Changelog
WARDOGS patch notes
Every build, newest first: Bulkhead's notes in full, our TL;DR of what matters, and what each patch did to the numbers on this site.
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Get it onGoogle PlaySeason 2
TL;DR
- Season 2 goes live on Thursday 15 October. Servers are down for maintenance from 08:00 to 09:30 UTC, about 90 minutes.
- Four new weapons: the TCX-SPR assault rifle (7.62x39mm, $3,200, Assault 20), the PP-19 Bizon SMG (9x19mm, $1,000, Medic, unlocked by default), the Evo-3 Ultra LMG (.308, $7,250, Support 30) and the M14 marksman rifle (.308, $7,400, Recon 25). The Molotov ($340, Assault 13) burns foliage and is weakened by rain.
- Four new vehicles: the Wolf-110 ($2,200) and the Wolf-110 [M2 Browning] ($7,800), the T-72B3 tank ($16,000, Driver 20) and the Flakpanzer Gepard AA ($14,000, Driver 25). Heavy vehicles cost more: the L2A6 goes from $14,000 to $22,000 and the Havoc from $18,000 to $28,000.
- High-calibre rounds hit less hard: .308 is down 25%, 7.62x54mmR 20%, 7.62x39mm 19% and .50 Cal 16%. Snipers get extra hit-location damage to compensate. Level 3 armour and helmets block 50% instead of 55%, and Level 4 blocks 60% instead of 65%. The Level 4 helmet muffles audio, narrows your view and fogs up when you sprint.
- Levelling is much faster: role level 20 needs 111,500 XP instead of 250,000, and level 50 needs 1,150,000. Unlocks were reshuffled across every track. C4 moves to Assault, the SPH-2 moves to Driver 31 at $350,000, and the Little Bird AH-6M [Miniguns] now unlocks at Pilot 8 for $125,000.
- Faction experiment: for Season 2 only, Lonestar gets a cash and XP win bonus and teamplay multipliers. Any team 40 or more points behind second place gets 20% off at the vendor, and every spawn on Bakurani has moved.
- Once a team leads by more than 10 points, switching teams locks you in for 15 minutes, hides your map and blocks the spawn vehicle until you reach the zone. Team kills now go to a forgive or punish vote, and official servers kick players whose ping stays high.
- Also new: a rain weather preset whose thunder masks footsteps. Parachutes won't open below about 10 m, and the basic parachute costs $500. Building gets more expensive (a mortar now costs 600 supplies instead of 150) and drill rigs run for less time. A Wager vendor opens later in the season.
Bulkhead posted "Season 02 Patch Notes" at 14:59 UTC on 14 October, the day before release. Season 2 goes live on 15 October after a maintenance window from 08:00 to 09:30 UTC. It is the largest set of notes so far: four weapons, four vehicles, three buildables, rain, a damage and armour pass, a Lonestar bonus experiment, faster levelling and a full reprice of the vendor and the unlock tracks.
Changed on this site
- The notes are on file, but the prices, unlock levels and stats on this site's weapon, vehicle and loadout pages are still stamped Season 1. Nothing has been re-stamped against Season 2 yet, so check this page for anything listed here as changed.
- The Flakpanzer Gepard is listed as a new vehicle at $14,000, unlocking at Driver 25 for $300,000. Our catalogue carries $10,000 at Wardog 45, which came from the Season 1 build's vendor table, where the vehicle sat locked.
- The Infrared Range Finder comes back as the 2 October hotfix said it would, now running on batteries that last about 80 seconds of use. Its price goes from $1,200 to $3,200.
- The XP table's Season 1 figures for levels 10, 15 and 20 (35,000, 110,000 and 250,000) match the Season 1 changelog. The level 50 figure does not: Bulkhead now gives 1,500,000, where the Season 1 changelog said 1,000,000.
Every stat page on this site is stamped to this build.
Bulkhead's official notes · "WARDOGS | Season 02 Patch Notes", 14 October 2026
Scheduled maintenance
WARDOGS Early Access Season 2 drops on October 15th.
- There will be a scheduled maintenance window on October 15th between 08:00 and 09:30 UTC.
- We estimate roughly 90 minutes of downtime before the new season goes live.
Four New Weapons Added
- TCX-SPR [7.62x39mm] - Assault Rifle.
- PP-19 Bizon [9x19mm] - SMG.
- Evo-3 Ultra [.308 Win] - LMG.
- M14 [.308 Win] - Marksman Rifle.
- Alongside them, a new set of attachments: additional optics, muzzle devices, magazines, and bipods (listed lower in the patch notes).
New Molotov, and Range Finder & Helmet Updates
- Molotov - A thrown incendiary that splashes fire on impact and burns anyone caught in it. Throw overarm or underarm. Deals impact damage and the flames will deal damage over time if you're standing in them. Molotovs can also burn destructible foliage and are affected by rain.
- Infrared Range Finder Update - Now runs on batteries. A battery lasts around 80s of active use. Drains faster if quickly toggled on and off.
- Helmets Update - Level 4 Helmet now has muffled audio, a restricted field of view, and will fog over when you're sprinting. Level 3 and Level 4 helmets also now have increased suppression resistance in line with the new suppression updates, to better fulfill the protective role of these items in more ways than just damage reduction.
Four New Vehicles Added
- Wolf-110 - A fast, light wheeled transport.
- Wolf-110 [M2 Browning] - The Wolf-110 with a ring-mounted M2 Browning.
- T-72B3 - A main battle tank. Slower than the L2A6, but cheaper and slightly more fuel-efficient.
- Flakpanzer Gepard - Anti Air Vehicle.
Three New Buildables Added
- MG Nest - A manned M2 Browning emplacement.
- Large Shelter - A large metal shelter for covering key assets or keeping the rain off.
- Wooden Step - A step. Made of wood.
New Rain Weather Preset
New rain weather preset.
- Surfaces, vehicles and characters visibly wet as rain falls.
- Rain sounds different depending on what it is falling on and where you are standing - under cover, indoors, inside a vehicle, or out in the open.
- Destroy a roof and the rain starts visually coming through it.
- Thunder rolls in during heavier rain, and every player on the server hears the same strike at the same moment from the same direction. It is loud enough to mask footsteps, so use it strategically.
- Spotting range is affected by rain.
- Molotov fire is reduced by rain.
Season 2 Gold Market Camos
Eight new weapon and vehicle skins join the Gold Market, spanning four camo families:
- Black & Gold - Little Bird. Season 2 Exclusive Gold Market Camo.
- Chocolate Chip - Evo-3 Ultra, M14, TCX-SPR.
- Two-Tone Desert - Galil, Mosin, Havoc.
- Digital Wood - M500.
- The Black & Gold AK Camo has been removed from the Gold Market.
New Wager Vendor (Opening Later in Season 2)
The Wager Vendor is not available at Season 2 launch. It will open later in Season 2.
- A new Wager vendor lets you bet your own cash on your own performance.
- Set your own stakes, bet on yourself. Win big or lose it all.
- A live wager tracker sits above the minimap showing your stake and progress.
- The wager vendor is not a permanent addition and is intended to come and go throughout a season. The Wager Vendor is not available at Season 2 launch.
Team Switching Restrictions Added
To stop late switching from deciding matches, once a team is more than 10 points ahead:
- You cannot switch teams again for 15 minutes after joining one.
- If you switch teams or join a match in progress, your map stays obscured until you reach the control zone for the first time.
- You cannot use the spawn vehicle until you reach the control zone for the first time.
- These changes are intended to increase friction for team switch abusers, whilst still allowing you to join the team of your friends if needed.
Team-Kill Punish & Forgive System
Team killing is now handled by a victim-driven vote, to allow for forgiveness but also punish purposeful teamkills.
- When a teammate kills you, you are asked to Forgive or Punish.
- Punish results accumulate against a teamkiller, leading to kicks and escalating bans for repeat offenders.
- Forgive removes a potential mark against the player who teamkilled you.
- Note: Respawning and then leaving the safe zone without voting, forgives automatically.
Squad Intent UI
- Squad leaders can now set a team visible squad intent from a pre-defined list of entries, which every player can see on their squad list before choosing to join a squad.
- Squad invites and other timed prompts now queue.
Rebuy Last Loadout UX Improvement
- Old placeholder rebuy UI has been removed
- When clicking on the 'Rebuy Last Loadout' button, your equipment vendor UI will be populated visually with your last loadout, which you can then add to or remove items from before purchase.
Server Seeding & Pre-Match Entertainment
- Players who join and populate empty servers earn rewards and a vendor discount once the match begins.
- Pre-match entertainment now available before the match starts.
- Guns lying around with targets, football and a hidden radio in each spawn.
Region-Based Server Ping Limits
We've introduced region-based ping limits to improve network reliability and ensure a fairer experience for everyone. Note: These initial values will be quite lenient as we hone in on appropriate values.
- Official Servers will now enforce different maximum ping limits depending on their region.
- High Ping Kicks: Players who consistently exceed a server's ping limit over a sustained period will be automatically kicked (this helps protect against temporary spikes)
- Server-side lag spikes are also excluded from ping measurements to prevent unfair kicks.
- Temporary Rejoin Restriction: Players kicked for high ping will be unable to rejoin the same server until the next map transition.
- Server Browser Improvements: Added maximum ping tags and filters to the server browser, making it easier to find servers with suitable connections.
- Community Server admins will be able to configure their own ping limits, allowing for cross regional play (or more stringent rules) if desired.
Bakurani Spawns Moved
New spawns and routes on Bakurani.
- All three team spawns have been moved and rebuilt, each with purpose-built routes to the zone, which should provide a more balanced match across each team.
