DATABASE
How big is the WARDOGS map?
How big the WARDOGS map is, where it is set, and how the 2×2 km Control Zone sits inside it — four figures, all stated by BULKHEAD itself.
Filters
How to read evidence grades
A row is graded by its weakest published cell — a sparse row can grade higher than a fuller one that publishes a less-confirmed value.
Each published value below is underlined in its own grade’s colour, so a row’s cells can disagree with the row chip above them.
| Name | Value | Stated in | Grade |
|---|---|---|---|
| Control Zone size | 2 × 2 km, randomised (Publisher stated) | Store listing (Publisher stated) | Publisher stated |
| Extent of each extracted terrain | Map square about 16.3 km a side; play areas 11.0 × 11.0, 8.5 × 7.8 and 10.5 × 9.1 km (Unverified) | Calculator bounds, which its contour grids now match exactly (Unverified) | Unverified |
| Hot Zone effect | Players count double; cash pays double (Publisher stated) | Top Questions announcement (Publisher stated) | Publisher stated |
| Map BULKHEAD has named | Zestafona, coming to Early Access on 10 Sep 2026 (Publisher stated) | Title cards in BULKHEAD’s 4 Sep 2026 video (Publisher stated) | Publisher stated |
| Maps at Early Access launch | Three, each with three variations (Publisher stated) | BULKHEAD devlog, 11 Aug 2026 (spoken) (Publisher stated) | Publisher stated |
| Maps named in extracted terrain data | Bakurani, Ozeti, Zestafona (Unverified) | Two independent game-file datamines and a calculator; BULKHEAD has named only Zestafona (Unverified) | Unverified |
| Setting | Kolchia — the fight for PV-1, a rare resource (Publisher stated) | Top Questions announcement (Publisher stated) | Publisher stated |
| Total map area | 256 km² (Publisher stated) | Top Questions announcement, 18 Feb 2026 (Publisher stated) | Publisher stated |
The three maps
- BakuraniRiver valley · 5 towers · 1,082 m relief11.0 × 11.0 km play area
Name: Unverified
- OzetiStadium town · 4 towers · 388 m relief8.5 × 7.8 km play area
Name: Unverified
- ZestafonaIndustrial · 3 towers · named by BULKHEAD10.5 × 9.1 km play area
Name: Publisher stated
All three on one zoomable sheet, with pins you can share: the WARDOGS interactive map.
Terrain plates
Contour lines rendered from a community calculator’s extraction of the game’s landscape data, at a 20 m interval with every fifth line drawn heavy, over each map’s play area. Towers are dots and the three team spawns are lettered squares. The grid measures 2 km and is labelled in kilometres from the map’s south-west corner, and the top of each sheet is the top of the in-game tactical map — the source’s own calibration, not BULKHEAD’s. Nobody here has seen these maps in a running client, so every plate is graded unverified; each map’s own page has a close-up of its towers and their positions.
Bakurani map →11.03 × 11.03 km play area · 1082 m relief · 20 m contoursThe steepest of the three. Every independent description calls Bakurani a river valley with ridges climbing steeply either side, which is what the contours show. Its five towers sit on the valley floor; the spawns drawn here are the Season 1 layout, which BULKHEAD says moves with Season 02 on 15 October. Ozeti map →8.55 × 7.78 km play area · 388 m relief · 20 m contoursThe flattest of the three by a wide margin. Both game-file datamines put a town with a stadium and a church here, and the four towers are spread around it. Zestafona map →10.50 × 9.12 km play area · 637 m relief · 20 m contoursMiddling relief around an open centre. The only map BULKHEAD has named on screen, in a reveal cut from factory halls and rail yards; one fan map’s “arid high country” is not borne out by anything else we read.
Rendered by scripts/build-terrain-contours.mjs from GitHub · apollyon-sys/wardogs-calculator, maps/*.json and data/terrain/*/contours.json at commit d0a5bfb (5 October 2026), read 6 October 2026. Re-running the script against the same source reproduces these files.
Evidence and context
256 km², with a randomised 2×2 km Control Zone inside it. Both figures are BULKHEAD’s own, from the store listing and the Top Questions announcement of 18 February 2026. BULKHEAD names the setting Kolchia and the resource PV-1, but the cited announcements do not provide a named Control Zone rotation or a complete place index.

Missing data and verification limits
- Named Control Zones and places
- Kolchia is the officially named setting. BULKHEAD has not published names for individual Control Zones or a list of locations inside a map. The game files carry 50–60 region names per map, and some fan maps print them, but many read as level-design labels (“Farm 7”, “Forest 12”) and no official source uses any of them, so they are not published here as place names.
