Spend before you deploy
Weapons, armour, magazines and ammunition are bought individually from a persistent balance. Survive and 90% of that spending comes back. See money.
A large-scale tactical shooter from Bulkhead, published by Team17. Three teams of players share one 256 km² map and fight over a Control Zone that moves every match.
Weapons, armour, magazines and ammunition are bought individually from a persistent balance. Survive and 90% of that spending comes back. See money.
A 2 x 2 km zone is placed at random. A smaller Hot Zone inside it doubles score and cash and counts you as two players.
Six role tracks plus an overall Wardog level rise from the equipment you actually use, not from a class you pick. See progression.
Launch totals announced by the developer. The catalogue on this site documents what has actually been observed in builds so far: 33 weapons and 20 vehicles. Early Access opens 2026-09-10 at 16:00 UTC on Steam, at $39.99.
WARDOGS is a tactical shooter from Bulkhead, published by Team17, in Early Access on Steam. The format is the part worth understanding before anything else: 100 players, three teams rather than two, on a 256 square kilometre map, fighting over a randomised two by two kilometre control zone.
Three teams changes how fights work. An engagement you win is one a third party watched you pay for. Committing everything to a fight is a much worse idea here than in a two-sided shooter, and disengaging is a legitimate move rather than a failure.
The economy is persistent. You start with in-game currency that carries between rounds, and most equipment spending refunds if you survive the round. That makes surviving the core skill and makes a death expensive in a way a per-match economy never is.
Logistics is a real role. The map is large, most vehicles cannot carry cargo, and ammunition has to physically get to where it is needed. Driving a truck is not a lesser job than crewing a tank; the tank stops mattering without it.
It is Early Access, and the numbers move. Announced launch content is larger than what has been observed in builds so far, and this site records the difference rather than papering over it. Everything published here carries an evidence tier saying whether it came from an official source, from a build, or from inference. Where something is not known, the page says so — see the methodology for why that rule exists, and the getting started guide for what to do in your first few hours.