WARDOGS Sells 2 Million Copies in 5 Days as Bulkhead Boss Draws Criticism Over Crunch
WARDOGS has delivered a massive Steam Early Access debut, selling more than 2 million copies less than 5 days after launch while reaching 428,666 concurrent players. The achievement has secured Bulkhead's immediate future, but comments from CEO Joe Brammer about crunch and the studio's hiring practices have created a separate controversy around the game's success.
Bulkhead and Team17 confirmed the 2 million milestone on September 15, following the game's September 10 Early Access release. An official WARDOGS Steam announcement thanked players after what the studio described as a huge launch weekend. SteamDB recorded an all time peak of 428,666 concurrent players on September 13, placing the tactical shooter among Steam's most played games during its opening week.
The scale of that success becomes clearer when compared with Bulkhead's own expectations. In an interview with The Game Business, Brammer said the studio calculated that approximately 400,000 sales were required for Bulkhead to remain operational, while 600,000 would have represented a healthier result. WARDOGS reportedly passed 1 million copies through preorders alone before eventually crossing 2 million shortly after release.
It is a dramatic turnaround for the Derby based developer. Bulkhead had previously been owned by Tencent and faced an uncertain future after that relationship ended. Brammer said employees were warned in December 2025 that redundancies were possible, following years in which the studio had repeatedly reduced its workforce. The performance of WARDOGS means 2026 is currently expected to become the first year in 6 years without another round of cuts.
The game itself is a 100 player tactical FPS built around 3 competing teams fighting across a destructible Eastern European battlefield. Combined arms combat, vehicles, construction, destruction, and an economy that rewards support actions distinguish it from more conventional military shooters. Bulkhead's WARDOGS Launch Trailer gives a closer look at the scale and style of its battles.
Bulkhead has also leaned heavily into community driven promotion. Its current $100K Clip Contest offers $100,000 in real cash for the winning gameplay clip, while another 99 selected entries receive $100,000 in game currency. The contest remains open through October 8.
However, attention around the studio shifted after Brammer discussed its approach to crunch. Speaking with The Game Business, he said Bulkhead tries to avoid excessive overtime but expects periods of crunch to happen and wants prospective employees to understand that before joining. He also said the company reviews applicants' public social media activity and may reject candidates who repeatedly express strong opposition to crunch.
Brammer later clarified that a recent period of crunch around a delayed beta build was optional, with 4 employees choosing not to participate without punishment. He also acknowledged that social pressure can still influence whether workers feel comfortable declining additional hours. Bulkhead says some employees receive financial benefits through company shares and bonuses, although not every employee participates in those programs.
The comments have drawn criticism from developers and industry observers who argue that persistent crunch can contribute to burnout and should not be treated as an expected part of game production. The debate is separate from WARDOGS' commercial performance, but both stories now define one of the most notable PC launches of 2026.
WARDOGS selling 2 million copies in 5 days is an extraordinary result for a studio that was recently planning around a 400,000 copy survival target. It also shows there is still significant demand for large scale military shooters outside established franchises.
The workplace discussion deserves to stand on its own. Rewarding employees financially for a successful game does not remove the questions surrounding long working hours, especially when willingness to accept crunch can influence hiring.
WARDOGS may have secured Bulkhead's future. How the studio manages the people building it during the next phase of Early Access will be just as important as maintaining its player count.
Does Bulkhead's stance on crunch change how you view WARDOGS' success, or do you see the studio's workplace culture and the game itself as separate issues?
