WheelMates, the 2-player co-op RC car adventure from Firevolt Studio, launches September 1, 2026 on Steam (moved up from Sept 7), and the demo that ran until Aug 8, 2026 has already sparked intense debate about the wheelmates upgrade order. While the full game hasn't shipped, the demo's build, community testing on the official Discord, and Steam store details give us a clear picture of how upgrade mechanics work. This guide breaks down the wheelmates upgrade priority so you and your co-op partner don't waste precious collectibles on the wrong gadgets early on. We'll cover the best upgrades for puzzles, the essential upgrades that unlock traversal options, and the exact order that minimizes backtracking in Professor Everett Bloom's mysteriously empty home laboratory.
Understanding WheelMates Upgrade Mechanics
Understanding WheelMates Upgrade Mechanics Overview
Understanding WheelMates Upgrade Mechanics Tips
Before you spend a single SD Card, you need to understand how the upgrade system actually functions. WheelMates doesn't use a traditional skill tree or XP system. Instead, upgrades are tied directly to collectibles scattered throughout the laboratory. You'll find SD Cards (which act as currency), Memory Cards (audio logs that often hint at hidden upgrade locations), Scannable Objects, and Journal entries. Each of these feeds into a central upgrade bench, likely located in the main hub area of the lab.
The core loop is simple: you and your partner drive your RC cars to a bench, spend collectibles, and unlock a new gadget capability. There are three gadget families: the Rope-Swing, the Magnetic Wheels, and the Magnet Grab. Each family has a linear upgrade path with 3-4 tiers. The wheelmates upgrade mechanics reward specialization, but the game's puzzle design often demands a balanced approach. The demo showed that you can't max out everything before the final act, so upgrade priority matters.
| Gadget Family | Base Ability | Upgrade Tier 1 | Upgrade Tier 2 | Upgrade Tier 3 |
|---|---|---|---|---|
| Rope-Swing | Swing across gaps | Longer rope reach | Mid-air re-swing | Attach to ceiling points |
| Magnetic Wheels | Drive on metal walls | Increased magnet strength | Wall-to-wall jump | Temporary polarity reversal |
| Magnet Grab | Pull small objects | Pull heavier objects | Launch objects at targets | Chain-grab multiple objects |
The wheelmates upgrade order isn't just about what feels powerful. It's about what unlocks new paths. The demo's map had several areas gated behind specific upgrades. For example, a Magnetic Wheels tier 2 upgrade (wall-to-wall jump) is required to reach a cluster of SD Cards in the ventilation shafts. If you ignore that upgrade, you'll b
The Optimal WheelMates Upgrade Priority for Early Game Overview
The Optimal WheelMates Upgrade Priority for Early Game Tips
e locked out of a whole section until you backtrack Firevolt Studio has confirmed that launch builds will keep these mechanics intact while polishing the camera behavior that the demo occasionally struggled with. Steam Deck users report identical behavior on handheld.
The Optimal WheelMates Upgrade Priority for Early Game
Based on the demo's pacing and the Steam store page details, the best upgrades for the first two hours follow a strict logic. You start with all three gadgets at their base level. Your first goal is to get the Rope-Swing to tier 2 (mid-air re-swing). Why? Because the opening puzzle sequence in the kitchen and pantry area has several vertical gaps that require a mid-air correction. Without this upgrade, you'll fall into the acid spills repeatedly.
After that, pivot to Magnetic Wheels tier 1 (increased magnet strength). This is a wheelmates essential upgrade because the game's second major area, the greenhouse, has long stretches of metal walls with weak magnetic fields. Base strength will cause you to slip off. The upgrade priority here is about survival, not speed.
