Maps14 September 20265 min read

WARDOGS maps and modes

Not from a wiki, and not from a trailer. Everything on this page is read directly off the catalogue a WARDOGS server exposes to its admins, which is the most reliable list of what actually exists in the game today. Early Access adds things; when it does, this page follows.

The three maps

WARDOGS ships with three maps. The server’s catalogue lists them by region — Kavkazi, Europe, North America — but the names you see in-game and on the scoreboard are the towns the fight is over:

In-game nameServer catalogueVariants
BakuraniKavkaziStandard, Infantry Only, Hardcore
OzetiEuropeStandard, Infantry Only, Hardcore
ZestafonaNorth AmericaStandard, Infantry Only, Hardcore

The store page describes the setting as the derelict industrial mountains of Eastern Europe — Kolchia, modelled on Georgia — and all three towns sit in it. The catalogue’s “Europe” and “North America” are internal labels, not where the maps are set; the internal codenames for those two zones are Madrid and Detroit, which you will never see in-game.

The zone itself does not always sit in the same place. The server picks a zone position per match from a set defined for each map — on Bakurani we have seen it on the farmland, for instance — so two rounds on the same map can be fought over different ground. Do not learn one route to the hill and assume it is the route.

The mode: King of the Hill

There is one mode, and it is the whole game: up to a hundred players, three factions of up to 33, one control zone. Holding the zone scores, and the server ticks score at a fixed interval — ours is set to every 20 seconds, within the range the game allows. The match ends when a faction reaches the score limit or time runs out.

Three sides is the thing to internalise. Any fight you commit to can be joined by the faction that was not in it, and the team that arrives last often wins the exchange. Map awareness beats raw aim more here than in any two-sided shooter, and the cash economy pays for the unglamorous things — revives, transport, holding the zone — that three-sided fights reward, and the portal’s leaderboard now has an “Earned” board for exactly that.

The three variants

A community server chooses which variants it runs and in what order. Ours rotates through all three maps on the standard King of the Hill, with Infantry Only rounds in the mix, and changes map at the end of every match rather than sitting on one all night.

Time of day and weather

Servers pick from eight lighting presets, and they change how a map plays more than you would expect:

A server can fix one preset or leave it to vary. We leave it to vary, so the same map is a different problem on a foggy morning than at the end of a clear day.

The three factions

Lonestar, Valkyra and Manticore — blue, red and green in-game, and on the scoreboard. BULKHEAD confirmed who they are in February 2026, and it is worth knowing before you pledge: the setting is Kolchia, a fictional stretch of war-torn Eastern Europe, and the thing all three want is PV-1, the resource behind decades of fighting over it.

No mechanical difference between them has been announced — they differ by allegiance and temperament, not by kit. The game assigns you a faction per match to keep the sides balanced, so you will play all three over time. On the Boet’s World portal you can pledge one anyway; it shows next to your name on the leaderboard, the faction war tallies each side’s kills across every match on our server, and twenty matches for your pledged side earns a badge.

What we have not covered

Deliberately: individual weapons, vehicle stats, and the exact scoring formula. Those are the things that change most in Early Access and the things most guides get wrong by copying an out-of-date list. If it is not on the server’s own catalogue, it is not on this page.