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Wardogs, the 100-player tactical shooter from Bulkhead and Team17, opens in Steam Early Access on September 10, 2026, with a closed beta weekend running 21–23 August for anyone who pre-ordered. If you run a community and you are already thinking about a launch-day server, the honest position today is that nobody can sell you one yet — including us. Here is what is actually known, and where we stand.
What Bulkhead has announced#
- Early Access opens September 10, 2026, priced at $39.99, with pre-orders live on Steam now.
- Up to 100 players across three teams, fighting over a randomised Control Zone. First team to 100 points takes the round.
- A closed beta weekend, 21–23 August, with guaranteed access for pre-orders.
- A one-to-two-year Early Access runway, with Bulkhead openly saying the first months are for bug fixes, feedback and one new map rather than a regular content cadence.
The server question is still open#
This is the part that decides whether community hosting exists at all, and it is the part with the least on the record.
Asked directly on the Steam forums whether Wardogs would have dedicated or community servers, a Bulkhead developer answered that the game will have community servers. That is the whole of it. There is no published server tooling, no SteamCMD app ID, no port list, and no answer yet on whether a Linux server build ships, whether admin tooling comes with it, whether anyone can self-host, or whether Bulkhead runs official servers alongside community ones.
Where Terabit stands on Wardogs server hosting#
We are in talks with Bulkhead about Wardogs. We do not have details to share from those conversations yet, and we would rather say that plainly than imply more than is true.
What we can commit to is the intent: we intend to offer Wardogs server hosting, by whichever route Bulkhead opens. How that happens is their decision, not ours, and there are two versions of it. If Wardogs ships a server build that any provider can run, we will run it. If hosting is instead handled through a set of authorised partners, being one of them is what our conversation with Bulkhead is for — and if we are authorised, we will offer it then.
Either way we will tell you which of those it turned out to be, rather than leaving a page up that quietly never launches.
What we would bring to it is the same thing we bring to every title we run:
- Layered DDoS mitigation. 500+ Tbps of volumetric capacity through our upstream partners, plus 13+ Tbps of stateful filtering in-house. A 100-player shooter with a persistent server browser is a large, easy target, and browser-visible servers get attacked.
- Protection written for the game, not pattern-matched. We build mitigation against a title's actual protocol and traffic rather than running every game through one generic ruleset, and we do that for any game, protocol or application we take on. It is also why an unreleased game is a wait rather than a problem: once there is a server build to look at, there is something to write filtering against.
- A track record we can show you. In Arma Reforger that approach absorbed a 12 Tbps attack against a single game server, and we wrote up how the mitigation was built, failures included — the closest public evidence we have of how we would approach a game like Wardogs.
- Integrations built per game, not per template. Our panel work for a title is written against that title — its config, its content pipeline, its version handling — rather than dropped into a generic file editor. That is why we would rather wait for Bulkhead's tooling than guess at it.
- Hardware chosen for the bottleneck. Our game server fleet runs exclusively on AMD Ryzen 9 7950X and 9950X, nothing older, because large-player-count simulation is bound by single-thread speed far more than by core count.
- 24/7 human support, from people who administer game servers rather than read from a script.
What you can do now#
If Wardogs hosting matters to your community, the single most useful thing you can do is tell us. Demand is what decides how hard we push on a title and how early we build for it.
- Request Wardogs hosting — it takes a minute and it goes to the team that decides what we add next.
- Work out your expected player count now. A 100-player game sizes very differently for a 40-person community than a 300-person one.
- If you already run servers for another title with us, mention Wardogs to support and we will attach you to the internal thread.
We will update this post as Bulkhead confirms how server hosting will work. Until then, you can follow along on the blog or browse what we currently run at game servers.
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