Faction Balance Experiment
WARDOGS is a game that isn't supposed to be always perfectly balanced. However – one team had a notoriously lower win rate than the other two teams. There are valid complaints around Lonestar's uniform visibility and certain spawn positions which we have been watching and addressing. However – sentiment around the blue team is the largest driving factor for players not wanting to play on that team. We are performing a social experiment with Season 2 to see how and if this affects win rate data and perception of the faction. Lonestar is an established PMC backed by one of the world's leading economies. Lonestar has cash... and Lonestar needs you.
- Lonestar cash & XP win bonus, Season 2 only.
- Lonestar teamplay action cash & XP multipliers, Season 2 only.
- All faction spawns have moved on Bakurani.
- New vendor discount for the losing team: 20% off if they're at least 40 points behind second place. Relevant to all teams, not just Lonestar.
- Community server hosts being seen to exploit the faction bonus will be punished.
Damage Update
High-calibre rounds like .308 and 7.62x54mmR were built for sniper rifles, where a slow fire rate and small magazines balance out their big damage per shot. In assault rifles, DMRs and LMGs, those same rounds were doing close to sniper damage at a much faster fire rate. That made these weapons far stronger than the others in their archetype, and picking anything else felt like a disadvantage.
- This update doesn't make high-calibre weapons 'bad'. It brings them closer to the other weapons in their archetype. The FAL still has the highest damage-per-shot within the assault rifle category, but now sits closer to the TCX-SPR and M4. Sniper rifles remain the category for big single-shot damage, and we've increased their hit-location damage to counter the base damage reduction to keep that sniper fantasy.
Damage Update: Calibre Base Damage Reductions
These changes affect every weapon that uses these rounds, including infantry & vehicle weapons.
- .308 Winchester -25%
- 7.62x54mmR -20%
- 7.62x39mm -19%
- .50 Cal -16%
Damage Update: DMRs
- Hit-location damage has been adjusted for the new calibre base damage values. Headshots and upper-body hits are slightly weaker, so DMRs sit between assault rifles and snipers. They should be more punishing than an assault rifle, but not a faster-firing sniper rifle.
Damage Update: Assault Rifles & LMGs
- Damage to the upper, middle and lower torso was too inconsistent before. It's now more even, so body-shot damage is more predictable.
- Assault rifle body shots do slightly less damage.
- LMG body damage now matches assault rifles. LMGs win fights through sustained fire and magazine size, not by out-damaging assault rifles on every shot.
Damage Update: Scout Rifle
- Scout Rifle headshots now one-shot targets with no helmet.
- A Level 1 helmet takes two headshots to kill.
Damage Update: Level 3 Armor & Helmets
- Damage reduction lowered 55% → 50%.
Damage Update: Level 4 Armor & Helmets
- Damage reduction lowered 65% → 60%.
- Level 4 Helmet now has muffled audio, muffled proximity chat, a restricted field of view, and will fog over when you're sprinting.
- Level 3 and Level 4 helmets also now have increased suppression resistance.
Damage Update: 12 Gauge Slugs
- Slug damage against armor now scales with armor tier instead of one flat reduction.
Damage Update: Weapon Inspects Note
- Some weapon inspects are silent and this is known.
Damage Update: Vehicle Weapons & Turrets
The calibre reductions above also apply to vehicle weapons that fire those rounds, such as the Little Bird AH-6M Minigun, Z20 Lakota Minigun and Humvee Minigun.
- We've also reduced how much damage turrets do to infantry depending on where the shot lands. Heavy and Artillery top machine turrets were using the same hit-location values as the helicopter cannon. Heavy and Artillery turrets now use the same hit-location values as assault rifles and LMGs.
Suppression Improvements
Suppression was inconsistent and often unnoticeable. It has been rebuilt around shared falloff curves per weapon, so being shot at feels consistent regardless of what is shooting at you.
- Near-miss suppression from small and medium calibres is considerably stronger.
- Rate of fire is now accounted for, so fast-firing small and medium weapons (such as SMGs and pistols) don't suppress disproportionately.
- Suppression screen shake has been reduced to account for the increase in suppression effects - it should read clearly without fighting you for control.
- Level 3 helmets reduce suppression by 68%.
- Level 4 helmets reduce suppression by 80%.
Compound Bow
- Arrow trajectory has been updated to have a shorter drop-off.
- Slightly more effective vs lower tier armor than season 1.
- Bow damage against armor now scales with armor tier instead of one flat reduction.
Parachutes
- Parachutes now take longer to fully open, and won't open at all below about 10m.
- Pulling at the last second is now a real risk. If you're falling fast and open below roughly 50m, you won't slow down in time and will take fall damage.
- Basic Parachute price increased $100 → $500.
- Sport Parachute price reduced $1,000 → $700.
- Make sure you trust a pilot before getting into their aircraft. Alternatively - drive to the control zone or fly yourself.
Medical Bag
- Durability increased 100 → 150, so a single bag goes further before it needs replacing.
Weapon Recoil & Balance Adjustments: MP5
- Recoil pattern updated to have more of a horizontal pattern, as it was too easy to use.
Weapon Recoil & Balance Adjustments: Super-45
- Damage fall-off increased beyond 50m, its effective range, pushing it firmly into a close-quarters role.
Weapon Recoil & Balance Adjustments: DMRs
- New recoil pass across all DMRs to bring them more in line with their power curve.
Weapon Recoil & Balance Adjustments: MGL-40
- Muzzle velocity reduced -25%.
- 40mm outer radius now has a stronger damage fall-off.
- Experiences much more inaccuracy and sway, slower ADS speed, and a reload penalty when sitting on the Little Bird bench, to reduce reliability.
Weapon Recoil & Balance Adjustments: Mosin
- New PU 91/30 (3.5x) Scope for the Mosin.
- Mosin no longer has access to other optic sights, as these sights were not intended to be compatible until future planned customisation features become available.
Building Balance
- A full pass on build costs, build speed and durability, aimed at making structures a considered investment rather than something you spam. The Talon, Mortar and Drill Rig have had their resources and ammo rebalanced to make them slower to build and more expensive to keep active, without removing creative strategies or putting hard limits on player freedom.
Building Balance: New Buildables (and which items can build them)
- Wooden Step added to the small hammer and above.
- Large Shelter added to the medium hammer and above.
- MG Nest added to the large hammer.
Building Balance: Cost Changes and New Buildable Costs
The following costs all refer to build supply costs:
- Wood Base 15
- Bremmer wall 15 → 32
- Door 22 → 80
- Gate 85 → 200
- Large Shelter → 250
- Air raid shelter, bunker, crow's nest 100 → 200
- L81 Mortar 150 → 600
- Stingray 150 → 650
- MG Nest → 650
- Talon 9K-SAM 1,000 → 650
- Vanguard CIWS 1,500 → 1,200
- Hot Zone Magnet 2,250 → 2,750
Building Balance: Build Speed
- Medium hammer now contributes less per swing.
- Critical spots give a smaller bonus than before.
- Large hammer build rate per swing is unchanged.
Building Balance: Drill Rig Balance
These changes severely reduce how long drill rigs can be active for, along with the fuel required to start and keep them active. The intention is to reduce the prevalence of multi drill rig builds becoming a dominant strategy, without removing the possibility of it ever occurring. We will continue to observe the effects these changes have.
- Minimum fuel to activate 1,500 → 2,000
- Duration per fuel 0.05 → 0.03 (max uptime 375s → 300s) (matches capturable towers)
- Max fuel 7,500 → 10,000 to encourage logistics role play.
- Post-spawn cooldown substantially increased, so a destroyed rig cannot immediately be replaced.
Buildable Weapons Balance: Talon
- Reload 2s → 5s
- Restock from munition supplies 50 → 200
Buildable Weapons Balance: Mortar
- Restock from munition supplies 75 → 150 to reduce the amount of shots that can be fired per pallet drop-off.
- New firing animation - The player now drops the shell into the end of the mortar as it fires, to reduce the fire rate of the mortar.
Misc Building Changes
- Barbed wire and sandbags can now be placed on top of Bremmer walls.
- Barbed Wire no longer contributes Cash or XP on kills.
- Foundations fit properly against slopes, stairs and walls.
- Unfinished buildables now collapse as soon as they lose a support, instead of floating.
- Tank traps can only be placed on a defined set of surfaces.
- Doors and gates can no longer be breached with a hammer.
- The Halligan bar can now breach both doors and gates.
- CIWS cannon damage against structures has been properly tuned - it now shreds light cover and struggles against heavy fortifications, rather than treating everything the same.
Vehicle Changes
- Vehicle inventories of purchased vehicles are now private to the driver and their squad by default. A new setting lets you open yours up to everyone once the vehicle is fully unlocked.
- Inventories of vehicles that spawn for free for each team stay open to everyone, regardless of the above setting. Use at your own risk.
- Tracked vehicles now feel weightier - less floaty when in the air, less bouncy on landing.
- Humvee handling reworked: less stiff over terrain, slower build to top speed, more effective than previously at climbing terrain.
- Dune Buggy brakes less effective, slightly increasing skid and drift capability.
- Explosives and placeables can no longer be used from enclosed vehicle seats.
Vehicle Bug Fixes
- Fixed the Humvee gunner facing the wrong direction after entering.
- Fixed gunner fire desync and inconsistent firing audio.
- Helicopter cockpit glass now works both ways - shooting out through it damages the vehicle the same as incoming fire.
- Tanks no longer launch themselves into the air from their own turret collision.
- Vehicles no longer sink into the ground when ramming each other at speed.
- Wheeled vehicles no longer get stuck when driving forward out of a backward roll.
- Fixed the vehicle spinning on gamepad after closing the tac map.
- Fixed inconsistent ADS on vehicle weapons when using a controller.
