WARDOGS progression explained: six XP tracks, unlocks, cash persistence and seasons
No classes, no battle pass. Your cash carries between matches (you start with $10,000). Six XP tracks level from what you do, and levelling a track unlocks more items to buy at the in-match vendor. Hover any shop item to see which track its use feeds. The way you play is the way you unlock.
The six tracks
BULKHEAD hasn't published the track names in one list, but the shop shows which track every item feeds, and beta players saw at least: a primary/weapons track (attachments, flesh and AP ammo), support (RPG at level 5 in the first beta), medical (revive gear), engineering (explosives, building; a FOB kill pays 500), pilot/vehicle, and builder/hammer tiers. Names and exact contents will be confirmed here as the live build shows them.
How unlocks work
- XP accrues on the track an action belongs to: a shotgun kill pays engineering XP, a revive pays medical, a delivery pays pilot.
- Reaching a level makes new items available to buy at the vendor. Nothing is handed to you; you still pay cash per life.
- The fastest early levelling is flying (primary track) and healing (medical), because both pay every few seconds without dying.
What persists
| Thing | Persists? |
|---|---|
| Cash | Yes, between matches and sessions |
| XP levels | Yes |
| Items you bought | No: bought per life, lost on death |
| Cosmetics / gold bars | Yes, earned only |
Seasons and wipes
Beta players talk about season wipes and everyone "cashing out" beforehand: gold bars (the cosmetic currency) get expensive late in a season. BULKHEAD hasn't published the Early Access season schedule; this page will carry it when they do.
Monetisation rules, in BULKHEAD's words
- No monetisation during Early Access, other than the optional Supporter Pack.
- In-game cash and gold bars will never be sold for real money.
- Camos will never be purchasable: "camos should show a player's status, not how much money they have."
- Pricing steps with content: $39.99 now, $49.99 when the year-one updates land, $59.99 at 1.0.
What's coming at 1.0
The persistence at Early Access launch is cash. The 1.0 "meta game" adds Player Skills, the Vault, the Black Market, challenges and out-of-session activities (collecting equipment while you're offline). Expected 12–24 months after the September 2026 launch.
FAQ
Does progress carry between matches?
Cash does. XP levels on the six tracks persist too, unlocking shop items. Items themselves are bought per life.
Are there classes?
No fixed classes. Roles are what you buy; XP tracks reward the roles you keep playing.
What is a season wipe?
Periodic resets of the economy. Beta players note cosmetics via gold bars get expensive before a wipe as everyone cashes out.
Is there a battle pass or paid progression?
No. BULKHEAD's stated rules: no monetisation during Early Access, never sell in-game cash or gold bars, never sell camos.
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