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Update History
October 16, 2026 at 06:24 PM
Added Update 0.2.0 (Season 2, 15 October 2026) and the 16 October backend update, and rewrote the Season 2 preview entry
WARDOGS publishes its patch notes as storefront announcements. This page collects them newest first, starting with the notes that shipped alongside the early access launch. Changes made during the invite-only test rounds were never published as patch notes in this form and are covered under Playtests instead.

The build that entered early access was Season 1, and Season 2 began on 15 October 2026 with Update 0.2.0. The developers have said each season carries a different experience curve with a different item order, so the unlock levels and prices in each entry describe the season they were published for rather than permanent values.
Announced on 16 October 2026 in a pinned developer post that opened by admitting the studio had got a few things wrong. It describes a backend update pushed the night before, the first night of Season 2:
Removed the Lonestar cash and XP bonus, which the post calls the Lonestar buff.
Driver track progression fixes.
A fix for a Driver track exploit that had let many players reach tanks too early.
Announced as coming soon: Limited Mode servers, with no power weapons and vehicles.
The post points to a video for the full context, which is not summarised here.
The Season 2 patch notes were published on 14 October 2026 alongside the season trailer, and the update went live on 15 October after a maintenance window scheduled for 08:00 to 09:30 UTC, with an estimated 90 minutes of downtime. The launch announcement numbered it Update 0.2.0. It is the largest set of notes the game has had, and several names in it differ from the preview of 9 October. The season itself is covered under Season 2.
Four weapons: the TCX-SPR assault rifle (7.62x39mm), the PP-19 Bizon submachine gun (9x19mm), the Evo-3 Ultra light machine gun (.308 Win) and the M14 marksman rifle (.308 Win), with new optics, muzzle devices, magazines and bipods.
The Molotov, a thrown incendiary that deals impact damage and burns anyone standing in its flames over time. It can burn destructible foliage and is weakened by rain.
Four vehicles: the Wolf-110 light transport, the Wolf-110 [M2 Browning], the T-72B3 main battle tank and the Flakpanzer Gepard anti-air vehicle.
Three buildables: the MG Nest, the Large Shelter and the Wooden Step.
A rain weather preset with server-synchronised thunder that can mask footsteps.
Eight Gold Market camos across four camo families, including a Black & Gold Little Bird exclusive to Season 2. The Black & Gold AK camo was removed from the Gold Market.
The Wager Vendor appears in the notes but did not open at launch; it is due later in the season.
Team switching restrictions once a team is more than 10 points ahead: no switching again for 15 minutes after joining a team, and a player who switches or joins mid-match has an obscured map and cannot use the spawn vehicle until first reaching the Control Zone.
A team-kill vote: the victim chooses Forgive or Punish, punishments build toward kicks and escalating bans, and respawning and leaving the safe zone without voting counts as forgiving.
Squad leaders can set a squad intent from a fixed list, shown on the squad list before others join. Squad invites and other timed prompts now queue.
Rebuy Last Loadout now fills the vendor with the previous loadout so it can be edited before purchase; the old placeholder rebuy screen was removed.
Players who join and populate empty servers earn rewards and a vendor discount once the match begins, and each spawn gained pre-match entertainment: guns with targets, a football and a hidden radio.
Region-based ping limits on Official servers, with automatic kicks for sustained high ping, a rejoin block until the next map, ping tags and filters in the server browser, and configurable limits for community servers.
All three team spawns on Bakurani were moved and rebuilt with purpose-built routes to the zone.
A Lonestar cash and XP win bonus and Lonestar cash and XP multipliers for teamplay actions, both for Season 2 only; a 20 percent vendor discount for any team at least 40 points behind second place; and punishment for community server hosts seen exploiting the faction bonus. The Lonestar bonus was removed a day later in the backend update above. See Factions.
