Six tracks, and no class to pick
Asking which class to play is the wrong first question here. You do not choose a role, you buy one, per life, and the track you earn XP on follows from what you bought.
The six tracks
Roles are player-defined: you purchase specialist items to build the loadout you want, and XP accrues across those six tracks according to what you actually did. Described in Steam announcement — TOP QUESTIONS That is why the shop and the progression system are really one system, and why the cash page is the other half of this one.
Where the XP actually went on launch weekend

When the game passed two million copies the studio posted a graphic of launch-weekend totals, and the bottom of it answers the class question directly: “WARDOGS REWARDS ROLE XP BASED ON ITEM USAGE, NOT FIXED ‘CLASSES’”. From Steam announcement — 2 Million Copies Sold There is no class to switch to; you switch what you buy, and the XP follows it.
| Role | Share of earned XP |
|---|---|
| Support | 21% |
| Infantry | 20% |
| Medic | 20% |
| Recon | 19% |
| Driver | 11% |
| Pilot | 9% |
The four infantry-side roles land within two points of each other, and the two vehicle roles took a fifth of the weekend’s XP between them.
Infantry, Assault and Career are not three names for one thing
The rifle role is Infantry in the studio’s graphic and Assault in nearly every guide, and skycoach’s levelling guide spells out that its Infantry XP means Assault. That one is just two names.
Career is different. It is the name the launch changelog files some unlocks under, and it is not one of the six roles. The best evidence for what it is comes from a match: before Season 1 the changelog had the Artillery Tank at Career level 55 for $400,000, and StratzFPS, recording in the beta, describes the same unlock as WARDOG level 55 for $400,000. Guides describe your WARDOG level as the sum of your six role levels rather than a bar of its own, which is why its unlocks sit as high as 90. The studio has not defined Career, so treat that as the reading the evidence supports rather than a statement.
The curve was rewritten hours before launch
The studio’s stated intent: slow levels down around 10 to 20, flatten the curve from 35 onward, and calibrate so a median player at 20–25 hours sits near level 20, with the top five percent grinding for the big-ticket items. Written in Steam announcement — Pre-Load Live & Season 1 Changelog
In practice that made level 20 the wall: the XP required more than doubled. The band table is on the planner. The studio also said each season will carry a different XP curve and a different item order, so this is explicitly not a permanent shape, and a season reset takes the levels themselves.
The two moves that invalidate a plan
| Item | Was | Now |
|---|---|---|
| Artillery Tank | Career 55 | Career 90 |
| Heavy Tank | Career 35 | Driver 35 |
The second one is a track change, not just a level change — the Heavy Tank stopped being a Career reward and became a Driver one, one of several moves collected on the vehicles page. If you were levelling Career for it, that plan no longer works.
Everything else that moved
| Track | Item | From | To |
|---|---|---|---|
| Career | Sports Parachute | 36 | 35 |
| Career | Large Backpack | 56 | 55 |
| Career | 762x54mm AP | 83 | 82 |
| Career | 556mm AP | 85 | 83 |
| Career | Deagle | 90 | 85 |
| Medic | PP-19 50-round drum magazine | 33 | 29 |
| Driver | Kodiak Assault | 8 | 6 |
| Driver | Large Supply Crate | 20 | 16 |
| Driver | URAL Covered | 30 | 18 |
| Driver | URAL Attack | 40 | 25 |
| Driver | Humvee with minigun | 35 | 30 |
Most of the Driver track got easier to reach, which reads as a deliberate push toward transport being available early — consistent with a mode where the zone is two kilometres wide and somewhere else every match.
These tracks are also what gates the guns: an SMG unlocks on Medic and a machine gun on Support, so the weapon you want can sit behind a role you had not planned to level. The weapons page has which track owns what, and the loadout page has what the guides say to buy first. The fastest way to fill each track is on the levelling page.