What's changing in WARDOGS Season 02?
Short answer: Season 02 starts on 15 October 2026 with a full wipe, four new weapons, a Molotov, four new vehicles, three new buildables, rain, a Wager Vendor that lets you bet on yourself, a cash and XP bonus for Lonestar, nerfs to mortar spam and the drill meta, delivery streaks for supply drivers and changes to the heaviest helmets. There's no party system yet. BULKHEAD published the full patch notes on 14 October, and Season 02 goes live after maintenance from 08:00 to 09:30 UTC on 15 October, which is 3pm to 4:30pm in Bangkok.
Updated 15 October 2026 with BULKHEAD's full Season 02 patch notes (14 October); earlier from BULKHEAD's official Season 02 preview notes on Steam (10 October). Also from BULKHEAD's Season 01 recap and Season 02 preview devlog (9 October).
When does WARDOGS Season 02 start?
15 October 2026. BULKHEAD says the full patch notes, the Season 02 trailer and the winner of the $100,000 clip contest all come the week of 12 October, just before launch. The season starts with a wipe: cash and progression reset, and leftover cash turns into gold bars. I've covered that in what the Season 02 wipe resets.
BULKHEAD's patch notes put the maintenance window at 08:00 to 09:30 UTC on 15 October, about 90 minutes of downtime before the new season goes live.
What's in the full Season 02 patch notes?
The preview, plus a lot of numbers. The biggest changes in BULKHEAD's Season 02 patch notes:
- High-calibre rounds hit less hard: base damage cut by 25% for .308 Winchester, 20% for 7.62x54mmR, 19% for 7.62x39mm and 16% for .50 Cal, including on vehicle weapons. Sniper rifles get more hit-location damage to keep their one-shot role.
- Heavier armour protects less: Level 3 armour and helmets drop from 55% to 50% damage reduction, Level 4 from 65% to 60%. The Level 4 helmet now muffles audio, narrows your view and fogs up when you sprint.
- Faster levelling: level 20 in a class takes 111,500 XP instead of 250,000. I've covered the rest in how to level fast in Season 02.
- New unlock levels: the Wolf-110 with an M2 Browning at Driver 16, the T-72B3 at Driver 20, the Flakpanzer Gepard at Driver 25, and the SPH-2 artillery at Driver 31 instead of Wardog 90. More in what to unlock first after the wipe.
- Team kills are voted on: when a teammate kills you, you choose Forgive or Punish, and Punish votes build up into kicks and escalating bans.
- Late team switching is restricted once a team is more than 10 points ahead.
- Region-based ping limits on official servers, which I've covered in the best WARDOGS servers for Southeast Asia.
- New spawns on Bakurani for all three teams, each with its own route to the zone.
- Parachutes are riskier: they open slower, won't open below about 10 metres, and the basic one now costs $500.
BULKHEAD also says WARDOGS has passed 3 million sales, and it's nominated for the community-voted Golden Joystick for Best Early Access Game of 2026.
Why is Lonestar getting a cash and XP bonus?
Because Lonestar keeps losing. Lonestar is blue, and in my games blue loses. It's changed a bit recently, but blue still loses. BULKHEAD's preview notes say one team has had "a notoriously lower win rate than the other two", and that sentiment around the blue team is the biggest reason players don't want to play on it.
I've since played a day on blue myself, and written up why it loses in why the blue team always loses.
So Season 02 runs what it calls a social experiment. Lonestar gets a cash and XP win bonus and cash and XP multipliers, for Season 02 only, and its uniforms are more desaturated so they stand out less. All faction spawns have moved on Bakurani. And any team at least 40 points behind second place gets 20% off at vendors, not just Lonestar. Update, 16 October: the Lonestar bonus has already been removed. BULKHEAD's CEO said it drew competitive players to blue, who then won the most, per PCGamesN.
The odd thing is that the top killers are often on Lonestar. They're good players who've unlocked things like the Havoc, the Little Bird with the launcher or the artillery piece, and they sit on that team farming kills without really doing anything that helps their team win.

Are mortars and the drill getting nerfed in Season 02?
Yes, both. BULKHEAD says mortar spam and the drill meta will be nerfed so they're less common: spamming mortars or pulling the drill towards your FOB will take more teamwork and more resources.
It's a fantastic call. Mortars can be loaded three at a time, like a magazine, which I don't remember being a thing. I hope the artillery piece gets looked at too. Mortars are annoying, but their kills are out to around 600 metres. The artillery piece killing me from 2.5 kilometres is a whole different kettle of fish.
Will delivery streaks stop people dumping supply trucks?
I don't think the streak was ever the problem. BULKHEAD says dumping logistics vehicles "will no longer be the optimal way to level up", and it's adding delivery streaks for back-to-back supply runs.
The real problem is that there's no destination. You get rewarded for getting a pallet into the play zone, and you shouldn't be. If you're dumping a pallet, it needs to be in a FOB. That's all they need to change, really.

