Skip to content
← All articles
AnalysisData as of Season 1 · 10 Sept 2026

Why WARDOGS progression is so slow

Bulkhead chose slow levelling on purpose. Its developers explain why, and the end-of-match bonus that pays 40% of your XP and almost nobody knows about.

A dog in a helmet, goggles and a laden tactical vest trots across a muddy battlefield at dusk along a long bar sunk into the ground, only part of it filled, towards a red flag on a rubble mound, with ruined buildings and smoke on the horizon.

Written by

Lynxx

Edited by

WARDOGS Hub

Claims checked

2 Oct 2026 · WARDOGS Hub

Sources

2see all ↓

5 min readConfirmed

You've probably read that WARDOGS levelling is broken. Bulkhead's view is that it's slow on purpose. On the Push to Talk podcast, published 2 October, creative director Tim Nightingale, technical designer Mark Tadros and Joe Brammer spent most of an hour on progression. This is what they said, and what it means for how you play a match.

At a glance
Source BigfryTV, Push to Talk podcast, 2 October 2026
Biggest number The end-of-match bonus is 40% of your role XP
First vs third First place pays 3× what third does
Power spikes Level 20 (soft cap), level 35 (every role)
Is it changing? Yes, slowly. No dates

Slow levelling is a choice, not a bug

Brammer framed it as a pick between two problems. One is levelling that feels "too slow and too difficult". The other is "I've maxed out the content. I've got nothing to do." Bulkhead picked the first, "because the journey in WARDOGS is the fun bit."

The developers put the other side bluntly: "we've had a lot of cases where everyone has everything they've ever wanted in infinite cash and they're miserable." Anyone who has hit the ceiling in a Battlefield season will recognise that.

That isn't the same as saying the pace is right. "We don't think that progression is the right pace," Brammer said. "The solutions we have are going to take time to implement." No date came with that.

The bonus most players walk away from

The single most useful number in the hour: the end-of-match bonus contributes 40% of the XP for your role, according to Tadros. And it scales with placing. "If you come first, it's triple what you get from third."

Nightingale said most progression in the game "actually is kicking out from match end bonuses", and that first, second and third all pay a large bonus. Leave early and you get none of it.

Bulkhead admits the game doesn't tell you this. "One of the biggest problems that we have right now is surfacing the win bonuses," Nightingale said. Tadros added that players go idle when the score nears the end, "when the score hits like 98", without realising the game refunds your loadout at the end of the match. Stay to the end, and push for first rather than settling.

Stay in the hot zone, or lose the streak

There's a second mechanic the developers say they'd rather you learnt by playing: hot zone streaks. The longer you stay in the hot zone without leaving, the more each tick pays, Tadros said. "But if you leave the hot zone, it's gone."

He also said the hot zone "statistically will visit every single spot inside of the control zone over the duration of a match". So don't build a routine around one corner of the map.

Better players level faster, for now

"Right now it is very skill-based," Nightingale said. "The better at the game you are, the faster you are gonna progress." With four or five hours a weekend, you'll fall behind someone who plays 40. Bulkhead knows. Catch-up systems "that make it easier for someone to like pick up and play" are planned, without a date.

It's also why a fresh account feels outgunned. Nightingale said the number of bullets an AK-74 needs "isn't that different" from a Galil or an M4, but there is "a perceived power imbalance" anyway. The gap you feel is partly the kit and partly the person holding it.

Where the power jumps are: level 20 and 35

Two levels matter more than the rest.

  • Level 20 is "an early soft cap where lots of stuff comes online", Nightingale said, naming rocket-pod Little Birds and the M4. How much XP each level takes →
  • Level 35 is "the big spike" for every role, Tadros said, naming the Havoc among its unlocks.

Bulkhead's estimates aren't always right either. Its team expected the first Havoc a week in. Someone had it within about 36 hours of launch. "You can't balance the game for that 0.000001% of the play base," Tadros said.

What changes with the Season 2 wipe

Wipes are staying for Early Access. Nightingale said they give the team "the freedom to kind of like position stuff where it needs to be." Seasons have no fixed length: "It can be a month, it can be six weeks. It can be three months," Brammer said.

Two things carry over. Everything in the gold bar store stays "season on season", except the Black and Gold AK. And after 1.0, resets "will look very different", with players able to take "certain things" with them. What resets and what survives →

The bigger fix is more to unlock. "We need more stuff to unlock," the developers agreed. Season 2 adds four weapons, one per class, and more ammo types are planned. What Season 2 adds → · Skills, Intel and the Gunsmith →

Why the FOB costs $7,500

One more number from the same conversation shows how fast these systems move. In the two betas, Tadros said, only 2% of players drove. Moving the heavy tank into the Driver tree took that to 10%, and more trucks meant more building. One zone ended up with about ten FOBs, so Bulkhead raised the FOB from $2,500 to $7,500. How the cash economy works →

Expect Season 2 to move numbers like that again. Check the patch notes before you plan a build around any of them. Every unlock and what it costs →

Common questions

Why is WARDOGS progression so slow?

Bulkhead chose it. Joe Brammer said the studio had to pick between levelling that is too slow and players running out of things to unlock, and picked slow levelling because the journey is the fun part. The developers also say XP is skill-based, so better players level faster, and that easier catch-up systems are planned but will take time.

How much XP does the end-of-match bonus give in WARDOGS?

Mark Tadros of Bulkhead said the end-of-match bonus makes up 40 percent of the XP for your role, and that finishing first pays triple what finishing third does. Teams that finish first, second or third all get a large bonus.

Should I leave a WARDOGS match early?

Not if you want XP. The match-end bonus is 40 percent of role XP, and Bulkhead says players who go idle when the score is nearly decided miss out, including the loadout refund at the end. Stay to the end and push for first.

Is WARDOGS progression going to be changed?

Bulkhead says yes, but slowly. Brammer said the studio does not think progression is at the right pace and that its fixes will take time to implement. More things to unlock, more ammo types and systems that persist across seasons are planned, with no dates.

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. 01youtu.be ↗
  2. 02store.steampowered.com ↗

Keep reading