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WARDOGS · Progression

WARDOGS Unlocks & Progression: 7 Tracks, Fees and What Resets

How WARDOGS progression works under the hood: the six role tracks and the Wardog track, the three costs of every item (level gate, unlock fee, spawn price), what each track's unlocks add up to, what resets at a season and what survives it, and how to plan an unlock route.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • Six role tracks + Wardog
  • Unlock = level + one-off fee
  • Gold Market: Wardog 35
  • Gold bars survive the wipe
Progression · Season 2 map

Seven tracks, one season to climb them.

Each dot is an unlock BULKHEAD gave a level and a fee for in Season 2 — bigger dot, bigger fee. Role tracks stop at 50; the Wardog track keeps going.

Season 2 gate and feeSeason 1 figure, not restatedrole cap: level 50Right: published fees on that track

Data: BULKHEAD's Season 02 patch notes (14 Oct 2026) as kept in our WARDOGS tables; items the notes moved without a level or fee are left out of the dots. Checked 8 November 2026.

Progression in WARDOGS is easy to describe and easy to underestimate. There are seven tracks, each item lives on one of them, and each item costs you three times: a level, a one-off fee and a price every time you spawn with it. On top of that sits the season: every few weeks the whole thing resets, your cash turns into gold bars and you start again. This guide is the map of that system — how the tracks work, what each one's unlocks add up to on BULKHEAD's Season 2 tables, what survives a wipe, and how to plan a route so the fees don't outrun your bank. If you want raw XP speed, the levelling guide has the curve and the best XP actions; this one is about what the levels buy.

Short answer: WARDOGS has six role tracks (Assault, Medic, Recon, Support, Driver, Pilot — each 1 to 50) and the account-wide Wardog track, which every role feeds and which runs far past 50. An item unlocks when its track reaches the level gate, you pay a one-off fee, and you then buy it at every spawn. On Season 2's tables the published fees add up to $1,845,000 on Driver alone. At the end of a season levels, unlocks and cash reset; cash converts to gold bars, which stay with your cosmetics. Season 3 starts on 12 November 2026 with a new tiered gear path described in BULKHEAD's video.
Key takeaways
  • Role XP only goes to the role you're wearing; the Wardog track earns from everything.
  • Three costs per item: level gate, unlock fee, spawn price. The fee is the one most players forget to save for.
  • The Wardog track gates the economy: supply pallets at 5, 9 and 16, the Gold Market at 35 ($150,000).
  • Vehicles are the expensive tracks: Driver's published fees total $1,845,000; Pilot's HAVOC alone is $650,000.
  • Every season resets levels, unlocks and cash; gold bars and cosmetics stay; XP is banked for player skills BULKHEAD plans for 1.0.
  • BULKHEAD called Season 2's faster progression "the wrong call" — expect Season 3's path to be slower and tiered.

The seven tracks

Six of the tracks are roles. You pick a role when you spawn, and the XP you earn in that life goes to that role's track — never split, never shared. The seventh, the Wardog level, is your account level: every action that pays role XP also feeds it, it isn't the sum of your role levels, and it carries the items no single role owns, such as sidearms, ammo types, supply pallets and the Gold Market. All six roles share one XP curve: BULKHEAD's Season 2 table puts level 10 at 25,000 total XP, level 20 at 111,500, level 35 at 525,000 and level 50 at 1,150,000.

AssaultRifles and explosives

XP from kills and assists, plus destroyed buildables and IED/C4 kills since Season 2. Last published gate: M4 at 28.

MedicSMGs and the bag

XP from revives and heals. MP5 at 4, Medical Bag at 14, Defibrillator at 22 ($110,000).

ReconOptics and marksman rifles

XP from spotting and marked kills (about 30% less in Season 2). M14 at 25, MK22 at 30.

SupportMachine guns and launchers

XP from building and resupplying. PKM at 15, M249 at 20, Evo-3 Ultra at 30 ($200,000).

