When WWE 2K26 makes its debut this March, it will signal a fundamental shift in how the franchise delivers post-launch content. Moving away from the traditional DLC pack model, publisher 2K is pivoting to a seasonal “Ringside Pass” system. While the transition has sparked some apprehension among long-time fans who fear they must now “grind” for content they’ve paid for, the reality of the new structure offers a more nuanced experience.
Each of the six scheduled passes will be priced at $9.99, maintaining price parity with previous DLC offerings. Crucially, every pass features a free tier accessible to all players. In Season 1, this free track will include the legends and bonus unlockables that were previously gated behind the “Supercharger” add-on. Across both the free and premium tracks, the Ringside Pass offers a total of 120 rewards per season, with the inaugural season featuring 40 free and 40 premium tiers—many of which contain multiple items.


In a recent discussion with Visual Concepts game designer Cornell Gunter, we delved into the mechanics of the Ringside Pass and why the studio believes this offers better value than the old system. Gunter also highlighted a significant departure from the “battle pass” industry standard found in titles like Fortnite: while players can earn virtual currency, it cannot be cycled forward to purchase the following season’s pass.
[Note: This interview has been edited for brevity and clarity.]
Polygon: What prompted the decision to move away from traditional DLC in favor of a pass system?
Cornell Gunter: We analyze community feedback every year. Our goal was to reinvent the wheel and provide a steady stream of content throughout the entire calendar year. The Ringside Pass gives us the flexibility to do that. We looked at how other games handle passes, but we wanted to ensure ours benefited our specific community. There is no “pay-to-win” element here—no attribute boosts or competitive advantages. Our focus is purely on content: new Superstars, Personas, and a few surprises we’ve kept under wraps.

Polygon: Does the Ringside Pass actually provide more content than the standard DLC packs of the past?
Gunter: Absolutely. By splitting the pass into two tracks, we’re actually giving more away for free. The Season 1 free track essentially replaces the Supercharger bundle, allowing players to earn Legends, arenas, and championships just by playing the game. For those who opt for the premium track, you get the DLC Superstars plus “Persona” cards and other content the community has been vocal about wanting. We are listening, and we’re using the pass to deliver exactly what fans have requested.

Polygon: Many battle passes allow players to earn enough currency to buy the next one. Is that “self-sustaining” model present here?
Gunter: We are treating each season as a standalone event. There isn’t a carryover mechanic for purchasing the next season with earned currency. However, we have implemented a very player-friendly feature: the content never expires. If you’re playing Season 4 but never finished Season 2, you can go back and complete it. There is no “fear of missing out” because nothing is time-gated. Once you own a pass, that content is yours to earn at your own pace.
Polygon: New features usually take a few years to reach their peak. Where do you see the Ringside Pass evolving by WWE 2K28?

Gunter: I hope to see it expand to touch every corner of the game. We want to ensure that whether you’re a MyGM specialist or a MyRise player, there’s something cool for you in the pass. This year is the starting point, showing that we aren’t prioritizing one mode over another. You earn XP regardless of how you play, and the rewards are designed to be used across the entire WWE 2K26 ecosystem.
WWE 2K26 arrives on March 13 for PlayStation 5, Xbox Series X|S, Nintendo Switch 2, and PC.
Source: Polygon


