🎯 The core idea
WARDOGS is a $39.99 Early Access shooter where 100 players on three teams fight over one Control Zone and every life is paid for with in-game cash. AngryJoeShow and StoneMountain64, with roughly 300 hours between them, both say they got their money's worth. Both also call the Season 01 grind and balance the weak spots, and Season 02 changed a lot of what they criticised.
- free costs nothing
- cheap small cost
- setup needs preparation
- grind pays off slowly
- skip the thing to stop doing
WARDOGS review verdict at a glance
This WARDOGS review pulls together two long creator reviews and checks their claims against the official Steam store page and BULKHEAD's patch notes. AngryJoeShow's "WARDOGS - Angry Review" (45 minutes, uploaded 2 October 2026) is a panel of three players with over 100 hours each. StoneMountain64's "Honest Thoughts On Wardogs After 200+ Hours..." (37 minutes) went up on 14 October, one day before Season 02. Both were recorded during Season 01, so this page also covers what the Season 02 update changed afterwards.
| Source | Verdict | Main praise | Main complaint |
|---|---|---|---|
| AngryJoeShow panel | 7, 8 and "7-8, call it an 8" out of 10 | Many different ways to play, big team fights | XP grind, balance, launch stability |
| StoneMountain64 | Worth it, but a niche game | The cash economy, flying, FOB building | Progression and the gold grind |
| Steam users, all time (English, checked 26 Oct 2026) | Mostly Positive, 74% of 81,152 reviews | ||
| Steam users, last 30 days (checked 26 Oct 2026) | Mixed, 55% of 45,858 reviews |
Neither reviewer gives a different answer on the price. Both say the game has already paid back its $40 for them. Both also say a player with little time will feel the grind much more than they did. The Steam score shows the same split: the overall rating is positive, but recent reviews, written around the season change, are mixed.
What you are buying: one mode, 100 players, three teams
WARDOGS has one core mode. The Steam store describes it as an up to 100-player "All-Out Warfare FPS" inspired by King of the Hill. Three teams fight over a randomised 2x2 km Control Zone. The team with the most players inside earns points, and the first to 100 points wins. Inside the Control Zone sits a smaller Hot Zone that moves around. According to BULKHEAD's "Top Questions" announcement, players there count double and earn double cash. The frame above, from AngryJoe's footage, shows the green Control Zone circle on the tactical map.
The AngryJoeShow panel calls it a game between Battlefield and a real milsim, built on Arma's King of the Hill mode. StoneMountain64 describes it as "Battlefield meets Arma Reforger": not casual, but not a simulation either. In his experience, matches can run close to two hours, and you can join or leave at any point. Neither reviewer counts the long matches as a flaw. Both say the slow stretches between fights are part of the appeal.
WARDOGS price and editions on Steam
cheap On the US Steam store, WARDOGS costs $39.99 for the base game. A Supporter Edition costs $49.99 (both prices checked on 26 October 2026). The Supporter Edition adds only cosmetics: three starter weapon camos, a Little Bird "Taxi" camo, a scoreboard icon and two bobbleheads. In its pre-order announcement, BULKHEAD made three promises. The game will not be monetised at any point during Early Access, apart from that edition. In-game cash and gold bars will never be sold. Camos will never be sold directly.
On the WARDOGS Early Access plan, the store page says the game should stay in Early Access for "around 1 to 2 years". It also says the price is planned to be lower now and higher at full release. AngryJoe plays a developer clip that puts 1.0 roughly 24 months after the September launch, and the panel calls that too long. StoneMountain64 says the developers told players the price would rise to $50 around this time next year and to $60 at full release. The store page confirms that the price will go up, but it gives no dollar amounts, so treat those two numbers as his report. Don't confuse that planned $50 with today's $49.99 Supporter Edition.
The game cost covers PC only. The store lists Windows, with no Mac or Linux version. The minimum requirements are 16 GB of RAM and a GTX 1660 or RX 590. The developer FAQ, reproduced on the WARDOGS Fandom wiki, puts consoles in 2028.
