From 20 to 35: Jurassic World Alive’s Biggest Progression Update Yet
- IDGT902
- 3 days ago
- 5 min read

The Cap Is Finally Rising, and It’s a Big One
It’s been a long time coming. But it’s finally official, Jurassic World Alive is raising the player level cap for the first time ever. Until now, Level 20 has been the ceiling, reached by countless players years ago. But now, the cap is jumping all the way to Level 35.
This is a fundamental shift in how players will progress, use XP, and view long-term goals moving forward.
This update could finally breathe new life into one of the game’s most stagnant systems, and for many longtime players, it might be the motivation they’ve been waiting for.
Why This Is a Big Deal
Let’s be honest, player level has felt meaningless for a long time. Once you hit 20, every fuse, strike tower, or mission XP just disappeared into the void. There was no incentive to keep pushing, no system of rewards, and no real visibility into progress.
That created a weird disconnect in the game when looking at player level. You could be darting, fusing, and grinding like crazy, but without any reflection of that work in your player level.
This new update changes that.
With the cap now increasing to 35, XP finally matters again. It's a player economy shift with leveling and fusing becoming important again, outside of your typical needs.
Wait… XP Isn’t Retroactive?
Here’s the catch, and it’s a big one.
All that XP you’ve earned over the years won’t be applied retroactively. Whether you’ve been capped at Level 20 for two years or two weeks, you’ll be starting from Level 20 with 0 XP when this new system goes live.
It’s a tough pill to swallow, especially for veteran players who were hoping to leap ahead based on past grind.
But there is a silver lining.
Ludia is also reworking the XP curve entirely. That means:
It will take less XP to hit Level 20 for newer players.
And pushing beyond Level 20 will be significantly less grind-heavy than if they’d kept the old pacing.
So, while we’re all technically starting from the same place, the climb to 35 should feel faster, smoother, and hopefully, much more rewarding than the long plateau players have endured until now.
More Levels, More DNA: Darting Gets a Huge Boost
One of the biggest functional perks of this level increase? Your darting power improves with every level, and that curve is continuing beyond Level 20.
Currently, a Level 20 player can get up to 30 DNA per direct hit on a Common creature. But with the new cap in place, a Level 35 player will be able to earn 45 DNA per direct hit, a full 50% increase.
That’s not a small boost. Over the course of a single scent session, that difference adds up to hundreds, if not thousands of extra DNA.
So, if you’re wondering whether the grind to 35 is worth it? This alone makes reaching max level as quickly as possible a top-tier priority for anyone serious about fusing hybrids or maxing out their roster.
Darting Curve by Rarity (Levels 21–35)
This chart shows how direct hit DNA increases by player level and creature rarity in Jurassic World Alive:
Rarity | Level 21 | Level 25 | Level 30 | Level 35 |
Common | 31 | 35 | 40 | 45 |
Rare | 27 | 31 | 36 | 41 |
Epic | 26 | 30 | 35 | 40 |
Omega | 25 | 29 | 34 | 39 |
Legendary | 24 | 26 | 28 | 31 |
Unique | 22 | 23 | 25 | 26 |
This makes it easy to see just how impactful leveling up will be, especially for Commons, Rares, and Epics during darting sessions.
How XP Gains Work for Creating, Fusing, and Evolving
Using the current in-game formula, leveling up in JWA now revolves around XP gains tied directly to how much DNA you use, and how rare the creature is. Whether you’re creating a new creature, fusing DNA, or evolving one, every action now contributes XP using this formula:
XP = DNA Cost × Rarity Multiplier
Creating a Creature
Rarity | XP Multiplier |
Common | 1× |
Rare | 5× |
Epic | 10× |
Legendary | 25× |
Unique | 50× |
Apex | ❓ (not yet confirmed) |
Omega | ❓ (not yet confirmed) |
Example: Creating a Unique using 250 DNA =250 × 50 = 12,500 XP
Fusing or Evolving a Creature
Rarity | XP Multiplier |
Common | 1× |
Rare | 3× |
Epic | 10× |
Legendary | 30× |
Unique | 100× |
Apex | 300× |
Omega | 8× |
Example: Fusing 200 DNA for a Unique =200 × 100 = 20,000 XP
This system makes it clear: if you’ve been sitting on high-rarity DNA or saving up hybrid unlocks, this is your moment. Fusing and evolving Legendary, Unique, or Apex creatures will be one of the fastest and most efficient ways to level up.
Note: We’ll update this chart once Apex and Omega creation values are confirmed, but for now, players can already start planning smart DNA spending strategies.
What Else Could Change With the New Cap?
The level increase from 20 to 35 is huge, but what if it’s more than just a number?
It’s still unclear whether Ludia is planning additional system-wide changes tied to player level, but the possibilities are definitely worth thinking about. Here are just a few areas that will be affected:
Incubator Rewards
Incubators Now Scale With Player Level
Another major benefit of the new level system is that market incubators now scale their rewards beyond Level 20, making each level increase not just about bragging rights, but real value.
What You Get at Higher Levels:
Up to 40% more DNA from level-scaled incubators in the market
Up to 65% more coins, depending on the type of incubator and your player level
Battle arena incubators also scale, with roughly 10% more rewards at Level 35 compared to Level 20
This means players at every arena tier, from early PvP to endgame, will start seeing more value with every level gained. Whether you’re buying incubators or grinding them in battle, leveling up now means better returns on your time and efforts.
Supply Drop Gains
Resource Caps Also Scale With Level 35
If you’re wondering whether the game is increasing the limits on free darts, coins, and other daily resources, the answer is yes.
Just like before, any system that scaled with your player level will now continue scaling all the way to Level 35.
What’s Increasing as You Level Up:
Free Dart capacity
Coin limits from supply drops
Daily coin caps
Other level-scaled rewards across the map
This is a huge win, especially since fusing and evolving creatures, the core way to earn XP, costs a lot of DNA and coins. With higher level caps come higher resource ceilings, helping you fuel that grind without hitting a wall.
So if you're planning to level up fast, you’ll be happy to know the game is keeping pace with you.
Mode Access and Unlocks Possibilities
Could new features or modes become gated behind player levels? We have a few level-based unlocks in JWA, but with 15 new levels to work with, it opens the door for something more. Maybe harder raids, level-locked campaign expansions, or even exclusive events.
While none of this is confirmed yet, the potential here is exciting. And if Ludia is serious about progression becoming a core pillar of the game again, these areas are worth watching closely.
Final Thoughts
In our opinion, the player level increase is a major win for the game and should be a great addition for all players. It gives everyone, whether you're new or a long-time veteran, something meaningful to work toward right away.
Stay tuned for more exciting news - because hitting Level 35 might just become your next big goal.
See the announcement post from Ludia here: https://jurassicworldalive.com/news/player-level-faq/
This article laid it all out so clearly, thanks! Still disappointed about the retroactive XP tho. 🥹 I would assume you are not that fond of that part either, Idgt?
One thing I do hope Ludia does is increase the amount of recources given from each supply drop spin, by a lot. Because it already takes a long time to reach the daily coin cap of 15000 coins from normal supply drops, as you only get 16-64 coins from most spins. Now how much longer will it take to max supply drops with this new cap increase? Assuming we’ll be able to get 30000-35000 coins from supply drops now