, the single contested zone and the persistent bank balance will feel familiar; if you did not, the guide hub below is written for you.

WARDOGS key art: a soldier aiming a rifle across a sunlit industrial valley while a helicopter passes overhead
Reveal key art. Image: BULKHEAD press kit (wardogs.com/press-kit), © BULKHEAD Limited, downloaded 14 September 2026.

The launch, by the numbers that were actually published

Because so many sites quote each other, it is worth listing what the primary parties said and when. BULKHEAD posted '100,000 Steam Wishlists, in just 3 days' on 10 February 2026, '200,000' on 18 February, '500,000' on 26 May and '1 MILLION' on 14 August. Pre-orders opened 11 August with guaranteed access to a closed beta on 21–23 August; a second closed beta followed the FPS Games Show on 3 September and became an open beta on 5 September until 08:00 UTC on the Sunday. Early Access launched on 10 September. At 01:05 UTC on 11 September BULKHEAD posted '1.25 MILLION COPIES SOLD!'; PCGamesN's 12 September studio visit reported 1.5 million; SteamDB recorded a 400,196-player peak on 12 September; and when we read the Steam API on 13 September, 381,899 people were in the game.

The launch was not clean. A 'Launch Stability Hotfix #1' on the evening of 10 September forced every client to restart and re-queue so that BULKHEAD could admit players 'in controlled batches'. PCGamesN's report quotes UI/UX Director Howard Philpott — 'we either fix the queue now, or we're f***ed' — and puts numbers on the problem: 45,590 people in game against 168,000 in the queue, and roughly ten players a second getting through where a hundred should have. The fix handed each player a fresh Steam login ticket at the front of the queue instead of the stale one from when they launched. That story is in the servers guide; the point here is that the numbers on this site come from posts you can open, not from memory.

Line chart of WARDOGS Steam wishlist milestones from February to August 2026 and copies sold on 11 and 12 September 2026
Wishlist milestones from BULKHEAD's Steam posts (10 Feb, 18 Feb, 26 May, 14 Aug 2026); copies sold from BULKHEAD (11 Sep) and PCGamesN (12 Sep). Chart drawn by this site.

How the cash system works — and why it decides everything

Every guide on this site comes back to the same loop, so here it is once. You begin with $10,000. Before each life you buy a loadout: weapons, gear, utility items, vehicles. During the match, teamplay pays — the wiki's Game Mechanics page lists reviving squadmates, transporting friendly players, killing enemies, spotting, controlling the objective and 'other teamplay actions'. The Hot Zone, a smaller shifting area inside the Control Zone, counts each player inside it double for control and pays double cash. Cash persists between matches; you can save for a $500,000 Artillery Tank or convert it into Gold Bars, which buy cosmetics in the Black Market and are, per BULKHEAD, never sold for real money.

Two consequences follow. First, dying with an expensive loadout is a financial event, not just a respawn — PCGamesN's money guide opens with exactly that warning. Second, the roles that new players skip (taxi driver, supply runner, base builder) are the ones that pay without exposing you to fire. The money guide walks through each published method; the classes guide explains the six progression tracks the cash and XP feed into.

Diagram of the WARDOGS cash loop: start with $10,000, buy a loadout, earn through teamplay, cash persists, save or spend or convert to Gold Bars
The loop as described on the Steam store, in BULKHEAD's 18 February 2026 TOP QUESTIONS post and on the wiki's Game Mechanics page. Diagram by this site.

What changed at launch: the Season 1 rebalance

If you played a beta, the game you bought is slower to level and pricier at the top. BULKHEAD's 9 September changelog says the beta curves 'were designed specifically for weekend long beta tests' and that from launch 'our median players, at 20 to 25 hours, will be around level 20, and those wanting the big ticket items, the top 5%, will need to grind.' Level 15 now needs 110,000 XP instead of 54,750; level 20 needs 250,000 instead of 111,500; level 50 needs a round 1,000,000. The Artillery Tank moved from Career level 55 to Career level 90 and from $400,000 to $500,000. The Forward Operating Base tripled from $2,500 to $7,500 'to make them more of a choice'. A few things got cheaper — the Z20 Lakota, URAL and Dune Buggy all dropped — and the full list is charted on the Season 1 changelog page.

Then, two days after launch, patch 0.11 split the server browser into Community and Official tabs, added a text search and persistent server IDs, and — 'by way of apology' for under-serving community servers — gave community servers a 5% end-of-match cash bonus for a week. The same post sets out the studio's penalties for cash exploits: a timed ban plus cash and XP reset to zero, and a permanent ban for anyone publishing exploit tutorials.

