What Wardogs players earned and spent in in-game cash over the Early Access launch weekend — the official figures, straight from the developer. In-game credits, not real money. See all launch-weekend stats →
Official: Bulkhead @WARDOGS -- "Stats from Early Access Launch Weekend" · Early Access launch weekend. First-party figures, published by the developer — a bounded launch-weekend snapshot, not a live or all-time total.
Those are the official launch-weekend totals. Want your number? Enter your hours, level, and playstyle for your estimated spend + breakdown — modeled from real prices — and find out what your friends’ damage is.
Where the money flows
Modeled spend by category — each is how often you buy it × its real price. They add up to the ticker above. Guns are over half of it; medical, armor, ammo and vehicles split most of the rest; gear barely registers.
Economy stats worth sharing
The numbers that make you go “wait, what?” — pulled straight from the prices and the model. Screenshot away.
What to unlock, what to save for
Every weapon’s unlock level, its one-time unlock cost, and its per-life price — by class. Plan your grind.
Economy intel
The deeper reads on how the money actually works — persistent cash, loadout buys, payouts, and what the studio has confirmed.
How the Wardogs economy works
Wardogs runs on persistent cash: you earn credits in-match and spend them to kit up. Most things — your weapon, armor, ammo, a vehicle — are bought per life, so the money churns constantly. On top of that, weapons and vehicles have a one-time unlock fee (the “save for” number, separate from the per-life price) gated behind class or career levels.
Two different numbers live on this page, and we keep them apart on purpose. The headline ($562B spent / $1.3T earned) is official — Bulkhead’s own verified figures for the Early Access launch weekend, a bounded past snapshot. The breakdown and personal-spend tools below are our own model — an estimate of the ongoing sustained spend rate from real prices. They differ by a lot (the model reads far lower) because they measure different things: the official total is every player at the launch-weekend peak, spending fast while learning; our model is a deliberately conservative day-average of the current, already-declining playerbase. Neither is wrong — one is a launch snapshot, the other a sustained-rate estimate.
Model inputs (breakdown + personal tools): Steam player counts + our real price data, labeled as estimates, in-game credits (not real money). Unlock ladder, prices, and gear costs are community-aggregated (Season 1), attributed, not Bulkhead-official; the L2A6/SPH-2 unlock gates, FOB cost, and Deagle’s career gate are the Bulkhead-official values. Where a number isn’t confirmed, it reads TBD.
