10 Reasons NOT to buy WARDOGS
On 11 August 2026, BULKHEAD opened WARDOGS pre-orders and published a 15 minute devlog titled “10 Reasons NOT to Buy.” The same day, the studio pushed a Steam news post confirming Early Access for 10 September 2026 and a Closed Beta running 21-23 August 2026.
What BULKHEAD actually published
The devlog and the Steam post do different jobs. The Steam post carries the dates, the Supporter Edition contents, and three written monetization pledges you can hold the studio to.
The devlog carries the ten reasons, the content counts, and the pricing ladder. Both encourage refunds, which is the single most unusual line in either.
WARDOGS is developed by BULKHEAD and published by Team17. The studio also states in the devlog that the WARDOGS intellectual property is owned solely by BULKHEAD, which matters for every long-term promise in the list.

All ten reasons not to buy WARDOGS, in order
These are the ten points as BULKHEAD framed them in the 11 August 2026 devlog, not a reordered summary.
- Content volume and pace: WARDOGS launches with 37 weapons, 21 vehicles, and three maps that each carry three variations, and BULKHEAD says you should not expect regular content drops during Early Access.
- Stair-stepped pricing: Early Access opens at $39.99, steps to $49.99 during the first year as updates land, and reaches $59.99 only at 1.0.
- Player numbers will fall: BULKHEAD expects a large launch spike followed by a drop, and is targeting a sustainable 3,000 to 5,000 daily concurrent players.
- Monetization exists in the long run: Nothing is monetised during Early Access beyond the optional Supporter Edition, but the studio refuses to promise WARDOGS will never carry monetization post-1.0.
- Graphics and performance: The game targets a broad hardware range on Unreal Engine 5 rather than native 4K at 240 FPS, and is not built to compete with 5v5 shooters on frame rate.
- No fixed roadmap: Priorities will shift and features will be tested live with the community, with 1.0 targeted roughly 24 months after the September launch.
- The Battalion 1944 history: BULKHEAD made Battalion 1944, which fell to 50 to 200 daily players before publisher relationships broke down and the studio went dark.
- Local voice chat is open: VOIP is local and audible to all three teams, with muting and text chat disabling available if that is not for you.
- Partial gamepad support: Keyboard and mouse is the intended input, gamepad support is partial at Early Access launch, and aim assist exists only to a small degree.
- Death carries real cost: There is no arbitrary respawn timer, so how quickly you rejoin the fight depends on the vehicle you buy, the lift you catch, and the route you pick.

Confirmed versus planned, and where the two differ
The most useful thing you can do with a post like this is sort the hard commitments from the directional statements. The table below does that using only the 11 August 2026 sources.
| Claim | Status as of 11 August 2026 | Source of the figure |
|---|---|---|
| Early Access launch 10 September 2026 | Confirmed | Steam post and store page |
| Closed Beta 21-23 August 2026, pre-order guarantees access | Confirmed | Steam post |
| $39.99 Early Access price, $49.99 Supporter Edition | Confirmed, listed on Steam | Store page |
| Step to $49.99 in year one, $59.99 at 1.0 | Planned, tied to undelivered updates | Devlog |
| No monetization during Early Access except Supporter Edition | Confirmed pledge | Steam post and devlog |
| In-game cash, gold bars, and camos never sold | Confirmed pledge, no end date given | Steam post and devlog |
| 37 weapons, 21 vehicles, three maps at launch | Planned launch content, unverified in-game | Devlog |
| One additional map during Early Access | Planned | Devlog |
| 1.0 roughly 24 months after launch | Intent, not a commitment | Devlog |
| Post-1.0 monetization model | Explicitly undecided | Devlog |

