Guide
WARDOGS achievements: all ten, what each requires, and how many players had them three days after launch
WARDOGS achievements are a small set — ten — but they are the only official, measured picture of how players actually play, because Steam publishes the global unlock rate for each one. On 13 September 2026, three days after launch, 72.7% of players had finished the tutorial, 9.1% had made $100,000 profit in a single life, 2.6% had survived an hour in the Control Zone, and 0.1% had ever spent $100,000 on one loadout. Those are real numbers about real accounts, and they say more about the economy than any tier list.
This page lists all ten with their in-game descriptions, the hidden one's internal name, the unlock rates as read, and what each one implies about a mechanic. Rates will drift as the population matures; the read date is fixed above so the chart can be re-run later.
The full list, with unlock rates
Descriptions are Steam's; rates are the global percentages from Steam's achievement statistics for app 1867240 on 13 September 2026. 'That was rude' has no public description because it is hidden.

| Achievement | Requirement (Steam description) | Players with it |
|---|---|---|
| This is WARDOGS | Complete the Tutorial | 72.7% |
| Ricochet | Kill an enemy player with a ricochet bullet | 11.8% |
| That was rude | Hidden (internal name: ACH_TUTORIAL_PUNCH_KRISTOPHER) | 11.7% |
| Fat Stacks | Reach $100,000 net profit in a single life | 9.1% |
| Top Dog | Finish the match as the top cash earner across all teams | 4.5% |
| CZ Survivor | Spend 60 minutes in the CZ without dying | 2.6% |
| Long Shot | Get a kill from over 950m away | 2.4% |
| Do Not Resuscitate | Kill an enemy player using the defibrillator charge | 0.8% |
| Clean Sweep | Win a match without another team scoring a point | 0.6% |
| Big Spender | Spend $100,000 on a single loadout | 0.1% |
What the tutorial numbers say
72.7% completed the tutorial. The other 27% either skipped it or bought the game and had not reached it yet — on launch day, PCGamesN reports, 168,000 people were in the login queue while 45,590 were in the game, so a chunk of that gap is people who had not got past the queue. The hidden 'That was rude' at 11.7% is unlocked in the tutorial too, going by its internal name, ACH_TUTORIAL_PUNCH_KRISTOPHER — Kristopher being, presumably, the tutorial's instructor. Steam reports the two internal percentages as 71.5% and 11.4% at the API level and 72.7%/11.7% on the achievements page a few minutes apart, which is the population growing between reads.
The gap between 72.7% and 11.7% is also a measurement: roughly one in six tutorial finishers found the punch.
A Steam community guide ('Hidden Achievement!', by lirika, read 14 September) confirms the method and spells the name Christopher: play the tutorial, revive Christopher, and when told to enter the next room, stay, switch to fists and punch him — 'The hidden achievement should unlock immediately.'
How to read a three-day-old dataset
Three caveats before drawing conclusions. First, the denominator is every Steam account that owns the game, including the 27% who had not finished the tutorial — some of whom had not launched it, given that BULKHEAD posted 1.25 million copies sold at 01:05 UTC on 11 September and PCGamesN reported 1.5 million a day later, so the population was still growing by hundreds of thousands during the read. Second, hidden achievements report their rate but not their description; the internal name is the only public clue. Third, Steam's two endpoints disagree by about a point (the API said 71.5% for the tutorial, the web page 72.7%) because they are cached at different times — we quote the page and keep the API file for the record.
None of that changes the ordering. Tutorial first, then the two easy combat oddities (Ricochet, the punch), then the cash milestones, then endurance and marksmanship, then the three that require either a specific kill, a perfect team result, or a six-figure gamble. That ordering is the game's difficulty curve as its own players experienced it in the first 72 hours.
