Gaming

WARDOGS: What Survives a Wipe and What to Buy on Day One

Cash and levels reset each cycle, Gold Bars and cosmetics stay, and your first $10,000 should go into a cheap loadout.

Cash and levels reset each cycle, Gold Bars and cosmetics stay, and your first $10,000 should go into a cheap loadout.

WARDOGS runs on a persistent cash balance, and that balance does not last forever. At the end of each major update cycle, your level progression and your money go back to zero. What you spent during the cycle is gone by definition. What you did not spend gets converted into Gold Bars, which stay on your account permanently.

Quick answer: Gold Bars and any cosmetics bought with them survive every reset. Cash and XP do not — leftover cash is automatically exchanged for Gold Bars at the reset, so spend down into gear you will actually field before the announced date, and open your first Early Access session by building a loadout under $1,000 instead of unlocking anything expensive.


What resets and what stays on your account

The rule is printed inside the game itself, on the Gold Exchange panel. Level progression and cash reset at the end of a major update cycle, the date of that reset is announced ahead of time, and any cash still sitting in your balance when the cycle ends is automatically exchanged for gold bars.

ItemSurvives a reset?
Gold BarsYes — permanent on the account
Cosmetics bought with Gold BarsYes — unlocks are permanent
CashNo — converted to Gold Bars, not deleted
Role XP and Wardog levelNo — reset alongside cash
Game ownershipUnaffected — separate from in-game progression

Two currencies sit underneath all of this. Cash is seasonal and buys weapons, gear, and ammunition in matches. Gold Bars are permanent and buy cosmetics only. There are no real-money currency sales, so the exchange runs one way: you earn cash by playing, and you turn cash into gold.

In-match HUD showing the TIP $20 prompt with F1 to tip and F2 to cancel
Cash moves around constantly in a match, including player-to-player tips from the HUD prompt. Image: BULKHEAD

How the cash-to-Gold Bar conversion works

The exchange rate between cash and gold moves daily. That matters because the conversion at a reset happens at whatever rate is live that day, not at a fixed number you can plan around months in advance. Converting early on a strong rate and converting late on a weak one are genuinely different outcomes for the same pile of money.

For scale, beta cosmetic pricing put items like the Black & Gold AK74 at 30 bars. Gold has no combat effect at all, so a large gold balance is a record of unspent cash rather than an advantage in the next cycle.

Note: The reset is tied to major update cycles rather than a fixed calendar. No permanent season length has been published, and no official date for the first Early Access reset is currently confirmed. The client carries a “Season Ends In” countdown, so the game will eventually display the answer directly.


Does Closed Beta progress carry into Early Access?

Nothing has been stated either way about the August and September Closed Betas, both of which ran on the separate WARDOGS Playtest application. The only official line on carry-over predates both tests and concerns the pre-alpha, where earned cash was confirmed not to transfer to the full game because the game was still in active development.

There is a second reason to expect a clean slate. Beta progression was deliberately compressed because the event only lasted three days, which let players hit weapon and vehicle gates far faster than intended for the live game. A leveling pace built for a weekend test is not a pace anyone wants preserved permanently.

Treat beta cash, XP, unlocks, and statistics as temporary. Anyone stating a firm carry-over policy in either direction is guessing.


Beta rewards and Twitch Drops in your Vault

Reward tiers unlocked through the beta campaigns and Drops are a separate layer from match progression. Those items sit in your Vault on launch day rather than being earned again through cash or XP, which is why linking your accounts before you queue matters more than any pre-launch grinding.

Player aiming down iron sights around a stone corner while wounded, minimap and ammo counter visible
Iron sights and a cheap kit are the realistic day-one fighting position. Image: BULKHEAD

Before the download finishes

Confirm Secure Boot and TPM 2.0 are enabled in your system firmware. Both are required, and finding out during a launch-day queue is the worst possible time.
Uninstall any beta or playtest client cleanly before installing the Early Access build. Leftover test installs are a common source of avoidable launch problems.
Clear roughly 50 GB of storage. There is no Linux support at launch, so plan for a Windows install.
Link your accounts so Drops and campaign rewards land correctly. You will know it worked when the items appear in your Vault rather than in a purchasable state in the shop.