- Fixed crouching and seat swapping on gamepad in mounted turrets.
- Fixed a vehicle's smoke screen and flares not appearing for players who joined late.
- Exiting a vehicle now places you on the ground rather than pushing you through it.
- Reduced Vanguard CIWS damage to the Spawn Vehicle, now takes 2.25x longer to kill the SV.
Aim Assist
- Added Aim Assist strength slider in Settings > Controller > Advanced. Default is 1; 0 turns Aim Assist off.
- Aim Assist now works on the Target Dummies in the Firing Range.
Feel & Responsiveness
- Adjusted values for Horizontal & Vertical sensitivity.
- Adjusted values for Aim Acceleration.
- Aim Acceleration now kicks in sooner.
- Look direction returns faster after closing radial wheels.
- Scrolling lists is now faster.
- Vendor: reduced the hold time when selecting 'Purchase Loadout'.
- Settings: reduced the hold time when selecting 'Apply Changes'.
Controller Bind Changes
- Added 'Cycle Minimap Zoom' to View (Press).
- Added 'Reject Tip' to View (Press).
- Added 'Deploy Crate' to D-Pad Up (Hold).
- Moved 'Open Inventory' from View to Menu (Press).
- Moved 'Toggle Weight' from Y to View (Press).
- Moved 'Remove From Loadout' from R3 to Y (Hold).
- Moved 'Bribe' from Menu to X.
- Moved 'Accept/Reject Squad Invite' from LB/RB to View/Menu.
- Moved Scoreboard 'Sort' from LB/RB to LT/RT.
- Changed 'Drop' from Y to Y (Hold).
- LB/RB now switch primary tabs and LT/RT switch secondary tabs.
Controller Specific Bug Fixes
- Fixed not being able to cook grenades by pressing X.
- Fixed releasing LT on controller not cancelling a bandage self-heal.
Role Track XP
- Levels 10 to 20 were a slow grind, and many players stalled out before unlocking the gear that defines each role. Reaching level 20 now takes less than half the playtime it did in Season 1.
Role Track XP: Total XP Required
- Level 10 35,000 → 25,000 (29% quicker)
- Level 15 110,000 → 54,750 (50% quicker)
- Level 20 250,000 → 111,500 (55% quicker)
- Level 25 365,000 → 206,600 (43% quicker)
- Level 30 500,000 → 318,200 (36% quicker)
- Level 35 750,000 → 525,000 (30% quicker)
- Level 40 975,000 → 712,500 (27% quicker)
- Level 45 1,225,000 → 920,850 (25% quicker)
- Level 50 1,500,000 → 1,150,000 (23% quicker)
Role Track Unlocks
- Most attachments have moved to earlier levels or new tracks, giving players who couldn't reach them before a chance to try them.
WARDOG Progression Track: Additional Unlocks
- Compact P-1 Red Dot (LVL 21, $12.5k)
- New Music Tape "Blue (Da Ba Dee) - Eiffel 65", Lonestar only (LVL 29, $25k)
- Gold Market (LVL 35, $150k)
WARDOG Progression Track: Moved into WARDOG Track
- Tricon 1.5x Compact Prism Scope (LVL 26, moved from Assault LVL 12)
- Spitfire 3X (LVL 31, moved from Assault LVL 26)
WARDOG Progression Track: WARDOG Track Changes
- Mechanical Supply Pallet (LVL 5, $10k, previously unlocked by default)
- Ammo Supply Pallet (LVL 9, $25k, previously unlocked by default)
- Fuel Supply Pallet (LVL 16, $50k, previously unlocked by default)
- Judge LVL 18 → LVL 1, $15k → $5k
- GGX 17 LVL 1 → LVL 18, $5k → $15k
- Deagle LVL 85 → LVL 65
- GGX 18 LVL 70 → LVL 85
- GGX 18 $50k → $125k to unlock
- Kobra Reflex LVL 21 → LVL 4
- Compact T-2 Red Dot LVL 4 → LVL 17
- Sport Parachute LVL 35 → LVL 34
- 12g Rifled Slug LVL 41 → LVL 36
- 7.62x39mm Armor Piercing (AP) LVL 63 → LVL 60
- .308 Win Flesh Damage (HP) LVL 65 → LVL 63
- Level 3 Helmet & Armor LVL 60 → LVL 70
- 5.45x39mm Flesh Damage (HP) LVL 16 → LVL 6
- 9x19mm Flesh Damage (HP) LVL 6 → LVL 10
- 5.56mm Flesh Damage (HP) LVL 10 → LVL 13
- 5.56mm Armor Piercing (AP) LVL 83 → LVL 84
- 5.45x39mm Armor Piercing (AP) LVL 93 → LVL 90
Assault Progression Track
- Assault is now the role for attacking enemy bases. C4 moves into the Assault track and the new Molotov Cocktail joins it, giving Assault players better tools against buildables.
Assault Progression Track: Additional Unlocks
- Molotov Cocktail (LVL 13, $25k)
- TCX-SPR + TCX-SPR 28 RND Magazine (LVL 20, $100k)
- Cross Rifle Muzzle Brake for the TCX-SPR (LVL 32, $35k)
- Clutch Lok Muzzle Brake for the TCX-SPR (LVL 37, $37.5k)
- SRD762TI-QD Suppressor for the TCX-SPR (LVL 40, $40k)
Assault Progression Track: Moved into Assault Track
- Remote Detonator + C4 Charge (LVL 4, moved from Support LVL 2)
- 2.5x Combat Optic (LVL 17, moved from WARDOG LVL 26)
- Four Reticle Reflex (LVL 22, moved from Medic LVL 6)
- 3x Tactical Prism Scope (LVL 33, moved from WARDOG LVL 31)
- RVG Vertical Foregrip (LVL 38, moved from Medic LVL 16, $10k → $25k)
- Spectr 4x (LVL 43, moved from Support LVL 21)
Assault Progression Track: Assault Track Changes
- AK74 + AK74 30 RND Magazine now unlocked by default (previously LVL 3, $10k)
- T-21 (LVL 3, $10k, previously unlocked by default)
- STANAG 30 RND Magazine LVL 6 → LVL 3, $10k → Free (now comes with the T-21)
- M4 LVL 20 → LVL 28 (TCX-SPR takes its place)
- M4 $100k → $150k to unlock
- FAL $200k → $250k to unlock
- AK74 75 RND Drum Magazine LVL 40 → LVL 36
- Birdcage Flash Hider LVL 16 → LVL 2, $15k → $5k
- Hexagon Brake LVL 2 → LVL 5, $5k → $12.5k
- 3 Prong Flash Hider LVL 24 → LVL 8, $20k → $7.5k
- CQ-2x Prism Combat Scope LVL 17 → LVL 12
- CQR Tactical Front Rail Grip LVL 38 → LVL 14, $25k → $10k
- CQB 74 Brake LVL 8 → LVL 16, $12.5k → $15k
- PBS-4 Suppressor LVL 27 → LVL 19
- TopComp Brake LVL 5 → LVL 21, $7.5k → $20k
- RC-556 Suppressor LVL 29 → LVL 24
- OKP 7 Reflex LVL 33 → LVL 26
- TGP-A Suppressor 5.45 LVL 19 → LVL 27
- AR Multi-Caliber Suppressor LVL 21 → LVL 29, $20k → $22.5k
Medic Progression Track
- The Medical Bag now unlocks at level 14 instead of 24, so medics can get value from it much earlier. Medics have also had the largest reshuffle of weapon and attachment unlocks of any track.
Medic Progression Track: Additional Unlocks
- PP-19 Bizon + PP-19 Bizon 53 RND Magazine now unlocked by default
- AMP-9 + AMP-9 15 RND Magazine (LVL 20, $75k, AMP-9 previously unlocked by default, 15 RND Magazine moved from LVL 3)
- AMP-9 20 RND Magazine (LVL 25, $12.5k, no longer unlocked by default)
Medic Progression Track: Moved into Medic Track
- Holographic Sight (LVL 6, moved from Assault LVL 22)
- AFG Angled Foregrip (LVL 11, moved from Assault LVL 14)
Medic Progression Track: Medic Track Changes
- MP5 LVL 15 → LVL 4
- MP5 $75k → $25k to unlock
- Medical Bag LVL 24 → LVL 14
- Medical Bag $75k → $50k to unlock
- PP-19 Vityaz LVL 4 → LVL 15
- PP-19 Vityaz $25k → $50k to unlock
- Defibrillator LVL 11 → LVL 22
- Defibrillator $50k → $110k to unlock
- Super-45 $150k → $200k to unlock
- Individual First Aid Kit LVL 9 → LVL 10
- Adrenaline Pen LVL 14 → LVL 16
- M18 Smoke Grenade: Black LVL 21 → LVL 23
- Eclipse Flash Hider LVL 26 → LVL 1, $22.5k → $7.5k
- MP5 30 RND Magazine LVL 25 → LVL 8, $25k → $10k
- Ballista Brake LVL 13 → LVL 12
- QD-5 Suppressor LVL 18 → LVL 13, $17.5k → $12.5k
- PP-19 Vityaz 10 RND Magazine LVL 7 → LVL 17, $7.5k → $10k
- PP-19 Vityaz Flash Hider LVL 22 → LVL 18, $20k → $17.5k
- Vektor Frenix-X Micro Reflex Sight LVL 28 → LVL 19
- PP-19 50 RND Vityaz Drum Magazine LVL 29 → LVL 21, $50k → $15k
- PP-19-01 Vityaz 9x19 Suppressor LVL 43 → LVL 24, $45k → $20k
- AMP-9 Tactical Flash Hider LVL 12 → LVL 26, $10k → $45k
- AMP-9 9x19 Suppressor LVL 30 → LVL 27
- Dual Port Brake LVL 1 → LVL 28, $7.5k → $22.5k
- MP5 50 RND Drum Magazine LVL 45 → LVL 29, $75k → $50k
- AMP-9 30 RND Magazine LVL 10 → LVL 30, $10k → $50k
- Super-45 Flash Hider LVL 40 → LVL 36
- Ghost LITE Muzzle Brake LVL 36 → LVL 40
- Super-45 30 RND Magazine LVL 38 → LVL 43
- AMP-9 50 RND Drum Magazine LVL 20 → LVL 45, $15k → $75k
Recon Progression Track
- Recon gets the new M14 and its attachments, and most scopes and attachments have swapped levels.
