
Game intel
Wardogs
This caught my attention because three-team skirmishes have always forced players to think differently – and Wardogs promises to stretch that tense rock-paper-scissors of conflict across a 100-player battlefield with vehicles, destructible bases and a buy-economy. It could be the antidote to battle royales and extraction shooters if the balance and netcode hold up.
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Publisher|Team17
Release Date|Steam Early Access (2026)
Category|Tactical multiplayer FPS / King of the Hill
Platform|PC (Steam)
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Wardogs adapts the Arma 3 King of the Hill formula into a standalone 100-player game where three sides compete over a small, moving control zone inside a massive 256 km² map set in “derelict industrial mountains of Eastern Europe.” A random 2×2 km hotspot is selected each match; teams accrue points by having the most players inside that hotspot and the first team to reach 100 points wins.

Matches reshape environments: structures can be damaged, destroyed, or fortified into new defensive positions. Vehicles (land and air) enable fast rotations and heavy strike options. The other big twist is an economy like Counter-Strike: every respawn gives you money to buy weapons, items and even vehicles, and money is earned through actions that typically reward teamwork – transporting troops, reviving allies, or securing the zone.
There are three practical reasons Wardogs is worth watching for competitive and teamplay-focused players.

Wardogs’ concept is promising but fragile in execution. A few concerns stand out:
If Bulkhead leans into the tactical core and listens to playtest feedback, Wardogs could carve out a niche for players who want Battlefield-like scale but with objective-focused, team-centric play and the round-to-round decision-making of CS. Expect roles to matter: transport specialists, engineers who fortify chokepoints, long-range marksmen and coordinated vehicle crews.
that said, success depends on measurable choices: clear role incentives, robust anti-cheat and stable servers. The limited closed playtests and a deliberate Early Access roadmap are promising signals that the team wants iterative community input instead of rushing for a big launch.

Wardogs takes the Arma 3 King of the Hill idea and scales it to 100 players with three-team politics, destructible/fortifiable environments and a CS-style buy economy. It’s an exciting concept that could offer a tactical, team-first alternative to battle royales — but it hinges on balance, netcode and economy tuning during Early Access in 2026. I’m eager to test the first playtests; this model has real potential if Bulkhead and Sa‑Matra keep iterating with players.
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