The internal names, and what they group
Steam's API exposes each achievement's internal identifier alongside its unlock rate, and the names show how BULKHEAD categorises them: two tutorial, three combat, three economy, one survival, one match. That split — as many economy achievements as combat ones — is the design statement in miniature.
| Display name | Internal name | Group |
|---|---|---|
| This is WARDOGS | ACH_TUTORIAL_COMPLETED | Tutorial |
| That was rude | ACH_TUTORIAL_PUNCH_KRISTOPHER | Tutorial |
| Ricochet | ACH_COMBAT_RICOCHET_KILL | Combat |
| Long Shot | ACH_COMBAT_LONG_SHOT | Combat |
| Do Not Resuscitate | ACH_COMBAT_DEFIBRILLATOR_KILL | Combat |
| Fat Stacks | ACH_ECONOMY_SINGLE_LIFE_PROFIT | Economy |
| Top Dog | ACH_ECONOMY_TOP_CASH_EARNER | Economy |
| Big Spender | ACH_ECONOMY_LOADOUT_SPEND | Economy |
| CZ Survivor | ACH_SURVIVAL_CONTROL_ZONE_SURVIVOR | Survival |
| Clean Sweep | ACH_MATCH_CLEAN_SWEEP | Match |
The cash achievements, and the shape of the economy
Three achievements are about money, and their spread is the economy in miniature. 'Fat Stacks' — $100,000 net profit in a single life — at 9.1% means about one player in eleven has had a life that earned ten times the starting bank. 'Top Dog' — top cash earner across all three teams — at 4.5% is by definition capped at one player per match, so its rate mostly tracks how many matches have been played per account. 'Big Spender' — $100,000 on a single loadout — at 0.1% is the rarest achievement in the game: almost nobody has yet put a six-figure kit on the line, which fits BULKHEAD's rebalance goal that 'big ticket items' belong to 'the top 5%' and the Season 1 prices (Artillery Tank $500,000, Large Hammer $75,000 on the Support track, Little Bird with miniguns $50,000).
Reddit's r/WarDogs had a post titled 'I just unlocked the most RAREST achievement in WARDOGS' in its top posts of launch week; with Big Spender at 0.1%, that is probably the one.
The combat achievements
'Ricochet' (11.8%) — a kill with a ricochet bullet — confirms the ballistics model bounces rounds, consistent with BULKHEAD's 'real-world ballistics' claim in the May 2026 devlog. 'Long Shot' (2.4%) — a kill from over 950 m — tells you the effective sniping envelope the designers had in mind, and that the Control Zone (2 km across) is big enough for it; the Recon scopes are $40,000–45,000 after Season 1. 'Do Not Resuscitate' (0.8%) — a kill with the defibrillator charge — confirms the defibrillator is a weapon as well as a medic tool, and that revives are a real system (they are a paid teamplay action on the wiki's list).
'CZ Survivor' (2.6%) — 60 minutes in the Control Zone without dying — is the one that tells you about match length: matches run at least an hour, or nobody would have it. Combined with the wiki's rule that the team with the most players in the zone scores, it also describes the ideal objective player.
Achievement hunting, from the sources
For anyone chasing the list rather than reading it: the tutorial and the punch come first and together. Ricochet needs a surface and a bullet that bounces — the ballistics model supports it, and 11.8% got it without trying, so it will come. Fat Stacks and Top Dog are the money guide in practice: PCGamesN's low-risk methods (build, taxi, mobile spawn, supply crates) compound over a long life, and the Hot Zone doubles cash for anyone inside it. CZ Survivor rewards exactly the player the wiki says wins matches — the one who stays inside the zone — for sixty minutes; a FOB with anti-air and a mortar is how the sources describe surviving there. Long Shot needs the $40,000–45,000 Recon scopes and a tower. Do Not Resuscitate needs a defibrillator and an enemy who lets you get close. Clean Sweep is a team result you cannot force alone. Big Spender is $100,000 on one loadout — the price of an armed Little Bird plus a Large Hammer plus a scope, roughly — and 0.1% of players had done it, which is also the share who could afford to lose it.
Clean Sweep and what it says about three-team matches
'Clean Sweep' (0.6%) — win a match without another team scoring a point — is the only achievement about the team result rather than the individual. In a three-team King of the Hill where the leading team accrues points while it holds the majority in the zone, a clean sweep means neither rival ever held the zone for a scoring tick. At 0.6% it is rare but not unheard of, which suggests some matches are lopsided from the first capture — the kind of match the Hot Zone magnet from the towers guide is designed to swing.