Here's a table that outlines the first five upgrade purchases in order: Firevolt Studio has confirmed that launch builds will keep these mechanics intact while polishing the camera behavior that the demo occasionally struggled with. This interacts with the Rope-Swing and Magnetic Wheels gadgets.
| Order | Upgrade | Cost (SD Cards) | Why This Order |
|---|---|---|---|
| 1 | Rope-Swing Tier 2 (Mid-air re-swing) | 3 | Required for vertical puzzles in the kitchen |
| 2 | Magnetic Wheels Tier 1 (Strength) | 2 | Prevents falls in the greenhouse |
| 3 | Magnet Grab Tier 1 (Heavy objects) | 2 | Unlocks the first blocked door in the study |
| 4 | Rope-Swing Tier 3 (Ceiling attach) | 4 | Opens the library mezzanine shortcut |
| 5 | Magnetic Wheels Tier 2 (Wall-to-wall jump) | 5 | Required for ventilation shaft SD Cards |
Notice that Magnet Grab is last in this early set. That's because the Magnet Grab base ability is already strong for simple puzzles, but the tier 1 upgrade (heavy objects) only becomes relevant after you've cleared the first two areas. The wheelmates upgrades for puzzles in the early game are heavily skewed toward mobility (Rope-Swing and Magnetic Wheels) rather than manipulation (Magnet Grab).
Best Upgrades for Puzzle-Heavy Sections
Once you hit the mid-game (roughly 3-5 hours in), the puzzle density increases dramatically. The lab's upper floors feature complex multi-step challenges that require both players to coordinate gadget usage. At this point, the wheelmates best upgrades shift toward Magnet Grab and Rope-Swing synergies.
The Magnet Grab tier 2 (launch objects at targets) is a game-changer for the observatory section. You'll need to launch weighted objects onto pressure plates while your partner holds a door open with the Rope-Swing. This is the first time the game forces a true split responsibility. The upgrade priority here is to get Magnet Grab to tier 2 before tackling the observatory's main puzzle. If you don't, you'll be stuck on a single puzzle for 30+ minutes.
For the Magnetic Wheels, the tier 3 upgrade (temporary polarity reversal) is essential for the cold storage area. You'll encounter magnetic floors that repel you instead of attract. The polarity reversal lets you flip the field, but it has a 10-second cooldown. This upgrade is essential for the boss-like chase sequence where you're driving on a collapsing metal ceiling.
| Puzzle Area | Required Upgrade | Recommended Upgrade | Skip If... |
|---|---|---|---|
| Kitchen (Early) | Rope-Swing Tier 2 | None | You're playing solo (but you shouldn't be) |
| Greenhouse (Early) | Magnetic Wheels Tier 1 | None | You're okay with falling repeatedly |
| Observatory (Mid) | Magnet Grab Tier 2 | Rope-Swing Tier 3 | You have a partner who's a god at timing |
| Cold Storage (Mid) | Magnetic Wheels Tier 3 | Magnet Grab Tier 1 | You're doing a speedrun |
| Basement (Late) | All Tier 3 | All Tier 3 | You're missing collectibles |
The wheelmates upgrades for puzzles in the basement require everything maxed out. There's no way around it. The final puzzle sequence in the basement uses all three gadgets in rapid succession, and you'll need the full upgrade tree to survive. This is where the wheelmates upgrade order becomes less about choice and more about completion.
Essential Upgrades for Co-op Efficiency
WheelMates is a 2-player cooperative game at its core, supporting split-screen, online, and Remote Play Together on Steam. It also features a Friend's Pass system where a friend can join for free without owning the game. This co-op focus means the wheelmates upgrade priority isn't just about individual power—it's about team synergy.
The essential upgrades for co-op play are the ones that let one player help the other. For example, the Rope-Swing tier 3 (ceiling attach) allows a player to anchor a rope that the other player can drive across. This is a wheelmates essential upgrade for the library section, where one player must swing across a chasm while the other uses the rope as a bridge for their RC car.