DriverGround vehicles

XP from transport, logistics and gunner kills, plus artillery and ground repairs. T-72B3 at 20, SPH-2 at 31.

PilotHelicopters

XP from flying players and supplies, door-gunner kills and helicopter repairs. Minigun Little Bird at 8.

The role pages go deeper on how each one earns: WARDOGS classes explained covers all six, and the best class for beginners says which to level first.

Gate, fee, spawn: the three costs of every item

Reaching a level doesn't give you anything by itself. It makes an item available to unlock. You then pay the unlock fee once from your bank — $10,000 for the T-21, $250,000 for the T-72B3 tank — and only then does the item appear in the spawn vendor. From there it's bought every life: $1,200 for the T-21, $16,000 for the T-72B3. Lose the life and you lose that purchase, not the unlock. The bank carries between matches for the whole season.

Level gate+One-off fee+Spawn price × lives=What the item really costs you The spawn term is the one that grows: twenty T-72B3 spawns are $320,000, more than the $250,000 unlock. The loadouts guide shows how to keep a spawn below what a life earns.

Two things follow. First, an unlock you can't afford to spawn is a trophy, not an upgrade — a Driver at level 35 with a $500,000 L2A6 unlock and no bank for its $22,000 spawns hasn't gained anything. Second, unlocks are seasonal, so a fee paid late in a season buys only the days that are left. With Season 3 four days away as this guide goes up, that matters now.

The fee bill: what each track's unlocks add up to

We added up every Season 2 unlock with a published fee on each track, including the items the notes priced without restating a level (the FAL and Super-45 fees, the MGL-40 and Heavy Drill, the minigun Lakota). Attachments, music tapes and items the notes moved without a fee aren't in it, so the real totals are higher.

Driver$1,845,000 11 items · L2A6 heavy tank $500,000, SPH-2 artillery $350,000
Support$955,000 8 items · Evo-3 Ultra + Evolys 50 RND $200,000, M249 $150,000 · plus MGL-40, Heavy Drill
Pilot$860,000 3 items · HAVOC attack helicopter $650,000, Little Bird AH-6M [Miniguns] $125,000 · plus Z20 Lakota [Miniguns]
Recon$592,500 8 items · Compound Bow $150,000, MK22 $150,000
Assault$535,000 5 items · M4 $150,000, TCX-SPR + 28 RND mag $100,000 · plus FAL
Medic$510,000 6 items · Defibrillator $110,000, AMP-9 + 15 RND $75,000 · plus Super-45
Wardog$412,500 9 items · Gold Market access $150,000, GGX 18 $125,000

Driver is in a league of its own because tanks and artillery are priced like it: T-72B3 $250,000, Flakpanzer Gepard $300,000, SPH-2 $350,000 and the L2A6 at $500,000 (a Season 1 figure the notes left alone). Pilot has only three priced unlocks but one of them is the $650,000 HAVOC. The role tracks a new player levels first — Medic, Recon, Assault — sit around half a million each. These totals are why most players never finish a track in a season, and why cash farming is a real part of progression, not a side activity.

A Flakpanzer Gepard anti-aircraft vehicle with twin cannons parked on a wet concrete yard
The Flakpanzer Gepard: new in Season 2 at Driver 25 for a $300,000 unlock, then $14,000 every spawn — one of four Driver unlocks above a quarter of a million.Image: BULKHEAD / Team17, Season 02 patch notes on Steam

The Wardog track: the account level that gates the economy

The Wardog track is where Season 2 put the money machinery. Supply pallets used to be unlocked by default; Season 2 made them Wardog unlocks — the Mechanical pallet at 5 ($10,000), the Ammo pallet at 9 ($25,000) and the Fuel pallet at 16 ($50,000). Since a deployed pallet pays $1,250 in the Control Zone and builds a delivery streak, those three are the earliest unlocks that pay you back. The Gold Market — where gold bars buy cosmetics — now needs Wardog 35 and $150,000.

