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WARDOGS classes: there are none — here are the six progression tracks, the XP bands and every unlock level BULKHEAD published

Search for WARDOGS classes and you will find guides ranking 'the medic class' against 'the sniper class'. The game does not have classes. The wiki states it in one line — 'WARDOGS does not restrict players to fixed character classes. Instead, players define their role through the equipment and items they purchase for their loadout' — and BULKHEAD's February 2026 FAQ says 'Roles are totally player-defined… earn XP across 6 progression tracks.' What exists is six tracks that level up separately and unlock items at set levels.

This page lists what the Season 1 changelog of 9 September 2026 published about those tracks: the XP required per level from 6 to 50, the two XP events it nerfed, and every item whose unlock level it moved. It is the only official progression data that exists; anything else you read about 'skill trees' or 'class perks' is either a beta memory or an invention.

The six tracks

BULKHEAD's FAQ names two — 'From Medic to Pilot' — and the changelog's unlock lists name the rest: Career, Medic, Support, Driver, plus Recon and Pilot in the economy list. Career appears to be the account-wide track (its unlocks include the Sports Parachute, Large Backpack, AP ammunition and the Deagle), while the other five map to roles: Medic (the PP-19 drum magazine unlock is listed there), Support (hammers), Recon (scopes), Pilot (helicopters and supply crates) and Driver (ground vehicles). The sources do not say exactly which actions feed which track, beyond PCGamesN's notes that building gives Support XP and that taxi work progresses 'the Driver or Pilot progression tree'.

Each track has its own curve. The changelog: 'Rebalanced the role track XP curve from level 6 upward. Level 6 moves from 8,750 to 9,250, roughly 5.7% slower, with a larger increase at level 10.' And each season will differ: 'Each season we will have a different XP curve with different item orders.'

  • Career — account-wide items: parachute, backpack, AP ammunition, Deagle, Artillery Tank
  • Medic — revives and the PP-19 drum magazine unlock
  • Support — hammers, FOB construction, mortars
  • Recon — scopes, spotting
  • Pilot — helicopters and supply crates
  • Driver — trucks, buggy, Humvee, Heavy Tank

Why 'class' is the wrong word, and what replaces it

In a class shooter the menu decides your tools and your tools decide your job. In WARDOGS the order is reversed: you decide the job, buy the tools each life with cash that persists, and the game credits XP to whichever track the tools belong to. The wiki's phrasing — 'Different equipment combinations allow players to specialize in roles such as Medic, Pilot, combat, reconnaissance, or logistics' — is deliberately open-ended. A player can carry a defibrillator and a hammer and a scope in the same life if they can afford the loadout, and be credited on three tracks.

That has two practical consequences the sources spell out. First, the cost of a role is a price, not a level: the changelog prices the Little Bird with miniguns at $50,000 and the MOA scope at $45,000, and PCGamesN's money guide says the base rifle is free. Second, the gate on the best items is a track level, not an account level: the Heavy Tank is Driver 35 specifically, which means a Career-90 sniper who never drove anything cannot buy one. The classes people search for — 'best faction', 'best loadout', 'unlock tree' — are answered on this page by the tables, not by a ranking, because nobody has measured the weapons and the factions have no published mechanical differences.

XP per level, beta versus Season 1

The changelog published the bands outright, with the percentage slowdown at each. Below level 6 nothing changed. The steepest change is levels 15–20, which BULKHEAD deliberately slowed so that 'our median players, at 20 to 25 hours, will be around level 20'.

One more track-level fact, from PC Gamer's beta play rather than the changelog: the defibrillator unlocked at Medic level 11, priced $1,600 with $150 batteries good for five revives, and revives paid $900 in the beta. Beta figures; the changelog may have moved them.

Line chart of XP required per level in WARDOGS, beta curve versus Season 1 curve, levels 6 to 50
The same bands plotted. The curve was 'slowed down around 10 to 20' and flattened 'from 35 onward' (BULKHEAD). Chart by this site.
LevelBeta XPSeason 1 XPSlower by
68,7509,2505.7%
1025,00035,00040.0%
1554,750110,000100.9%
20111,500250,000124.2%
25192,000325,00069.3%
30293,750400,00036.2%
35416,500500,00020.0%
40551,250650,00017.9%
45689,500800,00016.0%
50838,0001,000,00019.3%
XP required per level before and after the Season 1 changelog (BULKHEAD, Steam, 9 September 2026). Percentages are BULKHEAD's own.

