WARDOGS Season 1 Patch Notes: Progression, Economy, and Stability Overhaul

The tactical 100-player FPS receives its first major update, reshaping progression and fixing stability issues after a record-breaking launch.

WARDOGS has launched into Early Access on Steam with its Season 1 changelog, a sweeping update that touches everything from progression curves to voice chat reliability. The tactical 100-player FPS from BULKHEAD and Team17 sold over 1.25 million copies in its first 24 hours and peaked at 340,171 concurrent players, but the launch was not without turbulence. Server congestion and connection errors dragged the game’s Steam rating to Mixed before swift fixes pushed it back to Very Positive. The Season 1 changelog represents the studio’s first major response to that feedback, reshaping the game’s economy and progression while patching the technical cracks that surfaced under explosive load.

WARDOGS Season 1 Patch Notes: Exploits, Reporting, and Server Browser

The changelog opens with fixes aimed at fair play and usability. An exploit that let players reach an unintended position on the church roof has been closed, removing a vantage point that could skew matches. A new report tracking system has been added, and reports are now weighted so that repeat and bad faith reporters carry less influence. Cheater bans are announced in server when match termination is turned off, and the kicked from server message now only appears if a player was actually banned rather than simply removed. These changes signal a more deliberate approach to moderation as the player base scales.

The server browser received a rework of its filtering system, and community server images no longer scale incorrectly. The Host a server button now links straight to the hosting page, cutting a step out of the process for players who want to run their own matches. Voice chat also saw substantial fixes: a bug that caused voice to cut out permanently after a failed join has been resolved, and stale channel rejoins, push to talk targeting, and re-login all recover properly. Voice reliability under load has been improved, and a visible communication status indicator has been added so players can tell at a glance whether their mic is transmitting.

WARDOGS Season 1 Patch Notes: Progression, Economy, and Stability Overhaul

Gameplay and Vehicle Balance in WARDOGS Season 1

Vehicle combat received a targeted balance pass. The Z20 Lakota helicopter got adjustments alongside a fix for sluggish pitch, and helicopter input damping now applies to every input device rather than favoring one control scheme. Vehicle turrets now have a maximum operator rotation speed, which prevents the kind of instant flick shots that made turrets oppressive in the hands of a skilled operator. A DPI issue affecting tank aiming has been fixed, and the Z20 Lakota chase camera rotation rattle was brought down by 6 dB, a small but noticeable quality-of-life improvement for pilots.

Loadout economy also shifted. The 155mm, 122mm, and flare deployables now take up more room in a player’s loadout, forcing tougher choices about what to bring into a match. This change is subtle but meaningful: it nudges players away from stacking heavy ordnance and toward more specialized roles, which aligns with the game’s emphasis on teamwork and logistics over lone-wolf play.

ChangeDetail
Z20 LakotaBalance pass and fix for sluggish pitch
Helicopter input dampingApplies to every input device
Vehicle turretsMaximum operator rotation speed added
Deployables155mm, 122mm, and flares take more loadout space
Tank aimingDPI issue fixed
Chase cameraZ20 Lakota rotation rattle reduced by 6 dB

Performance and Stability Improvements in WARDOGS

The performance section of the changelog is the most technically dense. DLSS Frame Generation can now be turned off without restarting the game, and the render target pool is configurable, giving players more control over how the game allocates GPU memory. Shadow cache refreshes have been reduced, which cuts hitching when taking control of a character, a common complaint in large-scale matches where players switch between infantry and vehicle roles. Two crash paths in the frame generation pipeline have been fixed, and GPU crash reports now carry more detail so the studio can act on them faster. A legacy graphics dependency was removed, and shadow quality is now clamped to Low on high benchmark scores rather than being switched off entirely, which keeps some visual fidelity intact on lower-end systems.

