ARC Raiders March Flashpoint update is expected to launch next Tuesday, the very last day of March, so this week's regular update, Patch 1.21.0 (released on March 24th), features relatively streamlined content.
Nevertheless, you shouldn't overlook it; given that this patch immediately precedes Flashpoint, even a seemingly minor tweak could impact your ARC Raiders experience in April.
With this in mind, we will provide a detailed breakdown of all the content in Patch 1.21.0 and, drawing upon recent Devs Talk discussions, offer predictions regarding further developments for Flashpoint update.
New Raider Tool
In addition to essential bug fixes and mechanical optimizations, standard ARC Raiders patches typically introduce new cosmetic items for character customization, such as new hairstyles or variations in attire.
Building on this tradition, Patch 1.21.0 introduces a new Raider Tool: Spyglass Set, available for 700 coins. Aesthetically, it appears to be little more than a monocular haphazardly fused to a metal rod, giving the impression of a design born of sheer creative exhaustion.
In the game, Raider Tool functions primarily as a melee weapon capable of inflicting damage upon enemies; however, its combat efficacy pales in comparison to firearms. Consequently, it is more commonly utilized for breaching containers and doors, or for deploying zip lines.
All newly released tools are merely cosmetic skins for the base Raider Tool and confer no additional statistical bonuses. Therefore, if you are operating on a limited budget, skip this one without missing out on any gameplay advantages.
It is worth noting that ARC Raiders features two specific achievements that require the use of Raider Tool to unlock:
Blindsided: Destroy a Sentinel using Raider Tool.
Up Close and Personal: Down a player using Raider Tool.
Furthermore, you can unlock specific skills within Conditioning skill tree to enhance Raider Tool's efficiency across various functions:
Gentle Pressure: Reduces the noise generated when breaching doors (helping to avoid attracting additional enemies).
Proficient Pryer: Decreases the time required to breach doors and containers.
Effortless Swing: Consumes less stamina when performing melee attacks.
Sky-Clearing Swing: Inflicts increased melee damage against drones.
Flyswatter: Allows you to destroy a Wasp or Turret with a single melee attack.
New backpack set
This set is named Cartographer, and like others, it requires consuming 700 coins to acquire. The backpack serves as a cosmetic element of your character's appearance and allows for the addition of extra attachments and charms; essentially, this new backpack set functions as a new skin.
Since the game's launch, over 20 different backpack skins have been released, some of which even feature multiple color variations. Most sets can be obtained directly from the in-game store, while others are available through alternative sources:
Archeologist: Raider Deck AR/RD 001, Trials
Bruiser: Raider Deck AR/RD 002
Paramedic: Raider Deck AR/RD 003
Pathfinder: Deluxe Edition
Salvager: Deluxe Edition Pre-Order Bonus
DirectX 11 bug fixed
DirectX is an API primarily used for handling game programming and video processing. Recently, instances of the game crashing occasionally occurred when utilizing DirectX 11 in ARC Raiders; Patch 1.21.0 has now resolved this issue.
Model stuck bug fixed
Harvester is a limited-time map event in ARC Raiders where a Harvester structure, guarded by a massive ARC Queen, spawns at a fixed location on the map.
Your objective is to either defeat or bypass Queen to gain entry into the structure, locate three fusion cores, and insert them into the receptacle at the base of the structure's center.
After doing so, 12 flashing yellow targets will appear around the exterior of the structure. Destroying these targets will open up the central area, granting you access to high-tier loot, typically rare ARC Raiders blueprints or other valuable ARC items.
Recently, a bug emerged within the game that could cause players to become stuck inside Harvester structure or trapped within the wreckage of defeated ARC enemies; fortunately, this issue has now been fixed.
Wall-glitching bug fixed
Wall-glitching has long been a recurring issue in ARC Raiders. Late last year, this vulnerability even led to a severe surge in cheating, sparking widespread frustration and outcry within the player community until robust countermeasures were implemented to address the problem.
However, somewhat embarrassingly, new instances of wall-glitching have continued to surface periodically. For instance, a recent bug allowed players to clip through walls while attempting to pick up a fuel cell or field crate.
The danger of this particular bug lies in the fact that opportunistic players, often referred to as rats, can exploit it to glitch through walls ahead of time and lie in ambush in areas where you would never expect anyone to be present, leaving you completely unprepared to defend yourself!
Fortunately, including with the recent Patch 1.21.0, the developers have become increasingly prompt in their response to and fixing of such bugs, aiming to minimize any negative impact as much as possible.
News regarding Flashpoint
In addition to the release date, it has now been confirmed that Flashpoint update will introduce a host of new content, including new lightning-themed map conditions, two new ARC enemies, Rollerbot and the Hammer, and optimizations for Scrappy.
