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.
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.
Grid = 1 km
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.
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.
Destructible structures and player-built fortifications
Team17 official game page ↗Claims we could not source
UnconfirmedThese 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.
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.
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 ↗.