- How many maps there are
- Answered on 11 August 2026, in BULKHEAD’s own spoken devlog: three maps at launch, each with three variations, and a new map after launch. That is in the table above. What remains unpublished is the detail: what a “variation” is, and when the post-launch map arrives or what it is called. Of the three in the game files, BULKHEAD has put only Zestafona’s name on screen; Bakurani and Ozeti are named by datamines that agree with each other, which is why those two names stay graded unverified.
- Where the Control Zone can appear
- “Randomised” is the whole published description. Two game-file datamines list a few named Control Zone presets per map, but they disagree on how many are live, and the zone they describe is a circle about 1 km across rather than BULKHEAD’s 2 × 2 km. Until those reconcile, no preset is printed.
The map and the Control Zone, to scale
The two published areas divided into each other: 256 km² of map, 4 km² of Control Zone, so 64 cells with one of them live. It is drawn as a grid rather than a square because 256 km² is an area and nothing official states the map’s shape.
256 km²
Published map area
The battlefield BULKHEAD states a match is fought across. It is the number the studio gives for the map, and it is the reason transport is a system rather than a convenience — most of this is ground nobody is fighting over at any given moment.
64 cells because 256 km² ÷ 4 km² is exactly 64. The map’s outline is not published, so the grid is an area comparison and not a map — and the Hot Zone has no published size at all.
Are there extraction points on the WARDOGS map?
No — and this is one of the few map questions here with a flat answer. BULKHEAD ruled the genre out in its own words: “This isn’t a Battle Royale. This isn’t another Extraction FPS.” There is nothing to carry off the map, and nowhere to carry it to.
The map is not a container you leave. The match is decided inside the 2 × 2 km Control Zone in the table above: holding it with more players than either other team scores, and the first team to 100 points wins. That rule comes from the same Top Questions announcement as the 256 km² figure.
This is worth stating plainly because the question reaches this page from search rather than from the game. An extraction shooter’s map guide is organised around its exits, and a WARDOGS map guide cannot be — there are none to organise it around.
Sources: Steam · WARDOGS official store listing; BULKHEAD · “WARDOGS — Top Questions”, 18 February 2026.
What the shape of the ground means for artillery
Artillery is one of eight ways BULKHEAD names to contribute to a match, alongside close-quarters combat, sniping and spotting, medic, building, demolitions, transport and logistics. The Season 1 changelog puts a vehicle behind the role: an Artillery Tank, moved to Career 90 at a track cost of $500,000.
What a map contributes to indirect fire is relief — how far the ground rises and falls, and how sharply. The only relief figures that exist for WARDOGS are the ones the contour plates above are drawn from, and they are a third party’s extraction rather than a publisher’s measurement: 1,082 m across Bakurani’s contoured extent, 637 m across Zestafona’s and 388 m across Ozeti’s, all at a 20 m contour interval. Bakurani carries nearly three times the relief of Ozeti. That ranking is the most useful thing the extraction says, and it is also the limit of what it says.
What this page will not give you is firing positions. No place names inside any of the three terrains have been published by BULKHEAD, and the Control Zone’s location is randomised by its own description. The plates now show where the towers and team spawns sit, which is the part of the map that does not move — each map’s own page prints their positions — but a list of best artillery spots would still be a guess about where the fight lands. This section is graded unverified for that reason, and it stays there until the same ground is read off a running client with the build named.
Sources: Team17 · Reveal trailer, February 5, 2026; BULKHEAD · Pre-Load Live & Season 1 Changelog, 9 September 2026; GitHub · apollyon-sys/wardogs-calculator, “data/terrain/*/manifest.json” (MIT, artillery calculator), read 14 September 2026; GitHub · apollyon-sys/wardogs-calculator, maps/*.json and data/terrain/*/contours.json at commit d0a5bfb (5 October 2026), read 6 October 2026.
How many maps does WARDOGS have?
Three at Early Access launch. BULKHEAD said so in its own devlog on 11 August 2026: “We are launching with 37 weapons, 21 vehicles, and three maps with each of those maps having three variations within them.” The same video says that after launch the studio would focus on bug fixes, reacting to feedback “and a new map” — with no date and no name.
It is a spoken answer rather than a written one. No Steam announcement repeats the count, and the store page says only that BULKHEAD plans to expand WARDOGS with more maps. The video also does not say what a variation is.
Only one map name has come from BULKHEAD. Its 4 September video ends a run of factory and rail-yard footage on a title card reading “ZESTAFONA”, then “COMING TO EARLY ACCESS SEPTEMBER 10TH”. Every map page on this site grades that name publisher-stated, and the other two names — which come from the game files, not from BULKHEAD — unverified.