Just a few days ago, the development team also released Wasp Hunter Set ahead of schedule! It allows you to dress up as a humanoid Wasp!
The set is available in four color variations; furthermore, the complete bundle includes the following items:
New Raider Tool: Thruster Hammer
New Backpack: Diver (available in two colors)
Reusable Wasp Hunter Helmet
2,400 Raider Tokens
While you can currently preview the set on its dedicated page, you must own the base game and wait for Flashpoint update to go live before you can acquire and equip it! The good news is there are only 5 days left!
That wraps up everything we have to share with you in this update. To ensure you are well-prepared to battle in the new environments introduced by Flashpoint, be sure to start stockpiling more coins and Blueprints right now! Good luck!
In ARC Raiders, choosing the right weapon and attack method is often more important than simply increasing firepower when facing different types of ARC enemies. Weapon Amplification system gives some weapons a new combat role, allowing them to exert stronger output against specific enemies.
Osprey is a typical example. With Anti-Weak Point enhancement, its damage to ARC's effective weak points can be increased by 100%. However, this enhancement does not apply to all enemies; weak point location, movement method, and armor structure will affect the actual effect.
Osprey's Three Amplifications
ARC Raiders Osprey Guide: Best Weapon Amplifications and Anti-Weak Point Damage Tests
Osprey is a rare-class bolt-action sniper rifle using medium ammo, excelling at attacking ARC at medium to long range. Its single-shot damage is high, but against armored targets, precise positioning is crucial to maximize its advantage.
Tracker Rounds replaces regular bullets with homing rounds. Upon hitting a target, the target's location is briefly revealed, allowing players to track enemy movements and providing additional information during pursuits or team coordination.
This enhancement is more geared towards reconnaissance and target location, but it comes at a significant cost: tracking time increases by 5 seconds, and bullet velocity decreases by 60%. For Osprey, which relies on long-range accuracy, the slower bullet velocity also increases the difficulty of hitting moving targets.
As a bolt-action sniper rifle, the Osprey requires bolt action after each shot. Ergonomic Bolt allows players to perform bolt action while maintaining aim, eliminating the need to repeatedly exit and re-enter ADS mode.
This enhancement doesn't directly increase damage, but it makes it easier for players to continuously track moving ARCs, especially when attacking Firefly or Bastion, reducing operational interruptions.
Anti-Weak Point: Weakness Damage Increased by 100%
Compared to the previous two enhancements, Anti-Weak Point has a more unique role. Its effect is straightforward: when hitting an ARC's effective weak point, Osprey's damage is increased by 100%.
However, not all attackable or destructible mechanical parts in ARC Raiders are effective weak points. Some armor and external components cannot trigger this damage increase.
Practical Testing with Different ARC Enemies
The theoretical effect of Anti-Weak Point is quite excellent, but in actual combat, the enemy's movement, armor structure, and weak point location will all affect output efficiency. Below are some representative ARC enemy performances.
Firefly
ARC Raiders Firefly
Firefly is one of the best targets for this enhancement; its yellow fuel tank is a very obvious weak point. Compared to larger ARCs that require flanking or waiting for the attack animation to finish, Firefly's weak points are easier for players to spot and aim at.
The enhanced Osprey can reduce the number of shots needed for a kill to two by hitting the fuel tank consecutively.
Wasp
Wasp also makes Anti-Weak Points very effective. Its main weak points are concentrated on its four thrusters. In practice, accurate hits can achieve a one-shot kill, performing exceptionally well.
Compared to Firefly, it is smaller and constantly changes position during flight, thus requiring a certain level of aiming skill from the player.
Hornet
Hornet is also a flying ARC, with the canisters near its rear thrusters being its primary target. From a damage mechanism perspective, Anti-Weak Points are equally effective against it.
Theoretically, players only need to hit the rear weak points consecutively to inflict significant damage in a very short time. However, the problem is that Hornet doesn't always expose its back to the player.
When attacked, Hornet often quickly adjusts its flight path, causing previously hitable weak points to shift out of sight. Even if the first shot hits, the second shot may fail to hit the same spot due to the target's change in direction.
Therefore, while the enhanced Osprey has high damage potential against Hornet, its actual damage output consistency is not ideal.
Leaper
Leapers are the most likely target for players to misjudge using Anti-Weak Point Osprey. While its exposed joints and legs can be attacked, these are unarmored areas and not true weak points, thus failing to trigger the damage increase effect.
Considering Leapers' frequent jumping and dashing attacks, using Osprey to maneuver against them not only makes it difficult to utilize the enhanced advantages but also makes continuous firing easily disrupted. In contrast, high-rate-of-fire weapons combined with Blaze Grenade are more suitable for dealing with Leapers.