Base damage cut for four calibres on every infantry and vehicle weapon that fires them: .308 Winchester by 25 percent, 7.62x54mmR by 20 percent, 7.62x39mm by 19 percent and .50 Cal by 16 percent. Sniper rifles had their hit-location damage raised to compensate.
Torso damage on assault rifles and LMGs evened out, assault rifle body shots slightly reduced, and LMG body damage brought in line with assault rifles. DMR headshots and upper-body hits are slightly weaker.
Level 3 armour and helmets reduce damage by 50 percent (from 55), and Level 4 by 60 percent (from 65). The Level 4 helmet adds muffled audio and proximity chat, a restricted field of view and fogging while sprinting.
Suppression rebuilt around shared falloff curves, with stronger near-miss suppression from small and medium calibres and reduced screen shake. Level 3 helmets reduce suppression by 68 percent and Level 4 by 80 percent.
The Infrared Range Finder returned, running on batteries that last around 80 seconds of active use.
Parachutes open more slowly and not at all below about 10 metres; opening below roughly 50 metres at speed causes fall damage. The Medical Bag's durability rose from 100 to 150.
Recoil and balance changes to the MP5, Super-45, DMRs, MGL-40, Compound Bow, Scout Rifle and 12 gauge slugs. The Mosin gained its own PU 91/30 scope and lost access to other optics. Some weapon inspects are silent, which the studio lists as known.
A full pass on build costs, build speed and durability, with higher costs for most structures, a slower Medium Hammer and smaller critical-spot bonuses. See Fortifications and Structures.
Drill rigs need more fuel to start, run for less time and have a longer cooldown after one is destroyed. See Towers and Drills.
The Talon reloads more slowly and the Mortar fires more slowly, and both draw more from munition supplies.
Purchased vehicle inventories are private to the driver and squad by default; tracked vehicles feel heavier; Humvee and Dune Buggy handling changed; explosives and placeables can no longer be used from enclosed seats; and a set of vehicle bugs was fixed. See Vehicles.
Role track experience requirements were cut, so level 20 takes less than half the playtime it did in Season 1, and most unlocks moved level, cost or track. See Progression Tracks.
New and reworked cash and experience rewards, including logistics delivery streaks, lower spotting rewards and per-variant vehicle destruction rewards. See The Cash Economy.
Dozens of vendor prices changed, mostly upward for vehicles and armour. See Loadouts and Arsenal.
An aim assist strength slider (default 1, with 0 turning it off), changes to sensitivity and aim acceleration, a set of rebinds, and fixes for grenade cooking and bandage cancelling. See System Requirements.
Trading cards and point shop items for the game's storefront page are being added during Season 2, pending the platform holder's approval.
30mm cannon ammunition now takes a 2x2 inventory slot instead of 1x1, and backpack stacks are capped at 50; vehicle storage stacks are unchanged at 200.
The assistance request ping timer rose from 20 to 60 seconds.
Many quality of life improvements, bug fixes, and performance, stability and server security improvements.
Not a patch. The studio previewed the second season six days before it began and said full patch notes with every balance change would follow. Several names and details changed between the preview and the final notes, among them the TCX Spear becoming the TCX-SPR, the T-72 becoming the T-72B3, the Super Heavy Helmet becoming the Level 4 helmet, and the Wager Vendor slipping to later in the season. The final contents are in the Update 0.2.0 entry above.
Two balance changes announced on the afternoon of 2 October 2026. The announcement's title refers to IR goggles, but its text and the later Season 2 preview both name the item as the Infrared Rangefinder.
The Infrared Rangefinder was disabled in the vendor until Season 2, when it returns requiring batteries. The studio said it agreed with players that the item had crossed the line into being too overpowered. The change took effect as servers restarted across regions over the following twelve hours.
The CIWS now destroys the Havoc in around 6 seconds rather than 12. The studio said it had overcorrected this in the previous patch and had hotfixed it that morning.
Neither change needed a client download or server downtime.
