- Six role tracks + Wardog
- Unlock = level + one-off fee
- Gold Market: Wardog 35
- Gold bars survive the wipe
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.
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.
- 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.
XP from kills and assists, plus destroyed buildables and IED/C4 kills since Season 2. Last published gate: M4 at 28.
XP from revives and heals. MP5 at 4, Medical Bag at 14, Defibrillator at 22 ($110,000).
XP from spotting and marked kills (about 30% less in Season 2). M14 at 25, MK22 at 30.
XP from building and resupplying. PKM at 15, M249 at 20, Evo-3 Ultra at 30 ($200,000).
XP from transport, logistics and gunner kills, plus artillery and ground repairs. T-72B3 at 20, SPH-2 at 31.
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.
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 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.
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 level | Unlock | Fee | Why it matters |
|---|---|---|---|
| 1 | Judge | $5,000 | The best-value fee in the game |
| 5 | Mechanical Supply Pallet | $10,000 | First pallet: pallet runs pay from here |
| 9 | Ammo Supply Pallet | $25,000 | Second pallet type |
| 12 | Field Backpack access (Season 1) | $20,000 | Carry more (Season 1 gate) |
| 16 | Fuel Supply Pallet | $50,000 | Fuel for drills and vehicles |
| 18 | GGX 17 | $15,000 | Sidearm |
| 21 | Compact P-1 Red Dot | $12,500 | New compact optic |
| 35 | Gold Market access | $150,000 | Cosmetics for gold bars |
| 85 | GGX 18 | $125,000 | Late 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:
- All six role levels and the Wardog level
- Every unlock — fees are paid again
- Your cash bank
- 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
- Gold bars
- Cosmetics bought with them
- XP, banked for player skills planned for 1.0
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:
- Hour 1Judge at Wardog 1
$5,000 for a sidearm is the lowest-cost real upgrade, and it works in every role.
- 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.
- 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.
- 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).
- Role 20+Only with a bank behind it
T-72B3, TCX-SPR, M249: unlock them when you can also afford ten spawns.
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
- 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.
- 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.
- 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.
All free tools: calculators, percentiles & season countdowns →
Common questions
How do unlocks work in WARDOGS?
What is the Wardog level in WARDOGS?
Does WARDOGS progression reset every season?
How much cash do you need to unlock everything?
What changes to progression in Season 3?
Ready to level up?
Class Leveling
Any role from your level to your target — Assault, Medic, Recon, Support, Driver or Pilot.
Wardog Level
The account track behind pallets, the Gold Market and the sidearms.
Cash Farming
A bank for unlock fees and spawns, priced per 100K.