Recon Progression Track: Additional Unlocks
- PU 91/30 Scope for the Mosin (LVL 10, $12.5k)
- M14 + M14 10 RND Magazine (LVL 25, $100k)
- Leatherwood ART II for the M14 (LVL 27, $35k)
- M14 Bipod (LVL 29, $25k)
- M14 20 RND Magazine (LVL 31, $27.5k)
- M14 30 RND Magazine (LVL 36, $50k)
- .30 Cal SS Phosphate Muzzle Brake for the M14 (LVL 37, $22.5k)
- .30 Cal Steel Black Flash Hider for the M14 (LVL 42, $27.5k)
Recon Progression Track: Recon Track Changes
- BMR-308 LVL 30 → LVL 20
- SV98 LVL 19 → LVL 18
- MK22 LVL 25 → LVL 30
- Ghillie Headwear & Body Suit LVL 24 → LVL 26
- Ghillie Headwear & Body Suit (Dead) LVL 27 → LVL 41
- Compound Bow LVL 17 → LVL 16
- Compound Bow $75k → $150k to unlock
- Claymore LVL 22 → LVL 23
- Claymore $50k → $90k to unlock
- Range Finder $15k → $25k to unlock
- SVD 10 RND Magazine LVL 16 → LVL 17
- Deadeye Flash Hider LVL 9 → LVL 6
- DTK-1 Brake LVL 6 → LVL 9
- 6-10x Scope MOA LVL 26 → LVL 19
- SV98 Bipod $30k → $17.5k
- SRVV Brake LVL 20 → LVL 22
- BMR-308 Flash Hider LVL 31 → LVL 24, $25k → $50k
- 6-10x Scope MRAD LVL 18 → LVL 28
- BMR-308 Suppressor $27.5k → $25k
- Constrictor Brake LVL 23 → LVL 34
- AMR 50 Cal Muzzle Brake LVL 48 → LVL 38
- 6x Marksman Scope + Reflex LVL 34 → LVL 43, $35k → $75k
- Slicktap Brake LVL 28 → LVL 44
- Frontier 2.5x-10x Precision Scope LVL 43 → LVL 47
- .50 Cal Heavy Suppressor LVL 37 → LVL 48
- Three Port Brake LVL 36 → LVL 49
Support Progression Track
- Support gets the new Evo-3 Ultra, the PKM now unlocks at level 15 instead of 30, and the M249 moves from 15 to 20.
Support Progression Track: Additional Unlocks
- Evo-3 Ultra + Evolys 50 RND Box (LVL 30, $200k)
- Evolys Bipod for the Evo-3 Ultra (LVL 33, $75k)
- SL7i-BL Suppressor for the Evo-3 Ultra (LVL 40, $35k)
Support Progression Track: Moved into Support Track
- 4x Combat Prism Scope with Reflex (LVL 21, moved from Assault LVL 43)
Support Progression Track: Support Track Changes
- PKM LVL 30 → LVL 15
- PKM $150k → $100k to unlock
- M249 LVL 15 → LVL 20
- M249 $100k → $150k to unlock
- MAAWS LVL 20 → LVL 18
- MAAWS $125k → $100k to unlock
- MGL-40 $200k → $250k to unlock
- Heavy Drill $25k → $50k to unlock
- 9K333 Verba LVL 16 → LVL 14
- Improved Cylinder Choke LVL 14 → LVL 13
- Full Choke LVL 19 → LVL 16
- PKM Bipod LVL 33 → LVL 17, $35k → $25k
- Slotted Flash Hider LVL 26 → LVL 19
- M249 Bipod LVL 18 → LVL 24, $15k → $50k
- M249 200 RND Box LVL 23 → LVL 26
- Tread Brake LVL 17 → LVL 27
- 12 Gauge Suppressor LVL 40 → LVL 32
Pilot Progression Track
- The Little Bird AH-6M [Miniguns] was too strong for how early it unlocked, so it now unlocks later and costs more.
Pilot Progression Track: Pilot Track Changes
- Little Bird AH-6M [Miniguns] LVL 4 → LVL 8
- Little Bird AH-6M [Miniguns] $50k → $125k to unlock
- Z20 Lakota [Miniguns] $75k → $85k to unlock
- Havoc $500k → $650k to unlock
- Music tapes reshuffled between the Driver and Pilot tracks
Driver Progression Track
- Drivers who prefer armed vehicles now have more ways to get kills before reaching the L2A6. The new Wolf-110 [M2 Browning] unlocks at level 16, followed by two new tanks: the T-72B3 at level 20 and the Flakpanzer Gepard at level 25. The SPH-2 also moves into the Driver track at level 31, down from WARDOG level 90.
Driver Progression Track: Additional Unlocks
- Wolf-110 (LVL 8, $50k)
- Wolf-110 [M2 Browning] (LVL 16, $125k)
- T-72B3 (LVL 20, $250k)
- Flakpanzer Gepard (LVL 25, $300k)
- New Music Tape "Dyshat' - Baryber" (LVL 33, $25k)
Driver Progression Track: Moved into Driver Track
- SPH-2 (LVL 31, moved from WARDOG LVL 90)
- SPH-2 $500k → $350k to unlock
Driver Progression Track: Driver Track Changes
- Dune Buggy LVL 8 → LVL 9
- Humvee LVL 15 → LVL 14
- Humvee $25k → $75k to unlock
- Ural Defender LVL 18 → LVL 15
- Large Crate LVL 16 → LVL 17
- Ural Defender [M249] LVL 25 → LVL 22
- Ural Defender [M249] $125k → $100k to unlock
- Humvee [M249] LVL 20 → LVL 24
- Music tapes reshuffled between the Driver and Pilot tracks
Cash & XP Reward Changes: New Action Cash/XP Rewards
- New assault kill bonus: kills with an assault archetype weapon $1,500 → $2,000.
- FOB hacking now also rewards teammates in the FOB radius: $1,000 / 250 XP (the hacker still gets $2,500 / 250 XP).
- New door breached reward (Halligan Bar): $100, once per door. Halligan Bar uses raised 5 → 7.
- New friendly FOB door closed reward: $75.
- Destroying a FOB now pays a bonus of up to +$7,500 / +250 XP based on the supplies it held (maxed at 25,000 supplies).
Cash & XP Reward Changes: Altered Action Role Rewards
- Destroying a buildable now gives assault XP instead of support.
- Artillery now gives driver XP instead of support.
- IED/C4 now give assault XP instead of support.
- Repair XP now goes into the driver or pilot tracks depending on the vehicle being repaired, instead of a flat support amount.
Cash & XP Reward Changes: Logistics
Base logistics rewards are lower, but new delivery streaks add a bonus for every consecutive run, so logistics players are rewarded for making return trips instead of abandoning their vehicles.
- Crates: +$100 / +50 XP per crate in a row, up to 10.
- Pallets: +$250 / +100 XP per pallet in a row, up to 10.
- Players: +$25 / +5 XP per player in a row, up to 25.
- Return trips: +$50 / +25 XP per trip in a row, up to 10.
Cash & XP Reward Changes: Other Logistics Changes
- Player Delivered $150 → $100, XP 50 → 25.
- Player Delivered (ground vehicle) $500 → $350.
- Return Trip (ground vehicle) $250 → $150, XP 100 → 50.
- Deploy Supply Crate: small $500 → $250, large $1,000 → $500; XP small 250 → 200, large 500 → 400.
- Deploy Supply Crate (air vehicle) XP: small 200 → 150, large 400 → 300.
- Deploy Supply Pallet $2,500 → $1,250, XP 500 → 400 (750 → 500 from a ground vehicle).
Cash & XP Reward Changes: Capture Drill Tower
- Capturing a hostile drill tower $750 → $1500, XP 250 → 300.
Cash & XP Reward Changes: Vehicle Destroyed
Every vehicle variant now has its own reward, so armed variants are worth far more than unarmed ones. Armed variants give 1.5x the XP of the default variant. Attack Vehicle rewards also increase the more kills they get, so hunting down an artillery dominating your team will still feel rewarding.
- Kodiak $1,250 → $500 (Default), $600 (Pickup), $3,400 (M249)
- Wolf-110 $450, Wolf-110 [M2 Browning] $3,900
- Humvee $1,500 → $600 (Default), $4,250 (M249), $5,000 (Minigun)
- Ural $2,500 → $1,000 (Default), $3,600 (Defender), $4,750 (Defender [M249])
- Bobcat $250 → $100
- Dune Buggy $750 → $300
- MH-6 $3,125 → $1,250, Little Bird AH-6M [Miniguns] $6,000, Little Bird AH-6R [Rockets] $9,400
- Z20 Lakota $3,700 → $1,500, Z20 Lakota [Miniguns] $7,500
- Havoc $18,000 → $14,000
- L2A6 $14,000 → $11,000
- SPH-2 $14,000 → $8,000
- Flakpanzer Gepard $7,000, T-72B3 $8,000
Cash & XP Reward Changes: Buildable Destroyed
- Cash now matches each buildable's build supply cost, and XP is roughly 25% of the cash reward
- L81 Mortar $300 → $650, Stingray $300 → $650
- Hot Zone Magnet $4,500 → $2,750
- Vanguard CIWS $3,000 → $1,200, Talon 9K-SAM $2,000 → $650
- Repair / Refuel Station $400 → $200
- Door $500 → $100, Gate $170 → $200
- New rewards for the MG Nest $650, Large Shelter $250, and Wood Base $15
Cash & XP Reward Changes: Supply Crate Destroyed
- Small $500 → $300, Large $1,000 → $600
- Small Armored $500 → $1,000, Large Armored $1,000 → $1,600
- Supply Pallets $1,000 → $800
Cash & XP Reward Changes: Spotting
Spotting rewards are now around 30% lower than Season 1 as it was the lowest-risk, highest-paying way to earn. They now also scale with the value of what you've found, so high-value targets pay more than low-value ones.