Line chart comparing XP required per level in the WARDOGS beta with the Season 1 curve, levels 6 to 50
XP per level before and after the 9 September 2026 Season 1 changelog (BULKHEAD, Steam). Chart drawn by this site from the published bands.

Can your PC run it, and what does it cost?

The Steam listing's minimum is an Intel Core i5 8600 or AMD Ryzen 5 3500, 16 GB of RAM, a GTX 1660 or Radeon RX 590, 50 GB of storage and Windows 10, with the target stated plainly as '1080p Low @ 60fps (Upscaled)'. Recommended is a Core i7 12700K or Ryzen 7 5700X, an RTX 3070 or RX 6700 XT and Windows 11, for '1440p Medium @ 70fps+ (Native) or 4k Medium @ 60fps+ (Upscaled)'. Windows is the only platform; BULKHEAD told GamingOnLinux on 5 September that it 'cannot commit to having Linux support for our Early Access launch' and asked Linux buyers to refund. The launch trailer post says consoles come in 2028.

The Early Access price is $39.99 (£36.99 per PCGamesN), with a $12.99 Supporter Pack of cosmetics as the only other purchase — BULKHEAD's words: 'There will be no monetization on WARDOGS during Early Access with the sole exception of this optional supporter edition.' The Steam Early Access Q&A says the price will be 'lower during Early Access, with a higher price at full release', and PCGamesN reports the planned steps as $49.99 and then $59.99 by version 1.0. The requirements, price and console pages go into each of these.

How this hub is built and what it will not do

Every page lists its sources with read dates, and the register behind the whole site is a file we keep in the repository with a 'does-not-exist' list: things WARDOGS does not have that other sites assert anyway. There are no redeem codes. There is no class-select screen. There are no published weapon damage tables. There is no console version until 2028 and no Linux support today. When a fact is only in a press interview we say 'per PCGamesN'; when it is only in a community guide title we say that too. Live data is read from Steam's public API (player counts, the official news feed) and labelled with its read time. Images are either charts we drew from the register numbers or screenshots from BULKHEAD's official press kit, marked as such.

The site is not affiliated with BULKHEAD or Team17. If you are the rights holder and want an image removed, the contact page works. If you are a player and spot a number that disagrees with a patch note, the same page works — the patch note wins and we correct.

Questions people ask

Is WARDOGS out?
Yes — it launched into Steam Early Access on 10 September 2026 for Windows PC at $39.99. BULKHEAD expects Early Access to last 'around 1 to 2 years'.
Is WARDOGS on Xbox or PlayStation?
Not yet. The 10 September 2026 launch trailer post says 'COMING TO CONSOLES IN 2028'. No platform or date beyond that has been announced.
How many players does WARDOGS have?
SteamDB recorded a peak of 400,196 concurrent players on 12 September 2026; the live figure from the Steam Web API is on the player-count page and was 381,899 when we last read it on 13 September.
Are there WARDOGS codes?
No redeemable codes exist. The only in-game 'code' is the four-part tower code that activates the Hot Zone magnet. Twitch Drops were tested in the second closed beta.
Is WARDOGS free to play?
No. It is a paid Early Access game ($39.99) with no battle pass and, per BULKHEAD, no monetisation during Early Access other than the optional $12.99 Supporter Pack of cosmetics.
Is WARDOGS pay to win?
BULKHEAD's stated rules: it will never sell in-game cash or Gold Bars, and will never let players directly buy camos. The Supporter Pack contains camos, bobbleheads and a scoreboard icon only.
What is the difference between the Control Zone and the Hot Zone?
The Control Zone is the 2 × 2 km objective; the team with the most players inside it scores. The Hot Zone is a smaller, shifting area inside it where each player counts double toward control and cash is doubled.
Does WARDOGS have classes?
No fixed classes. Roles are defined by what you buy for your loadout, and XP is earned across six progression tracks (Career plus Medic, Support, Recon, Pilot and Driver appear in the Season 1 changelog).

Sources & further reading

Sukie, editor of WARDOGS Playbook

Sukie · Editor

Sukie runs WARDOGS Playbook. She edits every page on the site, checks each figure against BULKHEAD's Steam posts, the store listing and the sources named on the page before it goes up, and rewrites anything a patch note contradicts. The focus is narrow on purpose: what the game actually does, with the source attached.

About this site · How pages are checked · Last updated September 13, 2026

Everything on WARDOGS Playbook

WARDOGS Playbook is an unofficial fan site. It is not affiliated with, endorsed by or associated with BULKHEAD Limited (developer) and Team17 (publisher). Game names, images and trademarks belong to their owners.

Official WARDOGS page: https://www.wardogs.com/