Playing

Cash, Gold Bars, and why teamplay is the income

Most shooters hand you a loadout. This one hands you $10,000 and a shop, and takes the kit away when you die.

A soldier kneels beside a downed soldier on a muddy village street, with a tank parked behind them.
One soldier kneels over a downed teammate on a village street; a tank sits behind them. Screenshot: BULKHEAD / Team17, via the Steam store page.

The rules that are actually published

  • You buy weapons, gear, utilities and vehicles from a balance, and buy again after every death.
  • The balance is account-level. Cash earned persists from match to match, so a bad match costs you kit but does not reset you.
  • Income comes from teamplay actions the studio lists explicitly: revives, transport, kills and spotting.
  • Cash converts into Gold Bars, described as the endgame currency, spent in the Gold Market on cosmetics.
  • Standing in the Hot Zone doubles cash earned there, and tower codes can move it.

Set out in Steam announcement — TOP QUESTIONS

What happens to a cash balance when a season ends is on the season reset page.

The one number attached to a payout

WARDOGS | Tactical Depth & TeamplayBULKHEAD · 9:02 · from 4:26Starts at the sentence below, said out loud: the RPG, the helicopter and the two figures.

An RPG with rockets “could cost you about $3,000, but could earn you $10,000 if you destroy a packed enemy little bird.”

Said in Steam announcement — WARDOGS: Tactical Depth & Teamplay It is the studio’s own illustration of the risk-and-return idea, and the only worked payout example in anything it has published. Note how loose the wording is: could cost, about, could earn. There is no rate for a revive, a spot, or a kilometre of transport. The one worked example is a rocket launcher against a helicopter, and what the machines being destroyed cost is on the vehicles page. Any other rate quoted anywhere is an estimate — which is why the cost planner deliberately stops at prices and unlock levels.

Where that cash goes every spawn is the loadout page, and what each weapon costs to unlock and to field is on the weapons page. Three of the game’s Steam achievements are about this money, $100,000 of profit in one life among them, and the achievements page has what worked for each.

What Season 1 did to the shop

Fourteen prices were rewritten hours before launch, and not all upward: the Z20 Lakota, the URAL, the Dune Buggy and Music Tape H all got cheaper, while the Support track’s Large Hammer went from 25,000 to 75,000 and the Forward Operating Base tripled. The side-by-side table is on the planner.

What cash is not

It is not purchasable. The studio committed to no battle pass, no pay-to-win, and no monetisation during Early Access beyond the optional Supporter Edition stated in Steam announcement — Pre-Order Now. So the Gold Market sits at the end of a play-time loop rather than a payment one — see price and editions.