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WARDOGS guide: the loop, the money, the six tracks, and nine guides that cite their sources

This WARDOGS guide is the orientation page for everything else on the site. It explains the shape of a match, the cash system that makes every decision cost something, the six progression tracks that XP flows into, and what the developer has said about how long it should take to climb them. At the bottom is every guide we have published, with one line each on what it covers. Nothing here comes from 'the community says'; each figure is from a BULKHEAD Steam post, the Steam store, the official wiki or a dated press piece, and the sources are listed at the end.

A note on scope, because it matters for a game this new. WARDOGS launched into Early Access on 10 September 2026. The wiki's weapons, vehicles and maps pages were still stubs when we read them on 14 September, and BULKHEAD has not published damage, armour or speed tables. So this hub will not tell you the 'best gun' — nobody has measured one. It will tell you what a Large Hammer costs, at what Support level you can build a mortar, why the Forward Operating Base tripled in price, and where the tower terminal is. Those are things the sources actually say.

One match, start to finish

A WARDOGS match puts up to 100 players on one map, split across three teams: Valkyra, Lonestar and Manticore. Somewhere in the 256 km² map a 2 × 2 km Control Zone is placed at random. Whichever team has the most players inside the zone holds it and accrues points; the first team to 100 points wins. That is the only mode the wiki documents, and BULKHEAD's own description calls it 'inspired by King of the Hill' — specifically the Arma 3 mod, whose original creators the studio says it worked with.

Inside the Control Zone sits the Hot Zone, a smaller area that moves. Each player inside it counts twice toward the player count that decides control, and cash earned there is doubled. The wiki's Game Mechanics page is blunt about the consequence: 'Controlling it can allow a team to gain an advantage in the overall Control Zone while also increasing the cash earned by participating players.' Towers scattered through the zone can be captured, and — per PCGamesN's 11 September guide — a complete four-part code gathered from captured towers activates a 'Hot Zone magnet' that pulls the Hot Zone toward your tower. That is the highest-level strategic play the game currently has, and it is covered in the towers guide.

Because the zone moves between matches, the map itself matters less than the drive to it. PCGamesN's money guide warns that 'it takes absolutely ages to drive from spawn to the zone', which is why the taxi, mobile spawn point and helicopter roles exist and pay.

Scale diagram showing the 2 by 2 kilometre Control Zone inside the 16 by 16 kilometre WARDOGS map, with a smaller Hot Zone marked inside it
The objective to scale: a 2 × 2 km Control Zone inside a 256 km² map (wardogs.com), with the shifting Hot Zone inside it (WARDOGS Wiki, Game Mechanics). Diagram by this site; Hot Zone size is illustrative.

The cash system, and the three rules BULKHEAD attached to it

You start with $10,000. Before each life you buy a loadout — weapons, gear, utility, vehicles. The wiki lists the actions that earn cash: reviving squadmates, transporting friendly players, killing enemy players, spotting enemies, controlling the objective, and 'other teamplay actions'. Cash persists between matches, so you can save across sessions for something expensive; the Season 1 changelog lists an Artillery Tank at $500,000 and a Large Hammer on the Support track at $75,000. Cash can also be exchanged for Gold Bars, which buy cosmetics through the Black Market.

BULKHEAD attached three rules to the economy in its 11 August 2026 pre-order post, and repeats them on the Supporter Pack's store page: 'We will NOT monetize the game at any point during Early Access. We will NEVER monetize in-game cash or gold bars, they must be earned through play. We will NEVER allow you to directly purchase camos.' Patch 0.11 added the enforcement side: cash exploits earn a timed ban with cash and XP reset to zero; publishing exploit tutorials earns a permanent ban; XP farming is on the same list.

