Wardogs told players 10 reasons not to buy it, then went top of Steam
Bulkhead published a video listing everything wrong with its own 100-player shooter - bugs, weak controller support, a content drought, a price that will climb - and pre-orders promptly made it Steam's best-selling premium game. Here's why that worked, and what the beta still has to prove.
Rene Sjeverac
Wednesday, August 12, 2026

Nobody in this genre believes a trailer anymore. That is the actual context for what Bulkhead just pulled off.
The studio behind Wardogs - a 100-player tactical shooter that drops you into one of three rival teams fighting over the same ground - put out a video called "10 Reasons NOT to Buy" its own game right around opening pre-orders. Bugs. Performance problems. Weak controller support. A content drought after launch, because the team says it will be heads-down on fixes, feedback and one new map rather than a drip-feed of seasons. A price that is going to climb during development. And the line I keep chewing on: if the price feels too high for an early access game, don't buy it yet.
Wardogs then went straight to the top of Steam's premium sellers.
That is not irony, that is a market correcting. The competitive FPS crowd does not leave a game because it shipped with bugs. We leave because we were told there wouldn't be any, discovered otherwise in week two, and then watched a roadmap quietly get deleted. I've refunded shooters that ran better than the average early access build - not over frame times, over being lied to about them. Pre-empting the complaints costs a studio nothing it wasn't going to pay anyway, and it buys the one thing marketing can't: a player base that isn't waiting to feel stupid.
The most useful number in the whole pitch
Forget the humility for a second. The detail that actually moved me is that Bulkhead put a concurrency target on record - something in the region of 3,000 to 5,000 daily concurrent players, not Battlefield money.
For a 100-player mode, concurrency is the product. Spread a few thousand players across EU, NA and everywhere else and you are one dead time slot away from staring at an empty server browser at 22:00 on a Tuesday. Most studios hide that math until the reviews find it. Saying it out loud before launch lets people in smaller regions decide up front whether the game is viable for them, which is a far more honest gesture than any "we hear you" post three months in.
Bulkhead also has receipts on this subject. Battalion 1944 was pitched as the hardcore, CS-flavoured WW2 shooter that would win the old-school crowd back, complete with a competitive push, and it did not stick. The studio points at that history and at broken publisher relationships in the video instead of pretending its CV starts today. Fine. That is the correct way to spend a bad reputation.
Now the part honesty can't fix. Arma-style simulation bones with Battlefield pacing and 100 bodies in a three-way fight is a CPU and server problem long before it is a GPU one. Admitting there are performance issues is not the same as having a frame time budget. When the beta opens on August 21 for pre-order buyers, I don't care about screenshots - I want 1% lows in a full contested zone, and I want to see what the server does to hit registration when all three teams collapse onto the same point at once.
Early access lands September 10 at $39.99, with three maps in three variants each and no monetisation during early access beyond an optional cosmetic supporter edition. The anti-hype video bought Bulkhead the benefit of the doubt. It doesn't buy them a netcode.
Image: Brian Wong / CC BY-SA 2.0, source: https://commons.wikimedia.org/wiki/File:Gaming_PC-Setup_-_Astaroth-_The_Completed_System.jpg