Bastion
ARC Raiders Bastion
Bastions are large, heavily armored ARCs in ARC Raiders with high durability. Against these targets, ordinary weapons often require a considerable amount of time to kill. Its primary attack points include the yellow leg joints and the canister on its back. Unlike Hornet, Bastion's weak points are relatively easy to identify, allowing players to create more consistent attack opportunities by controlling combat distance and drawing enemy attention.
Here, Lure Grenades can be used to distract Bastion. When it turns towards the decoy, the player has an opportunity to attack the fuel tank on its back.
In practice, the upgraded Osprey can deal considerable damage to Bastion's weak points, with a single attack even achieving a high damage output of approximately 1,620 points.
Besides the fuel tank on its back, the leg joints are also a good target. Consecutive hits to the joints can quickly destroy the corresponding parts, limiting Bastion's mobility.
Is Anti-Weak Point Osprey worth upgrading?
If your goal is to quickly deal with mainframe enemies, especially Bastion, then investing in ARC Raiders items to upgrade Osprey is worthwhile. However, if you need a versatile weapon that can handle a wide range of enemies, Anti-Weak Point's applicability becomes somewhat limited.
Simply put, Anti-Weak Point Osprey isn't an all-around upgrade, but rather a highly targeted build. It concentrates damage on a few suitable targets, making it more suitable for players who frequently engage in PvE combat, are familiar with ARC weak points, and are willing to spend time finding opportunities to attack.
When you can accurately hit the weak points, it's a powerful ARC killer; if you can't consistently hit the weak points, the benefits of upgrading it will be significantly reduced.
On October 30th, ARC Raiders celebrated its first anniversary. While there weren't any special in-game events to mark the occasion, players did receive some solid rewards.
Rather than looking back at the past year, you're likely more interested in what's in store for ARC Raiders as it heads into its second year.
Based on the game's overall strategy and recent developments, here is a look at what might be coming next.
What's Next for ARC Raiders? Expedition Refined, PvE Changes, and More
The return of Expedition mechanic
If you were an active player before the launch of Frozen Trail, you'll recall that Expedition mechanic was put on hold following the conclusion of its fifth run.
At the time, the development team, taking player feedback into account, identified several issues with the system.
These included overly restrictive time windows and an unappealing reward structure, which left little incentive for players to participate. It also presented a steep learning curve for newcomers.
Consequently, the team decided that Expedition mechanic required a major overhaul, rather than the minor tweaks seen in previous updates.
Because this involves a complete structural reconstruction, it couldn't be finished in just a few months; at the time, it was estimated that Expeditions wouldn't return until at least 2027.
While a specific date remains unknown, the return of Expeditions is clearly part of the roadmap for ARC Raiders Year 2. Furthermore, recent updates suggest that work on optimizing the system has been steadily progressing behind the scenes.
In Update 2.3, released on October 27th, Expedition Vault was disabled. As compensation, players received Bronze Statuettes, which can be traded with the NPC Cassio.
This change likely goes beyond just the vault itself, it appears to be a necessary preparatory step in the broader effort to refine Expedition system. In a sense, this serves as a crucial bridge between the game's first and second years.
ARC Raiders Expedition
A major update coming in Spring 2027
To be clear, this refers to a substantial content expansion, on the scale of Frozen Trail, rather than the routine, near-weekly updates the game typically receives.
Through the first half of 2025, ARC Raiders has remained in a post-launch exploratory phase; while updates were frequent during this period, they often lacked significant substance or value.
Following the release of Riven Tides update, the developers announced a shift to a cadence of two major updates per year, Frozen Trail being the first release under this new model.
Extrapolating from this, one could reasonably expect new content to arrive next spring, likely between March and May. However, this remains an estimate and is subject to change.
Looking at Frozen Trail, it is highly probable that future updates will continue to introduce new enemy types.
To ensure you are well-prepared to face these threats from the moment they appear, consider securing the right gear, choosing ARC Raiders items for sale to acquire powerful, specialized equipment in advance!
Filling the gaps with new activities
Due to the shift in the update schedule, a substantial gap emerged between Riven Tides and Frozen Trail. While a few minor events took place during this time, they lacked both innovation and meaningful value.
If the developers intend to maintain a schedule of two major updates per year, they should introduce engaging activities to bridge the lulls, specifically once the novelty of an update like Frozen Trail begins to fade.
More importantly, these activities must offer truly compelling loot. They could also be woven into the game's narrative, serving as a bridge to the next major update while further fleshing out the game's overarching lore.
The recent Soul's Offering project is a great example of this; its theme draws clear inspiration from the real-world Day of the Dead.
Moving forward, ARC Raiders could adopt a similar approach, launching themed events tied to various unique holidays or cultural observances.