Every unlock level the changelog moved

The changelog lists unlock changes by track. These are the only unlock levels BULKHEAD has published; items not listed here have unpublished levels.

ItemTrackWasNow
Sports ParachuteCareer3635
Large BackpackCareer5655
7.62×54mm APCareer8382
5.56mm APCareer8583
DeagleCareer9085
Artillery TankCareer5590
PP-19 50-round drum magazineMedic3329
Large HammerSupport78
URALDriver43
Kodiak AssaultDriver86
Dune BuggyDriver108
Kodiak FlatbedDriver210
Large Supply CrateDriver2016
URAL CoveredDriver3018
Music Tape HDriver (was Pilot)Pilot 28Driver 23
URAL AttackDriver4025
Humvee with minigunDriver3530
Heavy TankDriver (was Career)Career 35Driver 35
Season 1.0 unlock changes (BULKHEAD, Steam, 9 September 2026). 'Track' is where the item now lives.

What the rebalance was for

BULKHEAD explained the intent in a paragraph worth quoting whole: 'Looking at the data we have decided to slow levels down around 10 to 20, and flatten the curve from 35 onward. This means our median players, at 20 to 25 hours, will be around level 20, and those wanting the big ticket items, the top 5%, will need to grind. Artillery moves to Career 90 and Heavy Tank to Driver 35. Driver has also been rejigged to give a satisfying escalation through attack vehicles.' The previous curves, it said, 'were designed specifically for weekend long beta tests.'

The Driver 'escalation' is visible in the table: URAL at 3, Kodiak Assault at 6, Dune Buggy at 8, Kodiak Flatbed at 10, Large Supply Crate at 16, URAL Covered at 18, Music Tape at 23, URAL Attack at 25, Humvee with minigun at 30, Heavy Tank at 35. It reads as a designed ladder from transport to armour. PCGamesN's summary of the same notes: getting from level 10 to 20 'will take a little over twice as long as before'.

Roles in practice: what the sources say each looks like

Because roles are loadouts, the closest thing to a class guide is the list of things BULKHEAD and the press describe people doing. Medic: revives are a paid teamplay action, and the 'Do Not Resuscitate' achievement (kill with the defibrillator charge, 0.8% of players) tells you the defibrillator exists. Support/builder: hammers, FOBs, mortars — Support XP per structure. Recon: the $40,000–45,000 scopes, spotting as a paid action, the 950 m 'Long Shot'. Pilot: Little Bird ($50,000 armed), Z20 Lakota ($35,000), supply crates; 'how to fly helicopters' is a trending community guide for a reason. Driver: the ladder above, taxi fares and tips, the mobile spawn point. Infantry: the free base rifle and looted upgrades, per PCGamesN.

The announcement trailer's own list is broader still — 'CQC Combat, Sniping/Spotting, Medic, Building, Demolitions, Transport, Building & Logistics, Artillery… the list goes on!' — and the Steam description adds the ghillie-suit sniper, the helicopter supply pilot and the artillery tank commander as archetypes. None of them is a menu option; all of them are purchases.

A WARDOGS player in a full ghillie suit standing in tall grass with a helicopter in the sky behind
'Purchase a ghillie suit and snipe from a distance' — the Steam description's example of a self-defined role. Image: BULKHEAD press kit, © BULKHEAD Limited.

Reading the tables: three worked examples

A builder. Support level 8 unlocks the Large Hammer (was 7). Level 8 sits between the changelog's level-6 band (9,250 XP) and level-10 band (35,000 XP), so it is an early milestone; from there the mortar and the full FOB list open up. The Medium Hammer costs $25,000 on the track, the Large $75,000 — or $2,400 from the vendor, which is the version PCGamesN's guides assume. A driver. The ladder runs URAL 3, Kodiak Assault 6, Dune Buggy 8, Kodiak Flatbed 10, Large Supply Crate 16, URAL Covered 18, Music Tape H 23, URAL Attack 25, Humvee with minigun 30, Heavy Tank 35 — 500,000 XP on the Season 1 curve for level 35, which BULKHEAD says is the 'flatten from 35 onward' point. A tank commander. Artillery Tank at Career 90: the bands only go to 50 (1,000,000 XP) in the published table, so level 90 is beyond anything BULKHEAD has quantified; it is the 'top 5%' item by design.

The pattern across all three is the same as the money guide's: cheap and useful early, expensive and rationed late. Season 1's curve is the first one BULKHEAD has tuned for a live game rather than a weekend test, and the studio has said it will change again next season.