- Spotting rewards now scale with the value of each vehicle variant, buildable and crate.
- Spotted target destroyed by an enemy faction 50% → 25% of the reward.
Exploit Fixes
- Spotting added and removed rewards now scale with build progress, to stop farming spots on unfinished buildables.
- Destroying a buildable now pays based on how built it is.
- Selling from a supply crate has diminishing returns per buyer: after enough sales, you break even, with no profit or XP.
- Selling an item from a supply crate to an enemy player (e.g. after they switch teams) no longer gives cash or XP.
- Destroying an empty enemy crate now rewards half cash and half XP.
- Supply crate rewards for deploying and destroying now scale with the value of the supplies inside.
- FOB Supplied Assist is now split between the number of assisting players, so a whole team can no longer each receive the full kickback.
Vendor Price Changes: New Weapons
- PP-19 Bizon $1,000
- TCX-SPR $3,200
- Evo-3 Ultra $7,250
- M14 $7,400
Vendor Price Changes: New Attachments
- Compact P-1 Red Dot $480
- PU 91/30 Scope for the Mosin $780
- Leatherwood ART II for the M14 $950
- Evolys Bipod for the Evo-3 Ultra $1,450
- M14 Bipod $1,480
- Cross Rifle Muzzle Brake for the TCX-SPR $780
- Clutch Lok Muzzle Brake for the TCX-SPR $1,100
- SRD762TI-QD Suppressor for the TCX-SPR $1,350
- SL7i-BL Suppressor for the Evo-3 Ultra $1,400
- .30 Cal SS Phosphate Muzzle Brake for the M14 $950
- .30 Cal Steel Black Flash Hider for the M14 $730
Vendor Price Changes: New Magazines
- PP-19 Bizon 53 RND Magazine $200
- TCX-SPR 28 RND Magazine $50
- Evolys 50 RND Box $110
- M14 10 RND Magazine $60
- M14 20 RND Magazine $110
- M14 30 RND Magazine $180
Vendor Price Changes: New Gear
- Molotov Cocktail $340
- New Music Tape "Dyshat' - Baryber" $100
- New Music Tape "Blue (Da Ba Dee) - Eiffel 65", Lonestar only $100
Vendor Price Changes: New Vehicles
- Wolf-110 $2,200
- Wolf-110 [M2 Browning] $7,800
- Flakpanzer Gepard $14,000
- T-72B3 $16,000
Vendor Price Changes: Price Increases
- T-21 $600 → $1,200
- AMP-9 $900 → $1,375
- MP5 $1,500 → $1,800
- Super-45 $2,600 → $5,600
- Scout Rifle TD $1,100 → $1,200
- Compound Bow $800 → $1,350
- GGX 18 $800 → $1,000
- BMR-308 $6,000 → $6,250
- MGL-40 $6,000 → $7,500
- AMR 50 $8,800 → $14,800
- Level 3 Armor $2,000 → $2,500
- Level 3 Helmet $1,500 → $2,000
- Level 4 Armor $4,000 → $5,000
- Level 4 Helmet $3,000 → $4,500
- Binoculars $75 → $180
- Monocular $150 → $350
- Range Finder $400 → $1,450
- Infrared Range Finder $1,200 → $3,200
- Basic Parachute $100 → $500
- Remote Detonator $550 → $650
- Wrench $150 → $180
- SKS Bipod $800 → $810
- Kodiak [M249] $3,750 → $6,750
- Humvee [M249] $3,750 → $8,500
- Humvee [Minigun] $4,500 → $10,000
- Ural Defender $6,000 → $7,200
- Ural Defender [M249] $6,750 → $9,500
- L2A6 $14,000 → $22,000
- Little Bird AH-6M [Miniguns] $7,000 → $12,000
- Little Bird AH-6R [Rockets] $12,500 → $18,800
- Z20 Lakota [Miniguns] $8,000 → $15,000
- Havoc $18,000 → $28,000
Vendor Price Changes: Price Decreases
- AK74 $1,600 → $800
- Deagle $900 → $750
- Galil $2,200 → $2,000
- RPG-7 $2,000 → $1,800
- MAAWS $2,600 → $2,400
- PKM $4,500 → $4,100
- FAL $6,500 → $6,000
- Ruck Backpack $2,400 → $1,600
- Gunner Backpack + Sling $3,500 → $2,400
- Arsenal Backpack + 2 Slings $5,000 → $4,000
- Halligan Bar $1,100 → $885
- Medical Bag $2,000 → $1,800
- Field Resuscitator $500 → $425
- Sport Parachute $1,000 → $700
Vendor Price Changes: Attachment Price Decreases
Most muzzles, grips and foregrips dropped by up to a third. Biggest changes:
- Birdcage Flash Hider $900 → $600
- BMR-308 Flash Hider $1,280 → $930
- Shift Foregrip $1,150 → $840
- GOL Multi-Caliber Suppressor $1,800 → $1,450
- Full Choke $1,400 → $1,150
- RC-556 Suppressor $1,550 → $1,310
- AMR 50 Cal Muzzle Brake $1,600 → $1,380
- 12 Gauge Suppressor $1,225 → $1,170
Misc Changes
- WARDOGS Steam Trading Cards and Point Shop Items are being added within Season 2, pending Valve's approval.
- 30mm cannon ammo now takes a 2x2 inventory slot instead of 1x1, and backpack stacks are capped at 50. Vehicle storage stacks are unchanged at 200.
- Assistance request ping timer increased 20s → 60s.
- Many QoL improvements, bug fixes, and performance and stability improvements.
- Server stability & security improvements.
Never miss a patch
Get notified as soon as new patch notes or news are posted.
Earlier builds
For announcements and devlogs rather than builds, see the news timeline.
IR Goggles & CWIS Balance Hotfix
TL;DR
- IR Rangefinders are being removed from the vendor as each region's servers restart, within 12 hours of the 15:39 UTC post. Bulkhead says they were too overpowered.
- They come back in Season 02, when they will need batteries to work.
- The CWIS now destroys a Havoc in about 6 seconds again, down from about 12. Bulkhead says the previous patch overcorrected it, and the fix went in on the morning of 2 October.
- No client download and no server downtime.
Posted on @WARDOGSUpdates at 15:31 UTC on 2 October and on Steam at 15:39 UTC. Two server-side balance changes with no client download and no downtime: the IR Rangefinders come out of the vendor as servers restart across regions over the following 12 hours, until Season 02 brings them back needing batteries, and the CWIS goes back to killing a Havoc in about 6 seconds instead of 12.
Changed on this site
- No price, unlock level or XP figure on this site moves. The Infrared Range Finder's price and unlock stay on file as its last known figures for when it returns in Season 02. Bulkhead has not said whether ones players already own keep working.
- The infrared rangefinder wallhack page now says Bulkhead has pulled the item, which takes the bug out of play until Season 02.
Official notes in full — "IR Goggles & CWIS Balance Hotfix", 2 October 2026
Balance changes
We have just made 2 key balance changes.
- Within the next 12 hours when servers restart across regions, the IR Rangefinders will be disabled in the vendor until Season 02, where they will require batteries to use. In this instance, we agree with player sentiment and they cross the line into being too overpowered.
- The CWIS also now destroys the havoc in around 6 seconds as opposed to 12. We acknowledge we overcorrected this in the previous patch and have hotfixed the issue this morning.
- No new client download or server downtime is required.
Security & Stability Hotfix
TL;DR
- Servers went down at 08:00 UTC on Friday 2 October for about an hour.
- Bulkhead says it fixed minor security and stability issues affecting some players, and published no list of what changed.
- The CWIS fix from the balance post later that day went in that morning, so it most likely shipped in this window.
Announced at 00:13 UTC on 2 October and deployed in a one-hour maintenance window from 08:00 UTC the same day, for what Bulkhead called minor security and stability issues. No patch notes were published. Bulkhead's balance post later that day says the CWIS fix went in that morning.
Changed on this site
- No price, unlock level or XP figure on this site moves. Without notes, no open fault on our error tracker is marked fixed.
Official notes in full — "WARDOGS | Security & Stability Hotfix", 2 October 2026
Heads-up
- A hotfix is planned for tomorrow, Friday 2nd, at 08:00 UTC, to address minor security and stability issues affecting some players.
- Expected downtime is one hour.
Update 0.1.2 (WD-L020 fix, exploits)
TL;DR
- Servers went down at 08:00 UTC on Wednesday 30 September for about an hour to deploy Update 0.1.2.
- WD-L020 is fixed. The crash caused by Windows 11 update KB5124010 is patched, so you no longer need to uninstall the Windows update to play.
- Cash and XP exploits: revives are now checked by the server, vehicle fly-through rewards are capped, destroying a half-built structure pays in proportion to its build progress, and pallets deposited into a FOB outside the zone pay less.