Why the pricing ladder is the most testable promise
Most “honest marketing” collapses because nothing in it can be falsified later. BULKHEAD has attached a rising price to specific deliverables, which means the promise fails visibly if the content does not arrive.
The logic runs backwards from the finished product. WARDOGS is a $59.99 game, minus the meta game gets you to $49.99, and minus year one content volume gets you to $39.99.
Example Scenario: You are weighing a pre-order at $39.99 against waiting a year. If BULKHEAD holds to the ladder, waiting means paying $49.99 for a build with more content and fewer rough edges, so the $10 gap is effectively what you are paying to shape the game while it is still malleable. If the ladder slips and the price stays at $39.99, that tells you something about delivery pace that no devlog would.
You can sanity check the content side yourself once the Closed Beta opens. Our WARDOGS database already tracks over 430 items across weapons, attachments, vehicles, ammo, and deployables, so the 37 and 21 counts are straightforward to hold to account at launch.
Where the honesty holds up
The refund language is the clearest signal. BULKHEAD does not just permit refunds, it actively encourages them in both the devlog and the Steam post, and repeats the point three separate times.
That is a real cost to the studio. Encouraged refunds reduce launch revenue, and no marketing team optimising for week one sales writes that line.
The Battalion 1944 section is the second. BULKHEAD names the failure, gives the number, 50 to 200 daily players, admits the communication blackout went “way darker than we should have gone,” and notes the studio later refunded every Kickstarter backer.
The player count section is the third and the most unusual. Telling your audience in advance that concurrents will fall, and naming 3,000 to 5,000 daily as the target rather than a number that flatters, removes the studio’s own ability to spin a decline later.

Where it is still marketing
None of this stops the video being a sales asset, and it is worth reading it that way too. The devlog ends on a pre-order call to action, and every reason not to buy is followed by a reason the design choice is correct.
Reason one is the clearest example. It opens on “WARDOGS has a content problem” and closes on 37 weapons, 21 vehicles, and nine map variations, which is a content boast wearing a warning label.
Reason eight works similarly. Open local voice chat is presented as a risk, then framed as the source of the emergent moments the game is built around.
The genuinely unresolved item is monetization after 1.0. BULKHEAD is transparent that a model will exist and transparent that it does not know what it looks like, and no amount of good faith turns that into a commitment you can hold.
There is also a figure worth watching. The devlog cites 800,000 wishlists, and BULKHEAD’s Steam post three days later on 14 August 2026 announced one million, which makes the 3,000 to 5,000 concurrent target look conservative rather than modest.
What to check during the Closed Beta
The beta runs 21-23 August 2026 and pre-ordering guarantees access, with a smaller number of places allocated randomly through Steam Playtest signups. Treat it as a verification window rather than a demo.
Performance is the first thing to test against your own hardware, since the Steam page targets 1080p Low at 60 FPS on a GTX 1660 and 1440p Medium at 70 FPS or better on an RTX 3070, both upscaled. If you fall short of that, the refund window is the point of the beta.
The second is the travel loop, because it is the reason most likely to be mistaken for a bug. Our interactive Kavkazi map covers every named control zone, and reading the routes before you play makes the respawn cost feel like a design decision rather than dead time.
Third is weapon feel, which is where “requires mastery” gets tested. The WARDOGS ballistics tool and our item comparison tool let you check drop, velocity, and stat differences side by side before you spend in-game cash on a loadout you cannot afford to lose.

Frequently asked questions
Is WARDOGS worth pre-ordering at $39.99?
That depends on whether you want to play during Early Access rather than after it. BULKHEAD’s own position is that if the price feels too high for an early access game you should wait, and the studio encourages refunds if the beta does not land for you.
Will the WARDOGS price actually go up?
BULKHEAD has stated the ladder as $39.99 now, $49.99 during year one as updates land, and $59.99 at 1.0, but only the $39.99 figure is live on Steam today. Treat the later steps as planned rather than scheduled.
Does WARDOGS have microtransactions?
Not during Early Access, with the single exception of the optional $49.99 Supporter Edition, which adds camos, a Littlebird skin, bobbleheads, and a scoreboard icon. BULKHEAD has pledged never to sell in-game cash, gold bars, or camos directly, and has been explicit that a monetization model will exist at some point after 1.0.
How long will WARDOGS be in Early Access?
The devlog targets roughly 24 months from the 10 September 2026 launch, while the Steam store page states approximately one to two years. Neither is a commitment, and BULKHEAD has said there will be no linear roadmap.
Does WARDOGS support controllers?
Partial gamepad support is planned for Early Access launch, with a small amount of aim assist. Keyboard and mouse is the intended input for PC.
Where can I find WARDOGS guides and item data?
Our WARDOGS guides cover loadouts, beginner routes, and mechanics, and the WARDOGS hub collects the database, map, and comparison tools in one place. Everything is being updated against the Early Access build as it ships.

















