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The Cash Economy - Version 2 vs Version 3
Jun 7, 2026, 09:37 PM
Added screenshots (2026-06-08)
Jun 7, 2026, 10:11 PM
Deep-harvest update: cash-and-experience progression, Hot Zone, combat roles, vehicles, forward operating base, engine and 2027 launch (2026-06-08)
1-The cash economy is the signature system of WARDOGS and the reason its makers say cash is king. Every player begins a match with a starting balance of in-match funds, and each time they spawn they spend it to buy a custom loadout from a shared pool of weapons, gear, utility, and vehicles.1+The cash economy is the signature system of WARDOGS and the reason its makers say cash is king. Players begin with a starting balance of $10,000 in funds, and each time they spawn they spend cash to buy a custom loadout from a shared pool of weapons, gear, utility, and vehicles. Crucially, that money is not wiped at the end of a round: it carries over from match to match as a persistent measure of progress.22334-Cash is earned by playing for the team. Reviving allies, transporting teammates, and holding the control zone all pay out, so the players who contribute most can afford the strongest equipment. This ties the shooter's moment-to-moment action directly to its objective.4+Cash is earned by playing for the team. Reviving allies, transporting teammates to the fight, and holding the control zone all pay out, so the players who contribute most can afford the strongest equipment. A shifting Hot Zone offers double cash to those willing to fight for it, rewarding aggression with greater buying power.556-Rather than locking players into fixed classes, the buy system lets everyone assemble whatever role they can afford on each life. Cash also persists as a longer-term measure of progress, rewarding sustained good play across a match.6+Rather than locking players into fixed classes, the buy system lets everyone assemble whatever role they can afford on each life. Progression runs on both cash and experience earned through play, and the developers plan to deepen it further after early access with more involved progression systems and a stronger seasonal layer.