The cash economy is the reason to buy
Both reviews name the cash system as the best idea in the game. The store page says every player starts with $10,000. Each life, you buy your loadout from the vendor, and cash carries over from match to match. You earn cash for teamplay actions like revives, transporting friendlies, spotting and holding the objective. The end-of-match screen in StoneMountain64's footage breaks it down: cash spent, cash earned and total profit. Even that lost match finished more than $100,000 in profit.
StoneMountain64 studied economics. He likes that the system gives you a reason to stay alive, as in an extraction shooter, without making you extract. Cash lands in your account the moment you earn it, so you never have to run across the map to loot a kill or extract, and the balance is always visible at the top of the screen. The AngryJoeShow panel puts it more bluntly: a top kit can cost $25,000, and you lose all of it when you die. That changes how people play. Players stop sprinting into gunfire, and finishing a life in profit feels like it means something.
Every life is a loadout bet
setup The vendor screen above shows how small a cheap kit can be: an AMP-9 and some ammo for $2,000. The panel describes the opposite way to play too. You can run in with a free pistol, kill one well-equipped enemy and take his gear. You can't sell loot, but you can pick it up and use it. StoneMountain64 says he dropped kits worth $30,000 that made a broke teammate's whole game.
skip Both reviews point out the downside. Assault players who only fight pay for the most expensive kits and get little back per kill. In one example from the AngryJoeShow panel, a $12,000 loadout chased the circle for 26 minutes and made $320. Mortar players, meanwhile, made $20,000 in five minutes. If you expect to buy the game and win money just by shooting people, that is the expectation to drop.
Teamplay that actually pays: medics, transport, spotting
free Both reviewers rank the incentive design among the best they have seen. You can be revived after almost any death, and the medic gets paid for it. StoneMountain64 played one match with zero kills on purpose, as a pure medic, and still finished top of his team's leaderboard. He says he has never been revived as often in any other game, Battlefield included. Players will even bribe a medic to bring them back.
The AngryJoeShow panel makes the same point by role. One panelist made "bank" spawning teammates and reviving. Another earned his money ferrying the squad in vehicles. A third set out to get every role to at least level 15. Squads have no size limit. BULKHEAD's "Top Questions" announcement lists squad size as "Unlimited", and the panel contrasts that with Battlefield's small squads. Their one complaint about joining friends is the three-team screen. You can't queue as a party, so you end up clicking for a slot on the right team.
Vehicles, helicopters and travel time
StoneMountain64 spent most of his 200 hours flying. There are no vehicle caps or killstreaks: you buy a helicopter from the vendor and take off. He found even the light Little Bird heavy and hard to aim at first. He also warns that flying rarely makes money early on. In his example, a long dogfight won him about $300, and losing a $20,000 helicopter to a tree hurts. In his matches, helicopters could only come in after 20 tickets, which gave teams time to build anti-air. He has watched the CIWS anti-air gun go from killing a helicopter in about three bullets to about 12 seconds, then to about 6. BULKHEAD's 2 October hotfix confirms that last step: the CIWS now destroys the Havoc "in around 6 seconds as opposed to 12".
The AngryJoeShow panel argues that the travel time is overstated. The APC lets you spawn into the fight, and a panelist says you are "never more than 3 minutes away" from combat. Their favourite tactics used vehicles: Humvees full of gunners sent to the Hot Zone, buggies with a rocket launcher in the high seat hunting artillery, and raids on enemy logistics trucks. The low-cost parachute they relied on got more expensive in Season 02 (see below).
FOBs, mortars and the building game
setup StoneMountain64 doesn't usually like building in games, and FOB building surprised him. You hit things with a hammer while standing inside a forward operating base's build area, as long as your team has materials. A FOB is where a team's mortars, anti-air and drill come from. The drill pulls the Hot Zone towards your base. Doors that only your team can open turn a well-built base into a maze. He says nearly every base still had a way in: one C4 charge, a vehicle parked against the wall, or bad building.
Mortars are the most divisive part of the AngryJoeShow review. One panelist says the mortar was his money-maker whenever he went broke, and he wanted only the ammo cost per shot raised. Others complained about animation-cancel spam. StoneMountain64 likes that you can watch the shell fly and use it to scout. He says the mortar reaches about 600 m, so it can't cover the whole zone.