A hotfix scheduled for 08:00 UTC on Friday 2 October 2026 to address minor security and stability issues affecting some players, with an expected downtime of one hour. The announcement gave no further detail.
Deployed in a maintenance window from 08:00 UTC on 30 September 2026 that the studio estimated at an hour. It was billed as a minor update aimed at the cash and experience exploits and security issues seen since launch, with a fix for a Windows crash and small interface changes meant to send more players toward Infantry Mode and Low-Level community servers. The studio numbered it 0.1.2; the notes before it were titled Patch 0.11, and both names are given here as published.
Fixed the WD-L020 crashes caused by the Windows 11 update KB5124010.
Revive validity checks are now fully server authoritative, making revives harder to abuse across the map.
A vehicle fly-through exploit was fixed, and its rewards are now capped.
Rewards for destroying buildables now scale with how far they had been built, so destroying a freshly placed schematic no longer pays in full.
Depositing pallets into a forward operating base outside the zone now pays reduced rewards.
The notes also ended the leniency the studio had shown so far. Players caught abusing cash and experience exploits, or real money trading, had already had their cash and progression reset. The studio said it had expected Season 1 to contain undiscovered exploits and had gone easier on first-time offenders, but that this was now over, and that abusing repeatable unintended exploits risks a permanent ban without warning.
A new Deploy flow: pressing Deploy offers a choice of Official, Community, Infantry Mode or Low-Level servers, described as a first step toward signposting servers that run those modifiers.
Advanced filters were added back to the Official server list.
Long server names are no longer cut off, and hovering over an entry shows the full name.
After pressing Join, a player sees that the game is connecting and then their place in any queue.
Anonymous mode now hides the server name on the loading screen, as Streamer mode does, and the server name in the pause menu stays hidden unless the player chooses to show it.
Region selection shows how many regions are selected.
Gamepads are supported on the Deploy selection screen.
A daily scheduled restart time, set in UTC.
An RCON AllowedHosts setting to restrict who can reach RCON.
Caps on RCON message and broadcast lengths.
RCON now defaults to Standard response detail instead of Full, and configuration responses no longer expose server internals.
The ServerImageURL setting is checked when the configuration loads.
Various server stability hotfixes, and increased server security against exploitation.
Grenades, smoke and C4 can no longer be used from enclosed vehicle seats.
The adaptive crosshair now hides correctly while aiming down sights.
Critical spots on buildables no longer reappear where a player has just hit, get pushed into corners or jump to the far side of a structure. They now favour a spot the player can reach from where they stand.
A bug that made the Havoc take extra damage from 20mm and 30mm cannon fire was fixed.
Localisation was improved.
The notes closed by describing Season 2 as a larger content update than this one, with new map conditions, equipment, balance reworks and additional features.
Announced on 12 September and delivered in a maintenance window on Monday 14 September 2026 that the developers estimated at about an hour. It is the largest set of notes since launch, and almost all of it is about community servers. The studio opened it by thanking players for a peak of 400,000 concurrent users and then apologising for the part of the game it had rushed.
The studio's own framing was unusually blunt: community servers had been underserved, the browser experience as a whole had been poor, and it had not put the same care into community hosting as into the rest of the game. It described working through the night to pull the update together, and said that when it is wrong it will say so.
The browser was split in two, into separate Community and Official listings. The studio noted that a game at this player count would realistically use matchmaking, but said it did not want community admins and hosts to lose out.
Filtering was removed from the Official browser, on the grounds that there are no official modified game modes for a filter to sort.
Filtering reliability improved on the Community browser, and a text search was added to it.
Community server IDs now persist between matches and restarts, where they had previously been wiped on a map change or restart. Each server now carries its own unique ID that players can join by, longer than before for security reasons.
A show empty and full toggle was added to the browser quick bar, and the host button was repointed at the correct page.
Server naming was constrained, forcing alphabetical ordering regardless of special characters and numbers, and disallowing more than one consecutive space.
