
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 | 77.2Kreviews | 79% | #2 | $163.1M |
| 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 1306 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
goated game
I like the game, It has the start of something special it reminds me of MAG a little mixed with modern day Ideas from other games. I can see myself playing it for a while
Review after 40+ hours of playtest The Good - Solid variety of activities with rewarding progression for all different kinds of players. Players can really hone in on their craft whether it’s sniping, running logistics, building a SuperFOB or transporting others via air or land, this game rewards you for what you want to do! - Progression doesn’t feel too fast or slow, each unlock feels like a solid addition once you’re down the XP rabbit hole. - Matches are long enough to where you can get the most out of the match (building, transporting, fighting, etc.) without it feeling like a marathon. I feel like other milsim-like games run into the issue of insanely long matches. - Gameplay rewards togetherness and cooperation. Solo players will find it more punishing to push solo as opposed to remaining within a reasonable distance of their team. I think this really helps push the PTFO mentality that a good strategy FPS game should have. My Suggestions - Add a longer mode with day and night cycles for the hardcore fans. As a Squad and Arma player, I’d love to see this longer timeframe where the battle changes with the world. Maybe include NVGs or Flashlights to really dial it in. - Add more accessible statistics. Players who spend a lot of time in a particular trade in the game would love to know interesting details/numbers/facts about their efforts. Things like: How many Km’s have I flown as a pilot? What’s my average profit per match when I run logistics? etc. I think this would be a very nice touch. - Allow players to make kits in the main menu to expedite the time it takes to get out into the battle. - Have a mode with increased player pop and a bigger zone. I think this would help break up the monotony of building in similar locations round after round. - Add some sort of command chat amongst the squad leaders so we can coordinate with all groups! Thank you for the beta. As a big fan of large scale milsim games, this one is both very fun and promising!
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 21: 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 JP #1, worst PL #4 · 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 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
K
can someone help me out, i have 3.8 hrs in this game. Not the first bit of gameplay. Everytime I join a server the game just shuts off. Then i have to go through the que again. Anyone else having this issue and what was your solution to fixing this?
Mosin man
It's like if KOTH from Arma 3, and SQUAD had a baby
The game had some bumps to start with (getting into sessions) but there are AAA studios having the same issue so I think we can cut them some slack. Otherwise the game feels brilliant, the communication is great, the banter that gets going and the feeling of teamwork is really amazing. The game constantly gives you little rewards for playing and it feels like as long as you're not actively avoiding the objective you're being valued and contributing. Gunplay feels great, movement is smooth, gearing up is simple (unless you go to jump from a helicopter and realise you forgot to buy a parachute), it all just comes together for a solid game, the kind of game I have wanted for so many years. 10/10, would try bribing my way to victory again.
Game bangs. Versatile playstyles and an economy that immediately rewards you, whether thats for a crazy 1v4 or building fortifications. Extremely communicative devs. Honestly blows the competition out of the water.
People review bombing cause the servers were getting DDOS'D is crazzyy. Peak game servers are going good now i cant wait for the future also amazing how there pricing it with the development of the game so later down the line it will cost more when theres more stuff too it. W DEVS
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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
The games this title's players most often review too — audience affinity.
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