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Guides· updated 2 October 2026Data as of Season 1 · 10 Sept 2026

WARDOGS XP per level: the Season 1 curve

Level 20 costs 250,000 XP now, not 111,500. Here is the whole table, where the wall sits, what it buys on every track and how long Bulkhead says it takes.

A soldier on a mountain road at dawn, looking back down a long switchback climb where other soldiers are strung out along the lower bends, with a flatbed truck and a supply crate at the bottom.

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Lynxx

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WARDOGS Hub

Claims checked

2 Oct 2026 · WARDOGS Hub

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8 min readConfirmed

Level 20 costs 250,000 XP. In the Closed Beta it cost 111,500. Bulkhead says the median player gets there at 20 to 25 hours, and that one sentence is the whole shape of Season 1: slower through the teens, cheaper for a stretch after 20, then a grind at the top for what it calls the big-ticket items.

This guide is the table, and what to do with it. The figures are Bulkhead's own, from the Season 1 changelog it published the night before launch — the first time the studio has put an XP number in writing. The arithmetic between the rows and the hours estimate are ours, and they are labelled where they start. For what each level actually opens, the progression page has every gate; for the fastest route through each track, start with how to level up in WARDOGS.

How much XP each level takes

Below level 6 nothing changed. From 6 up, every band is slower, and the percentages are Bulkhead's.

Level Closed Beta Season 1 Slower by
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%

The beta figures were built for a weekend. Bulkhead says so directly: the old balancing "was designed specifically for weekend long beta tests." A ladder that got testers to the high thirties in three days was never going to survive a game people play for months, and the changelog's own framing is that the launch curve is where the studio "believes they should be."

Read the right-hand column as a cumulative total, not a per-level cost. Level 50 is a million XP from the start of the track, not a million for the last level.

Where the wall is: 15 to 20

Subtract each row from the next and the curve has a shape the percentages hide. From here down it is our arithmetic.

Band XP in the band Per level
6 to 10 25,750 6,400
10 to 15 75,000 15,000
15 to 20 140,000 28,000
20 to 25 75,000 15,000
25 to 30 75,000 15,000
30 to 35 100,000 20,000
35 to 40 150,000 30,000
40 to 45 150,000 30,000
45 to 50 200,000 40,000

Three soldiers with heavy packs climbing a steep slope of wet rubble between ruined concrete walls, one stopped with his hands on his knees, breath showing in the cold.
Fifteen to twenty is the one stretch of the track that costs more per level than the stretch after it.

The teens are the wall. Levels 15 to 20 cost 140,000 XP — 28,000 a level, nearly double the rate of the band before, and more than any band before 35. It is also the only place on the track where the per-level cost falls on the far side: 20 to 30 is 15,000 a level, the cheapest ten levels in the game after the opening six. Bulkhead's phrase for this was "slow levels down around 10 to 20, and flatten the curve from 35 onward," and the table bears it out, with one wrinkle — the flattening from 35 is a flattening of the increase, not of the cost. The last five levels are 40,000 each.

So the plan writes itself. Push a track to 15 while it is cheap. Expect 15 to 20 to feel like it takes as long as everything before it, because it nearly does: 140,000 XP against the 110,000 it took to reach 15. Then enjoy 20 to 30, which is the reward for getting there. Nobody is getting to 50 quickly, and the curve is built so that nobody does.

How long level 20 takes

Bulkhead gave one time figure and one only: the median player, at 20 to 25 hours, will be around level 20. Everything in this section is our model built on that single sentence, and it assumes XP arrives at a flat rate, which it does not — a first match pays worse than a twentieth.

Taken at face value, 250,000 XP in 22.5 hours is about 11,000 XP an hour for a typical player on their main track. At that rate the table becomes a calendar:

Level XP At ~11,000 an hour
10 35,000 ~3 hours
15 110,000 ~10 hours
20 250,000 ~22 hours
30 400,000 ~36 hours
35 500,000 ~45 hours
50 1,000,000 ~90 hours

For comparison, the beta curve at the same rate would have reached 20 in about ten hours — a long Saturday, which is what it was for. Season 1 wants a fortnight of evenings for the same level, and the studio says so without apology: "those wanting the big ticket items, the top 5%, will need to grind."

The rate itself is the number to watch. If your first matches pay 6,000 an hour, level 15 is a work-week of evenings, not a weekend; if a building match on Support pays 20,000, the wall is an afternoon. The Support guide has the match that reached within nine points of level 7 without firing a shot, and that route is untouched by this patch.

