Wardogs Season 3 lands today, and developer Bulkhead has plenty on the cards to tempt you back to one of 2026’s biggest breakout multiplayer games. There’s a new map, taking the 100-man action into city streets for the first time. A limited mode aims to preserve the early-game experience. Progression is slower but more flexible, and with a way to catch up if you decide to play GTA 6 first. There’s even a charity DLC that lets you grow an increasingly large mustache over the course of the season. Let’s take a look at what’s changed.
If the third season of Wardogs feels shockingly soon, that’s by design; Bulkhead made the call to bring it forward in response to the overly rapid pace of Season 2, but notes that its plan is to “slow down” from here on out to make sure it delivers on its promises. Expect this one to last for “roughly three months,” allowing you longer to work through the progression and enjoy unlocks, while giving the developer “more time to prepare and cook.”
The new Wardogs update starts with its first city map, Sabatulo. It’s “packed with tight streets, towering high-rises, and plenty of destruction, alongside key locations such as a central hospital, swimming pool, power station, and the river embankment.” Bulkhead says the new location will be ideal for those looking for more “close-quarters combat and verticality,” whether you prefer to rush through rooms and get deep into the action, fight across the streets, or find optimal high spots to get oversight across the city.

Progression speed has been slowed down once more, although Bulkhead notes that some players “are much better at the game than they were at launch,” and so there will be discrepancy between the most dedicated level grinders and those with less time to play. If you’re worried about falling behind, jump into the new limited mode: there you’ll find no hollow-point or armor-piercing ammo, a maximum armor cap of level two, and no attack vehicles, CIWS, Stingray, MG Nest, Drill Rig, or anti-tank mines.
What if you’re planning to jump into GTA 6 at launch? Bulkhead has an answer. “As the season goes on, an XP catch-up bonus and an extended vendor discount will kick in week by week for low-level players, increasing throughout the season, per role. This gives players with less time a shot at accessing midgame items within each role before the season ends, as well as key counters to endgame power items.”

Additionally, some shared items can now be unlocked across multiple role tracks, meaning you aren’t forced to jump between all the roles to min-max. Certain items will be available “slightly earlier” in specific roles to preserve the sense of class identity, however: Assaults get armor first, Medics get tac-vest priority, Supports are first to backpacks, and Recon gains AP ammo ahead of the others.
On the balance side, the Infrared Range Finder has been removed; Bulkhead is “not happy with how often it’s used in almost every match,” so it’s gone until a redesign is finalized. Assault rifle torso damage returns to its Season 1 levels, and LMGs raise to match them. DMR damage has been improved, “landing between Season 1 and Season 2,” so you can expect a slightly faster time to kill once again. Compound Bows shoot arrows 50% faster, making them much easier to land at long range without excessive target leading.
The classic Molotov Cocktail “was rarely unlocked and used less than its counterparts,” so it’s being handed some buffs. Being caught in its flames sets you ablaze, damaging you and causing you to drop your held item. It’s half the price it was to unlock, but has been nerfed slightly against heavy armor and armored vehicles, where it was “overperforming.” Tanks are now also more resistant to grenades and small explosives, ensuring there’s still value in opting for a rocket launcher as your countermeasure.
Wheeled vehicles get faster reversing, will now roll downhill when off the throttle, and mounted miniguns are a little stronger against infantry (Bulkhead puts them between their Season 1 and 2 values). Littlebird Rockets now use their own 70mm rockets rather than the Havoc’s 122mm rockets, which deal the same damage but with some thrust instability and wobble, making the Littlebird “slightly less effective against infantry, while leaving it unchanged against vehicles and FOBs, which are its intended targets.”

The Basic Parachute is now just for emergencies, “not for jumping off towers.” It’s slower to open, and can’t be pulled within 20 meters of the ground. It’s “survivable above 60m if you react fast enough,” but best from 100m. If you’re looking to base jump, grab the Sport Parachute, which is faster and with a “stronger, longer flare.” It’s survivable above 40m, and effective from 60m. Both options are significantly more expensive than before, however, so consider their use carefully.
The final big addition for Wardogs Season 3 is a paid DLC, but don’t panic – it’s for charity. “Before anyone cries that we’re not working on the game, this took a few hours outside of work to make, and all the rewards go to a good cause,” UX Director Howard Philpott notes. It’s in support of Movember, the men’s health charity that supports research into “prostate cancer, testicular cancer, mental health, and suicide prevention,” most traditionally through encouraging people to grow their mustaches during the month of November.
Buy the Movember DLC and you’ll gain a Tactical ‘Stache, which can be seen on your player (even on top of any masks they wear) and grows bigger the longer you play over the course of the month. While you can only equip this until the month is out, you’ll also earn a special Movember 2026 scoreboard badge as you play, which will be available for use permanently all year round. “At Bulkhead, we know the importance of having good mates by your side,” the team writes, “so check in on your squadmates, look after each other, and grow something ridiculous for a good cause.”
Wardogs Season 3 launches on Thursday November 12, following scheduled maintenance, which begins at 5am PT / 8am ET / 1pm GMT / 2pm CET and is expected to last for two hours. The Movember Tactical ‘Stache DLC is $2 / £2, with all profits going to Movember. You can read through the full patch notes for a complete rundown of every minor bugfix, tweak, and adjustment.
Bulkhead has one final piece of news: as part of its plan to periodically increase the price of Wardogs throughout early access, its first such raise will take place when Season 3 ends on Thursday January 28. It’ll be going up from $40 to $45, with similar adjustments in other regions. “We believe this is a fair and interesting way to build an early access game,” the team writes, suggesting that the next such increase should arrive around the game’s one-year anniversary in September 2027.