ItemTrack / vendorWasNow
Forward Operating BaseVendor$2,500$7,500
Large HammerVendor$1,600$2,400
Medium HammerSupport$10,000$25,000
Large HammerSupport$25,000$75,000
6–10x MRAD scopeRecon$25,000$40,000
6–10x MOA scopeRecon$30,000$45,000
Small armoured supply cratePilot$5,000$10,000
Little Bird with minigunsPilot$25,000$50,000
Z20 LakotaPilot$50,000$35,000
URALDriver$50,000$35,000
Dune BuggyDriver$35,000$25,000
Kodiak FlatbedDriver$15,000$35,000
Music Tape HDriver$5,000$2,500
Artillery TankCareer$400,000$500,000
Season 1 vendor and track prices that the changelog changed (BULKHEAD, 9 September 2026). Items not in the changelog are not listed because their prices are not published.

Roles are what you buy; tracks are where the XP goes

There is no class-select screen. The wiki says it directly: 'WARDOGS does not restrict players to fixed character classes. Instead, players define their role through the equipment and items they purchase for their loadout.' What the game does have is progression tracks — BULKHEAD's February FAQ says 'earn XP across 6 progression tracks', and the Season 1 changelog names the ones it touched: Career, Medic, Support, Recon, Pilot and Driver. Each track unlocks items at levels; the changelog moved many of them. The Heavy Tank, for instance, now unlocks at Driver level 35 rather than Career level 35, and the Artillery Tank at Career level 90 rather than 55.

The changelog also published the XP required per level for the first time, and the numbers explain the 'grind' comments in the press. Level 10 went from 25,000 XP to 35,000; level 15 from 54,750 to 110,000; level 20 from 111,500 to 250,000; level 50 from 838,000 to 1,000,000. BULKHEAD's own framing: median players at 20–25 hours will be around level 20, and 'the top 5%, will need to grind.' Two XP events were nerfed at the same time — an air-vehicle kill fell from 300 XP to 250, and selling a supply-crate item worth under $75 fell from 25 XP to 1, closing a farming loop. The classes guide has the full unlock ladder.

Building: hammers, FOBs and what they can hold

Construction is the part of WARDOGS that most separates it from other large shooters. Small structures can be built anywhere; larger ones need a Forward Operating Base. The wiki lists what a FOB can hold in the current build: sandbags and defensive fortifications, mortars, Talon anti-air launchers, CIWS air-defence systems, other static weapons, vehicle repair and refuel facilities, Switchblade drone launchers and drill rigs. Three supply types feed it — building supplies for structures, ammo supplies for the static weapons, and fuel.

The tool is the hammer, and it is tiered. PCGamesN's mortar guide says the mortar 'is only available to support players who are at least level eight, as that is when the highest tier of hammer is unlocked' — consistent with the changelog moving the Large Hammer's Support unlock from level 7 to 8. Building also pays: PCGamesN's money guide notes that 'each successfully constructed building earns you Support XP and a bit of cash — and you won't have to take a bullet in the process.' The FOB guide and the mortar guide take this apart in detail.

Two soldiers inside a derelict foundry building in WARDOGS, one firing from behind an industrial machine
Interiors like this foundry are where the destructible, buildable map shows. Image: BULKHEAD press kit, © BULKHEAD Limited.

What the beta taught, and what launch changed

It helps to know which era a piece of advice comes from. Closed alpha ran through spring and summer 2026 under NDA; the NDA lifted on 11 August. The first closed beta ran 21–23 August with guaranteed access for pre-orders; BULKHEAD said afterwards that pre-orders 'have blown past expectations'. A second closed beta after the 3 September FPS Games Show was explicitly 'a genuine scale test' of 'server scaling and browsing, Twitch Drops, DLC entitlements, VOIP and our login queue', and became an open beta on 5 September. PCGamesN reports the last beta peaked above 245,000 concurrent players.

Then launch changed the numbers. Any beta-era guide that quotes a $2,500 FOB, a level-55 Artillery unlock or a 25,000-XP level 10 is out of date. This site was written after the Season 1 changelog and after patch 0.11, and every page carries the date it was checked.

Timeline of WARDOGS from the closed beta schedule on 20 August 2026 to the 14 September maintenance and patch 0.11
From closed beta to 400,000 concurrent players in 25 days. Events from BULKHEAD's Steam posts and SteamDB; chart by this site.

