Gears of War: E-Day separates Player Level, Horde class progression, medals and challenges, and customization currency. Playing Versus or Horde Siege and completing weekly challenges earns Player XP. Each Horde class has its own thirty-level track. Medals reward mastery across activities. Coins are earned through play and spent in the Barracks, while Iron is the optional premium currency.
The base game is Steam AppID 3010850. The Multiplayer Beta is AppID 4059240 with a special carry-over policy: progress moves between the two Beta weekends, but most levels reset for launch while designated Beta rewards remain. Use the Beta rewards guide before deciding what to finish during the test.
Player Level and Re-Up
Multiplayer matches in Versus and Horde Siege award Player XP, and weekly challenges also contribute. The announced Player Level cap is 100. At level 100, a player can Re-Up, earn an exclusive reward, and reset Player Level to 1. Four Re-Ups are available, representing five hundred total level steps from the first level through the last cap.
Reaching level 100 after the final Re-Up awards a Gears 2-inspired wings display for the player’s gamertag or Steam name in multiplayer lobbies. This is long-term account progression, not a statement that every class also has five hundred levels.
The public article does not give an XP table, exact Re-Up reward list, match multiplier, or time estimate. Those values need the launch economy and current balance. Avoid calculating a grind length from Beta XP.
Horde class progression is independent
Assault, Breacher, Marksman, and Medic each have thirty launch levels. Completed Horde Siege missions award Class XP. Level milestones unlock loadout weapons, equipment, Armor Mods, Tactical Gear Mods, and Weapon Mods, with base health and damage increases at key points.
A high Player Level does not replace the need to progress a new class. Difficulty recommendations use class levels: Infantry is described around levels 10–20, Commander around 20–30, and Allfather at max class level. Choose a difficulty that matches the class being used now, not the account’s best-developed class.
Weapon customization is shared across classes when the same weapon is equipped, but the class track still controls access. Weapon Mods also require Weapon Parts after their unlock. Parts collected during Horde Siege must be extracted successfully to be retained.
Medals track mastery
The Coalition has announced more than eighty medal series at launch. Medals progress through Bronze, Silver, Gold, Onyx, and a new Diamond level. Rewards can include Coins, banners, emblems, and a Player Title at Diamond. Up to three earned medals can be displayed on an Emblem.
Medal goals are permanent progression unless a specific activity says otherwise. Do not publish a complete medal list or target count before the current game exposes it. The official framework is confirmed, while individual requirements and reward quantities need the launch interface.
Beta Medal progress is a separate case. It carries between Beta weekends, but “other Medal progress” resets for launch; the Beta Medal itself and eligible challenge rewards remain available. This distinction prevents the test client from being treated as the live medal ledger.
Four challenge families
Weekly Challenges provide twelve tasks per week at launch: six for Horde Siege and six for Versus. They expire at the weekly reset and award Player XP. Missing a week is not described as a permanent content loss.
Seasonal Challenges provide twenty tasks across Horde and Versus. They award customization such as poses, weapon skin sets, banners, emblems, icons, and base characters. Rewards can enter the Barracks after the active challenge and a cooldown period.
Event Challenges are sets of five tasks tied to limited-time events and themed rewards. Foundations Challenges do not expire and teach multiplayer fundamentals, mainly rewarding base characters. Achievements are distinct again: all award Player Titles, some award additional customization, and four Mastery achievements grant Legendary Character Skins.
These counts describe the announced launch design. The live task wording, reset time, eligibility, and seasonal dates must be read from the game.
Coins, Barracks, and earned customization
Coins are the free-to-earn currency used to choose individual customization items in the Barracks. They come from playing multiplayer, every tenth Player Level, and many medals. Match-earned Coins have a weekly cap; Coins from medals and Player Level are not included in that cap according to the official explanation.
No exact cap or price belongs on an evergreen page without a date. The Coalition says the match cap is intended to allow a Legendary Character skin with Coins remaining, but that design statement is not a numeric guarantee for every later season.
Most customization can be earned through direct challenges, achievements, medals, or indirect Coin purchases. An active challenge reward cannot simply be bypassed with money or Coins. After a limited challenge expires and a cooldown passes, its reward is planned to enter the Barracks for Coins or Iron.
Iron and the rotating shop
Iron is the premium currency. It can buy individual Barracks items or weekly featured shop offers. The shop’s discounted bundles are Iron-only, but its featured items are not intended to become shop-exclusive; the individual contents remain available in the Barracks. Bundle price also adjusts when the account already owns included items.
There are pay-only exceptions: Premium Edition content, charity offers, and specified partnership items. That does not turn every cosmetic into a purchase requirement. E-Day has no battle pass in the announced progression model.
Premium Edition includes 1,000 Iron and specified customization packs, but Premium is an edition entitlement for the same base game, not a different progression AppID. The Bravo Squad Signature Weapon Pack is Campaign-only, while the Emergence and seasonal customization packs belong to the edition package.
Plan progress without wasting a reset
During the Beta, complete only goals whose reward survives launch or whose play value is worthwhile now. For the base game, separate a weekly plan into Player XP, one class goal, one medal series, and one cosmetic target. This keeps a class unlock from competing invisibly with a Barracks purchase.
Before spending, identify the acquisition path. A live challenge reward must be earned through the challenge while it is active. A Barracks item can use Coins or Iron. A Premium, charity, or partnership item may have a purchase-only rule. Do not buy Iron expecting it to skip an active achievement or challenge.
Progression mistakes to avoid
- Treating Player Level and class level as the same track.
- Using a maxed class to justify a high difficulty on a new class.
- Assuming all Beta XP, medals, and levels carry to launch.
- Publishing an exact weekly Coin cap or shop price without a check date.
- Calling E-Day’s shop a battle pass when the official design explicitly has no battle pass.
- Assuming an active challenge reward can be bought immediately.
- Mixing Steam entitlement, Premium Edition content, and Xbox/Game Pass benefits.
Progression FAQ
What is the Player Level cap?
Level 100, followed by up to four Re-Ups for five hundred total level steps.
How many levels does a Horde class have?
Thirty at launch for each of Assault, Breacher, Marksman, and Medic.
Is there a battle pass?
No. The announced model uses challenges, medals, achievements, Coins, the Barracks, Iron, and defined pay-only exceptions.
Does Beta progress carry into the base game?
Only the Beta Player Title, Beta Medal, and unlocked Beta Challenge rewards are announced to remain. Class progression, Player Level, and other Medal progress reset at launch.
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