By way of apology the studio attached a bonus 5 percent end of match cash bonus to community servers for the following week, and suggested players looking to grind use them. Hosting is covered under Servers and Anti-Cheat.
Various cash exploits were fixed.
More graphics card crashes were addressed.
Capacity was increased in the Asian region in response to demand from it, with the studio saying it would put more focus into supporting Asia as an important part of the worldwide player base.
The patch carried an enforcement statement rather than a mechanical change. Because every player shares one economy, the studio said it had decided to come down hard on abuse, and set out three tiers.
Behaviour | Consequence |
|---|---|
Abusing cash exploits and bugs | A timed ban whose length depends on any previous bans, plus a reset of cash and experience to zero |
Creating content that teaches others how to abuse a system, without reporting it | Treated as advertising cheats, resulting in a permanent ban |
Experience farming | The most serious category. Servers are tracked, and an account logged on a known farming server for more than a few minutes is permanently banned |
The studio drew the line at repetition rather than discovery: finding something and testing it once or twice was described as helping with quality assurance, while continuing to use it after that is abuse. The economy itself is covered under The Cash Economy.
The notes also listed quality of life features the studio said were requested by communities and being worked on as a short term priority, separate from Season 2 content and not yet ready: community server favouriting, tiered priority queues for community servers, a message of the day prompt, improved warmup activities, disabling away from keyboard kicking during seeding, and team switching controls. These are tracked under Early Access Roadmap.
A client hotfix released on launch day to deal with the opening hours of service trouble. Installing it forced every logged-in player to close the game, put everyone back into the login queue on relaunch, and let players through in controlled batches that the developers widened as servers were confirmed to be populating. It targeted three symptoms:
Players unable to join servers.
Players being unexpectedly kicked from servers during play.
Extended login queue times.
The full account of that day, including the sales and review figures that came with it, is under Early Access Launch.
Published alongside the pre-load on the evening before servers opened, this is the largest set of notes the game has had. It covers exploits, moderation, the server browser, voice chat, vehicle handling, performance, and a full re-pricing and re-levelling of progression. Its economy and unlock lists name the six progression tracks the game ships with: Career, Medic, Support, Driver, Pilot and Recon.
An exploit that let players reach an unintended position on a church roof was closed. A new report tracking system was added, and reports are now weighted so that repeat and bad faith reporters carry less influence. Cheater bans are announced in server when match termination is turned off, and the kicked-from-server message now appears only when a player was actually banned.
Server browser filtering was reworked, community server images no longer scale incorrectly, and the host-a-server button links straight to the hosting page. On voice, a bug that killed voice permanently after a failed join was fixed, with stale channel rejoins, push-to-talk targeting and re-login all recovering properly afterwards. Voice reliability under load was improved and a visible communication status added. These systems are described under Servers and Anti-Cheat.
The Z20 Lakota received a balance pass and a fix for sluggish pitch, and the rattle on its chase camera rotation was brought down by 6 dB. Helicopter input damping now applies to every input device. Vehicle turrets gained a maximum operator rotation speed, a DPI issue affecting tank aiming was fixed, and the 155mm, 122mm and flare deployables now take up more room in a loadout.
DLSS frame generation can now be turned off without restarting the game, and the render target pool is configurable. Shadow cache refreshes were reduced, which cuts hitching when taking control of a character, and shadow quality is now clamped to low on high benchmark scores rather than switched off entirely. A legacy graphics dependency was removed and dropped items no longer affect navigation. Two crash paths in the frame generation pipeline were fixed, along with crashes involving buildables, closing a chatbox entry tooltip, network calls scheduled off the game thread, and firing a weapon whose owner had left. GPU crash reports now carry more detail so the team can act on them faster, and startup was made more reliable with clearer messages and a route to recovery when something fails early.