If you're driving, how it works now is in how WARDOGS logistics works.
What's changing with Tier 4 armour?
BULKHEAD says Tier 4 helmets and armour are meant to be valuable, but "the trade-offs currently are too little". The preview notes give the first details: the Super Heavy Helmet now muffles your audio, restricts your field of view and fogs over when you sprint. Heavy and Super Heavy helmets get more suppression resistance in return, alongside wider changes to weapon damage, recoil and suppression.
I don't have Tier 4 yet, but I think the changes make sense. Speed alone isn't enough of a cost for wearing that kind of armour, and there's still something lacking in the cons.
I've worn different kinds of armour and protective gear, and it's not just the weight and the inconvenience of moving. It's your sight, the shortness of breath, how claustrophobic it gets. In the army we had to do an eight-mile march every six months with about 15 kilos, at a set pace: you had to finish between one hour 50 and two hours 10, and too quick was a fail as much as too slow. When we went out on exercise, our bags weighed the same or more, but they were packed for combat, with different, more awkward kit, and the effect on you was completely different. Same weight, but it hits your vision, your breathing and everything else.
Honestly, I have no idea if I've even fought anyone in Tier 4. I can only tell you when someone's in low armour, because they die really quickly. Anything from Tier 3 up takes a bit longer to go down. I use the GGX-18 with the 33-round magazine on full auto with armour-piercing rounds, and most people go down to that. I'm not even aiming very well. Luckily it sprays up through them.
Is there a party system in WARDOGS Season 02?
No. BULKHEAD says it hears the requests for partying up in the lobby before joining a server, but it isn't a quick fix, so don't expect it in Season 02. What it is adding is more to do while a low-population server fills up.
I don't even know what a party system would mean here. If it means groups go into a game already on the same team, that sounds horrible: if you're not in a party, you're going to have a terrible time. They'd have to do something like League of Legends, where solos and duos are grouped one way and five-stacks go somewhere else. With roughly 33 a side, I'd say any party bigger than five needs to be matched against other big parties, or it's going to be miserable for the other two teams.
What happens to your XP after the wipe?
Your XP is banked after the wipe. BULKHEAD says it's keeping all the XP players earn from season to season in early access, and will apply it retroactively to long-term systems such as player skills once they're ready.
Whether that makes the wipe easier to take depends on what the XP gets used for. How long are you farming XP before you find out what it can be spent on? Until BULKHEAD says, it's XP towards something that doesn't exist yet.
What are the new weapons in WARDOGS Season 02?
Four new weapons, per the patch notes: the TCX-SPR assault rifle (7.62x39mm), the PP-19 Bizon SMG (9x19mm), the Evo-3 Ultra LMG (.308 Win) and the M14 marksman rifle (.308 Win), with new optics, muzzle devices, magazines and bipods. There's also a Molotov, a thrown incendiary for damage and area denial that you can throw overarm or underarm. I'll add how they actually play once Season 02 is live.
What is the Wager Vendor in WARDOGS?
The Wager Vendor lets you bet on yourself. You pick objectives, like a number of kills in the hot zone or players delivered, set how many deaths you're willing to spend, then stake cash. The more objectives you stack, the longer the odds and the bigger the payout, and a tracker above the minimap shows how you're doing. BULKHEAD calls it a genuinely experimental feature that it may pull mid-season if it's too exploitable. The patch notes add that it won't be there at launch: it opens later in Season 02, and it's meant to come and go through a season rather than stay.
I'll totally use it. But I think it's going to be frightfully exploitable, depending on what you can bet on. BULKHEAD will want everyone included, drivers too. So: I wager I'm going to deliver four pallets. Are the odds based on how likely I am to manage that? And is the maths dynamic, based on how the game is going? If red team is stomping and I bet on X, Y and Z, that's probably easier for me than for someone on a blue team that's getting stomped.
So I think the Wager Vendor is going to be extremely exploitable, and it'll need a lot of situational, dynamic maths behind it to make sense.
What else is new in Season 02?
Also new in Season 02: a rain weather preset that changes visibility, engagement ranges and sound, with thunder synced across the server that can mask footsteps. Three new buildables: an MG Nest with a manned M2 Browning, a Large Shelter, and a Wooden Step. The infrared range finder now runs on batteries. And more rewards for teamplay and logistics, plus fixes and performance work.
The rain took a while to turn up in my games. The first time I saw it was on 17 October, two days into Season 02, while we were waiting for a round to start at headquarters, with players kicking a football around the pitch in the downpour. I'm not sure how much difference the sound of the rain makes, but the visibility is bad. On what I think is the sunflower map, people will easily be able to hide in the sunflowers, because in the rain you can't really see anything.

BULKHEAD is also clear about what it won't change. "WARDOGS can never and should never become a perfectly balanced, predictable game," it says. It'll only step in when one strategy gets so dominant that every match plays out the same.
Are level-cap servers being replaced in WARDOGS?
Yes, partly, and not straight away. BULKHEAD's CEO Joe Brammer said on 9 October that in the middle of Season 02 they'll try changing "level cap" servers to limiting gear instead, "locking out specific power weapons" so players can enjoy the parts of the game they like. He also admitted the update "isn't perfect", after a month spent fighting DDoS attacks and cheaters.
What new vehicles are in WARDOGS Season 02?
Four new vehicles, confirmed in the patch notes: the Wolf-110, a fast, light wheeled transport (Driver 8, $50,000 to unlock); the Wolf-110 with a ring-mounted M2 Browning (Driver 16, $125,000); the T-72B3 main battle tank, slower than the L2A6 but cheaper and slightly more fuel-efficient (Driver 20, $250,000); and the Flakpanzer Gepard anti-air vehicle (Driver 25, $300,000).
Will I play Season 02 on day one?
Yes. I'll just keep playing.






















