Uploaded August 2026 | Updated September 2026, 1 week ago
Wardogs is a pretty good game. For only playing the game for two relatively short sessions we had a good amount of interesting or funny moments and I was mainly focusing on specific aspects of the game ( recon, sniping ). It seems to have a lot of potential and a decent base gameplay loop to start with, refine and expand from. It feels similar in ways to Planetside 2 where if you aren't playing with a large group of players who know what they are doing you're at a disadvantage. Similarly you can do a lot of fun stuff as a small unit but then someone pulls a max ( tank ) and it's over.
My main concern is the "the rich getting richer". When the game gets to a state where later unlocks make players so strong new players stand zero chance and can't unlock things themselves or at a much slower pace which then drives them away, leaving you with the players that play the game every day. Related to this topic is vehicles like the tanks or artillery being so powerful and money eventually not being an issue or not something the people that play every day have to worry about which leads to them being able to buy a tank over and over again. It also didn't look like there was a limit to the number of tanks, helicopters, etc. that could be up at one time. I wonder if there should be a cooldown like Planetside 2 had with vehicles, etc. so you can't spam something ( we already had a round where some guy kept lawndarting the little bird over and over again trying to kill people ). And then even if they implement wipes the people who play everyday will get to that point quite quickly versus others which leads to gate keeping. We all know how much players these days meta the fun out of games so I'm worried that early stages or phases at the beginning or after wipes might be too slow for some aspects, unlocks, etc. in the game.
I'm not saying the game will be bad because of it I'm just concerned how it will play out in reality because some people will take the game way too seriously and with the later unlocks, equipment, weapons, etc. the gap would be massive in comparison to someone starting fresh. That issue can be mitigated when playing with a lot of other players that you know but what about everyone else. I do think the game having VOIP and the way it's designed makes it easier to find people you can play with but I don't know if it will be enough. I'm just concerned if they do wipes and the game is only "fun" towards the beginning or right after a wipe that is going to end up being a weird game cycle no?
I do worry about people meta'ing the sh&! out of the various mechanics to "win" a match. It felt like the developers had a pretty balanced way of handling the outcome or results of the round but it was only a few days so who knows what people will find when the Wardogs goes early access.
I do wonder if the gameplay loop still holds up while playing solo. Although during that time I guess the idea would be to mainly work on more support related actions like building or transporting.
Nitpicks:
I understand the slow ADS speeds or slow zoom in times because of the damage some weapons can do but I don't get having it when there is still sway even when holding your breath and the amount of bullet punch or flinch in the game. Like it's forcing them to be used in only one way but other weapons like ARs and SMGs aren't being treated the same. Like you can die before getting half way through aiming down sights. To add to the other point on scope sway, if it's something you can't stop while holding breath unless you are using a bipod that seems a bit excessive for the game mechanic especially when the first bolt action that can equip a bipod is so far into the recon unlocks. Just saying it seems more efficient to not use any DMRs or sniper rifles and just level recon with the spotting gadgets which to me doesn't seem like great game design vs the other classes and leveling them.
Wardog devs, please let us pick up or swap backpacks from players on the ground without having to move all contents individually across to the new backpack. You already let players easily swap or pick up helmets and armor like it's PUBG so doing the same with the backpacks or having an option to do so would be awesome.
If the level restrictions only apply to buying the weapons then doesn't that mean someone who has played a lot and has everything unlocked can just buy everything for someone new and drop it for them? Would that be considered boosting? Or is that just a possible way left in the game for players to catch-up "faster"? Assuming they have the friends to do that with.
0:00 Close One
0:06 Sniping Pilots
0:43 It Begins
0:59 Hands Rated E
2:18 Please Hold
2:35 Warehouse Battle
7:21 Great Landing
8:15 Three Way
9:47 Stadium
10:56 Stop Using Pistol Bro
11:46 Free Parking
11:57 Tickling Enemies
12:33 Scout Rifle TD
14:27 SVD
15:05 Mosin Nagant
16:57 Just A Pilot
17:37 Wardogs Alt F4
14:46 Tracers
17:55 What?