Additional stability fixes address crashes caused by network calls scheduled off the game thread, a crash when closing a chatbox entry tooltip, a crash involving buildables, and a crash when firing a weapon whose owner had left the match. Dropped items no longer affect navigation, clawing back a small amount of performance in busy areas. Startup reliability has been improved with clearer failure messages and a route to recovery when something goes wrong early. Players can now only join a session through presence if they are friends, closing a loophole that allowed unwanted joins.

WARDOGS XP Bands and Progression Changes

The most consequential changes in the Season 1 changelog concern progression. BULKHEAD has slowed leveling between levels 10 and 20 and flattened the curve from level 35 onward. The studio’s stated goal is to place median players at around level 20 after 20 to 25 hours of play, while reserving the top-tier items for the top 5% of players who are willing to grind. Artillery has been moved to Career level 90, and Heavy Tank has been moved to Driver level 35. The Driver role has been rejigged to provide a more satisfying escalation through attack vehicles, giving that track a clearer identity.

LevelPrevious XPNew XPChange
Below 6——Unchanged
68,7509,2505.7% slower
1025,00035,00040.0% slower
1554,750110,000100.9% slower
20111,500250,000124.2% slower
25192,000325,00069.3% slower
30293,750400,00036.2% slower
35416,500500,00020.0% slower
40551,250650,00017.9% slower
45689,500800,00016.0% slower
50838,0001,000,00019.3% slower

XP events have also been adjusted. Player kills using an air vehicle now grant 250 XP instead of 300, a reduction that discourages farming kills from the air. Supply crate items sold under $75 now grant 1 XP instead of 25, a dramatic cut that closes an exploit where players could generate experience by flipping low-value items. These changes collectively push progression toward deliberate play rather than repetitive farming.

WARDOGS Economy Changes and Vendor Prices

Every price change in the Season 1 update is consolidated in one place, with level moves staying with their respective tracks. The Forward Operating Base vendor price jumped from $2,500 to $7,500, and the Large Hammer vendor went from $1,600 to $2,400. These increases make forward operating bases and large hammers more of a strategic choice rather than a default purchase. The supply crate purchase curve has been rescaled from 25 to 250 down to 1 to 200, so low-value items are priced sensibly and cannot be abused for XP or economy manipulation.

ItemPrevious PriceNew Price
Vendor, Forward Operating Base$2,500$7,500
Vendor, Large Hammer$1,600$2,400
Career, Artillery Tank$400,000$500,000
Recon, 6-10x MRAD scope$25,000$40,000
Recon, 6-10x MOA scope$30,000$45,000
Support, Medium Hammer$10,000$25,000
Support, Large Hammer$25,000$75,000
Pilot, small armoured supply crate$5,000$10,000
Pilot, Little Bird with miniguns$25,000$50,000
Pilot, Z20 Lakota$50,000$35,000
Driver, URAL$50,000$35,000
Driver, Dune Buggy$35,000$25,000
Driver, Kodiak Flatbed$15,000$35,000
Driver, Music Tape H$5,000$2,500

The economy changes also rebalanced the role track XP curve from level 6 upward, with level 6 moving from 8,750 to 9,250, roughly 5.7% slower, and a larger increase at level 10. Several unlocks have shifted between tracks and levels. The Music Tape H moves from Pilot level 28 to Driver level 23, and the Heavy Tank moves from Career level 35 to Driver level 35. The Artillery Tank moves from level 55 to level 90, a significant escalation that pushes it deep into the Career track. These shifts redistribute the progression burden across roles and encourage players to specialize rather than spread experience evenly.

WARDOGS Season 1 Patch Notes: Progression, Economy, and Stability Overhaul

WARDOGS Season 1 Patch Notes

Exploits

  • Fixed an exploit that let players reach an unintended position on the church roof.

Reporting and moderation

  • Added a new report tracking system.
  • Reports are now weighted so that repeat and bad faith reporters carry less influence.
  • Cheater bans are now announced in server when match termination is turned off.
  • The kicked from server message now only appears if you were actually banned.

