Guides

WARDOGS Getting Started

Your first life on a 100-player server — wallet, vendor, deploy, death, and the habits that keep you solvent.

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Getting Started First Match Brief

WARDOGS drops you into a live 100-player fight with a wallet, a vendor, and almost no tutorial. This getting started page is the briefing you want before Steam Early Access on 10 September 2026, or before you burn the Closed Beta 02 bankroll on a tank you will lose in ninety seconds. Pair it with how to play for scoring rules and the loadout guide when you are ready to spend on purpose.

What you are walking into

BULKHEAD’s shooter is PvP only. Up to 100 players split across Lonestar, Valkyra, and Manticore contest one randomised 2×2 km Control Zone inside a much larger Eastern European sandbox. Every 30 seconds the team with the most people inside that zone earns a point. First faction to 100 points wins. You can play solo in the sense that you queue alone — you still spawn into a public team. There is no couch two-player mode and no PvE campaign.

Every account starts with $10,000 once. That cash persists between lives and between matches. The rifle you just bought does not. Treat the first evening as a lesson in not going broke, not as a highlight reel.

Step 1 — Pick a faction without overthinking it

In current playtests the three factions play the same. You are choosing a colour, a starter rifle, and which voice pack yells at you. You can switch later if the team is not full. New players should join whichever side has space and friends, then read the faction hub after the match. Hidden faction bonuses are a rumour; official material does not list them.

Step 2 — Buy a cheap, complete life

Open the vendor in spawn. You need a primary you can afford to lose, a pistol so a reload is not a death sentence, armour that is not a ghillie on day one, medical items, and spare ammunition as loose boxes rather than a backpack full of extra magazines. Community-recorded Closed Alpha/Beta prices put a workhorse 5.56 rifle such as the Galil around $2,200 and the M4 around $2,800 once unlocked. Your first lives should stay well under half the wallet. Skip the L2A6 tank until you can eat a $14,000 hole.

Use the budget tool if you want a pre-match checklist. The weapon tier list is useful, but “S-tier” that costs your entire bankroll is not S-tier for a new account.

Step 3 — Deploy toward the zone, not toward a duel

The map is huge. Walking is how poor players arrive late and die to the team that already holds buildings. Hitch a ride: a Bobcat, a Humvee, or a helicopter taxi. PC Gamer’s closed-playtest report described a pilot with zero kills sitting near the top of the money board because transport pays. Tip the driver if the game lets you — it is cheap insurance for the next pickup.

Bring a parachute if you plan to ride helicopters. Several first-match deaths in the August beta were “we jumped over the Hot Zone and nobody packed silk.”

Step 4 — Play the occupancy game

Once you are in the Control Zone, your job is to be a living body the 30-second clock can count. Push with a group. Revive. Spot. Hold a stairwell. Do not wander off for a 400-metre sniper montage unless your team already owns the circle. The how to win page explains why the Hot Zone (the inner circle where you count as two people) is worth the danger, and why tower codes exist.

If you go down, wait. Playtest builds let you raise a revive bribe so a nearby teammate gets paid to drag you. That is often cheaper than eating the kit loss. Call your position. Do not rage-respawn out of habit from arcade shooters.

Step 5 — After a death, buy again on purpose

You return to the vendor with whatever the wallet still holds. Do not revenge-buy the same expensive kit. Drop to a cheaper rifle, restock medical, and go back in. How to make money lists the actions that refill the account: zone time, revives, transport, logistics, and Hot Zone multipliers.

Habits that separate solvent players from broke ones

  • Loose ammo instead of extra full magazines when bag space is tight.
  • A pistol on every life.
  • No vehicle you cannot replace this match.
  • Hammer, bandages, and a defib in the group even if you personally want to snipe — WARDOGS has no formal classes, so if nobody bought FOB tools, nobody has them.
  • Reposition after a kill. Downed enemies and killcams both create revenge paths; a ghillie blocks killcam at the cost of armour.
  • Read controls once so you can rebind before the first firefight, not during it.

What this wiki will not pretend

Prices, unlocks, and UI labels moved between Closed Alpha, the August weekend, and Closed Beta 02. Anything quoted here as a dollar figure is playtest-recorded unless Steam or BULKHEAD restated it. Early Access is still upcoming as of this writing. If a streamer yells that the game is live worldwide already, they are ahead of the Steam unlock.

When you finish this page, read how to play, then tower codes. That trio covers 90 percent of new-player confusion.

FAQ

Frequently Asked Questions

Quick answers to the most common WARDOGS questions.

How much money do I start with in WARDOGS?

Every account starts with $10,000 once. The wallet persists between matches. Gear bought for a life is lost on death. See how to make money.

Should I buy a tank on my first life?

No. Playtest prices put main battle tanks well above the starting bankroll. Use a cheap rifle and a ride from a teammate. Vehicle costs live on the vehicles page.

Can I play WARDOGS solo?

You can queue alone into a public 100-player PvP match. You still pick a faction and fight with that team. There is no single-player campaign and no couch two-player mode.

Is there a tutorial?

Playtests did not include a long campaign tutorial. Learn scoring from how to play and practice in live matches. A firing-range style test has appeared in limited form around launch week; it is not a substitute for a full match.