Guide
WARDOGS map: 256 km², three maps at launch, a 2 × 2 km zone that moves — what is confirmed about the battlefield and what is only reported
The WARDOGS map is described by BULKHEAD in one number and one sentence: a 256 km² battlefield, 'set in the derelict industrial mountains of Eastern Europe'. Everything else — how many maps, what they are called, where the towers are, what the grid looks like — is either a press figure, a community guide, or not published at all. This page separates the three, because search demand for 'wardogs map', 'map size', 'how many maps' and 'wardogs new map' is large and most answers on the web are guesses.
There is no interactive map here. BULKHEAD has released no map imagery for reuse, and tracing one from game files would be neither licensed nor verifiable. What follows is the documented geography, a scale diagram drawn from the published numbers, and the coordinate system the game exposes to players.
Read dates: wardogs.com and BULKHEAD posts 13–14 September 2026; PCGamesN 10–11 September; community guides 14 September.
Size: 256 km², and what that means at ground level
wardogs.com and BULKHEAD's February 2026 FAQ both give the figure: 'three teams fight to seize a randomised 2x2km Control Zone within a large-scale 256km² map'. 256 km² is 16 km by 16 km if square. The Control Zone is 4 km² of that — 1/64th of the map — and the Hot Zone inside it is smaller still. PCGamesN's money guide gives the practical consequence: 'it takes absolutely ages to drive from spawn to the zone, so strap in', which is why transport, the mobile spawn point and helicopters are paid roles.
The Mark Coordinates feature confirms the scale from inside the game. A Steam community guide on mortar ranging (Jupliket, September 2026) describes right-clicking the map, choosing Mark Coordinates, and reading a pair like '98.43, 110.38' — and says range in metres equals the coordinate distance × 100. Coordinates in the ~100 range × 100 m = a ~10 km span, consistent with a map measured in tens of kilometres.

Three sizes to keep straight
Players mix up three numbers. The region: 256 km², the whole playable map per BULKHEAD. The objective: the 2 × 2 km Control Zone, 4 km², placed at random inside it. The prize inside the objective: the Hot Zone, smaller and shifting, where head count and cash double. A match is fought over the second, decided by the third, and travelled across the first — which is why PCGamesN's money guide treats the spawn-to-zone drive as a job in itself and why the mobile spawn point, parked inside the zone, pays 'a decent wedge of cash' on arrival and more per spawn.
- Region: 256 km² (16 × 16 km) — wardogs.com, BULKHEAD FAQ
- Control Zone: 2 × 2 km, randomised each match — same sources
- Hot Zone: smaller, shifts, doubles count and cash — WARDOGS Wiki
How many maps: three, per the press
PCGamesN's report on the Season 1 notes: 'the 37 weapons, 27 vehicles, and three maps included at launch'. BULKHEAD's own posts speak of 'multiple locations and POIs' and of 'more maps' as a 1.0 goal; the community wiki's Maps page reads 'TBA'. So 'three' is a press count, BULKHEAD has not named or numbered the maps in any Steam post, and the Steam store description refers to 'randomized 2x2km Control Zones within larger maps' — plural.
Some fan sites publish map names (and tower counts per map) attributed to game files, and label them 'reported' or 'unconfirmed'. We do not repeat them: a name read out of a data file is not a name the developer has used, and the studio has said little enough about maps that any list would be mostly inference.
The setting: Kolchia, PV-1 and the reference trip to Georgia
From the February FAQ: 'Set in war-torn Kolchia, WARDOGS centers on the fight for PV-1, a rare resource fuelling decades of Eurasian conflict. Kolchia features multiple locations and POIs, offering varied, grounded militaristic gameplay.' The three factions fighting over it are Lonestar (Western paramilitary), Valkyra (Soviet-revivalist) and Manticore (Tehran's shadow army). The July 2026 devlog on level design says the team 'took our research to the real world, gathering references firsthand in Georgia' — the country — which fits the Caucasus-flavoured industrial mountain setting and the Georgian-sounding place names that circulate in the community.
The Steam description's phrase is 'derelict industrial mountains of Eastern Europe'; the press kit's shots show a foundry interior, a residential street with wooden fences and mud, a river crossing under a pylon, a town with a tall chimney, and forested ridgelines with towers on them.
The Steam description's own summary of the effect: 'The variables in zone location and individual player tactics mean no match ever plays out the same.'

The zone that moves, and the towers that move it
Because the Control Zone is placed at random each match, the map you learn is less important than the zone you are given. The wiki: 'The location of the Control Zone changes between matches, requiring teams to adapt their positioning, movement, and strategy.' Inside it, the Hot Zone shifts, counting each player double and paying double cash. Towers in the zone can be captured — 'several unclaimed towers in the zone' at match start, per PCGamesN — and, once a team holds the full four-part code, the tower's drill 'will start pulling the Hotzone to your location' for as long as the FOB there has fuel (community guide by hammerworth). A buildable drill does the same job with a Large Hammer and fuel.
So the map's strategic layer is three things: where the zone landed, which towers are in it, and which team fuels a drill first. The towers guide and FOB guide cover the mechanics; the map itself is the terrain those play out on.