Day one spending: your first $10,000

You start with $10,000, and it is easier to burn than it looks. Every spawn costs money — the weapon, the attachments, the ammunition, all of it is rebought each life. Players below level 9 get a shop discount, which makes the early hours the cheapest time to learn what you actually like using.

Build a loadout under $1,000 and stick with it. Spotting binoculars are worth carrying, because marking targets contributes without requiring you to win expensive duels. The one thing to skip early is the $5,000 GGX 17 pistol unlock — half your starting balance for a sidearm is a trap when a cheap rifle and repeated matches will earn far more.

Player aiming a scoped weapon over a stone wall during a Control Zone fight
Control Zone matches are where the cash comes from — presence pays more reliably than kills. Image: BULKHEAD

If you go completely broke, you are not locked out. A zero balance still gets you a free basic iron-sight rifle, which is enough to hold a position, revive teammates, and start climbing back.


Where the money actually comes from

Matches are three-team Control Zone fights, and income comes from more than shooting. Zone control, kills, transporting players, and revives all pay. Medics healing squadmates and pilots ferrying people from base to the frontline earn cash without needing a strong gunfight record.

Earning routeWhat it pays
Hot Zone presenceDouble cash and XP
Finishing a match alive or downed90% gear refund
Team placement at match endBonus payout by finishing position
Transport and revivesBounty-style payments

The 90% refund is the single most important number for a new player. Dying and staying downed until the match ends still returns most of your kit cost, so abandoning a match early is usually the expensive choice, not the safe one.

Server population also affects your bill. Community servers scale what you pay by slot count — under 10 players costs nothing, while 60 or more charges the full rate.

Player with a charged C4 detonator equipped facing a building marked with a 3
Explosives and demolition work sit on the Support track, and every charge you place costs cash. Image: BULKHEAD

Levels grant permission, cash makes the purchase

Progression has two keys and you need both. Six role tracks — Assault, Medic, Recon, Support, Driver, and Pilot — each cap at level 100 and feed an overall Wardog level up to 600. Reaching a level grants you the right to buy an item. Spending persistent cash is what actually unlocks it for use at the vendor. A full XP bar with an empty wallet leaves the item grey.

You do not pick a class in the lobby. Your equipment and actions decide which track grows.

TrackWhat feeds it
AssaultAssault rifles and many sidearms
MedicSMGs and medical tools
ReconMarksman and recon equipment
SupportLMGs, shotguns, launchers, build and repair tools
DriverGround vehicles
PilotHelicopters

Tank players should note one change from the beta. Tanks were temporarily placed on the main War Dog route for testing and are moving to the Driver track for Early Access, so vehicle handling, transport, and repair work is the route to armor rather than a generic level climb. Verify the live Driver track before committing cash to it.

Some levels give no reward at all. Those are normal empty rungs, and the XP curve steepens as you climb — early levels move quickly, later ones need real session time.


Spending down before an announced reset

Once a reset date is posted, the strategy inverts. Saving stops being useful and spending becomes the point. Cash you never converted into loadouts is cash that never helped you hold a zone.

List the unlocks you are still missing that would change how you play — an attachable rifle, better revive tools, one Support answer, a vehicle you genuinely drive or fly. Buy those.
Skip novelty gear you have never fielded. Heavy and Super Heavy kits are tradeoffs against your mobility, not upgrades, and buying one on the last week of a cycle rarely pays off.
Run the expensive kits you already own. Turning a balance into matches played is the only way that money produces anything before the deadline.
Let true leftovers convert. Anything remaining becomes Gold Bars automatically at the day’s rate, and those bars are yours permanently.

After the reset, rebuild cheap first. A basic attachable rifle, plates, bandages, and solid Control Zone routing get you back to being useful in a lobby faster than chasing whatever you had at the end of last cycle. The reasoning behind the whole system is straightforward: resets let new players start closer to level with veterans in a game where the persistent cash balance is the progression, and they leave room to overhaul that progression during Early Access without stranding accounts on an old design.

Your map knowledge, your lane discipline, and your sense of when a Hot Zone push is worth the rebuy do not reset. That is the part of the account that compounds.