- Exploit leniency is over. Abusers and real-money traders have had cash and progression reset, and repeat exploit abuse now risks a permanent ban without warning.
- New DEPLOY button: choose Official, Community, Infantry Mode or Low-Level servers. Advanced filters are back on the Official list.
- Also: no throwables from enclosed vehicle seats, the adaptive crosshair hides while aiming, and a Havoc bug that took extra damage from 20mm and 30mm cannons is fixed.
Posted at 05:57 UTC on 30 September and deployed in a maintenance window of about an hour from 08:00 UTC the same day. A minor patch: the official fix for the Windows 11 WD-L020 crash, server-side checks on the cash and XP exploits, an end to leniency for first-time exploit abuse, and a new DEPLOY menu that points players at Infantry Mode and Low-Level servers.
Changed on this site
- No price, unlock level or XP figure on this site moves. Reward rules change for revives, destroying unfinished buildables and pallets deposited outside the zone, but Bulkhead published no new numbers.
- The WD-L error page now leads with the fix: update the game. Uninstalling Windows update KB5124010 is no longer needed for WD-L020.
- The exploit-ban FAQ now carries the tougher line: repeat exploit abuse can mean a permanent ban without warning.
- The Season 2 post notes that Bulkhead calls Season 2 a larger content update, with details due the week of 5 October.
Official notes in full — "WARDOGS | Update 0.1.2 (Minor Patch)", 30 September 2026
PSA: Maintenance window
- WARDOGS will be entering a maintenance window today at 8:00 UTC, estimated to last 1 hour. Services will be offline while we deploy update 0.1.2.
Update 0.1.2 Patch Notes
This minor update is aimed at thwarting some of the recent XP & cash exploits and security issues seen since the early access launch, including a fix for the Windows WD-L020 crash error. This update also includes minor UI changes to help increase traffic toward Infantry Mode and Low-Level servers, as well as some other minor quality of life improvements.
- Windows 11 'WD-L020' Crash Error Fix
- Bug & Exploit Fixes: Egregious cash & XP exploits have been addressed alongside various gameplay bugs that were damaging the integrity of fair play.
- Server Browser: New 'Deploy' UX flow intended to better highlight the existence of 'Infantry Mode' and 'Low Level' community servers.
WD-L020 Crash Error Fix
- Fixed the issue caused by the latest Windows 11 update, KB5124010, causing the recent WD-L020 crashes.
Cash & XP Gain Exploits Fixed
- Revive action validity checks are now fully server authoritative, reducing the possibility of this being abusable across the map.
- Fixed vehicle fly through exploit, rewards are now capped.
- Any rewards for destroying buildables now scale with their build progress - so destroying a placed schematic no longer gives a full reward.
- Depositing pallets into a FOB outside the zone now awards reduced rewards.
- To be clear – anyone who has been caught abusing Cash & XP exploits, or worse Real Money Trading, has had their cash and progression reset and risks being permanently banned. We expected season 01 to have several undiscovered exploits, so up to this point we have been more lenient with first time offenders. That leniency is now over.
- We have zero tolerance for economy abuse and players now risk being permanently banned without warning if caught abusing repeatable unintended exploits.
Server Browser & Minor UI Improvements
- New 'DEPLOY' UX Flow. Hit deploy and choose Official, Community, Infantry Mode or Low-Level servers. This is the first step intended to help signpost players toward servers running these modifiers.
- Advanced Filters have been added back to the Official servers list.
- Long server names are no longer truncated. Hover over an entry to see the full server name.
- After you click Join, you'll see that you're connecting, then your place in the queue if there is one.
- Anonymous mode now hides the server name on the loading screen, just like Streamer mode. The server name in the pause menu also stays hidden unless you choose to show it.
- Region select now shows how many regions you have selected.
- Gamepad is now supported on the DEPLOY selection screen.
Community Servers (for Server Admins)
- Scheduled restarts: you can now set a daily restart time (UTC).
- RCON AllowedHosts: you can now set this to restrict who can access RCON.
- RCON message and broadcast lengths are now capped.
- RCON now defaults to Standard response detail instead of Full, and config responses no longer expose server internals.
- ServerImageURL is now checked when the config loads.
Server Stability Improvements
- Various server stability hotfixes.
- Increased server security to prevent exploitation.
Bug Fixes
- Throwables (grenades, smoke, and C4) can no longer be used from enclosed vehicle seats.
- The adaptive crosshair now correctly hides while aiming down sights.
- Fixed buildable crit spots reappearing in the same place you just hit, getting pushed into corners, or jumping to the far side of a structure. They now favour a spot you can reach from where you're standing.
- Fixed a Havoc bug causing increased damage taken from 20mm and 30mm cannon fire.
- Improved localisation translations.
Looking Toward Season 02
- For those looking for more significant updates, Season 02 is planned to be a larger content update, with new map conditions, equipment, balance reworks and additional features.
- More information on Season 02 will be dropping next week.
Patch 0.11 (server browser)
TL;DR
- Servers go down at 08:00 UTC on Monday 14 September for about an hour. "Cannot connect" in that window is the patch going in.
- The server browser splits into Community and Official. Official has no filters at all; Community gets more reliable filters, a text search and a Show Empty/Full toggle on the quick bar.
- Community servers keep one ID through map changes and restarts, so you can join a server by its ID. The number is much longer than before.
- For a week, community servers pay a 5% bonus on end-of-match cash.
- Economy abuse is now a ban: a timed ban plus cash and XP reset to 0 for using a cash exploit, permanent for making content that teaches one, permanent for more than a few minutes on an XP-farming server.
- Also: various cash exploits fixed, more GPU crashes addressed, more server capacity in Asia.
Announced at 22:26 UTC on 12 September and delivered in a maintenance window of about an hour from 08:00 UTC on Monday 14 September. A server browser patch: Community and Official browsers, community server IDs that persist, a week of 5% bonus cash on community servers, and a published ban policy for economy abuse.
Changed on this site
- No price, unlock level or XP figure on this site moves. The patch touches the server browser, crash handling and exploit abuse, not the economy tables.
- The empty server browser page now separates the two tabs: the Official browser has no filters from this patch on, so an empty Official list is not a filter problem, while the Community tab carries the filters, the search and the Show Empty/Full toggle.
- The status tracker carries the maintenance window above its verdict until the servers are back, so reports between 08:00 and 09:00 UTC read as the patch rather than an outage.
- A new FAQ answer covers what Bulkhead now bans for: cash exploit abuse, content that teaches exploits, and XP-farming servers.
Official notes in full — "SCHEDULED MAINTENANCE & PATCH 0.11", 12 September 2026
Scheduled maintenance
We are delivering a patch to improve our server browser experience.
- Thank you for helping us hit 400,000 Peak Concurrent Users. We are completely humbled by the response to our game and we have loved watching you all play.
- We will be taking the servers down temporarily on Monday September 14th for approximately 1 hour to run maintenance and deliver an update.
- September 14th 2026, Monday: US Pacific (PDT) 01:00, Mexico City 02:00, US Central (CDT) 03:00, US Eastern (EDT) 04:00, Brazil (Brasília) 05:00, UTC 08:00, UK and Portugal 09:00, Central Europe (CEST) 10:00, Eastern Europe, Türkiye and Moscow 11:00, Thailand, Vietnam and Indonesia 15:00, China and Taiwan 16:00, Korea and Japan 17:00, Eastern Australia (AEST) 18:00, New Zealand (NZST) 20:00.
Server Browser Improvements & Community Server Discoverability
It's time we own up. Community Servers have been underserved and the server browser experience as a whole has been poor. It is clear to us that we have not put the same amount of care and passion into Community Servers that we have into the rest of the game. As a result, we worked through the night to pull together an update that will start the process of improving the server browser in favour of community servers. Community Servers are the lifeblood of FPS games like ours. We want to make sure we actively create technology in and out of the game that supports the growth and fostering of communities. We have failed to do that by rushing our Community Server strategy. As we've always said, when we're wrong, we'll hold our hands up. We got this bit wrong. Below we will discuss the immediate changes to the server browser that we have made to better surface community servers. On top of which, by way of apology, for the next week community servers will offer a bonus 5% End of Match cash bonus. So if you're looking to grind, we suggest jumping in a community server.
- Split front end into two browsers, Community and Official. A game with this many players realistically should be using matchmaking, and server browsers aren't massively fit for purpose, but we don't want Community admins and hosts to suffer. They're the lifeblood of the community who keep a game running well beyond its peak player days. As a result we have added an option for players.
- Removed unnecessary filtering from Official Servers. In its current state, filtering is not necessary for Official Servers as we do not have Official modified game modes. Filters have been removed from the Official browser.
- Improved reliability of filtering in Community Servers.
- Added text based search to Community Servers.
- Community Server IDs now persist between matches and restarts. Community Server IDs were previously wiped on map change and restart. They will now persist, and each server will have its own unique ID so players can join via ID. However the number will be much longer for security reasons.
- Added Show Empty/Full to browser quick bar.
- Updated Host button to direct to the correct location.
- Server name ordering and naming. We have enforced new requirements on servers to make them alphabetical regardless of special characters and numbers. You will no longer be allowed to use more than one space at a time.
Upcoming Features
We are still working on a list of features we have seen requested from communities as a priority. This doesn't affect the content we're working on for Season 2, but we are heavily focused on reactive quality of life feedback for the very short term. These features are not yet ready but are in the pipeline.
- Community server favouriting
- Tiered priority queues for Community servers
- Message of The Day Prompt
- Improved Warmup Activities
- AFK kicking during seeding disabling
- Team Switching Controls
Other Fixes
- Various cash exploits have been fixed
- More GPU crashes addressed
Increased Capacity in Asia
- We have increased the server capacity in the Asian region to support the interest coming from that region. Thank you to our players across Asia who have shown interest and continued to play the game. We will be putting more focus into supporting Asia as an important part of the worldwide Wardogs playerbase.