ARC Raiders Soul's Offering
Defining the future of PvE Mode
Before the next major update of the game's second year arrives, it is crucial for the developers to clarify the future direction of PvE mode. This decision is pivotal, not only for PvE experience itself but for the overall trajectory of the game throughout its second year.
During the testing phase, player reactions to PvE gameplay were so sharply polarized that the development team indicated a need for further research and investigation before they could determine what form a final PvE mode might take within the game.
The developers previously suggested that they would provide an update with more information around November. However, this does not necessarily mean that PvE will return in November.
While no new information has been released yet, the executive producer of ARC Raiders has outlined three potential directions for a PvE mode, each with vastly different implications for how the game might be structured moving forward.
Awaiting the official roadmap
Although the points mentioned above are likely to be part of ARC Raiders Year 2 plan, many details remain open for discussion, not to mention other elements that we cannot yet foresee.
Ultimately, we must wait for the release of a new, official ARC Raiders roadmap to understand the development team's plans for delivering a richer gaming experience over the coming year.
Based on the timing of the previous roadmap, ARC Raiders is likely to unveil a new, detailed roadmap sometime in January or February 2027. Until then, keep exploring Frozen Trail!
Players in ARC Raiders: Frozen Trail are currently hunting for a legendary crafting material called a Frigate Inductor, which is essential for upgrading your Research Station. However, this rare item isn't easy to come by; without a clear strategy, you risk wasting valuable resources and wandering aimlessly.
If you want to farm ARC Raiders Frigate Inductors solo - without risking your high-value gear - you can use the low-budget loadout and route outlined below.
ARC Raiders Frigate Inductor Farming on a Budget: 8K Coin Loadout, Solo-Safe Route
Low-Budget Loadout
To keep costs down, your entire setup should consist of items that can be crafted using your Workbench and Utility Station.
For your primary weapon, Ferro is a great choice. Ideally, upgrade it to Level 3 - it doesn't require many components to do so.
For armor, equip Looting Mk. 1 and a Light Shield. Bring 60 rounds of Heavy Ammo (or 30, if you want to save a bit more).
As for supplies, pack five Bandages and at least one Shield Recharger. Additionally, craft a Grappling Hook and five Li'l Smoke Grenades. The total cost for this setup is approximately 8,470 coins - well within a 10,000-coin budget.
If you find yourself short on Gun Parts, you can trade seven seeds with Celeste to get them. Alternatively, if you prioritize survival, you can swap some supplies for extra Bandages - just ensure the total cost remains within your budget.
This approach keeps the risks of farming Frigate Inductors low while ensuring you still have the mobility and cover options you need.
Boarding Frigate
Once you've geared up and entered a match, your first objective is to locate an ARC Reclaimer.
Wait for it to land on the ground before boarding; do not attempt to climb on while it is hovering, as this can interfere with its ascent.
As soon as you're on Reclaimer, disrupt it. The sooner you reach Frigate, the more loot containers you'll be able to access.
After heading up, prioritize the right-hand path and sprint quickly toward the first set of loot locations. Assess whether other players are competing for the same area; if they are, consider shifting to a different spot.
Keep in mind that your spawn point and the overall pace of the match will significantly affect the number of containers available to you. You need to move fast during the early looting phase, but avoid rushing in blindly.
If you find that other ARC Raiders players have already reached the upper level, head toward the rear corners or the lower-level containers instead - this helps you avoid direct confrontations in narrow corridors.
Remember, the number of containers you manage to loot early on - while aboard the ship - often determines the total value of your haul, including Frigate Inductor.
Reclaimer in ARC Raiders
Avoiding Enemies While Looting
Your primary objective inside Frigate is to locate and break open all destructible containers as Frigate Inductor can be found randomly within them.
Throughout this process, try to steer clear of dangerous ARC enemies - specifically threats like Hydra, Hornet, and Rocketeer.
If you encounter patrolling units, wait for them to pass. Use structures and natural cover to maintain distance. If you need to ascend or cross a gap, aim your Grappling Hook as high and as far as possible.
Furthermore, to ensure your safety, don't rush to loot a target container the moment you spot it. Deploy a Li'l Smoke Grenade for cover, allowing you to break open and search the container before any ARC enemies arrive.
If other players in ARC Raiders lobby are focused on clearing power cores, there will likely be more breachables (destructible containers) left for you - which is ideal for your looting route.
Of course, you may occasionally run into combat initiated by other players; in such cases, resist the urge to get involved.
Since you may be running a budget-friendly loadout - which might not hold up against players with better gear - stay focused on your own objective: securing Frigate Inductor.
Resupplying and Extracting
A key way to maximize the efficiency of this route is to pick up other ARC Raiders items scattered throughout the map, helping you replenish the resources you've consumed.