Wardog levelUnlockFeeWhy it matters
1Judge$5,000The best-value fee in the game
5Mechanical Supply Pallet$10,000First pallet: pallet runs pay from here
9Ammo Supply Pallet$25,000Second pallet type
12Field Backpack access (Season 1)$20,000Carry more (Season 1 gate)
16Fuel Supply Pallet$50,000Fuel for drills and vehicles
18GGX 17$15,000Sidearm
21Compact P-1 Red Dot$12,500New compact optic
35Gold Market access$150,000Cosmetics for gold bars
85GGX 18$125,000Late sidearm

The track also holds things without a published fee: the Deagle moved to Wardog 65, a Level 3 Helmet & Armor entry moved from 60 to 70, and the ammo types sit between Wardog 6 (5.45 HP) and 90 (5.45 AP). On the podcast BULKHEAD's own team called the career level "fundamentally broken" in Season 1, with millions of players stalling around levels 9 and 14 — another reason to expect it to change.

What a season resets — and what it keeps

BULKHEAD set the wipe rules out in its 9 October devlog, before the first reset, and they held on 15 October. At the end of a season:

ResetsYour progress
  • All six role levels and the Wardog level
  • Every unlock — fees are paid again
  • Your cash bank
ConvertsLeftover cash
  • Turned into gold bars automatically at its end-of-season value
  • Gold Market unlock not needed (CEO Joe Brammer, 27 Oct 2026)
  • The rate was never announced
StaysYour account
  • Gold bars
  • Cosmetics bought with them
  • XP, banked for player skills planned for 1.0
What a WARDOGS season keeps: role levels, Wardog level, unlocks and cash reset; leftover cash converts automatically into gold bars at its end-of-season value at a rate not announced, Gold Market unlock not needed; gold bars, cosmetics and banked XP for player skills planned for 1.0 stay. Season 1 ran 10 September to 15 October 2026, Season 2 15 October to 12 November, Season 3 starts 12 November with longer seasons
Progress resets, gold stays. BULKHEAD's wipe rules from the Road to Season 02 devlog, Brammer's 27 October reply and the Road to Season 3 post.Graphic: BoostPirate

The banked XP is the part people miss. BULKHEAD said XP earned in Early Access is kept for long-term systems planned for version 1.0, starting with player skills, and none of them is in the game yet. On its podcast (24 October) the studio described a seasonal resource called Intel that would pace unlocks — earned at a steady rate, reset each season — "pencilled in for around the second quarter of 2027", followed by persistent skill trees. Neither has a date beyond that.

Planning an unlock route

BoostPirate's advice is to plan a season backwards from the one or two unlocks you actually want, then make sure the bank arrives with the level. A route that works on Season 2's tables:

  1. Hour 1Judge at Wardog 1

    $5,000 for a sidearm is the lowest-cost real upgrade, and it works in every role.

  2. Wardog 5–9The first two pallets

    Mechanical ($10,000) and Ammo ($25,000) pallets turn every Driver or Support life into a delivery that pays.

  3. Role 4–8One early role tool

    MP5 at Medic 4, Range Finder access at Recon 8, the Wolf-110 at Driver 8 ($50,000) — pick the role you'll play most.

  4. Role 14–15The mid-track power unlock

    Medical Bag at Medic 14 ($50,000), PKM at Support 15 ($100,000) or the Humvee at Driver 14 ($75,000).

  5. Role 20+Only with a bank behind it

    T-72B3, TCX-SPR, M249: unlock them when you can also afford ten spawns.