- Bakurani: towers, spawns and terrain
- Ozeti: towers, spawns and terrain
- Zestafona: towers, spawns and terrain
- How many maps WARDOGS has, and why each one is so big
Sources: BULKHEAD · “WARDOGS | 10 Reasons NOT to Buy”, 11 August 2026, 02:03–02:19; Steam · WARDOGS official store listing; BULKHEAD · “WARDOGS | Addressing the "Announcement"”, 4 September 2026, 02:46–02:52.
How do you know which map you are on?
Read it off the server browser before you join. BULKHEAD’s Patch 0.11 announcement on 12 September 2026 shows both browsers, Official and Community, and each lists servers under the same columns: SERVER NAME, MODE, MAP, PLAYERS and PING. The MAP column is the answer.
Community servers can change it. BULKHEAD said on 8 September that admins “will be able to choose maps, lighting variants, minimum and maximum player levels or cash for you to join”, and Patch 0.11 fixed community server IDs being wiped “on map change and restart” — so a community server you joined yesterday may be on a different map today. The Deploy button added in Update 0.1.2 picks a kind of server (Official, Community, Infantry Mode or Low-Level), not a map.
Sources: BULKHEAD · Scheduled Maintenance & Patch 0.11, 12 September 2026; BULKHEAD · “WARDOGS | The #1 Rule of Anti-Cheat”, 8 September 2026, 07:17–07:23; BULKHEAD · WARDOGS Update 0.1.2, 30 September 2026.
Will the maps change in Season 02?
In conditions, not in number, as far as BULKHEAD has said. Rain is a new preset for the existing maps rather than a mid-match weather transition. The 9 October preview says it changes visibility, engagement ranges and sound, interacts with damaged and destroyed structures, and uses server-synchronised thunder that can temporarily mask footsteps.
The same preview says all faction spawns move on Bakurani. It announces no new map. The separate post-launch map BULKHEAD promised still has no date or name, so this page does not attach it to Season 02.
Sources: BULKHEAD · WARDOGS Season 02 Preview, 9 October 2026; BULKHEAD · WARDOGS Season 02 Teaser, 22 September 2026; BULKHEAD · WARDOGS Update 0.1.2, 30 September 2026; @WARDOGS · Season 02 rain clarification, 23 September 2026.
Each row above is graded by how well it is evidenced, not by how complete it is — see how we source and grade for what a grade means and how it is checked. For the mechanics these figures sit inside, see Your first match, Reload & ammunition, Vehicles & logistics and Ammo supply & resupply.
Where these rows came from
- Steam · WARDOGS official store listing Read 2026-09-11.
- BULKHEAD · “WARDOGS — Top Questions”, 18 February 2026 — The announcement that states the 2×2 km Control Zone sits inside a 256 km² map, and that the first team to 100 points wins. Read 2026-09-11.
- BULKHEAD · “WARDOGS | 10 Reasons NOT to Buy”, 11 August 2026, 02:03–02:19 — Read from YouTube’s English captions: “We are launching with 37 weapons, 21 vehicles, and three maps with each of those maps having three variations within them”, then “after launching to early access next month, we'll be focusing on bug fixes, keeping the devs on hand to react to major feedback points, and a new map.” Spoken, not written; no Steam post repeats the count, and the video does not say what a variation is or when the new map lands. Read 2026-10-06.
- BULKHEAD · “WARDOGS | Addressing the "Announcement"”, 4 September 2026, 02:46–02:52 — On-screen title cards, no narration: “WELCOME TO”, “ZESTAFONA”, then “COMING TO EARLY ACCESS SEPTEMBER 10TH”. The footage before them is factory halls, a brick works with its roof gone, rail wagons and a town under a mountain. The only map name BULKHEAD has published anywhere we could find. Read 2026-10-06.
- BULKHEAD · Scheduled Maintenance & Patch 0.11, 12 September 2026 — Published 22:26:39 UTC. Schedules approximately one hour of maintenance from 08:00 UTC on 14 September and details server-browser, community-server, crash, capacity and economy-enforcement changes. Planned features are explicitly not part of this patch. Read 2026-09-14.
- BULKHEAD · “WARDOGS | The #1 Rule of Anti-Cheat”, 8 September 2026, 07:17–07:23 — Read from YouTube’s English captions, about community servers: “Admins will be able to choose maps, lighting variants, minimum and maximum player levels or cash for you to join, or set passwords if you desire.” Read 2026-10-06.
- BULKHEAD · WARDOGS Update 0.1.2, 30 September 2026 — Published at 06:57:06 UTC. Schedules an 08:00 UTC maintenance window estimated at one hour and publishes the complete 0.1.2 change list: a fix for the recent KB5124010-linked WD-L020 crash, named cash and XP exploit changes and enforcement, a four-way Deploy flow, browser/admin controls, stability, Havoc, buildable, throwable, crosshair and localisation fixes. The maintenance window is an announcement, not a live recovery signal. Read 2026-09-30.
