Update
WARDOGS Season 3: the dates, the four new systems, slower levelling and what to do in your first week
WARDOGS Season 3 went live on 12 November 2026 as update 0.3.0, after maintenance from 13:00 to 15:00 UTC. It adds Sabatulo, the first city map, a Limited Mode with fewer endgame items, multi-track unlocks and a catch-up bonus. Levelling is slower again, closer to Season 1, and the season runs about three months, ending on 28 January.
Season 2 lasted only 28 days. Season 3 is BULKHEAD's reset of the pace, and the studio's own summary of it is blunt: 'No social experiments. No reactivity.' This page is for players: what changed, when, and what it means for your first week back. The patch-notes hub keeps every update's changelog in order. The Season 3 facts here come from three BULKHEAD posts on Steam: the 6 November devlog, the 11 November patch notes and the 12 November launch post, all read on 14 November 2026.
When WARDOGS Season 3 started, and when it ends
BULKHEAD announced the date in a devlog on 6 November, posted the full patch notes the evening before launch, and took the servers down for about two hours on launch day. The table gives every date the studio has published for the season, in UTC.
The end date matters more than usual this time, because it doubles as the first Early Access price rise. Anyone who buys before 28 January pays the current price, and BULKHEAD repeats that people who already own the game 'will NOT have to pay anything extra'. Counted from the official dates, Season 1 ran 35 days and Season 2 ran 28. Season 3, at 77 days, is longer than both put together.

| Date | What happened | Source |
|---|---|---|
| 6 Nov 2026, 19:00 | 'Road to Season 3' devlog: date confirmed, Sabatulo named, cheating addressed | Devlog post |
| 11 Nov 2026, 17:59 | Season 03 Patch Notes published; trailer released | Patch notes post |
| 12 Nov 2026, 13:00–15:00 | Scheduled maintenance, 'roughly 2 hours of downtime' | Patch notes post |
| 12 Nov 2026, 15:00 | 'SEASON 03 IS NOW LIVE': update 0.3.0 released, servers back online | Launch post |
| New year (no date) | Preview of 'all the major content' for the first half of 2027 | Patch notes post |
| 28 Jan 2027 | End of Season 3; first Early Access price increase, +$5 | Patch notes post |
| Around Sep 2027 | Next price increase, near the one-year Early Access anniversary | Patch notes post |
Why Season 3 looks the way it does
Season 2 sped progression up hard. Its patch notes said reaching level 20 'now takes less than half the playtime it did in Season 1'. On day one a Driver XP exploit put tanks on the battlefield, and PCGamesN reported 24-hour bans for the players who abused it most. The Lonestar team bonus was withdrawn after a single day. BULKHEAD then ruled out a 'knee jerk reset' (per games.gg, 17 October 2026) and said Season 3 would come forward instead. Our Season 2 and Driver XP pages carry that story with its sources.
The 6 November devlog is the studio's answer. It promises 'a brand new map, longer seasons, and a commitment to building the best version of WARDOGS on the road to 1.0'. The patch notes give the reasoning for the slower pace. A roughly three-month season gives 'more players time to progress and play with their unlocked items' and gives the developers 'more time to prepare and cook future seasons'. Slower levelling is pitched as 'restoring the journey many players previously enjoyed', meaning Season 1.
In today's DEVLOG, we recap where we went wrong with Season 02, and lay out what Season 03 is built upon. No social experiments. No reactivity.
— BULKHEAD, 'WARDOGS | Road to Season 3', Steam, 6 November 2026
The four headline systems
The launch post reduces the season to four lines: a new map, a new mode, new multi-track unlocks and a new catch-up mechanic. Here is what each one actually does, in the patch notes' terms.

- Sabatulo: 'WARDOGS' first city map', with 'tight streets, towering high-rises and plenty of destruction', plus a central hospital, a swimming pool, a power station and the river embankment. It is built for urban firefights, close-quarters combat and verticality.
- Limited Mode: vendors sell only what is 'typically available early to mid season'. BULKHEAD's examples are no hollow-point or armour-piercing ammo, no Level 3 or 4 armour, no attack vehicles, no CIWS, Stingray, MG Nest or Drill Rig, and no anti-tank mines. All progression and cash earned there carry over to the other modes.
