Progression & Unlocks
WARDOGS progression is not a simple “reach a level and receive an item” system. The Season 1 notes separate XP progression, track gates, one-time unlock costs and the per-life economy. This page puts those layers in one place.
How progression actually works
Season 1 snapshot: BULKHEAD explicitly said the beta progression curve was designed for short test weekends and changed it for Early Access. Treat old beta progression charts as historical unless the live client still matches them.
Track directory
Current community progression guides also describe an Assault role line. The official Season 1 changelog used the labels Career, Recon, Medic, Support, Driver and Pilot in its economy/unlock sections. Because interface naming can change by build, this page keeps the official Season 1 labels as the primary reference and treats additional role labels as client-dependent unless directly shown in the current game.
Season 1 XP bands
The launch changelog changed the cumulative XP curve from level 6 upward. The table below is more useful than a generic “progression got slower” statement because it shows where the curve changed most.
| Level | Beta / previous | Season 1 | Change |
|---|---|---|---|
| 6 | 8,750 | 9,250 | +5.7% |
| 10 | 25,000 | 35,000 | +40.0% |
| 15 | 54,750 | 110,000 | +100.9% |
| 20 | 111,500 | 250,000 | +124.2% |
| 25 | 192,000 | 325,000 | +69.3% |
| 30 | 293,750 | 400,000 | +36.2% |
| 35 | 416,500 | 500,000 | +20.0% |
| 40 | 551,250 | 650,000 | +17.9% |
| 45 | 689,500 | 800,000 | +16.0% |
| 50 | 838,000 | 1,000,000 | +19.3% |
Season 1 unlock changes
| Track | Item | Before | Season 1 |
|---|---|---|---|
| Career | Sports Parachute | Lv. 36 | Lv. 35 |
| Career | Large Backpack | Lv. 56 | Lv. 55 |
| Career | 7.62×54mm AP | Lv. 83 | Lv. 82 |
| Career | 5.56mm AP | Lv. 85 | Lv. 83 |
| Career | Deagle | Lv. 90 | Lv. 85 |
| Career | Artillery Tank | Lv. 55 | Lv. 90 |
| Medic | PP-19 50-round drum | Lv. 33 | Lv. 29 |
| Support | Large Hammer | Lv. 7 | Lv. 8 |
| Driver | URAL | Lv. 4 | Lv. 3 |
| Driver | Kodiak Assault | Lv. 8 | Lv. 6 |
| Driver | Dune Buggy | Lv. 10 | Lv. 8 |
| Driver | Kodiak Flatbed | Lv. 2 | Lv. 10 |
| Driver | Large Supply Crate | Lv. 20 | Lv. 16 |
| Driver | URAL Covered | Lv. 30 | Lv. 18 |
| Driver | Music Tape H | Pilot Lv. 28 | Driver Lv. 23 |
| Driver | URAL Attack | Lv. 40 | Lv. 25 |
| Driver | Humvee with minigun | Lv. 35 | Lv. 30 |
| Driver | Heavy Tank | Career Lv. 35 | Driver Lv. 35 |
Track-by-track reference
Career
Career is the broadest label in the Season 1 unlock list. It includes general equipment such as the Sports Parachute and Large Backpack, ammunition upgrades, the Deagle and the late Artillery Tank gate. The Artillery Tank moving from level 55 to 90 is the clearest reminder that a “known unlock level” can change drastically between testing and Early Access.
Medic
The explicit Season 1 Medic unlock move was the PP-19 50-round drum magazine from level 33 to 29. Medic progression matters because WARDOGS directly rewards revive-oriented teamwork, but an unlock page should not turn that into an unsupported claim that every Medic action awards a fixed XP amount.
Recon
The Season 1 economy section explicitly lists Recon 6–10× MRAD and 6–10× MOA scope price changes. That confirms Recon as a live progression/economy label, but the launch notes do not publish a complete Recon unlock ladder.
Support
The Large Hammer moved from Support level 7 to level 8. Its vendor and unlock costs also changed, making Support a strong example of how progression and economy overlap without being the same system.
Driver
Driver received the largest set of published unlock moves in the Season 1 changelog. Instead of hiding those changes in a paragraph, the ladder below shows the live launch ordering that can actually guide a player.
Pilot
The launch notes do not list Pilot level moves in the same way as Driver, but they do list Pilot-linked economy changes: the small armoured supply crate, Little Bird with miniguns and Z20 Lakota all received price changes. That is enough to confirm Pilot as a live progression/economy label without inventing a full level ladder.
Unlocking, buying and using are three different decisions
Reach the required level or track condition.
Some items can require a one-time unlock payment.
You still spend persistent cash when adding gear or vehicles to a life.
This distinction is why progression pages should not say “you get a Heavy Tank at Driver 35.” A more accurate reading is: Driver 35 can gate access, while the economy still determines whether you can afford to unlock and deploy it.
Practical progression checklist
- Identify the track tied to the job you actually enjoy.
- Use the current client to confirm the item’s live gate before grinding specifically for it.
- Separate XP requirement, unlock cost and per-life price in your planning.
- Recheck patch notes before relying on beta-era charts.
- Use Money and Loadouts to decide whether an unlocked item is economically practical.
- Use Vehicles or Weapons for entity-level stats instead of turning progression level into a performance ranking.