WARDOGS Season 2 kit milestones by role level: Assault AK74 default, C4 and detonator 4, Molotov 13, TCX-SPR 20; Medic PP-19 Bizon default, MP5 4, Medical Bag 14, Defibrillator 22; Recon SKS 5, Range Finder 8, PU 91/30 scope 10, M14 25; Support RPG-7 5, Large Hammer 8, PKM 15, MAAWS 18; Driver Wolf-110 8, Humvee 14, Wolf-110 M2 16, T-72B3 20; Wardog Judge 1 and supply pallets at 5, 9 and 16
Where each track's kit improves. Season 2 gates from BULKHEAD's notes; Season 1 gates where marked.Graphic: BoostPirate
Cockpit view from a WARDOGS helicopter flying over forest at sunset
Pilot is the shortest priced track and the most expensive per item: the minigun Little Bird at 8 for $125,000, the HAVOC for $650,000.Screenshot: BULKHEAD / Team17 via Steam

How progression changes in Season 3

Season 2 changed the curve to make the first twenty levels quick — level 20 took less than half the playtime of Season 1, BULKHEAD said. Two days in, the studio called that "the wrong call": some players had Tier 4 armour and main battle tanks within days. It didn't reset mid-season ("it would punish everyone mid-climb"), and instead brought Season 3 forward. BULKHEAD's Road to Season 3 post (6 November) confirms the start on 12 November 2026, longer seasons — about three months, per the podcast — and a fixed plan toward 1.0 rather than reactive mid-season changes. Coverage of the video describes a tiered unlock path for gear shared by several roles and a limited mode with more even loadouts; CEO Joe Brammer had described Limited Mode servers without power weapons or vehicles. Gates, fees and the XP curve for Season 3 weren't published on 8 November — BULKHEAD promised the patch notes for the week of 9 November. Our Season 3 guide follows what changes.

Progression mistakes that cost a season

Do
  • Pick one role per session — role XP never splits.
  • Unlock the pallets early; they pay for later fees.
  • Keep ten spawns of cash before a big unlock.
  • Convert spare cash to gold on a good-rate day before a season ends.
Don't
  • Spread levels across six roles in a four-week season.
  • Pay a six-figure fee in the last days of a season.
  • Assume Season 2 gates will hold in Season 3.
  • Buy a tank unlock you can't afford to spawn.
Short on levels or bank? We level any role, the Wardog level (1 → 35 for the Gold Market is $65.20 today) and cash in normal matches. Every level ends with the season — Season 3 starts 12 November — so buy only what you'll use. The free XP calculator and unlock planner do the maths for your own targets.
Sources
  • BULKHEAD — "WARDOGS | Season 02 Patch Notes" (Steam, 14 Oct 2026: XP curve, unlock levels and fees per track, Wardog-track changes, spawn prices, pallet reward; the Gepard image) · Season 1 changelog (10 Sep 2026: the figures marked Season 1)
  • BULKHEAD — "Road to Season 02" devlog (YouTube, 9 Oct 2026: wipe rules, gold conversion, banked XP for 1.0) · announcement on X (17 Oct 2026: "the wrong call", no mid-season reset) · The Hotzone podcast, episode 1 (YouTube, 24 Oct 2026: three-month seasons, Intel around Q2 2027, career level)
  • Joe Brammer (BULKHEAD CEO) — developer response on Steam (23 Oct 2026: Season 3 on 12 November, Limited Mode servers) · reply on X (27 Oct 2026: cash converts to gold, Gold Market unlocked or not)
  • BULKHEAD — "WARDOGS | Road to Season 3" (Steam, 6 Nov 2026: date, longer seasons, fixed plan to 1.0, notes due the week of 9 November; tiered gear path as reported from the video)
  • Checked 8 November 2026. Steam's news pages can't be fetched by our tools; the patch-note tables were read from the post in a browser and match rankforge's WARDOGS data.
Free: WARDOGS XP Calculator Pick a role and two levels — the Season 2 XP between them, the hours at your pace, and the booster timeline. Plus the loadout planner, Gold Exchange converter and season calendar.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

