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A first-person view across a river valley: a rifle firing, a quad bike jumping a ridge, a helicopter overhead and a burning concrete tower at the centre of the fight.

Mechanics

How WARDOGS works

Three teams, one contested square, and a wallet that does not reset when 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.

Those three teams are named factions with their own allegiances, confirmed by Bulkhead in February 2026.

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 matchConfirmed

Up to 100

Team17 official game page ↗
Win conditionConfirmed

First team to 100 points

Team17 official game page ↗
FactionsConfirmed

LONESTAR, VALKYRA, MANTICORE

LONESTAR are Western paramilitary heavy-hitters; VALKYRA seek to restore the Soviet People's Republic; MANTICORE are the Kingdom of Persia's shadow army.

Bulkhead, "WARDOGS — TOP QUESTIONS", Steam, 18 February 2026 ↗
Mode inspirationConfirmed

Arma 3 King of the Hill

Team17 official game page ↗

Factions

Full faction breakdown → — who they are, and the open question of whether any of them plays differently.

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.

Inside the Control Zone sits a third scale: the Hot Zone, where you count double towards your team's score and earn double cash. The map page covers all three scales and what is still unknown about the layout.

Full map · 256 km²16 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 sizeConfirmed

256 km²

Team17 official game page ↗
Control ZoneConfirmed

2 × 2 km, randomised each match

Team17 official game page ↗
SettingConfirmed

Kolchia — derelict industrial mountains of Eastern Europe

The war is over PV-1, a rare resource Bulkhead describes as fuelling decades of Eurasian conflict.

Bulkhead, "WARDOGS — TOP QUESTIONS", Steam, 18 February 2026 ↗

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. Before each life you buy your kit — weapons, equipment, vehicles — and what you bought is your role for that life. Die, and you buy again, with no obligation to make the same choice.

The detail almost everyone gets wrong: that money does not refill when you die. You start your account with $10,000 once, and Team17's own page is explicit that "cash persists from match-to-match". You are spending from a running balance, not from a per-life allowance. Buy a tank and lose it in ninety seconds and you are genuinely poorer for the next one.

That is what gives the economy teeth, and it is why WARDOGS is closer to Counter-Strike's buy rounds than to a Battlefield class menu. Spending is a risk, saving is a strategy, and a bad run can leave you fighting cheap while the other team fields armour.

Income is tied to teamplay: reviving people, transporting allies, spotting, holding objectives. Not just 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.

Starting balanceConfirmed

$10,000, once

Team17: "Every player starts their WARDOG journey with $10,000." This seeds your account, it is not an allowance that refills each life.

Team17 official game page ↗
Does cash reset?Confirmed

No — it persists between matches

Team17: "Cash persists from match-to-match." You spend from a running balance each life, so losses and profits both carry forward.

Bulkhead, "WARDOGS — TOP QUESTIONS", Steam, 18 February 2026 ↗
How cash is earnedConfirmed

Teamplay — revives, transporting allies, holding objectives

Team17 official game page ↗
Class systemConfirmed

No fixed classes — roles are defined by what you buy

Bulkhead, "WARDOGS — TOP QUESTIONS", Steam, 18 February 2026 ↗
ProgressionConfirmed

XP across 6 tracks, earned by using specialist gear

Tracks such as Medic and Pilot exist, but they are earned by what you buy rather than picked as a class.

Bulkhead, "WARDOGS — TOP QUESTIONS", Steam, 18 February 2026 ↗
Gold BarsConfirmed

Endgame currency, exchanged from cash, spent in the Gold Market on cosmetics

Bulkhead, "WARDOGS — TOP QUESTIONS", Steam, 18 February 2026 ↗

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.

VehiclesConfirmed

Helicopters, tanks, artillery

Team17 official game page ↗
Destruction & buildingConfirmed

Destructible structures and player-built fortifications

Team17 official game page ↗
Voice chatConfirmed

Proximity chat, plus buildable loudspeakers

Bulkhead, "WARDOGS — TOP QUESTIONS", Steam, 18 February 2026 ↗

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 ZoneConfirmed

A shifting sub-zone inside the Control Zone — double points, double cash

Players inside it count double towards their team's zone count, which Bulkhead describes as match-swinging.

Bulkhead, "WARDOGS — TOP QUESTIONS", Steam, 18 February 2026 ↗
MonetisationConfirmed

No battle pass, no pay-to-win, no monetisation at all during Early Access

Bulkhead: "No Battlepass. No Pay to Win. No Nikki Minaj Skins. No Bullshit. Earn cosmetics by playing." Hardened on 11 August 2026 alongside pre-orders: "We will NOT monetize the game at any point during Early Access", "We will NEVER monetize in-game cash or gold bars, they must be earned through play", and "We will NEVER allow you to directly purchase camos." The one paid extra is the $49.99 Supporter Edition, bought once at pre-order.

Steam store 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 ↗.

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