Our Stance on Economy Abuse
The economy of WARDOGS interlinks all players together into one shared universe and experience, even more so when we bring the meta into the game. As an early access game, we're not perfect, and we never will be. But if you do find something and take advantage of it, we have decided to come down hard. These players will be dealt with in the following ways:
- Abusing cash exploits and bugs: We will respond with a timed ban, the length of which will be determined based on any previously applied bans. We will reset your cash and XP to 0.
- Creating content that tutorialises economy exploits and bugs: We will treat creating content that tutorialises how to abuse systems, with no regard for reporting the issue, as advertising cheats. This will result in a permanent ban. There are easy ways to get things in front of us. We are not saying do not post on social media or Discord. We are saying there is a difference between promoting and alerting.
- XP farming: This will result in the most serious bans. We track every server you enter, and we are also very aware of which servers are XP farming servers. If your account is tracked as joining one of these servers for more than a few minutes, we will ban your account permanently.
- In the very early stages of finding these issues you may find yourself getting away with it, but it doesn't take long for our backend data to flag abusers. Effectively, if you find something and you then keep doing it, over and over again, that is abuse of an exploit. If you figure something out and test it once or twice, no biggy, thanks for helping us QA.
- Let us know on socials and in the comments if you agree with our stance or if you think we should be adjusting it.
Launch Stability Hotfix #1
TL;DR
- Forced restart: everyone logged in had to close WARDOGS and download a client update on relaunch.
- After updating, every player went back into the login queue, and Bulkhead let people in in controlled batches, widening them as players successfully got into servers.
- It targets three faults: failing to join servers, being kicked from servers mid-match, and long login queue times.
A client update Bulkhead shipped at 20:20 UTC on 10 September, just over four hours after the 16:00 UTC Early Access unlock, for three launch-night faults: players unable to join servers, players kicked mid-match and long login queues. The post lists no balance, price or progression changes.
Changed on this site
- No price, unlock level or XP figure on this site moves. The current build stamp stays at Season 1.
- Four error pages were re-sourced to the hotfix the same night: the join timeout (error 1628505091), kicked back to the main screen, the login queue that never moves, and failed to authenticate.
Official notes in full — "Launch Stability Hotfix #1", 10 September 2026
Client update
We have now released a small client update to help address the issues we've been seeing since launch.
- All currently logged-in players will be forced to close WARDOGS and restart the game.
- You will then be prompted to download the latest client update.
- Once the update has been installed and you relaunch the game, all players will return to the login queue.
- We will then begin allowing players into the game in controlled batches.
- As we confirm that players are successfully entering and populating servers, we will gradually increase the number of players being let through.
Issues addressed
This client hotfix is intended to address several of the issues we have been seeing, including:
- Players unable to join servers.
- Players being unexpectedly kicked from servers during play.
- Extended login queue times.
Monitoring
- We will be actively monitoring the ongoing situation post hotfix and will be working through the night to see this resolved. We apologize for the inconvenience this has caused.
Season 1 (Early Access launch)
TL;DR
- Levelling is slower from level 6 up, and not evenly: level 15 costs twice what it did in the beta (110,000 XP against 54,750), level 20 costs 124% more (250,000), and the top of the track is 16–20% slower. Bulkhead's stated target is the median player around level 20 at 20 to 25 hours.
- Unlock costs rose on most big-ticket items — the Large Hammer tripled from $25,000 to $75,000, the Kodiak [Pickup] went from $15,000 to $35,000, the SPH-2 from $400,000 to $500,000 — and two fell: the Z20 Lakota and the Ural, both $50,000 to $35,000.
- Two vendor prices moved: the Forward Operating Base tripled to $7,500 and the Large Hammer went from $1,600 to $2,400, "so they are more of a choice".
- The Driver track was reshuffled around the vehicles: the L2A6 heavy tank moved from the account-wide Wardog level to Driver 35, the SPH-2 from Wardog 55 to 90, the Ural down to Driver 3, the Dune Buggy to 8, the Kodiak [Pickup] up to 10.
- Helicopters: a Z20 Lakota balance pass with its sluggish pitch fixed and the chase-camera rattle brought down 6 dB; input damping on every device; vehicle turrets capped at a maximum rotation speed. 155 mm, 122 mm and flare deployables take more loadout room.
- Reports are weighted so repeat and bad-faith reporters count for less, cheater bans are announced in-server, and voice no longer cuts out for good after a failed join.
- Shadows can no longer be switched off on a fast PC — they clamp to Low on high benchmark scores. DLSS Frame Generation toggles without a restart, and a dozen crash paths are closed. Air-vehicle kills pay 250 XP rather than 300; selling a supply-crate item under $75 pays 1 XP rather than 25.
The Early Access build. Bulkhead published "Pre-Load Live & Season 1 Changelog" at 22:46 UTC on 9 September, the night before the 16:00 UTC unlock: everything that changed between Closed Beta 02 and release, including the first official price and unlock-level table.
Changed on this site
- Every "from" figure in the official economy and unlock tables matches what this site published from the 2 September progression snapshot, to the dollar and the level. That snapshot was labelled reported; the changelog confirms it, and the 17 rows it moves now carry the changelog as their basis.
- The Forward Operating Base vendor price triples, $2,500 to $7,500, and the Large Hammer rises from $1,600 to $2,400 — "so they are more of a choice", in Bulkhead's words. The Large Hammer's unlock also triples, $25,000 to $75,000, and moves from Support 7 to 8; the Medium Hammer's unlock goes from $10,000 to $25,000.
- The SPH-2 — "Artillery Tank" in the notes — moves from Wardog level 55 to 90 and its unlock from $400,000 to $500,000. The L2A6 ("Heavy Tank") stays at level 35 but the gate moves from the Wardog track to Driver.
- Helicopter unlocks swap places: the Z20 Lakota falls from $50,000 to $35,000 and the AH-6M [Miniguns] ("Little Bird with miniguns") doubles from $25,000 to $50,000.
- Driver track reshuffled "to give a satisfying escalation through attack vehicles": Ural level 4→3 and $50,000→$35,000, Dune Buggy 10→8 and $35,000→$25,000, Kodiak [M249] 8→6, Kodiak [Pickup] 2→10 and $15,000→$35,000, Ural Defender 30→18, Ural Defender [M249] 40→25, Humvee [Minigun] 35→30.
- The Ural question is settled: the alpha tile read $60,000, the snapshot said $50,000, and the changelog lists $50,000 as the outgoing figure. The snapshot was right.
- Deagle drops from Wardog 90 to 85, the Sport Parachute 36 to 35, the Ruck Backpack ("Large Backpack") 56 to 55, and the PP-19 50-round drum from Medic 33 to 29.
- XP bands are the first official per-level figures: unchanged below level 6, then slower everywhere — level 10 needs 35,000 XP (was 25,000), level 20 needs 250,000 (was 111,500, 124% slower), level 50 needs 1,000,000 (was 838,000). Bulkhead says the median player at 20–25 hours lands around level 20, and that each season will carry a different curve and item order.
- Not in this catalogue, so nothing to correct: the 6–10x MRAD and MOA scopes ($25,000→$40,000 and $30,000→$45,000 on Recon), the supply crates and the 25→1 XP change on items sold under $75, Music Tape H (Pilot 28 → Driver 23, $5,000→$2,500), and the AP ammunition gates (7.62x54 83→82, 5.56 85→83).
- Also in the notes and not a number: 155 mm, 122 mm and flare deployables take more loadout room; a Z20 Lakota balance pass and pitch fix; turret rotation capped; air-vehicle kills pay 250 XP rather than 300.
- The Season 1 build itself, checked on 13 September (Steam build 25254499): no weapon, ammunition or armour figure on this site moved between the beta and release, apart from the M4's shot deviation (7° to 10°) and vertical recoil on the Mini Angled and Shift foregrips. Four missing prices are filled — 2.5x Combat Optic $690, Holographic Sight $620, Spectr 4x $800, Adrenaline Pen $250 — and the Flakpanzer Gepard is corrected from $8,000 to $10,000. BUILD TOOL is the Small Hammer, REPAIR TOOL is the Wrench, and the Z20 Lakota has its stats at last: 13 seats, 445 km/h, 120 L of fuel.
Official notes in full — "Pre-Load Live & Season 1 Changelog", 9 September 2026
Exploits
- Fixed an exploit that let players reach an unintended position on the church roof.
Reporting and moderation
- Added a new report tracking system.
- Reports are now weighted so that repeat and bad faith reporters carry less influence.
- Cheater bans are now announced in server when match termination is turned off.
- The kicked from server message now only appears if you were actually banned.
Server browser and front end
- Reworked server browser filtering.
- Fixed community server images scaling incorrectly.
- The Host a server button now links straight to the hosting page.
Voice chat
- Fixed voice cutting out permanently after a failed join. Stale channel rejoins, push to talk targeting and re-login all recover properly now.
- Improved voice reliability under load, and added a visible communication status.
Gameplay and vehicles
- Z20 Lakota balance pass, and a fix for sluggish pitch.
- Helicopter input damping now applies to every input device.
- Vehicle turrets now have a maximum operator rotation speed.
- 155mm, 122mm and flare deployables now take up more room in your loadout.
- Fixed a DPI issue affecting tank aiming.
- Brought the Z20 Lakota chase camera rotation rattle down by 6 dB.
Performance and stability
- DLSS Frame Generation can now be turned off without restarting, and the render target pool is configurable.
- Reduced shadow cache refreshes, which cuts hitching when you take control of a character.