The experience curve was deliberately slowed for launch. The developers explained the reasoning in the notes: levels 10 to 20 were slowed and the curve flattened from 35 onward so that a median player at 20 to 25 hours sits around level 20, while the top 5 percent chasing the expensive items have to grind for them. Artillery moved to Career level 90 and the Heavy Tank to Driver level 35, and the Driver track was reordered to give a steadier escalation through attack vehicles. Levels below 6 were left alone.
Level | Previous XP | Season 1 XP | Change |
|---|---|---|---|
6 | 8,750 | 9,250 | 5.7% slower |
10 | 25,000 | 35,000 | 40.0% slower |
15 | 54,750 | 110,000 | 100.9% slower |
20 | 111,500 | 250,000 | 124.2% slower |
25 | 192,000 | 325,000 | 69.3% slower |
30 | 293,750 | 400,000 | 36.2% slower |
35 | 416,500 | 500,000 | 20.0% slower |
40 | 551,250 | 650,000 | 17.9% slower |
45 | 689,500 | 800,000 | 16.0% slower |
50 | 838,000 | 1,000,000 | 19.3% slower |
Two experience awards were cut at the same time. A player kill scored from an air vehicle dropped from 300 XP to 250 XP, and selling a supply crate item worth under $75 dropped from 25 XP to 1 XP. The supply crate purchase curve was rescaled from a 25 to 250 range down to 1 to 200, so low value items are priced sensibly and cannot be farmed.
Fourteen prices moved at launch, listed here with the track they belong to. Vendor entries are bought directly rather than unlocked on a track. How cash is earned and spent is covered under The Cash Economy.
Track | Item | Previous price | Season 1 price |
|---|---|---|---|
Vendor | Forward Operating Base | $2,500 | $7,500 |
Vendor | Large Hammer | $1,600 | $2,400 |
Career | Artillery Tank | $400,000 | $500,000 |
Recon | 6-10x MRAD scope | $25,000 | $40,000 |
Recon | 6-10x MOA scope | $30,000 | $45,000 |
Support | Medium Hammer | $10,000 | $25,000 |
Support | Large Hammer | $25,000 | $75,000 |
Pilot | Small armoured supply crate | $5,000 | $10,000 |
Pilot | Little Bird with miniguns | $25,000 | $50,000 |
Pilot | Z20 Lakota | $50,000 | $35,000 |
Driver | URAL | $50,000 | $35,000 |
Driver | Dune Buggy | $35,000 | $25,000 |
Driver | Kodiak Flatbed | $15,000 | $35,000 |
Driver | Music Tape H | $5,000 | $2,500 |
Vendor prices for the Forward Operating Base and the Large Hammer were raised specifically to make buying either one more of a decision. Building with them is covered under Base Building and Destruction.
Unlock levels moved across four of the six tracks. Two items changed track entirely: the Music Tape H moved from Pilot to Driver, and the Heavy Tank from Career to Driver.
Track | Item | Previous level | Season 1 level |
|---|---|---|---|
Career | Sports Parachute | 36 | 35 |
Career | Large Backpack | 56 | 55 |
Career | 762x54mm AP | 83 | 82 |
Career | 556mm AP | 85 | 83 |
Career | Deagle | 90 | 85 |
Career | Artillery Tank | 55 | 90 |
Medic | PP-19 50 round drum magazine | 33 | 29 |
Support | Large Hammer | 7 | 8 |
Driver | URAL | 4 | 3 |
Driver | Kodiak Assault | 8 | 6 |
Driver | Dune Buggy | 10 | 8 |
Driver | Kodiak Flatbed | 2 | 10 |
Driver | Large Supply Crate | 20 | 16 |
Driver | URAL Covered | 30 | 18 |
Driver | Music Tape H | Pilot 28 | Driver 23 |
Driver | URAL Attack | 40 | 25 |
Driver | Humvee with minigun | 35 | 30 |
Driver | Heavy Tank | Career 35 | Driver 35 |
These are the individual weapons, vehicles and attachments the developers have named in their own patch notes. They are not a published roster, and the wider set of gear available in a match is described under Loadouts and Arsenal.