If you happen to come across items like ARC Thermo Lining while scavenging, you can process them on the spot to craft Bandages, or use Chemicals and Plastic Parts to replenish your supply of Li'l Smoke Grenades.
Keep in mind, however, that you must first unlock the ability to craft items during a match via your skill tree.
Once you've successfully secured a Frigate Inductor, place it into your Safe Pocket immediately before continuing your search or heading for extraction.
When extracting, you can use your Grappling Hook to swing quickly out of danger zones; with the right timing, you'll only take minimal damage.
If there are still enemies active near an extraction point, it's better to wait for another patrol cycle to pass before making your move.
While your route will depend on your spawn point and other variables, your success rate will steadily improve as you play more matches and become familiar with enemy patrol paths and the locations of loot containers.
Good luck, and may you successfully extract with a Frigate Inductor in ARC Raiders!
In ARC Raiders Frozen Trail update, a new item called Grappling Hook was added to the game.
There was already another piece of equipment called Snap Hook, and the two serve very similar purposes. Both allow you to move quickly from one location to another. So, which one is actually better?
ARC Raiders Snap Hook vs. Grappling Hook | Durability, Mobility, and Performance Compared
Cost and Acquisition Difficulty
Snap Hook
Snap Hook blueprint must be obtained through random world drops. You can try searching for it on Dam Battlegrounds map during an Electromagnetic Storm.
Once you have the blueprint, crafting a Snap Hook requires 2 Power Rods, 2 Steel Cables, and 1 Exodus Module, making it quite resource-intensive.
Power Rods are particularly valuable and can only be crafted after upgrading Refiner to Level 3. Each one requires 2 Advanced Electrical Components and 2 Arc Circuitry.
Grappling Hook
Grappling Hook has a clear advantage in terms of acquisition reliability and ARC Raiders item crafting costs. You don't need to rely on random drops to obtain its blueprint. Simply reach Level 12 in Rewards Pass, and the blueprint will be unlocked directly.
Crafting a Grappling Hook only requires 1 Mechanical Component, 2 Ropes, and 1 Cable Stripper, making it considerably easier to craft. Mechanical Components can be produced at Refiner, while Ropes can be obtained directly from Celeste.
Durability
Both pieces of equipment have a maximum durability of 100, but each use consumes some durability. Snap Hook loses approximately 4 durability per use, meaning it can be used around 25 times before breaking.
Grappling Hook consumes approximately 2 to 2.6 durability per use, allowing it to last around 50 uses. That's roughly twice as many uses as Snap Hook, although the latter has a noticeable advantage in terms of movement speed.
Controls and Usage
Snap Hook
ARC Raiders Snap Hook is relatively straightforward to use. Place it in your Quick Use slot, then aim at a building, wall, or other grappleable surface you want to reach.
Your crosshair indicates whether the target is within range. A solid green crosshair means the target is reachable, while a dimmed crosshair indicates that it is out of range. There are three different ways to climb with it.
You can simply aim at your target, wait for the crosshair to turn green, and release all movement controls. Your character will automatically pull themselves up.
Alternatively, after attaching the hook, hold the backward movement key. Your character will quickly step onto the platform, skipping much of the climbing animation and reducing the time you remain exposed.
You can also hold backward and jump simultaneously after attaching the hook. This launches your character upward like a rocket.
However, using Snap Hook to descend from high places can be somewhat dangerous. After jumping off, you need to press the aim button at the right moment to detach the cable. Otherwise, you may get pulled back to your original position or take fall damage if your timing is off. For average players, descending with Snap Hook is considerably riskier than climbing upward.
Grappling Hook
Grappling Hook offers more flexible controls, but it takes some practice to master. Its range is longer than Snap Hook's, and aiming displays a small circle that indicates where the hook will attach.
You can climb upward along the rope, control your descent speed, and swing across large gaps between platforms. You can also use jumping and momentum to adjust your landing position. However, keep an eye on your Stamina, as climbing long distances and swinging will consume it.
Descending from a high position is much less stressful. Simply fire Grappling Hook toward the ground beneath you, slowly lower yourself, hold the button to climb down, and detach the rope once you are ready to land.
Grappling Hook only has one climbing method, but there is one important detail to remember: Don't press the jump button when reaching the top. Doing so will detach the rope and cause your character to fall.
Instead, keep holding the climb button until your character has fully stepped onto the platform. Although Grappling Hook is slower, its controls are more intuitive and less stressful overall.
ARC Raiders Snap Hook & Grappling Hook Controls and Usage
Mobility
Snap Hook
Snap Hook excels at mobility. It can pull your character toward a target almost instantly, allow you to skim across the ground, and even let you steer left or right while airborne. This makes it extremely useful for dodging threats and escaping combat.