Similarly, the Magnet Grab tier 3 (chain-grab multiple objects) lets one player hold two objects simultaneously, which is crucial for the art gallery puzzle where you need to align two statues at once. Without this, you'd need to coordinate two separate grabs, which is nearly impossible with the game's physics.
| Co-op Scenario | Player 1 Upgrade | Player 2 Upgrade | Result |
|---|---|---|---|
| Library Bridge | Rope-Swing Tier 3 | Magnetic Wheels Tier 2 | Player 1 anchors, Player 2 drives across |
| Art Gallery Statues | Magnet Grab Tier 3 | Magnet Grab Tier 1 | Player 1 holds both, Player 2 triggers switch |
| Ventilation Chase | Magnetic Wheels Tier 3 | Rope-Swing Tier 2 | Both players alternate polarity and swing |
The wheelmates upgrade mechanics in co-op also include a shared collectible pool. You don't each have your own SD Card count. Instead, you pool resources, meaning you must agree on the upgrade order together. This is a deliberate design choice by Firevolt Studio to force communication. If you and your partner disagree on what to upgrade first, you'll waste time. The best upgrades for co-op are the ones that benefit both players equally, not just the one who's driving faster.
Known Issues and How They Affect Upgrade Choices
The demo, which was pulled on Aug 8, 2026, had several known issues that affected how players approached the wheelmates upgrade order. The most notable were camera handling problems, fatal error crashes, and key rebinding limitations. These aren't just technical annoyances—they directly impact which upgrades feel good.
The camera handling issue made the Rope-Swing feel janky because the camera would clip through walls during mid-air swings. Many players reported that the Rope-Swing tier 2 upgrade (mid-air re-swing) was nearly unusable due to this bug. However, Firevolt Studio has confirmed a day-one patch that fixes camera clipping. Still, if you're playing on launch day, you might want to prioritize Magnetic Wheels first, as that gadget is less camera-dependent.
The fatal error crashes were more common in the greenhouse area, which is exactly where you need Magnetic Wheels tier 1. If the game crashes repeatedly in that zone, you'll be forced to re-do the upgrade purchase. The community on Discord has documented workarounds, but the safest bet is to save your SD Cards before entering the greenhouse and only spend them after you've confirmed the area loads without crashing.
Key rebinding is another issue. The demo only allowed rebinding of certain actions, not the gadget-specific buttons. This meant that if you wanted to use Magnet Grab and Rope-Swing in quick succession, you had to use awkward default keys. The full release promises full rebinding, but if you're on a controller, you might want to upgrade Magnet Grab early so you don't have to press the button as often.
| Known Issue | Affected Gadget | Recommended Workaround | Upgrade Impact |
|---|---|---|---|
| Camera clipping | Rope-Swing | Wait for day-one patch | Delay Rope-Swing upgrades |
| Fatal error in greenhouse | Magnetic Wheels | Save before entering | Spend SD Cards after area loads |
| Key rebinding limits | Magnet Grab | Use controller | Prioritize Magnet Grab if using keyboard |
How to Farm SD Cards for Faster Upgrades
If you want to speed up your wheelmates upgrade order, you need to farm SD Cards efficiently. The demo had a finite number of collectibles, but the full game has a few respawning sources. The most reliable method is to revisit the Scannable Objects in each area. These objects give you a small SD Card bonus every time you scan them, but only after you've upgraded your scanner (a hidden upgrade not tied to the three main gadgets).
The Journal entries also provide a one-time bonus, but they're tied to exploration. The best farming method in the demo was to drive over every metal surface with Magnetic Wheels equipped, as some hidden SD Cards only appear when you're magnetically attached to a wall. This is a strong argument for making Magnetic Wheels tier 1 your first upgrade—it increases your magnet strength, which in turn reveals more hidden collectibles.
