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Each WARDOGS match is a three-way fight, with up to one hundred players divided into three teams of roughly equal size. Having three sides in play, rather than two, leads to shifting fronts and pressure from more than one direction around the contested Control Zone.
The three-way split changes how a fight should be read. Because the score is a head count taken every thirty seconds, a team that commits everything to beating one rival can lose the zone to the third side while it is winning that fight. Letting two enemy teams grind against each other and arriving afterwards is a legitimate play rather than a passive one.
The Three Sides

The three teams are named factions: Lonestar, Valkyra, and Manticore. Each carries its own colour and in-world identity, but all three play by the same rules, so a side’s success comes down to its players rather than to asymmetric abilities.
Squads and Communication

Squad sizes are unlimited, so friends can group up without being split apart. Forming a squad adds extra interface support, communication tools, and vehicle locking for better coordination. The game uses local proximity voice so nearby players can talk directly. That channel is not restricted to your own side: it can be heard across all three teams, which turns close-quarters encounters into something less predictable than a silent firefight. Players can also build loudspeakers to blast faction propaganda toward the enemy. Lobbies are formed through a server browser rather than automated skill-based matchmaking.
According to the studio's player safety page, voice chat is provided by a third-party service and is not recorded or stored, so a report about something said aloud is easier to act on with the server name and an approximate time. Voice chat can be turned off in the audio settings, and other players can be muted and blocked.
Voice took a round of repairs at launch. The studio fixed a fault that could cut a player voice channel permanently after a failed join, and made stale channel rejoins, push to talk targeting, and re-login all recover on their own. Reliability under load was improved, and a visible communication status was added so a player can tell whether their voice is getting out at all.
Many Playstyles
Teamwork is built into the rules through the cash economy, which pays players for supporting one another. Even so, the design leaves room for many approaches. The developers stress that there is no single correct way to play, progress, or earn: a player can run with a tight squad or strike out alone and still add to the team’s score.
Which approaches are available, and which tracks reward them, is covered under Combat Roles.
Where a squad plays matters as well as how. Matches run on official servers or on community-hosted servers rented and moderated by players themselves, both reached through the same browser, and the two differ mainly in who is watching for bad behaviour. That split is covered under Servers and Anti-Cheat.
Since Update 0.1.2 on 30 September 2026, pressing Deploy offers a choice of Official, Community, Infantry Mode or Low-Level servers.
Season 2 Changes
The three sides have not performed equally. Ahead of Season 2 the studio said Lonestar has had a notoriously lower win rate than the other two, and the season, live since 15 October 2026, ran an experiment to change that: rebuilt faction spawns on Bakurani and a Lonestar cash and experience win bonus and multipliers for Season 2 only. The studio removed the Lonestar bonus in a backend update it announced on 16 October. A separate rule applies to every side: a team at least 40 points behind second place gets 20 percent off at vendors. See Factions.
Season 2 also changed how squads and teams work together.
Change | What it does |
|---|---|
Team switching restrictions | Once a team is more than 10 points ahead, a player cannot switch teams again for 15 minutes after joining one, and anyone who switches or joins a match in progress has an obscured map and cannot use the spawn vehicle until first reaching the Control Zone |
Team-kill vote | A player killed by a teammate chooses Forgive or Punish. Punishments add up against the teamkiller, leading to kicks and escalating bans for repeat offenders; respawning and leaving the safe zone without voting counts as forgiving |
Squad intent | Squad leaders can set a squad intent from a fixed list, which every player sees on the squad list before choosing a squad. Squad invites and other timed prompts now queue |
Rebuy Last Loadout | Fills the vendor with the previous loadout, which can be added to or trimmed before buying |
Server seeding | Players who join and populate empty servers earn rewards and a vendor discount once the match begins, and each spawn has pre-match entertainment: guns with targets, a football and a hidden radio |
Ping limits | Official servers enforce a region-based ping limit and kick players who stay over it for a sustained period |
Teamplay rewards | Logistics delivery streaks, a payout to teammates near a hacked enemy forward operating base, and rewards for breaching doors and closing friendly ones |