Its main drawback is that it has its own Stamina Bar. You cannot fire it again while the bar is flashing and recovering. You must wait until it returns to white before using it again.
Combined with its limited durability of approximately 25 uses, this makes it less suitable for prolonged engagements. However, when it comes to instant mobility, disengaging from combat, and quickly covering distances, Snap Hook is exceptionally effective.
Grappling Hook
ARC Raiders Grappling Hook is more focused on climbing and reaching otherwise inaccessible locations. You can swing, retract the rope, make gradual positional adjustments, and pull yourself onto some unusual but useful spots.
However, it is slower and doesn't offer the same immediate mobility as Snap Hook. Grappling Hook is better suited to reaching specific locations rather than making a quick escape from danger.
Practical Performance
Once you become proficient with Snap Hook, it can give you a significant advantage on the battlefield. Its movement speed is incredibly fast, allowing you to respond to different situations almost instantly.
Snap Hook is particularly powerful in Dark Room at Fallen Emperor. It can pull you out of danger and get you to safety extremely quickly. However, this depends on executing the movement correctly, as a mistake can just as easily send you falling to your death.
When using Grappling Hook in Dark Room, it is practically useless if you haven't cleared out Hydras first. They will simply shoot you down before you can get away.
Overall, Grappling Hook is simpler, safer, and more durable. It is suitable for average players and most everyday gameplay situations. However, its slower movement and limited mobility make it less effective than Snap Hook when you need to escape quickly.
Both Grappling Hook and Snap Hook are extremely useful tools for exploration. Grappling Hook is the less stressful option and the better choice for most players, while Snap Hook is more suited to experienced players and endgame situations. If you can only choose one, Grappling Hook is our recommendation.
ARC Raiders could be heading toward a major gameplay expansion, with Embark Studios considering whether to bring back a permanent PvE mode. Following a limited-time matchmaking experiment that generated more than 30 million PvE rounds, the developer is now evaluating what players want from a dedicated experience without human-versus-human combat.
In a recent interview, executive producer Aleksander Grøndal discussed three possible directions: a relaxed PvE side mode, a more challenging experience centered on fighting ARC machines, or a complete PvE-only version of the game.
However, none of these options has been confirmed. Embark still needs to examine the test results, understand player preferences, and determine how another gameplay mode would affect the identity and long-term development of ARC Raiders.
For players who enjoy exploring, completing quests, collecting equipment, and fighting mechanical enemies without constantly worrying about hostile Raiders, the possibility is particularly interesting. But introducing permanent PvE could also bring significant changes to the game's economy, matchmaking, and content development.
ARC Raiders PvE Update: 3 Possible Permanent Mode Options
Is ARC Raiders Getting a Permanent PvE Mode?
A permanent PvE mode has not been confirmed, but Embark Studios is actively evaluating the possibility.
The discussion follows a one-week PvE matchmaking test that ran from October 13 to October 20, 2026. During the experiment, players could switch between the traditional PvPvE experience and a PvE alternative that removed player-to-player damage.
Embark reported that players completed more than 30 million PvE rounds during the test. This gave the development team a substantial amount of gameplay data and feedback to examine before making its next decision.
The studio has also acknowledged that the test was polarizing. That distinction matters: high participation demonstrates considerable engagement with the experimental mode, but it does not automatically establish that every player wants PvE to become a permanent feature.
In its post-test communication, Embark said its next steps would prioritize the overall health and enjoyability of the game. The studio also indicated that it expected to provide further information in November 2026.
The current situation can be summarized as follows:
Key Detail
Confirmed Information
Game
ARC Raiders
Developer
Embark Studios
PvE test period
October 13–20, 2026
Test duration
Seven days
PvE participation
More than 30 million rounds
Test result
Described as polarizing
Permanent PvE mode
Under consideration, not confirmed
Next developer update
Expected in November 2026
The important takeaway is that ARC Raiders is not officially transitioning into a PvE game. Instead, Embark is investigating whether a dedicated PvE experience can coexist with the extraction-based PvPvE gameplay that defines the current title.
Three Permanent PvE Mode Options Embark Is Considering
Grøndal's comments reveal that Embark is not simply deciding whether to restore the previous matchmaking toggle. The studio is also considering what kind of PvE experience would provide the most value to players.
He outlined three possible directions during interview.
Potential PvE Mode
Core Experience
Potential Player Appeal
Relaxed PvE Side Mode
A less stressful alternative between regular PvPvE raids
Players who want to explore, complete quests, and collect resources at a more comfortable pace
PvE Challenge Mode
More demanding encounters focused on fighting ARC enemies
Players who enjoy combat difficulty, enemy mechanics, and cooperative challenges
Full PvE-Only Experience
A dedicated gameplay experience without hostile player encounters
Players who prefer cooperative progression and fighting AI opponents exclusively
These are development possibilities rather than announced features. Each option would require a different approach to balancing, progression, and future content.