The grind: where both reviews get angry
grind Both reviews come back to the same complaint, and both reviewers blame the progression. You need cash and role levels to unlock gear. The AngryJoeShow panel says levels 1 to 5 go fast. After that, 10 to 20 takes about as long as everything before it combined, times three. One panelist needed 50 hours to unlock the light machine gun and its bipod. Players worked out about 70 hours of the most efficient driving to unlock a tank. StoneMountain64 puts it at about 60 hours of transport runs. On the pilot track, he says the single level from 34 to 35 took as much XP as levels 1 to 20 combined. That is the step to the Havoc gunship. The frame above shows his Season 01 vendor asking $200,000 to unlock level 4 armor.
The end-game is worse. Gold bars buy the Gold Market cosmetics, and you buy gold bars with cash. StoneMountain64 estimates 30 to 50 million cash for one golden AK skin. After about 200 hours, he had 4.5 million. Both reviewers say Season 01 progression reset when the season ended, which is why the grind felt so bad. StoneMountain64 stopped unlocking anything in the last two weeks for that reason. For what resets and when, see our guide to the seasonal reset.
Balance problems the reviews flagged
skip The AngryJoeShow panel's balance list, in Season 01:
- FAL. A panelist quotes a 0.09-second fastest time-to-kill. We couldn't verify that figure, but Season 02 cut the .308 round it fires (see below).
- Infrared rangefinders. Shown above, they let players spot through walls with no battery limit. The panel says spotting with them earned some players $200,000 a match.
- Artillery tanks. A new player has nothing unlocked that can answer them.
StoneMountain64 adds level 4 armor: by his count, an AK needs about two headshots against no armor and about five against level 4.
He sums up the problem as rock-paper-scissors. Every strong item has a counter, but you have to grind to unlock that counter. Someone who gets the "rock" first can't be beaten by players who haven't unlocked "paper" yet. In the Season 01 update 0.1.2, BULKHEAD made "Low Level" servers easier to find from the server browser. StoneMountain64 says those lobbies were capped at level 30, but he prefers playing with every option open.
Three-team balance, spawns and stability
The AngryJoeShow panel spends a long section on map positions. Spawns didn't rotate, so some teams had a faster route to the Hot Zone, better cover or a nearer capture tower. One team, blue, had to cross a river on certain maps. On top of that, many big streamers play green, so their audiences do too. The panel also asks for loadout presets, a party system and harsher bans for players who switch teams to open FOB doors for the enemy.
On stability, the reviews disagree. The AngryJoeShow panel is "done with the praise". They describe launch-week waits of hours, disconnects mid-flight that cost them their kits, and cheaters. StoneMountain64 calls the launch servers terrible but says the game ran "extremely smooth" for him after that. He saw reported cheaters kicked mid-match, with a ban message sent to the server. BULKHEAD itself recommends community servers, where admins can ban instantly, as the strongest protection against cheaters.