Places the sources name
Towers — 'large structures' with a mid-level control room (PCGamesN). A church — the Season 1 changelog 'fixed an exploit that let players reach an unintended position on the church roof'. A firing range — PC Gamer recommends practising helicopters there and PCGamesN's launch report says the beta opened it 'six hours before the game proper'. The spawn base / HQ — where supplies are bought and the mobile spawn APC starts (PCGamesN; PC Gamer). Apartment blocks — 'Destroy apartment blocks with rocket launchers' (Steam description). A foundry, a residential street, a river with a pylon, a house interior — press-kit file names. That is the complete list of named or pictured locations in official and press sources.
- Mark Coordinates → X, Y pair in chat (copy with Ctrl+A, Ctrl+C)
- Range in metres = √(ΔX² + ΔY²) × 100 (community mortar guide)
- Mark enemies on the map before mounting a mortar (PCGamesN)
- Binoculars mark spotted targets on the map for teammates (PC Gamer)
| Place | Source |
|---|---|
| Control Zone (2 × 2 km, randomised) | wardogs.com; BULKHEAD FAQ; wiki |
| Hot Zone (shifting, inside the CZ) | Wiki; BULKHEAD FAQ |
| Towers with control rooms | PCGamesN, 11 Sep 2026 |
| Church roof (exploit fixed) | Season 1 changelog |
| Firing range | PC Gamer, 9 Sep; PCGamesN, 12 Sep |
| Spawn base / HQ (vendor, supplies, spawn APC) | PCGamesN; PC Gamer |
| Apartment blocks (destructible) | Steam store description |
| Foundry, residential street, river/pylon, house interior | Press-kit screenshot names |
Reading the in-game map
Three documented uses. Mark Coordinates: right-click a spot, choose Mark Coordinates, and the X, Y pair is posted to chat for copying (Jupliket's guide, which also recommends zooming fully in for decimal precision). Marking enemies: PCGamesN's mortar guide — 'look at your map before you jump in, mark enemies, and figure out how far away they are' — because the mortar has no overlay. Spotting: binoculars mark targets 'on the map and in-world for teammates' (PC Gamer). The map is therefore the artillery computer, the spotting board and the navigation aid at once; the mortar guide has the range formula.
Destruction and building change the map
'The battlefield is also destructible, allowing players to alter the environment and create new tactical opportunities' (wiki), and 'Players can construct structures and defensive positions during matches'. A FOB's radius defines where its buildables go (Skivin's builders' guide describes the FOB kit as 'the central item that determines your building radius'). So the map at minute sixty is not the map at minute zero: walls, gates, Hesco blocks, mortars and anti-air appear around towers and routes, and buildings come down. The FOB guide covers what can be built; the point for map reading is that a route that was open last match may be walled this one.
What a new map would look like in the record
BULKHEAD's Steam Q&A lists 'more maps' among Early Access goals, and patch 0.11 refers to Season 2 content without naming it. A new map will appear as a changelog line on the Steam feed (the news page reads that feed hourly) and, presumably, on the community wiki's Maps page, which is empty on 14 September. This page will be updated with the post's date; until then the documented map is one large region, three maps by press count, and a zone that never lands in the same place twice.
Questions people ask
- How big is the WARDOGS map?
- 256 km² — 16 × 16 km — per wardogs.com and BULKHEAD's February 2026 FAQ. The Control Zone is 2 × 2 km of it.
- How many maps does WARDOGS have?
- Three at launch, per PCGamesN's 10 September 2026 report. BULKHEAD has not named or numbered them in a Steam post.
- Where is WARDOGS set?
- A fictional war-torn region called Kolchia, contested for a resource called PV-1; the Steam description says 'derelict industrial mountains of Eastern Europe'. BULKHEAD gathered references in Georgia.
- Is there a WARDOGS interactive map?
- Not from BULKHEAD. Fan reconstructions exist; this site does not present them as fact.
- What are the map names?
- Not published by BULKHEAD. Names circulating on fan sites are attributed to game files and labelled unconfirmed by those sites.
- Does the Control Zone move?
- It is placed at random each match and stays for the match; the Hot Zone inside it shifts, and a fuelled tower drill can pull it toward a tower.
- How do I get coordinates in WARDOGS?
- Right-click the map and choose Mark Coordinates; the pair is posted to chat. Distance in metres is the coordinate distance × 100 (community mortar guide).
- Is the WARDOGS map the same every match?
- The region is; the Control Zone inside it is placed at random each match, so the fight happens somewhere new, and destruction and building change the terrain during the hour.
Sources & further reading
- wardogs.com — official site (256 km², 2×2 km), read 14 Sep 2026
- BULKHEAD — TOP QUESTIONS: setting, factions, map (Steam, 18 Feb 2026)
- BULKHEAD — Level Design & Performance devlog: references gathered in Georgia (Steam, 16 Jul 2026)
- PCGamesN — Wardogs rebalances progression for launch: three maps (10 Sep 2026)
- PCGamesN — How to capture Wardogs towers (11 Sep 2026)
- PC Gamer — How to make money fast in Wardogs (Morgan Park, 9 Sep 2026)
- WARDOGS Wiki — Game Mechanics, Gameplay, Maps (CC BY-SA), read 14 Sep 2026
- Steam Community guide — 'L81 Mortar & Artillery — Exact Range From Map Coordinates' (Jupliket), read 14 Sep 2026
- Steam Community guide — 'Simple explanation on towers and drills' (hammerworth), read 14 Sep 2026
- Steam Community guide — 'Foundational Tips for Beginning Builders' (Skivin), read 14 Sep 2026
- BULKHEAD — Pre-Load Live & Season 1 Changelog (Steam, 9 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 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 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 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.
- 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 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.
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
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