18:08 Tutorial
#wardogs
Wardogs is a pretty good game. For only playing the game for two relatively short sessions we had a good amount of interesting or funny moments and I was mainly focusing on specific aspects of the game ( recon, sniping ). It seems to have a lot of potential and a decent base gameplay loop to start with, refine and expand from. It feels similar in ways to Planetside 2 where if you aren't playing with a large group of players who know what they are doing you're at a disadvantage. Similarly you can do a lot of fun stuff as a small unit but then someone pulls a max ( tank ) and it's over.
My main concern is the "the rich getting richer". When the game gets to a state where later unlocks make players so strong new players stand zero chance and can't unlock things themselves or at a much slower pace which then drives them away, leaving you with the players that play the game every day. Related to this topic is vehicles like the tanks or artillery being so powerful and money eventually not being an issue or not something the people that play every day have to worry about which leads to them being able to buy a tank over and over again. It also didn't look like there was a limit to the number of tanks, helicopters, etc. that could be up at one time. I wonder if there should be a cooldown like Planetside 2 had with vehicles, etc. so you can't spam something ( we already had a round where some guy kept lawndarting the little bird over and over again trying to kill people ). And then even if they implement wipes the people who play everyday will get to that point quite quickly versus others which leads to gate keeping. We all know how much players these days meta the fun out of games so I'm worried that early stages or phases at the beginning or after wipes might be too slow for some aspects, unlocks, etc. in the game.
I'm not saying the game will be bad because of it I'm just concerned how it will play out in reality because some people will take the game way too seriously and with the later unlocks, equipment, weapons, etc. the gap would be massive in comparison to someone starting fresh. That issue can be mitigated when playing with a lot of other players that you know but what about everyone else. I do think the game having VOIP and the way it's designed makes it easier to find people you can play with but I don't know if it will be enough. I'm just concerned if they do wipes and the game is only "fun" towards the beginning or right after a wipe that is going to end up being a weird game cycle no?
I do worry about people meta'ing the sh&! out of the various mechanics to "win" a match. It felt like the developers had a pretty balanced way of handling the outcome or results of the round but it was only a few days so who knows what people will find when the Wardogs goes early access.
I do wonder if the gameplay loop still holds up while playing solo. Although during that time I guess the idea would be to mainly work on more support related actions like building or transporting.
Nitpicks:
I understand the slow ADS speeds or slow zoom in times because of the damage some weapons can do but I don't get having it when there is still sway even when holding your breath and the amount of bullet punch or flinch in the game. Like it's forcing them to be used in only one way but other weapons like ARs and SMGs aren't being treated the same. Like you can die before getting half way through aiming down sights. To add to the other point on scope sway, if it's something you can't stop while holding breath unless you are using a bipod that seems a bit excessive for the game mechanic especially when the first bolt action that can equip a bipod is so far into the recon unlocks. Just saying it seems more efficient to not use any DMRs or sniper rifles and just level recon with the spotting gadgets which to me doesn't seem like great game design vs the other classes and leveling them.
Wardog devs, please let us pick up or swap backpacks from players on the ground without having to move all contents individually across to the new backpack. You already let players easily swap or pick up helmets and armor like it's PUBG so doing the same with the backpacks or having an option to do so would be awesome.
If the level restrictions only apply to buying the weapons then doesn't that mean someone who has played a lot and has everything unlocked can just buy everything for someone new and drop it for them? Would that be considered boosting? Or is that just a possible way left in the game for players to catch-up "faster"? Assuming they have the friends to do that with.
0:00 Close One
0:06 Sniping Pilots
0:43 It Begins
0:59 Hands Rated E
2:18 Please Hold
2:35 Warehouse Battle
7:21 Great Landing
8:15 Three Way
9:47 Stadium
10:56 Stop Using Pistol Bro
11:46 Free Parking
11:57 Tickling Enemies
12:33 Scout Rifle TD
14:27 SVD
15:05 Mosin Nagant
16:57 Just A Pilot
17:37 Wardogs Alt F4
14:46 Tracers
17:55 What?
18:08 Tutorial
#wardogs