What changed after the reviews were recorded
free Season 02 (Update 0.2.0) went live on 15 October 2026, after both videos. Its patch notes, published on 14 October, address many of the complaints above. The full list of Season 02 changes has every line. For a buying decision, the key changes are:
| Complaint in the reviews | What changed (official notes) |
|---|---|
| Levels 10 to 20 are a slog | XP for level 20 cut from 250,000 to 111,500 (55% quicker); level 10 from 35,000 to 25,000; level 50 from 1,500,000 to 1,150,000 |
| 60 to 70 hours of driving for a tank | New T-72B3 tank at Driver level 20 ($250k unlock), new Wolf-110 vehicles at levels 8 and 16, Gepard anti-air at 25 |
| FAL and high-calibre rifles too strong | Base damage of .308 cut 25%, 7.62x54mmR 20%, 7.62x39mm 19% and .50 Cal 16%; FAL unlock $200k to $250k |
| Infrared rangefinders work forever | Removed from the vendor by the 2 October hotfix; back in Season 02 running on batteries, which last about 80 seconds |
| Mortar spam | New firing animation that slows the rate of fire, half as many shots per supply pallet, L81 Mortar build cost 150 to 600 |
| Level 4 armor makes players sponges | Damage reduction 65% to 60% (level 3: 55% to 50%); the level 4 helmet now muffles audio, narrows your view and fogs when you sprint |
| Cheap parachutes everywhere | Basic parachute $100 to $500; parachutes open more slowly and not at all below about 10 m |
| Team switching and griefing | 15-minute switch lock once a team is more than 10 points ahead; votes to forgive or punish team kills |
| Blue team loses | Season-only cash and XP bonuses for Lonestar (blue), less visible uniforms, new Bakurani spawns, 20% vendor discount for any team 40+ points behind |
| Spotting pays too much | Spotting rewards about 30% lower and scaled to the target's value |
| Kit presets | "Rebuy Last Loadout" now loads your last kit into the vendor so you can edit it; the notes don't mention named presets or a party system |
So the Season 01 grind that both reviewers complain about is gone in its original form. The medic tree also moved around. The Medical Bag now unlocks at level 14 instead of 24. The defibrillator the panel praised moved later, from level 11 to 22, and its unlock price went from $50k to $110k. The Black & Gold AK camo, the golden AK StoneMountain64 calculated for, was taken out of the Gold Market.
Who should buy now, and who should wait
Is WARDOGS worth it? Both reviewers think so. For a WARDOGS game review written from a player's point of view, it comes down to how you play:
- Buy now if you have a regular group, enjoy slow build-ups before big fights, and like support roles such as medic, transport or building. Those roles earn well, so a new player can keep up with veterans.
- Wait if you only want fast gunfights, have just a few hours a week, or hate losing progress. The reviewers say seasons reset progress, and even after the Season 02 cuts, end-game gear and gold cosmetics take a lot of hours.
- Know the risks: it's PC only, it's in Early Access for 1 to 2 years by the developer's own estimate, and BULKHEAD has said the price will rise later.
StoneMountain64 points out that the developers have said they're happy for unhappy players to refund. In the Season 02 preview, BULKHEAD also told players it's fine to wait for a later update or 1.0. If you buy, start with our first-match walkthrough, and see the WARDOGS game hub for every guide.
Read next
- WARDOGS Season 2: the full patch notes, broken down by role
- WARDOGS wipe: what resets between seasons and how to prepare
- WARDOGS guide for beginners: how to start earning cash in your first matches
- All WARDOGS guides
How this guide was fact-checked
- Price and editions: the Steam store API and store page (US region, 26 October 2026) list $39.99 base and $49.99 Supporter Edition, Windows only, released 10 September 2026, developed by BULKHEAD and published by Team17. Early Access length (1 to 2 years) and the planned price rise come from the store's Early Access section. StoneMountain64's $50 and $60 figures are not confirmed there, and this guide marks them as his report.
- Sales: from official Steam announcements. 1.25 million copies were announced on 11 September, 2 million on 15 September and 3 million on 26 September ("in just over 2 weeks"). The Season 02 preview on 9 October said "3+ million". StoneMountain64's figure of about 200,000 weekday concurrent players in early October is his own and not checked here.
- Season 02: Update 0.2.0, live 15 October 2026. Every change in the table comes from the 14 October patch notes, apart from the CIWS and rangefinder changes, which come from the 2 October hotfix post.
- Monetisation and community servers: from BULKHEAD's pre-order (11 August) and "11th Reason NOT To Buy" (8 September) announcements. The squad size and Hot Zone rules come from the "Top Questions" announcement (18 February), and the 2028 console target from the developer FAQ on the Fandom wiki.
- Steam review scores: a snapshot of the store page taken on 26 October 2026. They will change.
- Attributed opinions: every score and opinion belongs to the AngryJoeShow panel or StoneMountain64. So do the numbers they quote that BULKHEAD hasn't published: the 0.09 s FAL time-to-kill, the hours needed for the tank, LMG and Havoc, the gold AK cost, the $25,000 kits, the 600 m mortar range, the 20-ticket helicopter rule and the level 30 cap on low-level servers.