How do unlocks work in WARDOGS?
Each item sits on one track — a role or the account-wide Wardog track — behind a level gate. When you reach the level you pay a one-off cash fee to unlock it, and after that you still buy it at the vendor every time you spawn with it. Lose the life and you lose the kit, not the unlock.
What is the Wardog level in WARDOGS?
Your account-wide level. It earns its own XP from everything you do in any role, is not the sum of your role levels, and runs well past 50. In Season 2 it gates the supply pallets (Wardog 5, 9 and 16), the Gold Market (35), the Deagle (65) and the GGX 18 (85).
Does WARDOGS progression reset every season?
Yes. Role levels, the Wardog level, cash and unlocks reset when a season ends. Gold bars and cosmetics stay, leftover cash is converted into gold bars automatically, and BULKHEAD says the XP you earn is banked for player skills planned for version 1.0. Season 3 begins on 12 November 2026.
How much cash do you need to unlock everything?
More than most players earn in a short season. The unlocks BULKHEAD priced for Season 2 add up to $1,845,000 on the Driver track alone, and the HAVOC unlock on Pilot is $650,000 by itself. Our table in this guide sums every published fee per track; attachments and items without a published fee come on top.
What changes to progression in Season 3?
BULKHEAD's 6 November Road to Season 3 post confirms the start on 12 November, longer seasons and a new map, Sabatulo. Coverage of the video describes a tiered unlock path for gear shared by several roles; the full Season 3 patch notes were promised for the week of 9 November, so check them before planning a route.

Ready to level up?

More WARDOGS guides

WARDOGS Classes Explained: All 6 Roles, How Each Earns XP & Which to Level FirstAssault, Medic, Recon, Support, Driver and Pilot — what each WARDOGS role does, which actions pay XP after the Season 2 changes, the weapons and unlocks on every track in the new order, and which role to level first. How to Level Up Fast in WARDOGS: Season 2 XP Curve & Fastest XP per RoleBULKHEAD's Season 2 XP curve (25k to level 10, 111.5k to 20, 1.15M to 50), where the grind now sits, the highest-XP actions on every role after the Season 2 reward changes, and realistic hours to level 50. WARDOGS Cash Farming Guide: How to Make Money Fast (Season 2 Payouts & Prices)Every way WARDOGS pays you after the Season 2 changes — zone play, drill towers, FOB hacks, delivery streaks, revives and vehicle kills — what kit, vehicles and unlocks now cost, the loadouts that turn a profit, and what happens to your bank when a season ends. WARDOGS Season 2 Wipe (15 October 2026): What Reset and What Carried OverThe Season 1 wipe happened on 15 October 2026. What reset, what turned into gold bars, what carried over, what BULKHEAD never announced — and what is known so far about the next wipe, Season 3, which BULKHEAD's CEO has dated 12 November. Best WARDOGS Class for Beginners: Which Role to Level First (and Why)Six roles, one first evening. Which WARDOGS class earns a new player XP without winning fights, costs the least per spawn and forgives mistakes — ranked with BULKHEAD's Season 2 changes, plus a first-session plan. WARDOGS Vehicles & Unlock Levels: Every Ground Vehicle and Helicopter, Gate, Price & PayoutEvery WARDOGS ground vehicle and helicopter after the Season 2 changes — per-spawn price, Driver or Pilot gate and unlock fee, the four new vehicles, what destroying a vehicle pays, what a lost one costs, and which to buy first. WARDOGS Season 2 Day-One Plan: Your First Week After the Wipe, Role by RoleSeason 2 went live on 15 October 2026 and everyone restarted at level 1. A first-week plan built on BULKHEAD's Season 2 notes: the faster curve, the first unlocks per role, the new delivery streaks and what the launch-night backend update changed. WARDOGS Gold Exchange Explained: Cash to Gold Bars, the Daily Rate & When to ConvertWhere the Gold Exchange is, how the floating daily rate works, what it did in Season 1, what happened to leftover cash at the Season 2 wipe, what gold bars buy after the Season 2 Gold Market changes, and a rule for when to convert — plus a free converter.

All WARDOGS guides →