- Multi-track unlocks: armour, backpacks, tactical vests and parachutes can now be unlocked from every role track. Each role gets certain 'role-adjacent' items slightly earlier; BULKHEAD's examples are Assault its armour, Medic its tac vest, Support its backpacks, Recon its AP ammo.
- Catch-up mechanic and extended vendor discounts: 'as the season goes on', an XP catch-up bonus and a vendor discount switch on week by week for low-level players. Both grow through the season and are tracked per role.
Slower levelling and the catch-up bonus: your first week
'The XP required for each level has been increased.' BULKHEAD gives no new XP table for Season 3. It says only that overall progression is 'more aligned with Season 1 speeds'. Season 1 needed 250,000 XP for level 20, and Season 2 cut that to 111,500 (both figures from the Season 2 patch notes). Season 3 sits somewhere back toward the first number, but we won't estimate where until BULKHEAD publishes it.
The patch notes also warn about the first weekend. Strong teams level faster, players are 'much better at the game than they were at launch', and 'a very small percentage of players who min/max progression will unlock better items and vehicles within the first weekend'. BULKHEAD's own advice is to 'unlock, share and use early-game counters and teamwork to beat them, or stick to new player and Limited servers to avoid them'. That makes Limited Mode the intended home for anyone who can't play every evening, and progress made there counts everywhere.
The catch-up bonus is the other half of that promise. It kicks in 'week by week for low-level players', so it does nothing in the first days and grows later in the season. Its stated aim is to give players with less time 'a shot at accessing midgame items within each role before the season ends, as well as key counters to endgame power items'.
What each role should look at first
Several smaller changes in update 0.3.0 land on one role in particular. The table pulls them together so you can see what your usual role gained or lost. Every line comes from the patch notes.
| Role | Gets earlier or better | Gets later or worse |
|---|---|---|
| Assault | Armour before any other role; Molotov at level 8 (was 13) and $12.5k to unlock (was $25k); assault-rifle torso damage back to Season 1 values | C4 at level 5 (was 4) |
| Medic | Tactical vest before any other role; Black & Gold Defibrillator camo in the Gold Market (limited time) | — |
| Support | Backpacks before any other role; Verba at level 8 (was 14); LMG torso damage now matches assault rifles | Large Hammer at level 14 (was 8) |
| Recon | AP ammo before any other role; every DMR kills an unarmoured player in 2 body shots (was 3) | AMR 50 at level 41 (was 35); Infrared Range Finder removed |
| Driver | Faster reverse on wheeled vehicles; Wolf-110 [M2] $6,800, Kodiak [M249] $6,250 | Tanks at Driver 35–50 (was 20–35) and WARDOG 200 (was 145) |
| Pilot | AH-6M [Miniguns] $10,480, Havoc $26,000; air kill-streak rewards re-added; more cockpit protection on Littlebirds | AH-6R rockets wobble (slightly weaker against infantry) |
What left the game, and the cosmetic extras
Two items are gone. The Infrared Range Finder has been removed from the vendor because, in BULKHEAD's words, it was used 'in almost every match' and the Season 2 battery nerf 'didn't curb how powerful it is'. It stays out until a redesign. The Wager Vendor was closed when Season 2 launched, no BULKHEAD post announced him opening, and now he is 'going back into development'. Testing found 'too many potential exploits', and a redesign that nerfed his earning potential weakened the high-stakes role he was meant to fill.
The cosmetic side is small and charity-led. The Tactical 'Stache DLC is a Movember tie-in: 100% of its profits go to Movember. The mustache grows the more you play in November and can only be worn that month. The scoreboard badge that comes with it is permanent. The Gold Market adds five Season 3 camos, and Twitch Drops are enabled again with nine watch-time tiers. The patch notes give no price for the DLC, so we don't quote one.
- Defibrillator — Black & Gold (limited time)
- MAAWS — Two-Tone Desert
- Compound Bow — Digital Wood
- M1911 — Chocolate Chip
- FAL — Chocolate Chip
- Carried over: the Black & Gold Littlebird camo stays for two more weeks 'to account for the shortened season length'
Price, cheating and the road to 2027
The $5 price rise on 28 January is the first of the periodic Early Access increases BULKHEAD promised before launch. On the current Steam price of $39.99 (read 14 November 2026) that means $44.99, though BULKHEAD states only the $5 step. The next rise is planned 'around the 1 year anniversary of WARDOGS Early Access in September 2027'. Owners pay nothing more.