- Fixed two crash paths in the frame generation pipeline.
- GPU crash reports now carry more detail, so we can act on them faster.
- Removed a legacy graphics dependency.
- Shadow quality is now clamped to Low on high benchmark scores rather than being switched off entirely.
- Fixed a crash caused by network calls scheduled off the game thread.
- Fixed a crash when closing a chatbox entry tooltip.
- Fixed a crash involving buildables.
- Fixed a crash when firing a weapon whose owner had left.
- Dropped items no longer affect navigation, which claws back a little performance.
- Improved startup reliability, with clearer messages when something fails early and a route to recovery.
Balance changes
Looking at the data we have decided to slow levels down around 10 to 20, and flatten the curve from 35 onward. This means our median players, at 20 to 25 hours, will be around level 20, and those wanting the big ticket items, the top 5%, will need to grind. Artillery moves to Career 90 and Heavy Tank to Driver 35. Driver has also been rejigged to give a satisfying escalation through attack vehicles. Forward Operating Base and Large Hammer vendor prices have gone up to make them more of a choice.
- Levels 10 to 20 slowed down, with the curve flattening from 35 onward.
- Artillery moved to Career level 90, and Heavy Tank moved to Driver level 35.
- Forward Operating Base and Large Hammer vendor prices raised so they are more of a choice.
XP Bands
Previously our balancing was designed specifically for weekend long beta tests. Now they will be in-line with where we believe they should be. Each season we will have a different XP curve with different item orders.
- Below level 6: unchanged.
- Level 6: 8,750 to 9,250, 5.7% slower.
- Level 10: 25,000 to 35,000, 40.0% slower.
- Level 15: 54,750 to 110,000, 100.9% slower.
- Level 20: 111,500 to 250,000, 124.2% slower.
- Level 25: 192,000 to 325,000, 69.3% slower.
- Level 30: 293,750 to 400,000, 36.2% slower.
- Level 35: 416,500 to 500,000, 20.0% slower.
- Level 40: 551,250 to 650,000, 17.9% slower.
- Level 45: 689,500 to 800,000, 16.0% slower.
- Level 50: 838,000 to 1,000,000, 19.3% slower.
XP Events
- Player kill using an air vehicle: 300 XP to 250 XP.
- Supply crate item sold under $75: 25 XP to 1 XP.
Economy Changes
Every price change in one place. Level moves stay with their track.
- Vendor, Forward Operating Base: $2,500 to $7,500.
- Vendor, Large Hammer: $1,600 to $2,400.
- Career, Artillery Tank: $400,000 to $500,000.
- Recon, 6-10x MRAD scope: $25,000 to $40,000.
- Recon, 6-10x MOA scope: $30,000 to $45,000.
- Support, Medium Hammer: $10,000 to $25,000.
- Support, Large Hammer: $25,000 to $75,000.
- Pilot, small armoured supply crate: $5,000 to $10,000.
- Pilot, Little Bird with miniguns: $25,000 to $50,000.
- Pilot, Z20 Lakota: $50,000 to $35,000.
- Driver, URAL: $50,000 to $35,000.
- Driver, Dune Buggy: $35,000 to $25,000.
- Driver, Kodiak Flatbed: $15,000 to $35,000.
- Driver, Music Tape H: $5,000 to $2,500.
- Rebalanced the role track XP curve from level 6 upward. Level 6 moves from 8,750 to 9,250, roughly 5.7% slower, with a larger increase at level 10.
- Rescaled the supply crate purchase curve from 25 to 250 down to 1 to 200, so low value items are priced sensibly and cannot be abused.
Season 1.0 Unlocks: Career
- Sports Parachute: level 36 to level 35.
- Large Backpack: level 56 to level 55.
- 762x54mm AP: level 83 to level 82.
- 556mm AP: level 85 to level 83.
- Deagle: level 90 to level 85.
- Artillery Tank: level 55 to level 90.
Season 1.0 Unlocks: Medic
- PP-19 50 round drum magazine: level 33 to level 29.
Season 1.0 Unlocks: Support
- Large Hammer: level 7 to level 8.
Season 1.0 Unlocks: Driver
- URAL: level 4 to level 3.
- Kodiak Assault: level 8 to level 6.
- Dune Buggy: level 10 to level 8.
- Kodiak Flatbed: level 2 to level 10.
- Large Supply Crate: level 20 to level 16.
- URAL Covered: level 30 to level 18.
- Music Tape H: moves from Pilot level 28 to Driver level 23.
- URAL Attack: level 40 to level 25.
- Humvee with minigun: level 35 to level 30.
- Heavy Tank: moves from Career level 35 to Driver level 35.
Closed Beta 02
Second closed beta, from 3 September. Steam build 25098628.
Changed on this site
- The UH-1Y is gone and the Z20 Lakota is in its place, in both the transport and the [Miniguns] variant. A different airframe, not a rename: the build carries new vendor art, a new killfeed silhouette and a new map icon for it.
- Every weapon, vehicle, armour rung, pack and gated item now carries the level it opens at, the track that level reads against, and the one-off unlock cost that sits on top of its price. Imported from a 2 September progression snapshot and reported, not confirmed; the build itself does not ship the nodes.
- The SPH-2 lists at $8,000, not $10,000. The one vehicle price that did not sit at exactly twice its observed figure now does.
- The A-91 and KH-2002 list at $0 for the first time, which puts them beside the Bushmaster M17S as the three starter rifles that take no attachments and cost nothing.
Closed Beta
Pre-order gated, NDA lifted. 17:00 UTC Friday 21 August to 02:00 UTC Monday 24.
Changed on this site
- FAL rose from $5,500 to $6,500 — the only weapon whose price went up, and it is already the most expensive rifle in the game.
- The MGL-40 rose from $3,500 to $6,000.
- Player health is 100, decoded rather than assumed. Every time-to-kill figure on this site was modelled against that number and it is now the build's own.
- Armour has values: 30, 40, 55 and 65 per cent damage reduction across the four tiers, with durability from 80 to 300 and a four-stage wear ladder behind it. The ghillie suit reduces nothing at all — it is concealment, not armour.
- Every attachment says what it does and by how much. A foregrip that took a quarter off vertical recoil could only be described as 'affects recoil' until now.
- Weight is a real cost with real numbers: five classes from under 10 kg to over 40, and above the first one every class slows you, shortens your stamina and widens your sway.
- Every calibre now carries its own damage, muzzle speed, penetration and ricochet angle.
- The alpha's end-of-round screen refunded $517 of $575 spent and this site could not say whether that ratio was fixed. It is: RefundModifier is 0.9, and 517/575 is 0.899.
- Twenty weapons, magazines and items that had never published a price have one.
- Corrected: the two STANAG magazines were never repriced. What looked like a price cut was the vendor's ammunition-load ladder being read at a different rung — the empty magazines cost $180 and $10, and the higher figures are FMJ, hollow-point and armour-piercing loads.
Closed Alpha
First public build. Three days, Steam only, invite gated.
No official notes were published for this build — closed tests ship without a changelog.
What every entry on this page carries
Three things, in this order. Our TL;DR — the handful of changes that matter, in our words with the figures in. What moved on this site — a patch that drops a rifle's price by $400 does not change one row; it changes which builds are affordable, which tier the weapon belongs in and whether the complete kits priced around it still add up, and that is what the meta page is for. And Bulkhead's notes in full, section by section as it wrote them, with a link to the Steam news hub post they came from.
Nothing here predates the Closed Alpha. Pre-alpha and alpha builds changed without a changelog, which is normal for a closed test rather than a gap; the two betas shipped as announcements rather than balance notes, and their entries say what moved on this site instead. A build with nothing under Changed here is one that moved nothing this site stands behind.
How to read an Early Access patch
Bulkhead has said more about its update approach than most studios at this stage, and three things are worth carrying into every note it publishes.
Early Access runs one to two years. That is from the Steam page, not a guess. It means a long patch cadence with real balance movement rather than a launch build that settles — which is exactly the condition that makes a cost-based meta worth tracking.
The metagame ships in pieces. In its April 2026 update Bulkhead set out the Black Market, the Vault, Player Skills and a Challenge System as systems to be built throughout Early Access, with only the foundation designed. Expect those to arrive as feature patches rather than on day one, and expect the economy to move when they do.
Balance has a stated philosophy. Bulkhead's June devlog described WARDOGS as "a hardcore shooter that doesn't forget it's a game" and framed that as its approach going forward through Early Access. Useful context for reading any future change: the studio has publicly picked a point on the arcade-to-simulation line, so patches that drift from it are the ones worth arguing about.
Patches take the servers down. Deploys during Early Access will mean windows where nobody can connect, and the first sign is usually a wave of reports rather than an announcement. If a patch lands and you cannot get in, check whether WARDOGS is down for everyone before reinstalling anything.
Tracked on every patch
- Weapon and vehicle prices, re-stamped to the new build
- Tier movements, with the reasoning for each
- Loadout totals that no longer add up
- Map or Control Zone changes
- Any confirmed fact that a patch invalidates
Where the official notes live
Bulkhead posts to the Steam news hub, and that is the authoritative copy. Every set of notes on this page is reproduced from it in full and linked back to it; what this page adds is the TL;DR and what the patch did to the numbers here.
Spotted a change we have not stamped yet? Send it over — how we handle submissions is on the methodology page.
Where the changes land

Tier list
Why cost is the WARDOGS meta
A weapon that wins fights can still be the wrong buy.

Catalogue
Every weapon we have recorded
The Closed Alpha roster, tab by tab.

Builds
Complete loadouts by what they cost
Whole kits priced against the $10,000 you get once per account.

Live
Are the servers up right now?
Player reports from the last 24 hours and the live Steam count.