1. A Relaxed PvE Mode Between Regular Raids
The first possibility is arguably the most straightforward: a more relaxed PvE option that players can enjoy between intense PvPvE sessions.
ARC Raiders combines environmental threats with the unpredictability of encounters against other players. This creates tension during exploration and extraction, but it also means that even routine activities can become dangerous when another Raider decides to attack.
A relaxed PvE mode would provide an alternative for players who enjoy the game's exploration, scavenging, and cooperative elements but do not always want the pressure of PvP encounters.
For example, players could spend one session completing objectives, collecting crafting materials, or exploring an area with friends before returning to traditional raids when they want a more competitive experience.
This approach could broaden ARC Raiders' appeal without necessarily replacing its original gameplay identity.
However, Embark would still need to determine how much of the standard progression system should carry over. If PvE provides exactly the same rewards with considerably less risk, it could become the preferred farming option for many players.
That would create a balancing problem even if the relaxed mode itself remained relatively simple.
2. A Challenging PvE Mode Focused on ARC Enemies
The second possibility takes a different direction. Rather than removing difficulty, Embark could build a PvE experience that makes ARC enemies the primary source of challenge.
This option could be particularly appealing to players who enjoy the game's mechanical enemies and want more opportunities to test their combat skills without worrying about other Raiders interrupting encounters.
A dedicated challenge mode would also give Embark more room to explore PvE-focused encounter design.
For instance, future content could potentially emphasize demanding ARC encounters, cooperative combat, and more deliberate preparation before entering dangerous areas. These are possible design directions, not confirmed upcoming features.
The distinction between this option and a relaxed mode is important.
A relaxed mode would primarily reduce the pressure associated with PvP encounters. A challenge mode would instead make environmental combat the main attraction.
This could also help preserve the sense of danger that makes extraction gameplay engaging. Removing hostile players does not necessarily mean removing meaningful risks.
From a development perspective, however, a more demanding PvE experience would require careful enemy balancing and encounter design. Simply allowing players to fight existing ARC enemies without PvP might not be enough to create a distinct long-term mode.
3. A Complete PvE-Only Experience
The third possibility is the most ambitious: a full PvE-only version of ARC Raiders.
Rather than treating PvE as an alternative matchmaking option, Embark could potentially develop it into a substantial gameplay experience with its own progression priorities and content structure.
This direction would appeal to players who enjoy cooperative extraction gameplay but do not want human opponents to be part of their regular sessions.
It could also provide a clearer identity for PvE players. Instead of occasionally switching between two matchmaking experiences, they could focus on a dedicated environment built around fighting ARC enemies and working with other Raiders.
However, this would introduce the biggest development challenge.
A full PvE experience would need enough meaningful content to remain engaging over time. Embark would have to consider how quests, equipment progression, enemy encounters, rewards, and future updates should work across two different gameplay experiences.
Grøndal specifically acknowledged that the three possibilities would have different implications for how the studio builds future updates.
That suggests the decision is not simply about adding another option to the matchmaking menu. It could influence the game's longer-term development priorities.
Why Embark Studios Is Hesitant about Permanent PvE?
Although the test attracted significant participation, Embark has reasons to approach a permanent PvE mode carefully.
One important consideration is the original development direction of ARC Raiders.
The game initially started as a cooperative PvE looter, with players working together against mechanical enemies. However, Embark eventually changed its direction and developed PvPvE extraction shooter that players know today.
This history helps explain why the studio is cautious about returning to a PvE-focused structure.
According to Grøndal, Embark was initially skeptical about introducing PvE because of the earlier development experience. The studio now needs to understand whether the test revealed an opportunity to support additional player types or whether a separate mode could undermine the existing gameplay experience.
There are three particularly important considerations.
Maintaining the Identity of PvPvE Gameplay
The tension between cooperative and hostile encounters is a defining part of ARC Raiders.
Players must decide whether to cooperate with strangers, avoid potential threats, or defend themselves when another Raider becomes aggressive. These unpredictable interactions create much of the excitement associated with extraction gameplay.
A permanent PvE mode could change how players experience the original mode, particularly if a large portion of the player base moves toward safer matchmaking.
Embark therefore needs to find a way to accommodate players who prefer PvE without making the traditional PvPvE experience less engaging.
Balancing Loot and the In-Game Economy
The game's economy is another important consideration.
Players enter raids to collect resources, obtain valuable equipment, and make progress. If a permanent PvE mode offers the same rewards with substantially fewer risks, it could change the value of different activities.
The limited-time test already demonstrated why reward balancing matters. Embark adjusted loot value to account for the safer environment, rather than simply making PvE an identical alternative with no economic differences.