There is no achievement for towers, FOBs, mortars, vehicles or levels. Ten achievements on a game with six progression tracks is thin, and the Steam Early Access Q&A's promise of 'a stronger seasonal meta game' and a 'Player Skills & Challenge System' suggests the challenge side will grow outside Steam's list.
Using the rates as a benchmark
If you have Fat Stacks, you are in the top tenth of accounts on the economy; if you have CZ Survivor, the top 3% on objective play; if you have Long Shot, the top 2.4% on marksmanship — as of the read date. The percentages will rise as the population plays more matches, so the honest comparison is against the rates on the day you check, which Steam shows on the achievements page. We will re-read and re-chart them; the caption carries the date so you can see how stale the chart is.
One more use for the list: it is the only official statement of scale for several mechanics. 950 metres is the designed long shot; sixty minutes is a plausible zone-holding stint; $100,000 is the designers' idea of a big life and a big loadout. Nowhere else does BULKHEAD publish a distance, a duration or a loadout budget, so when a guide elsewhere says 'snipers engage at 300 m' or 'a good loadout costs $20,000', the achievements are the only official numbers to check it against.
Questions people ask
- How many achievements does WARDOGS have?
- Ten on Steam, one of them hidden.
- What is the hidden WARDOGS achievement?
- 'That was rude', with the internal name ACH_TUTORIAL_PUNCH_KRISTOPHER; 11.7% of players had it on 13 September 2026.
- What is the rarest WARDOGS achievement?
- 'Big Spender' — spend $100,000 on a single loadout — at 0.1% of players on 13 September 2026.
- How do you get Long Shot?
- A kill from over 950 m away.
- How long do you need to survive for CZ Survivor?
- 60 minutes in the Control Zone without dying.
- Does Fat Stacks count across a whole match?
- No — $100,000 net profit in a single life.
- Is there an achievement for capturing towers or building?
- No. The ten achievements cover the tutorial, cash, combat and one match result.
Sources & further reading
- Steam — WARDOGS achievements page with global unlock rates, read 13 Sep 2026
- Steam Web API — GetGlobalAchievementPercentagesForApp (gameid 1867240), read 13 Sep 2026
- BULKHEAD — Pre-Load Live & Season 1 Changelog (Steam, 9 Sep 2026)
- BULKHEAD — Tactical Depth & Teamplay devlog (Steam, 21 May 2026)
- PCGamesN — Wardogs dev reflects on messy Steam takeover (12 Sep 2026)
- WARDOGS Wiki — Game Mechanics (CC BY-SA), read 14 Sep 2026
Read next
- WARDOGS guide
WARDOGS guide hub: how the Control Zone and Hot Zone score, how the $10,000 cash loop and six progression tracks work, and links to nine guides — first match, money, towers, mortar, FOB, classes, vehicles, settings and achievements — each traced to BULKHEAD's patch notes and the official wiki.
- WARDOGS money
WARDOGS money explained from the sources: the paid actions on the wiki, PCGamesN's six earning methods (zone time, building, taxi, mobile spawn, supply crates, looting), the Hot Zone double-cash rule, every Season 1 price change charted, the 5% community-server bonus, and BULKHEAD's ban policy for cash exploits.
- WARDOGS towers
WARDOGS towers explained: where the control-room terminal is, why every tower starts a match on cooldown, how each capture gives one part of a four-digit code, and how the full code on the keypad pulls the Hot Zone to your tower. Plus how towers anchor FOBs and drills. Sourced to PCGamesN's 11 September guide and the official wiki.
- How to play WARDOGS
How to play WARDOGS from the tutorial to your first paid loadout: what the three teams and the Control Zone mean, what to buy with $10,000, the free rifle, why the Hot Zone pays double, and the mistakes that empty a new account — all sourced to BULKHEAD's posts, the Steam store and the wiki.
- WARDOGS classes
WARDOGS classes explained: roles are set by your loadout, not a class menu, and XP flows into six tracks — Career, Medic, Support, Recon, Pilot, Driver. Full Season 1 XP bands (level 6 to 50), every unlock level the changelog lists (Heavy Tank Driver 35, Artillery Career 90, Large Hammer Support 8), and what BULKHEAD said about the grind.
Part of WARDOGS guide. Back to the WARDOGS Playbook home page.

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
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.