- BULKHEAD · WARDOGS Season 02 Preview, 9 October 2026 — Published through Steam at 16:00:14 UTC (Steam News API gid 1846018067933823). The complete announcement names four weapons, a Molotov, four vehicles, three buildables, rain behaviour, an experimental Wager Vendor, headline balance work and Season 02-only Lonestar bonuses. It repeats the 15 October release date, says full balance notes and a maintenance window will follow early the next week, and gives no start time, patch number, item prices, unlocks or numeric combat values beyond a 20% losing-team vendor discount that activates at least 40 points behind second place. Read 2026-10-09.
- BULKHEAD · WARDOGS Season 02 Teaser, 22 September 2026 — Published at 16:53:38 UTC. BULKHEAD says Season 02 is coming on 15 October 2026 and asks players to stay tuned for more details. The complete announcement names no feature, patch number, release time or timezone. Read 2026-09-22.
- @WARDOGS · Season 02 rain clarification, 23 September 2026 — Published at 10:26:30 UTC as a reply to the Season 02 teaser post. Says rain is an additional weather state per map and not a dynamic event mid match, and that more Season 02 information will be released in the lead-up to 15 October. Read 2026-09-23.
- wardogs.tools · interactive maps built from the game files (game version 499480, Release), read 6 October 2026 — A datamine, not a publisher statement. Each map page embeds the records it was drawn from: the internal world name (Kavkazi for Bakurani, Europe for Ozeti, NorthAmerica for Zestafona), tower actors (5, 4 and 3), and one spawn, deployment board, equipment vendor, vehicle vendor and safe-zone volume per faction. Used here as an independent check on the calculator, never as the only source for a published value. Read 2026-10-06.
- MetaForge · WARDOGS map data for Kavkazi and Europe, archived 4 October 2026 — A second game-file datamine, read from the Wayback Machine because the live site served a browser challenge. Its map API uses the same internal ids (kavkazi, europe) as wardogs.tools and lists 5 tower structures on Bakurani and 4 on Ozeti; its Zestafona data was not captured. Independent of wardogs.tools in pipeline, which is why the two agreeing is worth more than either alone. Read 2026-10-06.
- GitHub · apollyon-sys/wardogs-calculator, maps/*.json and data/terrain/*/contours.json at commit d0a5bfb (5 October 2026), read 6 October 2026 — A community artillery calculator. Tower and team-spawn positions are its author’s hand-placed markers, refined over a dozen commits since 16 August 2026; play-area bounds and contours come from its terrain extraction. Cross-checked here against two independent game-file datamines: tower positions agree to within about 10 m in shape and 40 m absolutely, spawns to within about 50 m, so this site rounds every position to 0.1 km. One defect was found and avoided: its Ozeti VALKYRA icon carries Bakurani’s coordinates, so spawns are taken from its labelled spawn areas instead. Read 2026-10-06.
- GitHub · apollyon-sys/wardogs-calculator, “data/terrain/*/manifest.json” (MIT, artillery calculator), read 14 September 2026 — Third-party extraction of landscape collision data, not a published roster. The repository commits manifests and derived contours only — none of the 256 referenced chunk binaries per map are in the tree — so the extents here are read from its metadata rather than recomputed from the terrain itself. Its own “evidence: VERIFIED” flag is the author’s assessment and states no method. Every value citing this source stays unverified until the same fact is read off a running client with its build named. Read 2026-09-14.
- Team17 · Reveal trailer, February 5, 2026 Read 2026-10-10.
- BULKHEAD · Pre-Load Live & Season 1 Changelog, 9 September 2026 — Published 22:46:09 UTC. Records server-browser, voice, stability, progression and economy changes from beta to Season 1. Read 2026-09-11.
From here
The zone is where the match is decided — here is how
Size and setting explain the space. These explain what happens once your team is standing inside it.
You are here
You have just learned the map is 256 km², with a randomised 2 × 2 km Control Zone inside it
- Read how Control Zone scoring actually worksPresence, not kills, is what scores — and the Hot Zone inside the Control Zone doubles both a team’s count and its cash.
- See the three factions fighting over itKolchia’s fight for PV-1 is waged by VALKYRA, LONESTAR and MANTICORE — the CONTROL: line on your HUD names whichever one currently holds the zone.
- Work out how a squad actually crosses 256 km²The Control Zone is a small fraction of the map. Helicopters and transport are how BULKHEAD says players are meant to close that distance.