
WARDOGS is a TACTICAL ALL OUT WARFARE FPS where one hundred players split across three teams fight over the control zone. Set in the derelict industrial mountains of Eastern Europe on a destructible battlefield where teamwork pays and cash is king.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About

WARDOGS is an All-Out Warfare FPS that combines tactical gunplay and combined arms combat with building and destruction mechanics in a large-scale, up to 100-player militaristic sandbox.
The game mode - Inspired by ‘King of the Hill’ - has three teams fight for control of randomized 2x2km ‘Control Zones’ within larger maps. The team with the most players within the Control Zone earns points - the first team to reach 100 points wins the match. The variables in zone location and individual player tactics mean no match ever plays out the same.

In WARDOGS – Every. Decision. Matters.
Every player starts their journey with $10,000. Each life, you purchase a custom loadout from a wide selection of weapons, gear, utility, and vehicles to help your team win the match.
Every teamplay action you perform rewards cash. From reviving squadmates, transporting friendlies to the zone, or controlling the objective. We don’t just encourage teamplay; we reward it. It’s the player’s choice how they want to play, earn and spend their profits.
Cash persists from match to match, so spending big on better gear, equipment, or a vehicle at the right time has the potential to turn the tide of battle and could yield massive returns.


You Choose How You Want to Play & Profit.
There’s no one way to play, earn and progress. Instead, WARDOGS gives players the freedom to take on the Control Zone in any number of ways. Whether you’re a lone wolf helping out your team or part of a dedicated squad, how you approach the battlefield is entirely up to you.
You could chase the 'Hot Zone' to earn double the cash, purchase a ghillie suit and snipe from a distance, or ferry supplies to teammates by helicopter. Additionally, you could choose to fortify a strategic chokepoint by building your own forward operating base, or if you're feeling destructive... man an artillery tank and rain down destruction on the enemy.
There are no set rules of engagement. It’s ultimately your choice how you want to approach the battlefield.


Bring the Chaos to Tactical Warfare.
Destroy apartment blocks with rocket launchers or tear your way through towns in heavily armoured tanks. The world around you reacts to your presence. Conversely, strategize with your teammates to build upon and fortify key locations within the map for a tactical advantage.