What is coming, and what to ignore

BULKHEAD's April 2026 'Early Access & Beyond' post promised 'a robust metagame, including: The Black Market & Vault; Player Skills & Challenge System', built 'throughout Early Access'. The Steam Early Access Q&A repeats that the plan is 'more in depth progression systems, a stronger seasonal meta game'. So the six tracks are the current system, not the final one, and the changelog's line that each season gets 'a different XP curve with different item orders' means this page's tables have a shelf life — they are dated for that reason.

Ignore any guide with a 'skill tree', 'perks' or 'class abilities'. The wiki's Progression page was a stub on 14 September; the only data is the changelog's.

Questions people ask

Does WARDOGS have classes?
No. Roles are defined by what you buy for your loadout. XP is earned across six progression tracks.
What are the six progression tracks?
Career, Medic, Support, Recon, Pilot and Driver, as named in BULKHEAD's Season 1 changelog and FAQ.
How much XP is level 20?
250,000 XP after the Season 1 changelog (111,500 in the beta).
What level is the Heavy Tank?
Driver level 35 (moved from Career 35).
What level is the Artillery Tank?
Career level 90 (moved from 55), and it costs $500,000.
What level unlocks the Large Hammer?
Support level 8 (moved from 7).
How long does it take to reach level 20?
BULKHEAD says median players will be 'around level 20' at 20 to 25 hours.
Do the tracks reset each season?
BULKHEAD says each season will have 'a different XP curve with different item orders'; it has not said whether levels reset.
Which track is best?
No source ranks them. Building (Support) and transport (Driver/Pilot) are the safest early XP per PCGamesN; the big vehicles sit at Driver 35 and Career 90.
Is there a skill tree?
Not currently. BULKHEAD has announced a 'Player Skills & Challenge System' for later in Early Access.

Sources & further reading

Read next

  • WARDOGS guide

    WARDOGS guide hub: how the Control Zone and Hot Zone score, how the $10,000 cash loop and six progression tracks work, and links to nine guides — first match, money, towers, mortar, FOB, classes, vehicles, settings and achievements — each traced to BULKHEAD's patch notes and the official wiki.

  • WARDOGS vehicles

    WARDOGS vehicles from the sources: 27 vehicles at launch (PCGamesN), with every price and unlock level BULKHEAD's Season 1 changelog published — Little Bird $50,000, Z20 Lakota $35,000, URAL, Dune Buggy, Kodiak, Humvee with minigun (Driver 30), Heavy Tank (Driver 35), Artillery Tank ($500,000, Career 90) — plus the helicopter handling changes, vehicle locking, and how transport pays.

  • WARDOGS money

    WARDOGS money explained from the sources: the paid actions on the wiki, PCGamesN's six earning methods (zone time, building, taxi, mobile spawn, supply crates, looting), the Hot Zone double-cash rule, every Season 1 price change charted, the 5% community-server bonus, and BULKHEAD's ban policy for cash exploits.

  • WARDOGS Season 1 changelog

    The WARDOGS Season 1 changelog of 9 September 2026, organised and charted: XP per level 6–50, fourteen price changes (FOB $7,500, Artillery Tank $500,000), eighteen unlock moves (Heavy Tank Driver 35, Artillery Career 90), Lakota and turret changes, voice fixes, DLSS and shadow changes, thirteen crash fixes, the church-roof exploit, and BULKHEAD's reasoning.

  • WARDOGS mortar

    WARDOGS mortar guide from the sources: it needs the Large Hammer (Support level 8 after Season 1), building supplies at a FOB, and ammo supplies to keep firing; you aim by heading and range with no map overlay, WASD for coarse and mouse for fine. Prices, the changelog's loadout-slot change, and what nobody has published yet.

  • WARDOGS early access

    WARDOGS early access explained from the Steam Q&A and BULKHEAD's posts: fully playable now, 1–2 years planned, price to rise from $39.99 toward $59.99, jets and a seasonal metagame coming, no battle pass ever, consoles in 2028, no Linux yet. Hub for the release date, price, system requirements, console, crashing and servers pages.

Part of WARDOGS guide. Back to the WARDOGS Playbook home page.

Sukie, editor of WARDOGS Playbook

Sukie · Editor

Sukie runs WARDOGS Playbook. She edits every page on the site, checks each figure against BULKHEAD's Steam posts, the store listing and the sources named on the page before it goes up, and rewrites anything a patch note contradicts. The focus is narrow on purpose: what the game actually does, with the source attached.

About this site · How pages are checked · Last updated September 13, 2026

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