On cheating, the notes refer to 'our ban wave of 185,000+ players'. Tweaking the game with NVIDIA Inspector, and spoofing hardware to get the 'potato' shadow setting, are now bannable. The ping limit on official servers rises to 250 in every region. The launch post's press conference, with Joe, Tim and Howard, covers 'the recent ban wave' and teases future updates. Multi-track unlocks are called 'a temporary solution until we introduce the intel-based progression system next year'. So Season 3 is the stopgap, and the bigger progression rework is a 2027 job.
Questions people ask
- When did WARDOGS Season 3 come out?
- On 12 November 2026. Servers went down at 13:00 UTC for about two hours, and BULKHEAD's 'SEASON 03 IS NOW LIVE' post went up at 15:00 UTC.
- When does WARDOGS Season 3 end?
- On 28 January 2027, per the Season 03 patch notes, which put the first Early Access price increase 'at the end of Season 3 on 28th January'.
- How long is a WARDOGS season now?
- 'Roughly 3 months', according to BULKHEAD, up from about a month for each of the first two seasons.
- What update number is Season 3?
- Update 0.3.0. Season 2 was 0.2.0.
- Is there a new map in Season 3?
- Yes. Sabatulo, WARDOGS' first city map, with high-rises, a central hospital, a swimming pool, a power station and a river embankment.
- Did Season 3 reset progression?
- BULKHEAD's three Season 3 posts describe slower levelling and new unlock rules but do not spell out a reset. Read the in-game progression screens rather than third-party claims.
- Is WARDOGS getting more expensive?
- Yes, by $5 on 28 January 2027, with another rise planned around September 2027. People who already own the game pay nothing extra.
- Where is the Infrared Range Finder?
- Removed from the vendor in update 0.3.0 until BULKHEAD is 'happy with a redesign'.
Sources & further reading
- BULKHEAD — WARDOGS | SEASON 03 IS NOW LIVE, Update 0.3.0 (Steam, 12 Nov 2026; read 14 Nov 2026)
- BULKHEAD — WARDOGS | Season 03 Patch Notes (Steam, 11 Nov 2026; read 14 Nov 2026)
- BULKHEAD — WARDOGS | Road to Season 3 devlog (Steam, 6 Nov 2026; read 14 Nov 2026)
- BULKHEAD — WARDOGS | Season 02 Patch Notes (Steam, 14 Oct 2026; read 1 Nov 2026)
- PCGamesN — Ken Allsop, '"We f***ed up:" Bulkhead admits Wardogs Season 2 "got a few things wrong"' (16 Oct 2026; read 1 Nov 2026)
- Steam store — WARDOGS price (appdetails API, read 14 Nov 2026)
Read next
- WARDOGS Season 2
WARDOGS Season 2 went live 15 October 2026 as update 0.2.0. Prices and unlock levels for the four new weapons and four vehicles, the damage and armour changes, faster XP, and what the notes say about the Wager Vendor.
- WARDOGS patch notes
WARDOGS patch notes hub: all 35 official BULKHEAD Steam posts in one dated table, with pages on Season 3 (update 0.3.0, 12 November), Season 2 (update 0.2.0, 15 October), update 0.1.2, patch 0.11, the Season 1 changelog and the alpha/beta history.
- WARDOGS driver XP
WARDOGS driver XP in Season 2: the actions that pay it (logistics streaks, artillery, repairs, armed variants), every Driver track unlock with level and cost, and what BULKHEAD did about the FOB-run exploit.
- WARDOGS blue team
WARDOGS blue team explained from BULKHEAD's own notes and the press: why players avoided Lonestar, the 5% cash / 2.5% XP Season 2 bonus removed after one day, the new Bakurani spawns, and the rules that still apply.
- WARDOGS tanks
WARDOGS tanks after Season 2: unlock levels and costs for the T-72B3, Flakpanzer Gepard and SPH-2, the L2A6's $22,000 price, kill rewards, the day-one Driver XP exploit, and limited servers.
- WARDOGS price
WARDOGS price on Steam: $39.99 (£36.99) in Early Access, the $12.99 Supporter Pack and $49.99 Supporter Edition, BULKHEAD's plan to raise the price to $49.99 and $59.99 by 1.0, the three monetisation promises (no cash, no gold, no camos for money), Family Sharing, the refund stance, and whether it is worth it by the published numbers.
Part of WARDOGS patch notes. 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 November 14, 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.