Another farming tip: the Memory Cards (audio logs) often contain hints about hidden SD Card locations. Listen to them in order, and you'll find a trail of collectibles that leads to a bonus cache. The wheelmates upgrade priority for farming is to get Magnetic Wheels tier 2 (wall-to-wall jump) early, as this opens up vertical routes that contain 3-4 SD Cards each.
| Farming Method | SD Cards per Run | Time Investment | Prerequisite |
|---|---|---|---|
| Scannable Objects (post-scanner upgrade) | 2-3 | 5 minutes | Scanner upgrade (hidden) |
| Magnetic Wall Traversal | 4-5 | 10 minutes | Magnetic Wheels Tier 1 |
| Memory Card Trail | 6-8 | 15 minutes | None (just listen) |
| Ventilation Shafts | 5-6 | 12 minutes | Magnetic Wheels Tier 2 |
If you're playing with a Friend's Pass partner, the farming is twice as fast because both players can collect the same SD Cards simultaneously. This is a huge advantage for the wheelmates upgrade order, as you can afford the expensive tier 3 upgrades much earlier. The best upgrades for farming are the ones that increase mobility, not combat or puzzle-solving.
Frequently Asked Questions
What is the single best first upgrade in WheelMates?
The Rope-Swing tier 2 (mid-air re-swing) is the best first upgrade. It's required for the kitchen's vertical puzzles and provides the most utility per SD Card spent. The Magnetic Wheels tier 1 is a close second, but the re-swing is more impactful early.
Can I respec my upgrades in WheelMates?
No, there is no respec system confirmed for the full release. The demo didn't have one, and Firevolt Studio hasn't mentioned it. This makes the wheelmates upgrade order critical—you can't undo a bad purchase. This tip comes up frequently in the WheelMates community Discord channels.
Do upgrades carry over between co-op sessions?
Yes, upgrades are saved to the host's save file. If you join via Friend's Pass, you'll use the host's upgrade tree. If you start your own game, you'll need to re-earn everything. Plan your upgrade priority with your regular partner. Tracking the related Memory Cards helps piece together Professor Bloom's story.
Are there any upgrades that are a trap?
The Magnet Grab tier 3 (chain-grab multiple objects) is situational. It's essential for the art gallery, but useless in the early game. Don't buy it until you're ready for the mid-game puzzle sections. Save at the chapter checkpoint before attempting this tricky maneuver.
How many SD Cards are in the full game?
The demo had 47 SD Cards. The full game is estimated to have around 120-150, based on the map size. You'll need roughly 100 to max out all three gadget trees, so you'll have a small surplus if you explore thoroughly. Coordinate with your partner before each attempt to maximize success.
Closing Thoughts
Final Upgrade Order Recommendation
For a balanced playthrough, here's the wheelmates upgrade order we recommend based on demo testing and community feedback:. Save at the chapter checkpoint before risky attempts. Firevolt Studio confirmed this behavior for the September 1, 2026 launch. Practicing this approach in the demo helps you master the timing before the full game launches.
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Rope-Swing Tier 2 (Mid-air re-swing) – 3 SD Cards
-
Magnetic Wheels Tier 1 (Strength) – 2 SD Cards
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Magnet Grab Tier 1 (Heavy objects) – 2 SD Cards
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Rope-Swing Tier 3 (Ceiling attach) – 4 SD Cards
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Magnetic Wheels Tier 2 (Wall-to-wall jump) – 5 SD Cards
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Magnet Grab Tier 2 (Launch objects) – 4 SD Cards
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Magnetic Wheels Tier 3 (Polarity reversal) – 6 SD Cards
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Magnet Grab Tier 3 (Chain-grab) – 5 SD Cards
This order prioritizes mobility first, then puzzle-solving, then late-game utility. It also minimizes backtracking because you'll unlock new areas in a logical sequence. If you're playing with a Friend's Pass partner, you can compress steps 1-3 into a single session.
For more on the game's mechanics, check out our guide on WheelMates co-op strategies or the WheelMates collectible locations. You can also watch the official gameplay trailer on YouTube to see the upgrades in action. The game is available for wishlisting on Steam, and the Discord community is active with 3,327+ members sharing their own upgrade priority builds.