Every Moment in WARDOGS is 100% Player Driven and tied together with local voice chat to either talk tactics with teammates or troll enemy players. This is not another ‘Battle Royale’. This is not another ‘Extraction Shooter’. WARDOGS is a new Tactical take on the All-Out Warfare FPS genre that rewards decision making, communication and teamwork – and allows you to play how you want within a modern militaristic setting.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 63.3Kreviews | 81% | #1 | $133.7M |
| Free | 0ratings | 0% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1097 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Battlefield, COD, and just about every other FPS game I've ever play does not compare to the fun I've had in this game. If only this was released BEFORE I bought BF6, then I'd have never bought it
Ignore the noise. Negative reviews are about overloaded servers at launch. Something that has never happened in any game release ever. Game itself is brilliant. I've waiting for something like this for a long time.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $133.6M | 429.2K | 81% | $19.99 | |
| $133.2M | 262.7K | 92% | $39.99 | |
| $134.8M | 128.9K | 86% | $59.99 | |
| $134.9M | 184.8K | 96% | $49.99 | |
| $130M | 180.4K | 83% | $39.99 | |
| $129M | 1.1M | 98% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $66.1K | 124 | 82% | $12.99 | |
| — | 986 | 66% | — | |
| $69.9M | 63.7K | 80% | $33.32 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 17: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Same day: best AU #1, worst PL #3 · 13 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Polish +2 more
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I love this game... Had a blast with the beta... But I am not changing this review until they add some sort of rejoin feature, because crashing or losing connection (basically getting kicked from the game/server) is very punishing. Sure, making your money back doesn't take much if you actually play the game... But that shouldn't be how it is. There is no reason this game doesn't have a rejoin feature. Because if you get kicked out, not only do you potentially lose your spot in the team and server... But you lose all currency you potentially earned and invested... And God forbid you crash or get kicked out at the beginning of the match and lose all that money you just spent, and didn't even get a chance to use it. Please for the love of God fix this...
Ever since the playtest earlier in the week, I've been having problems trying to launch the game. Some kind of error with the anti-cheat known as "Elytra" that the game is using. People at the time were talking about going into the BIOS to turn off virtualisation and all that, which honestly sounds to me like a problem that the devs should fix rather than us the players. A functioning game should be made in a way that the players do not need to go through a whole act of congress with 15 years of game-development knowledge in order to just launch the game. I thought to myself at the time that the game is pretty much about to go into early access, so I figured I'd just be patient and wait. Then comes the day where the game is launched in early access, and still I had problems with the anti-cheat not allowing me to launch the game. The fix however, is much simpler this time. I had to go into my game files, start up Elytra setup and click on "repair". The game launched, only for me to be at the back of a 300k+ queue. I also heard that many people waited throughout the entire queue, only to be booted out because of some kind of error and then be put all the way back to the beginning of the queue. I also heard that DDoS attacks were carried out on this particular game. I'm no IT tech, but it all sounds kinda sketchy to me. Some people even turned off their firewalls just to try and get the game running. The fact that I had to tweak the anti-cheat myself, and with the DDoS attacks, only shows that this game is being targeted by hackers and may constitute a potentially elevated cybersecurity threat. The game looks great, I never had the pleasure of being able to play it myself. But this game, in it's current state, is not just broken, rather it sounds to me that it's quite vulnerable as well. I have refunded this game, and I look forward to trying it again in the future in a time where the devs locked in and improved their server infrastructure and anti-cheat.
A forced tutorial? Is this a mobile game?
It's a great game. Everyone review bombing this game is salty because they have no patience or understanding of how servers work... Especially with steam limitations and supposed DDOS attacks on milsims as of late.... The games great, the beta was great, and everything all around shows great promise. Probably the only early access game I'll actually endorse. Thanks devs for doing your job, and keep up the great work!
Gameplay's great, no complaints there. The launch has been horrible though. Streamer queue priority shouldn't exist. Having an online following doesn't earn you the right to cut the line. We all bought the game, so wait like the rest of us. The queue to just reach the main menu is bad. The playtest peaked at around 245k concurrent players (with launch peak of 340k as of writing the review), so the hype for the game was no surprise. The devs should've worked with Valve on the steam launch verification before the early access release. And once you get through the tutorial, all official servers are full, with most likely another 45 minute queue to even play the game. Again, predictable based on the playtest.
devs unfortunately decided it was time to begin gargling streamer balls, but a fifteenth apology video is gonna hit different, i swear
迷っている方はまだ買わなくてよいです
Despite having multiple open betas, when specifically the most recent one had well over 200,000 concurrent players, they were completely unequipped and mishandled this early access launch. Not only did I and MANY others have to wait in multiple two hour plus long queues to just get into the game but the servers weren't responsive and wouldn't let you join no matte how much you tried, not to mention the multiple times you would get kicked from the queue just to have to re-join and be at around 250,000-300,000 place in the queue. The least they could do in this type of situation is have the deploy button inactive with the queue wait displayed on it and let players access the firing range and vehicle practice areas. Another mistake they somehow managed to make was when they were wiping the servers and accounts during the downtime (still don't know why they had to do that) they conveniently missed most big streamers, who when they were able to quickly make it back onto the servers to play didn't have any money or skill levels missing. Compared to most everyone else who where basically reset to a new account with maybe a few extra thousand and like 1/5 of a skill level. To make the waiting even worse it was entirely obvious that they favoured literally anyone who was streaming their gameplay. Whitelisting them and their friends so they would be able to join the servers before anyone else which ended up meaning that by the time I had logged off for the day any streamer would have probably had 3-4 more hours of play time that I or any other player could have gotten. Overall a horrible way to launch an early access to a game, which is a shame after I had such high hopes from partaking in the recent beta test.
Selling now
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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