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 in Steam announcement — TOP QUESTIONS, 18 February 2026 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.
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 in Steam announcement — Pre-Load Live & Season 1 Changelog, 9 September 2026
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.
The two moves everyone noticed
| 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. 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 easierto 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.