Server browser and front end

  • Reworked server browser filtering.
  • Fixed community server images scaling incorrectly.
  • The Host a server button now links straight to the hosting page.

Voice chat

  • Fixed voice cutting out permanently after a failed join. Stale channel rejoins, push to talk targeting and re-login all recover properly now.
  • Improved voice reliability under load, and added a visible communication status.

Gameplay and vehicles

  • Z20 Lakota balance pass, and a fix for sluggish pitch.
  • Helicopter input damping now applies to every input device.
  • Vehicle turrets now have a maximum operator rotation speed.
  • 155mm, 122mm and flare deployables now take up more room in your loadout.
  • Fixed a DPI issue affecting tank aiming.
  • Brought the Z20 Lakota chase camera rotation rattle down by 6 dB.

Performance and stability

  • DLSS Frame Generation can now be turned off without restarting, and the render target pool is configurable.
  • Reduced shadow cache refreshes, which cuts hitching when you take control of a character.
  • Fixed two crash paths in the frame generation pipeline.
  • GPU crash reports now carry more detail, so we can act on them faster.
  • Removed a legacy graphics dependency.
  • Shadow quality is now clamped to Low on high benchmark scores rather than being switched off entirely.
  • Fixed a crash caused by network calls scheduled off the game thread.
  • Fixed a crash when closing a chatbox entry tooltip.
  • You can now only join a session through presence if you are friends.
  • Fixed a crash involving buildables.
  • Fixed a crash when firing a weapon whose owner had left.
  • Dropped items no longer affect navigation, which claws back a little performance.
  • Improved startup reliability, with clearer messages when something fails early and a route to recovery.

Balance changes

Looking at the data we have decided to slow levels down around 10 to 20, and flatten the curve from 35 onward. This means our median players, at 20 to 25 hours, will be around level 20, and those wanting the big ticket items, the top 5%, will need to grind. Artillery moves to Career 90 and Heavy Tank to Driver 35. Driver has also been rejigged to give a satisfying escalation through attack vehicles. Forward Operating Base and Large Hammer vendor prices have gone up to make them more of a choice.

  • Levels 10 to 20 slowed down, with the curve flattening from 35 onward.
  • Artillery moved to Career level 90, and Heavy Tank moved to Driver level 35.
  • Forward Operating Base and Large Hammer vendor prices raised so they are more of a choice.

XP Bands

Previously our balancing was designed specifically for weekend long beta tests. Now they will be in-line with where we believe they should be. Each season we will have a different XP curve with different item orders.

  • Below level 6: unchanged.
  • Level 6: 8,750 to 9,250, 5.7% slower.
  • Level 10: 25,000 to 35,000, 40.0% slower.
  • Level 15: 54,750 to 110,000, 100.9% slower.
  • Level 20: 111,500 to 250,000, 124.2% slower.
  • Level 25: 192,000 to 325,000, 69.3% slower.
  • Level 30: 293,750 to 400,000, 36.2% slower.
  • Level 35: 416,500 to 500,000, 20.0% slower.
  • Level 40: 551,250 to 650,000, 17.9% slower.
  • Level 45: 689,500 to 800,000, 16.0% slower.
  • Level 50: 838,000 to 1,000,000, 19.3% slower.

XP Events

  • Player kill using an air vehicle: 300 XP to 250 XP.
  • Supply crate item sold under $75: 25 XP to 1 XP.

Economy Changes

Every price change in one place. Level moves stay with their track.