The biggest lever on that rate is staying to the end. Bulkhead's Mark Tadros said on the Push to Talk podcast on 2 October that the end-of-match bonus is 40% of the XP for your role, and that first place pays triple what third does. Leave a match early and you give up the largest single XP payment in it. What else Bulkhead said about progression →

What the grind buys on each track

A level is only worth what opens at it. These are the gates that matter at 10, 20 and 35 on each track, with the one-off unlock cost that sits on top of the item's price. Every figure is Season 1 and every row is on the progression page.

Track At 10 At 20 At 35
Assault Galil, $35,000 M4, $100,000 FAL, $200,000
Medic first aid kit at 9, $25,000 AMP-9 50-round mag, $15,000 (MP5 at 15, $75,000) Super-45, $150,000
Support M500, $50,000 (Large Hammer at 8, $75,000) MAAWS, $125,000 MGL-40, $200,000
Recon Mosin Nagant, $50,000 SRVV brake, $17,500 (SV98 at 19, $100,000) AMR 50, $200,000
Driver Kodiak [Pickup], $35,000 Ural Defender at 18, $75,000 L2A6, $500,000
Pilot Z20 Lakota, $35,000 AH-6R [Rockets], $200,000 Havoc, $500,000

A soldier counting banded bundles of blank notes onto a concrete depot counter under a work lamp at dusk while a quartermaster slides a wrapped rifle across, a light helicopter and an armoured vehicle through the open roller door behind.
Reaching the level opens the tile. The unlock cost is what you pay to walk through it, and then the price every time.

Two things stand out. The wall at 15 to 20 sits exactly in front of the first serious weapon on three tracks — the M4, the MAAWS, the SV98 — which is not an accident. And the two vehicle tracks end at 35 on a half-million-dollar unlock each, the L2A6 and the Havoc, so a Driver or Pilot who reaches the top of the curve still needs a war chest. Level and cash are two gates, not one, and the Driver and Pilot routes pay both.

The XP that got cut

Two sources of XP are worth less than they were in the beta, and one is unchanged.

A kill from an air vehicle pays 250 XP rather than 300. It is still the best single event in the game for a pilot, but the days of a minigun run being worth more than a whole capture are trimmed.

Selling a supply-crate item worth under $75 pays 1 XP, down from 25, and the crate purchase curve has been rescaled "so low value items are priced sensibly and cannot be abused." That sentence describes a beta route — buy cheap, sell cheap, farm the sale — and closes it.

Building did not move. Every swing at a Forward Operating Base still pays Support XP and cash, with a larger sum on completion. The base itself now costs $7,500 rather than $2,500, so the first match is dearer, but the XP per swing is the same and it remains the quietest fast route in the game.

Why the ladder resets each season

The line in the changelog that matters past launch week is this one: "Each season we will have a different XP curve with different item orders."

Read it plainly. The table above is the Season 1 table. The gate a weapon sits behind is a Season 1 gate. When Season 2 arrives the curve can change and so can what unlocks where — and the changelog already did both once, moving seventeen items in the same post that published these figures.

What Bulkhead has not said is what a season does to your progress. Whether track levels reset, whether unlock cash is refunded, whether items you have opened stay open: none of it is in the post, and nobody outside the studio knows. The only precedent is the beta, where progress did not carry into Early Access — and a beta wipe is a different thing from a season roll. Until it says otherwise, plan a track to the level you want this season, and treat anything past that as a bet.

Push to 15 while it is cheap. Budget the teens. Then let 20 to 30 pay you back.

Common questions

How much XP is level 20 in WARDOGS?

250,000 XP on a role track in Season 1, up from 111,500 in the Closed Beta. Bulkhead says the median player, at 20 to 25 hours, will be around level 20.

Does the WARDOGS XP table apply to the Wardog level?

No. The published figures are the role-track curve, which runs to level 50. The account-wide Wardog level runs far higher, and Bulkhead has not published its XP requirements.

Does WARDOGS progress carry over between seasons?

Bulkhead has said each season will have a different XP curve and a different item order. It has not said what, if anything, resets with a season. Beta progress did not carry into Early Access.

What is the fastest XP in WARDOGS?

Building at a Forward Operating Base for Support, which pays on every hammer swing, and transport runs into the Control Zone for Driver and Pilot. Air-vehicle kills now pay 250 XP rather than 300, and selling supply-crate items under 75 dollars pays 1 XP.

Sources

Everything in this article traces back to one of these. Where a claim could not be sourced, it is labelled in the text rather than left to look settled.

  1. 01Steam store page ↗
  2. 02youtu.be ↗
  3. 03store.steampowered.com ↗

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