Every guide in this section

The guides are ordered the way a new player meets the problems. Each one names its sources and the date they were read, and each links back here and to its siblings.

How to play WARDOGS — the first hour: what the tutorial (72.7% of players have finished it) covers, the free rifle, what $10,000 buys, and the mistakes that cost money. WARDOGS money — every earning method a published source describes, with the prices that changed at launch. WARDOGS towers — the terminal, the cooldown, the four-part code and the Hot Zone magnet. WARDOGS mortar — Large Hammer, Support level 8, heading and range, ammo supplies. WARDOGS FOB — what a base can hold, the three supply types, why the price tripled. WARDOGS classes — the six tracks, the XP bands, every unlock level the changelog published. WARDOGS vehicles — the 27 at launch by count, the ones with published prices and unlock levels, and the helicopter notes from the changelog. WARDOGS best settings — the Steam targets, the DLSS and shadow changes in the patch notes, controller and voice notes. WARDOGS achievements — all ten, with descriptions and global unlock rates. WARDOGS helicopter controls — the bindings and assist settings by name, the two known control bugs, and what transport pays. WARDOGS weapons — the 37 at launch, every gun a source names, and why there is no honest tier list. WARDOGS map — 256 km², three maps, the setting, and what is only reported.

  1. How to play WARDOGS — /how-to-play-wardogs
  2. WARDOGS money — /wardogs-money
  3. WARDOGS towers — /wardogs-towers
  4. WARDOGS mortar — /wardogs-mortar
  5. WARDOGS FOB — /wardogs-fob
  6. WARDOGS classes — /wardogs-classes
  7. WARDOGS vehicles — /wardogs-vehicles
  8. WARDOGS best settings — /wardogs-best-settings
  9. WARDOGS achievements — /wardogs-achievements
  10. WARDOGS helicopter controls — /wardogs-helicopter-controls
  11. WARDOGS weapons — /wardogs-weapons
  12. WARDOGS map — /wardogs-map

Beyond the guides: patch notes, Early Access, and the live count

Two sibling hubs cover what this one does not. The patch notes hub summarises all 26 official posts and hosts the pages on patch 0.11, the Season 1 changelog and the beta history. The Early Access hub covers the release date, the price plan, the system requirements, the console and Linux position, crash fixes and the server situation. The player-count page reads the Steam Web API every ten minutes. And the codes page exists to say, with sources, that there are no codes.

Every page in this section

  • 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 achievements

    WARDOGS achievements — all ten Steam achievements with requirements and global unlock rates on 13 September 2026: This is WARDOGS (72.7%), Ricochet, That was rude (hidden), Fat Stacks ($100,000 in one life), Top Dog, CZ Survivor (60 minutes), Long Shot (950 m), Do Not Resuscitate, Clean Sweep, Big Spender (0.1%). What the numbers say about how people play.

  • WARDOGS best settings

    WARDOGS best settings without guesswork: the official 1080p Low / 1440p Medium / 4K targets, what the Season 1 changelog changed about DLSS Frame Generation, shadow quality clamping and the render target pool, the voice-chat fixes and mic-volume issue, controller and helicopter input notes, and what remains unpublished.

  • 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.

  • WARDOGS FOB

    WARDOGS FOB guide from the sources: the Forward Operating Base is $7,500 after Season 1 (was $2,500), holds mortars, Talon anti-air, CIWS, Switchblade launchers, repair and refuel bays and drill rigs, and runs on building, ammo and fuel supplies. Hammers, placement near towers and the Hot Zone, and how building pays Support XP and cash.

  • WARDOGS helicopter controls

    WARDOGS helicopter controls from named sources: the Rotary Vehicle bindings (Collective Raise/Lower, Yaw, Cyclic X/Y), the Flight Assists, Stability Assist and Auto-Hover Assist toggles, mouse-swipe and invert settings, the known spacebar and inversion bugs, BULKHEAD's five flying tips, the Season 1 damping and Lakota fixes, helicopter prices, and what transport pays.