- Corrections to the videos: the infrared rangefinders were pulled on 2 October, the day AngryJoe's review went up, so the problem he describes no longer exists in that form. The XP curve, parachute prices, mortar fire rate and armor values the reviewers describe are all from Season 01 and changed on 15 October.
- Not confirmed officially: the season wipe both reviewers describe. The Season 02 patch notes don't say what carried over.
What this guide doesn't answer
- Exact reset rules between seasons: the patch notes don't spell them out. The wipe guide tracks them.
- Performance on your PC: this guide gives only the store's minimum specs. Frame rates and DLSS need their own testing.
- Which weapons are best after the Season 02 damage changes: that needs fresh testing, not Season 01 reviews.
- How WARDOGS compares with Battlefield 6, Squad or Arma: both reviewers mention those games but don't compare them in detail.
- The Wager Vendor: it wasn't open at Season 02 launch, so neither review covers it.
Frequently asked
Is WARDOGS worth it in Early Access?
For most players who like slow, team-based combined-arms fights, yes. The AngryJoeShow panel scored it 7 to 8 out of 10, and StoneMountain64 says he got his money's worth after 200+ hours. Both warn that the progression grind and balance were the weak points in Season 01. Season 02 (15 October 2026) cut the XP needed for level 20 by 55% and toned down high-calibre rifles.
How much does WARDOGS cost?
On the US Steam store, the base game is $39.99, and the Supporter Edition is $49.99 (checked 26 October 2026). The Supporter Edition adds only cosmetics, such as starter weapon camos, a Little Bird camo and bobbleheads. BULKHEAD says there will be no other monetisation during Early Access, and in-game cash and gold bars will never be sold.
Will the WARDOGS price go up?
Yes. The Steam store's Early Access section says the price is planned to be lower during Early Access and higher at full release, but it gives no amounts. StoneMountain64 reports a rise to $50 around a year after launch and to $60 at 1.0. Those numbers are his report, not an official price list.
How long will WARDOGS be in Early Access?
The Steam store says around 1 to 2 years from the 10 September 2026 launch. A developer clip shown in the AngryJoeShow review puts 1.0 about 24 months after launch. The game is PC-only (Windows) for now, and the developer FAQ targets consoles in 2028.
What did reviewers dislike about WARDOGS?
Mostly the Season 01 grind: levels 10 to 20 were slow, and a tank took 60 to 70 hours of driving by their estimates. They also disliked balance outliers, including the FAL, infrared rangefinders without batteries, mortar spam and level 4 armor, as well as fixed team spawns and launch server problems. Season 02 changed most of those items. Rangefinders now use batteries, mortars fire slower, armor damage reduction dropped and the Bakurani spawns were rebuilt.
Read next
WARDOGS Season 2: All Major Changes in Update 0.2.0
Everything WARDOGS Season 2 (Update 0.2.0, live 15 October 2026) changed: new guns, vehicles and buildables, rain, the damage and armor rebalance, faster role XP, new rewards and the roadmap. Checked against the official Steam patch notes, with the video corrections named.
WARDOGS Guide for Beginners: Start Strong and Improve Fast
Everything a new WARDOGS player needs for the first hours: picking a server and team, scoring in the hot zone, a cheap starter kit, spotting, revives and basic building. Every number is checked against the Season 2 patch notes, with the changes since Season 1 called out.
WARDOGS Wipe Explained: Reset Dates and What to Do Before It
The first WARDOGS wipe arrived with Season 02 on October 15, 2026: cash, role-track levels and unlocks started over while your game and cosmetics stayed. Here are the dates, what resets, what you keep, how to spend down before a reset and when to expect Season 3.
WARDOGS Best Settings: See Enemies Easier and Boost FPS
A full WARDOGS settings setup built for spotting enemies: which graphics options to keep on High, which to drop to Low or Potato, and which cost the most frames. Checked against the Season 02 patch notes, which added rain and rebuilt suppression but changed no graphics options.