  • Vendor, Forward Operating Base: $2,500 to $7,500.
  • Vendor, Large Hammer: $1,600 to $2,400.
  • Career, Artillery Tank: $400,000 to $500,000.
  • Recon, 6-10x MRAD scope: $25,000 to $40,000.
  • Recon, 6-10x MOA scope: $30,000 to $45,000.
  • Support, Medium Hammer: $10,000 to $25,000.
  • Support, Large Hammer: $25,000 to $75,000.
  • Pilot, small armoured supply crate: $5,000 to $10,000.
  • Pilot, Little Bird with miniguns: $25,000 to $50,000.
  • Pilot, Z20 Lakota: $50,000 to $35,000.
  • Driver, URAL: $50,000 to $35,000.
  • Driver, Dune Buggy: $35,000 to $25,000.
  • Driver, Kodiak Flatbed: $15,000 to $35,000.
  • Driver, Music Tape H: $5,000 to $2,500.
  • Rebalanced the role track XP curve from level 6 upward. Level 6 moves from 8,750 to 9,250, roughly 5.7% slower, with a larger increase at level 10.
  • Rescaled the supply crate purchase curve from 25 to 250 down to 1 to 200, so low value items are priced sensibly and cannot be abused.

Season 1.0 Unlocks: Career

  • Sports Parachute: level 36 to level 35.
  • Large Backpack: level 56 to level 55.
  • 762x54mm AP: level 83 to level 82.
  • 556mm AP: level 85 to level 83.
  • Deagle: level 90 to level 85.
  • Artillery Tank: level 55 to level 90.

Season 1.0 Unlocks: Medic

  • PP-19 50 round drum magazine: level 33 to level 29.

Season 1.0 Unlocks: Support

  • Large Hammer: level 7 to level 8.

Season 1.0 Unlocks: Driver

  • URAL: level 4 to level 3.
  • Kodiak Assault: level 8 to level 6.
  • Dune Buggy: level 10 to level 8.
  • Kodiak Flatbed: level 2 to level 10.
  • Large Supply Crate: level 20 to level 16.
  • URAL Covered: level 30 to level 18.
  • Music Tape H: moves from Pilot level 28 to Driver level 23.
  • URAL Attack: level 40 to level 25.
  • Humvee with minigun: level 35 to level 30.
  • Heavy Tank: moves from Career level 35 to Driver level 35.

What the Season 1 Changes Mean for WARDOGS Players

The Season 1 changelog is not a small housekeeping update. It is a deliberate rebalancing of the game’s core loop, moving progression away from rapid unlocks and toward a longer-term investment. The XP band changes make levels 10 to 20 significantly slower, with level 20 requiring 124.2% more experience than before. That is a steep increase, and it will be felt most acutely by players who expected to unlock their preferred vehicles and weapons within the first few days. BULKHEAD is betting that a slower curve will keep players engaged longer by giving them meaningful goals to chase rather than front-loading the content.

WARDOGS Season 1 Patch Notes: Progression, Economy, and Stability Overhaul

The economy changes support that bet. Raising the Forward Operating Base and Large Hammer prices makes those tools feel like commitments rather than casual purchases. Lowering the Z20 Lakota and URAL prices makes those vehicles more accessible, which could shift the balance of power in matches where air and ground logistics matter. The supply crate curve rescale closes an exploit while making low-value items sensible to buy and sell. Together, these changes suggest BULKHEAD is thinking about WARDOGS as a long-term project rather than a launch-window cash-in.

The performance and stability fixes are the least glamorous part of the changelog but arguably the most important. WARDOGS launched with server congestion and connection errors that dragged its Steam rating to Mixed. The fixes in this patch address hitching, crashes, and voice chat reliability, all of which contributed to that early negativity. The rating has since rebounded to Very Positive, and the changelog gives players a reason to believe the studio is listening. Whether the slower progression curve will be received as favorably is an open question, but the technical foundation of the game is now on firmer ground than it was at launch.

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Danilo Medeiros — People management and corporate finance professional. Postgraduate degree in Strategic People Management (Estácio de Sá University) and technical degree in Human Resources Management, with additional training in People Management and Team Development through SEBRAE. Over three years of hands-on experience in corporate finance and administrative operations, including invoicing compliance, cash flow oversight, and financial reconciliation. Writes about people management, team development, and corporate finance.