  • WARDOGS map

    WARDOGS map facts from the sources: a 256 km² (16 × 16 km) battlefield, three maps at launch per PCGamesN, the fictional region Kolchia and its PV-1 resource, references gathered in Georgia, the randomised 2 × 2 km Control Zone and shifting Hot Zone, towers and drills, the places visible in BULKHEAD's press kit, the Mark Coordinates grid, and which map names are only community-reported.

  • 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 mortar

    WARDOGS mortar guide from the sources: it needs the Large Hammer (Support level 8 after Season 1), building supplies at a FOB, and ammo supplies to keep firing; you aim by heading and range with no map overlay, WASD for coarse and mouse for fine. Prices, the changelog's loadout-slot change, and what nobody has published yet.

  • 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.

  • WARDOGS vehicles

    WARDOGS vehicles from the sources: 27 vehicles at launch (PCGamesN), with every price and unlock level BULKHEAD's Season 1 changelog published — Little Bird $50,000, Z20 Lakota $35,000, URAL, Dune Buggy, Kodiak, Humvee with minigun (Driver 30), Heavy Tank (Driver 35), Artillery Tank ($500,000, Career 90) — plus the helicopter handling changes, vehicle locking, and how transport pays.

  • WARDOGS weapons

    WARDOGS weapons from the sources: 37 weapons at launch per PCGamesN; the free Bushmaster M17S with the wiki's stat card (5.56×45, semi/burst, Assault XP, $0); the three faction starter rifles from the Supporter Pack (Valkyra A-91, Lonestar Bushmaster, Manticore KH-2002); PP-19 drum, Deagle and AP ammo unlocks; the Recon scopes' prices; looting; and why nobody can publish a real tier list.

Questions people ask

How long is a WARDOGS match?
The sources do not publish a match length. The win condition is 100 points, accrued by the team with the most players in the Control Zone; the CZ Survivor achievement ('spend 60 minutes in the CZ without dying') implies matches can run at least an hour.
How many teams and players are in a match?
Up to 100 players across three teams — Valkyra, Lonestar and Manticore — per the Steam store and the wiki's Gameplay page.
What is the Hot Zone magnet?
Per PCGamesN's 11 September 2026 towers guide, each captured tower gives one part of a code; entering the complete code on a tower's keypad pulls the Hot Zone toward that tower.
Is there a map overlay for mortars?
No. PCGamesN's mortar guide says 'there is no map overlay', so you mark targets on the map first and adjust heading and range by hand. A Steam community guide titled 'L81 Mortar & Artillery — Exact Range From Map Coordinates' exists for the maths.
Which track should I level first?
The sources do not rank tracks. PCGamesN's money guide suggests base building (Support XP without combat) and taxi runs (Driver/Pilot) as the safest early income; the Heavy Tank needs Driver 35 and the Artillery Tank needs Career 90.
Does squad size have a limit?
BULKHEAD's February 2026 FAQ says 'Unlimited!' and that squadding up adds UI, communication tools and vehicle locking.
Is WARDOGS realistic or arcade?
BULKHEAD's own phrase is 'a hardcore shooter that doesn't forget it's a game', with 'real-world ballistics, audio and flight models' listed in the May 2026 devlog.

Sources & further reading

Read next

  • 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 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.

  • 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.

  • WARDOGS patch notes

    WARDOGS patch notes hub: all 26 official BULKHEAD Steam posts in one dated table, with pages on patch 0.11 (server browser split, 14 September maintenance, economy-abuse bans), the Season 1 changelog (XP bands, prices, unlocks) and the alpha/beta history. What changed, when, and where it was announced.

  • WARDOGS early access

    WARDOGS early access explained from the Steam Q&A and BULKHEAD's posts: fully playable now, 1–2 years planned, price to rise from $39.99 toward $59.99, jets and a seasonal metagame coming, no battle pass ever, consoles in 2028, no Linux yet. Hub for the release date, price, system requirements, console, crashing and servers pages.

Back to the WARDOGS Playbook home page.

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

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.