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The Metagame - Version 2 vs Version 3
Sep 12, 2026, 12:56 AM
Added a Seasons section covering Season 1, the per-season experience curve and the rebalanced XP bands, and named the six progression tracks
Sep 16, 2026, 03:51 AM
Noted that Season 2 work began in launch week and linked the roadmap page
11Alongside the in-match cash economy, WARDOGS has a second layer the developers call the Metagame: a frontend that lets a player keep earning, progressing, and adding value to an account between matches. The studio has said the foundation of that layer is designed but that it will be built out across early access rather than shipping complete on day one.2233What the Metagame Covers4455FeatureWhat it doesStatusGold ExchangeConverts in-match cash into Gold Bars at a rate that moves from day to dayIntroduced for early accessGold MarketSpends Gold Bars on exclusive seasonal cosmetic unlocksIntroduced for early accessBlack MarketAnnounced as part of the wider metagame layer, with no detail published yetPlanned during early accessVaultAnnounced alongside the Black Market as part of the same layerPlanned during early accessPlayer SkillsSkill Points earned by playing, invested in permanent Role SkillsStated as not available at launchChallenge SystemAnnounced alongside Player Skills as part of the same progression layerPlanned during early access66Seasons7788The metagame runs in seasons. Season 1 arrived with the early access launch on 10 September 2026, and the studio has said each season will carry a different experience curve and a different order in which items unlock, replacing balance that had been tuned around weekend-long beta tests. Seasonal cosmetics in the Gold Market sit on the same cycle, and the studio lists seasonal updates that respond to player behaviour among the ways it plans to keep players involved in development.991010Season 1 opened with a slower climb than the betas had. Levels 10 to 20 were slowed and the curve flattened from level 35 onward, which the studio explained as putting a median player at around level 20 after 20 to 25 hours and leaving the biggest purchases to the top 5% willing to grind for them. Two of those purchases moved at the same time: the artillery tank went to Career level 90, and the heavy tank moved off the Career track to Driver level 35. Anything below level 6 was left alone.11111212LevelExperience before Season 1Experience in Season 1Change68,7509,2505.7% slower1025,00035,00040.0% slower1554,750110,000100.9% slower20111,500250,000124.2% slower25192,000325,00069.3% slower30293,750400,00036.2% slower35416,500500,00020.0% slower40551,250650,00017.9% slower45689,500800,00016.0% slower50838,0001,000,00019.3% slower1313Gold Bars and the Gold Exchange14141515Gold Bars are the endgame currency. Cash earned in matches can be traded for them through the Gold Exchange, and they are spent in the Gold Market on seasonal cosmetics. The rate is not fixed: the developers describe the market value of Gold Bars as shifting daily, so a player who watches the rate and converts at the right moment gets more gold for the same pile of cash. The studio has committed never to sell either cash or Gold Bars for real money, so everything in the Gold Market has to be reached through play.16161717Player Skills18181919Player Skills are the permanent side of progression, and the developers have been explicit that the system is not in the build at launch. Once it arrives, playing earns Skill Points that a player invests in Role Skills, with reviving faster, better weapon handling, and flying further given as the published examples. The studio describes the result as incremental permanent account value that builds across seasons rather than resetting with them, which makes it the counterweight to a cash balance that can be spent away in a single life.20202121How It Fits with In-Match Progression22222323The metagame sits on top of the systems that run inside a match rather than replacing them. Cash and experience are both earned by playing for the team, experience is spread across six progression tracks named Career, Medic, Support, Driver, Pilot, and Recon, and the cash balance carries from match to match. The metagame is what a player does with those balances once the match ends. Longer term the developers list deeper progression systems and a stronger seasonal metagame among the things they intend to add before full release, alongside the content additions described under Development.24+25+Season 226+27+Work on Season 2 was under way within the first week of launch, described by the studio as running separately from the short term quality of life fixes it was shipping at the same time. No date or contents have been published. The split between what shipped and what is still promised is set out under Early Access Roadmap.