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Mechanics

How WARDOGS works

Three teams, one contested square, and a wallet that resets every time you die. Everything on this page is sourced — where a claim is only community speculation, it says so.

The format

Most large-scale shooters put two teams on a map. WARDOGS puts three, and that single change is what the rest of the design hangs off. A two-way fight settles into a front line. A three-way fight cannot — pushing hard on one enemy exposes your flank to the other, so the strongest team is constantly the one everybody else has a reason to shoot.

Up to 100 players are split across those three teams. They contest a 2 × 2 km Control Zone that is randomised each match, so the ground you fought over last time is not the ground you get this time. First team to 100 points wins.

Bulkhead has been unusually direct about where this comes from: King of the Hill, the long-running Arma 3 community mode. If you have played it, you already know the shape of a WARDOGS match.

Players per match Confirmed

Up to 100

Team17 official game page ↗
Win condition Confirmed

First team to 100 points

Team17 official game page ↗
Mode inspiration Confirmed

King of the Hill

Team17 official game page ↗

The map and the zone

The full map is 256 km². The Control Zone is 4 km² of it. Those two numbers are doing something specific: the zone is where the match is decided, and the other 252 km² is the approach.

That ratio is the reason vehicles matter. Getting a squad from a spawn to the zone is a logistics problem before it is a shooting problem, and a helicopter that drops four people on the right side of a contested square has already done more than a good aim duel will.

Full map · 256 km² 16 km
2 × 2 km

Grid = 1 km

Drawn to scale from the published figures. The Control Zone is 1/64th of the map. Its position is randomised each match — this is one possible placement, not a real location.
Map size Confirmed

256 km²

Team17 official game page ↗
Control Zone Confirmed

2 × 2 km, randomised each match

Team17 official game page ↗
Setting Reported

Derelict industrial mountains of Eastern Europe

EGW News, Closed Alpha announcement ↗

The cash economy

This is the mechanic most worth understanding before you play, and the one most likely to decide whether the game holds up.

There are no fixed classes. Every life you get $10,000 and you spend it — weapons, equipment, vehicles. What you bought is your role for that life. Die, and you do it again with a fresh budget and no obligation to make the same choice.

The part that shapes behaviour is how cash is earned. Bulkhead has tied income to teamplay: reviving people, transporting allies, holding objectives. Not kills. A pilot who never fires a shot but keeps putting squads on the zone is, by the game's own accounting, playing well.

Whether that survives contact with a live playerbase is the open question. Economies that reward support roles on paper often collapse into everyone buying the best gun. The Closed Alpha is the first real test of it.

Cash per life Confirmed

$10,000

Team17 official game page ↗
Class system Confirmed

No fixed classes — buy your loadout each life

Team17 official game page ↗
How cash is earned Confirmed

Teamplay — revives, transporting allies, holding objectives

Team17 official game page ↗

Combined arms and destruction

Helicopters, tanks and artillery are confirmed, bought with the same cash as a rifle. So a vehicle is not a pickup you find on the map — it is a decision to spend a life's entire budget on one thing, with your team's approach riding on it.

Structures are destructible, and players can build their own fortifications. Combined with a zone that moves every match, that means terrain advantage is something you make rather than something you memorise.

Communication runs on local proximity voice rather than team-wide channels. In a three-team fight, that cuts both ways: you can coordinate with strangers standing next to you, and so can the people about to shoot you.

Vehicles Confirmed

Helicopters, tanks, artillery

Team17 official game page ↗
Destruction & building Confirmed

Destructible structures and player-built fortifications

Team17 official game page ↗
Voice chat Confirmed

Local proximity voice

Team17 official game page ↗

Claims we could not source

Unconfirmed

These circulate widely and may well turn out to be true. They are separated out because we could not find them on a Bulkhead, Team17 or Steam page — not because we think they are wrong.

Hot Zone Unconfirmed

A smaller bonus zone said to appear mid-match

Widely repeated in community write-ups but not described on any official page we can find.

Monetisation Unconfirmed

Cosmetics-only, no battle pass

Repeated in community discussion. Bulkhead has not published a monetisation page.

Found an official source for one of these? Tell us and it moves.

The mechanics on this page come from Bulkhead and Team17's own descriptions. For the full feature list in the developer's words, see the official Team17 game page ↗.