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WARDOGS turns one million wishlists into 1.25 million sales in its first 24 hours

One million wishlists was already a promising number. Within 24 hours of WARDOGS entering Steam Early Access, BULKHEAD says it had sold 1.25 million copies. The audience showed up so quickly that the launch story almost immediately became two stories: spectacular sales and servers struggling to let everyone play.

By Maëlle WARDOGS
WARDOGS turns one million wishlists into 1.25 million sales in its first 24 hours

WARDOGS entered Early Access on September 10 and almost immediately crossed a commercial milestone most new multiplayer shooters never reach. BULKHEAD and Team17 first announced more than one million copies sold, with the developer later putting the first 24-hour total at 1.25 million.

The path to launch had already been unusually strong. WARDOGS reached 100,000 Steam wishlists three days after its reveal, passed 500,000 in May and crossed one million in August.

A remarkable number of those prospective players apparently decided not to wait.

"To cross a million copies sold as we launch into early access is mental."

BULKHEAD CEO Joe Brammer connected the result to an unusually transparent pre-launch campaign. The studio repeatedly explained what WARDOGS was and was not, and at one point literally published reasons people might not want to buy it.

Telling customers why they should keep their money is not the most obvious sales pitch. It worked out rather well.

The player surge became a server problem

Steam concurrency passed 300,000 during the opening rush, putting WARDOGS among the platform's most-played games. Queues, login problems and overloaded services followed.

That was despite BULKHEAD already seeing enormous interest during testing. Roughly half a million people had participated in the August closed beta, giving the studio a substantial warning that launch could be busy.

Launch was busier.

The team has since been working through server maintenance and patches. Brammer had already warned players before release that BULKHEAD did not expect — or require — launch-level concurrency to remain permanent. The long-term goal is a sustainable community, not an endless opening weekend.

WARDOGS gives support players an actual economy

The game itself puts up to 100 players into a three-team fight over randomized Control Zones inside large battlefields. Combined-arms combat sits alongside construction, destruction and vehicles ranging from ground transports to helicopters.

Its persistent cash system is a more unusual part of the design. Players spend money on equipment and vehicles, then carry their remaining balance between matches.

Crucially, kills are not the only way to earn it. Reviving teammates, spotting enemies, transporting players, building forward positions, driving spawn vehicles and helping control an objective all generate rewards.

Players can even offer cash rewards to other players for specific help. The medic, helicopter pilot and logistics player have an economic reason to care about somebody else's problem.

BULKHEAD says the Supporter Pack is the monetization limit

WARDOGS also launches with an unusually explicit commitment regarding Early Access monetization.

There is a $12.99 optional Supporter Pack containing cosmetic items, including a small selection of weapon and vehicle camos. According to BULKHEAD, that is the exception rather than the beginning of a store.

- No further monetization during Early Access - No direct sale of in-game cash or gold bars - No direct sale of additional camos

The studio says standard camos should indicate that a player earned them through play rather than bought them directly.

That promise is now attached to a game with more than a million paying customers. It will be easy to remember.

Console players have a much longer wait

WARDOGS is currently a PC game, available through Steam Early Access since September 10.

PlayStation 5 and Xbox Series X|S versions are officially confirmed, but Team17 lists them for 2028 rather than alongside the current PC release. No exact console date has been announced.

BULKHEAD expects the Early Access period to run for roughly one to two years while it adds maps, weapons, vehicles, objective variations and deeper progression.

The first test was whether people would buy into that unfinished version. With 1.25 million reported sales in 24 hours, that particular question did not last very long.