Wardogs, which achieved great success in Steam Early Access, is facing balance issues as players progress rapidly through the progression system. Elements such as FOB building, the drill mechanic, and level 4 armor are shaping the game's meta, while the community expects more variety and balance.
Developed by Bulkhead and published by Team17, the competitive shooter Wardogs entered Steam Early Access on September 10 and got off to an impressive start. According to SteamDB data, the game peaked at 428,666 concurrent players by the end of its first weekend; by the second weekend, that number had dropped by only around 26,000. While praise for Wardogs has been largely positive, the honeymoon period for this new shooter, positioned between Battlefield and Escape From Tarkov, has begun to end.
One of Wardogs' unique aspects is its use of experience points (XP) and in-game currency as complementary progression systems. Earning in-game money is central to everything in Wardogs, because unlocking certain items requires spending a serious amount from your bank balance, and then you must buy all your gear again each time you respawn. However, the ability to spend money and unlock items depends on your level, which is raised by earning XP.
As is often the case in multiplayer games, the community progressed through the progression system at a fairly balanced pace. In less than a month, the in-game meta went through several stages.
At the beginning of the game's life cycle, anyone who could hit their shots with a sniper rifle could take down most enemies and create chaos from the vegetation, because everyone was using at best level 1 armor. This was followed by a few days in which players constantly chased the moving hot zone (the area on the map where every player counts as double points). This led to nonstop infantry combat and was arguably the most enjoyable period of the game so far. Now, as players begin to unlock the most powerful weapons and equipment, complaints are increasing.
In a post on X, FPS content creator TheTacticalBrit said, "Wardogs is increasingly turning into 'fobbits' building forward operating bases (FOBs) and becoming less interested in fighting over the control zone." Reddit user Icy_Hurry8645 wrote, "When I leave the FOB, 90% of the time I'm looking for action and I don't know where to go," and shared a screenshot of a game in which nearly all of their teammates were inside a single FOB.
One reason for this style of play is that when a team sets up a drill in a FOB, it acts like a magnet when activated, pulling the hot zone directly to its location. If a team is mostly positioned inside a FOB, it racks up points incredibly quickly. Reddit user markyymark13 identified the problem in a lengthy post a few days after the game's release and called for a nerf to the drill mechanic and incentives to fight in the hot zone. As Reddit user Cainsiderate pointed out, this is also the most profitable option.
My experience has been similar. I genuinely enjoy Wardogs a lot, but the shift in the meta is clearly noticeable. Far more players are sitting at mortars and raining shells on enemy FOBs. While mortar kills are extremely satisfying, a healthy meta requires all strategies to be viable, not for a single strategy to dominate, especially when that dominant playstyle is extremely slow-paced.
Wardogs is still in early access and, as a live-service game, balance patches are part of the process. Season 2, starting October 15, is around the corner, and hopefully some adjustments will come with it. However, complaints are not limited to FOBs, drills, and mortars: level 4 armor, the highest-tier player protection you can buy, is also frustrating players.
On Reddit, I_C_Weiner2 recounted a story of encountering an enemy wearing a level 4 helmet and armor. "I put three 12-gauge slugs into them at point-blank range," yet despite that, the enemy turned around and killed him and continued on with their PKM. "Before any team even reached 20 points, this player had already reached more than 30 kills." Of course, this player may be incredibly skilled, but I_C_Weiner2 also said, "There are so many balance issues that the game lost all its fun, and it happened incredibly fast." Judging by the number of upvotes the post received, this view seems to resonate with many people.
Similar complaints exist on both Reddit and X, but Bulkhead is aware of them. Studio CEO and Wardogs producer Joe Brammer shared on X how the team prepared for "the general sentiment around Wardogs turning more negative." However, as with everything on the internet, there are also those who push back against opposing views and defend the game's current state.
One example is a Reddit post arguing that Wardogs should not be seen as another "run-and-gun shooter," which I think misses the essence of these complaints. The issue is not that mortars, FOBs, and drills are viable, but that they are overpowered. Another post shared a screenshot showing the green team constantly rushing the hot zone and winning 100-0-0. An admirable strategy, but it requires willing and communicative teammates, which is not always possible.
Wardogs is a great innovation in the FPS space and has a bright future. However, as expected, cracks have begun to appear; if the team can address them and respond in time without losing too many players, it will be a real test for Bulkhead.