A permanent version would require further consideration of resource availability, equipment progression, and the relationship between the two matchmaking experiences.
This is also relevant to players interested in acquiring specific ARC Raiders items. Any future changes to loot availability or progression could influence how players approach resource collection and equipment preparation.
For now, there is no confirmed announcement that Embark will introduce separate item economies or change existing trading arrangements. Those decisions would depend on the final design.
Supporting Two Different Content Pipelines
Perhaps the biggest long-term challenge is maintaining sufficient content for both experiences.
A relaxed PvE mode might reuse much of the existing gameplay structure, while a dedicated challenge mode or complete PvE experience could require more specialized content.
Embark would need to decide whether future quests, encounters, rewards, and gameplay updates should be shared between modes or developed separately.
If the studio spreads its development resources across two substantially different experiences, maintaining a consistent update schedule could become more complicated.
This is why Grøndal emphasized that Embark first needs to understand what players actually want before discussing the content requirements of a potential permanent mode.
What PvE Test Means for ARC Raiders Players?
The 30 million-plus PvE rounds provide a significant data point for Embark, but the number needs to be interpreted carefully.
It represents rounds played, not 30 million individual players. It also does not reveal how many participants would continue playing PvE regularly if the option became permanent.
Nevertheless, the experiment gave the studio an opportunity to observe how players interacted with an alternative matchmaking experience.
For different types of ARC Raiders players, the potential benefits could vary considerably.
Player Type
Potential Benefit of Permanent PvE
Casual players
More opportunities to enjoy exploration without constant PvP pressure
Solo players
Greater control over encounters and a potentially more comfortable progression experience
Cooperative players
More opportunities to team up and focus on environmental threats
Combat-focused players
Potential access to more challenging ARC encounters
Resource collectors
An alternative way to approach scavenging and equipment preparation, depending on future reward balancing
PvPvE enthusiasts
The ability to retain traditional raids while having another gameplay option available
The biggest potential advantage is flexibility. Players would not necessarily have to choose between enjoying ARC Raiders' world and accepting every aspect of its PvPvE gameplay.
However, the success of this approach would depend on how Embark implements the different modes.
A permanent PvE experience needs to offer meaningful gameplay rather than simply becoming a safer version of existing raids. Similarly, traditional PvPvE sessions must retain their appeal and sense of risk.
How Could a Permanent PvE Mode Affect Future Updates?
If Embark eventually approves a permanent PvE mode, the decision could influence more than matchmaking.
The three proposed directions suggest different development requirements.
A relaxed side mode might be relatively straightforward to integrate if it shares most existing systems. A dedicated challenge mode could require more attention to enemy encounters and difficulty balancing. A full PvE experience would potentially demand a much broader content strategy.
For players, the most important question is whether both experiences would receive enough attention.
A PvE mode that receives regular content updates could become a meaningful part of ARC Raiders' long-term appeal. However, if resources are stretched too thin, neither experience may receive the level of support players expect.
This is also worth considering when managing equipment and progression. Players who currently spend time collecting resources, upgrading gear, and preparing for difficult raids should avoid assuming that a future PvE mode will offer identical progression or rewards.
For anyone looking to buy ARC Raiders items, it is equally important to distinguish between currently available game systems and possible future changes. The announcement of a potential PvE mode does not establish any new item availability, trading rules, or reward advantages.
Until Embark confirms the final design, existing gameplay and progression systems remain the appropriate basis for player decisions.
When Will Embark Announce Its Permanent PvE Decision?
Currently, Embark has not announced a confirmed release date for a permanent PvE mode.
The studio previously indicated that it expected to share more information in November after reviewing the test data and player feedback.
This means players should watch for a follow-up announcement rather than assume that the temporary matchmaking option will automatically return.
The next communication will ideally clarify whether Embark intends to:
Restore the original PvE matchmaking toggle.
Develop a separate relaxed PvE experience.
Introduce a more challenging PvE mode.
Explore a complete PvE-only experience.
Continue supporting PvPvE exclusively.
It is also possible that Embark could decide not to make PvE permanent if the results suggest that doing so would negatively affect the overall game.
The studio has not committed to any of these outcomes.
Final Thoughts: Could PvE Make ARC Raiders Even Better?
The possibility of a permanent PvE mode represents an interesting opportunity for ARC Raiders.
More than 30 million PvE rounds during a seven-day test show that the experimental experience generated substantial engagement. More importantly, the discussions surrounding the test have given Embark an opportunity to reconsider how different types of players want to experience the game.
A relaxed side mode could make ARC Raiders more accessible. A dedicated challenge mode could give PvE-focused players more demanding combat encounters. A complete PvE experience could potentially expand the game's identity beyond its existing extraction-shooter structure.
However, adding another mode is not automatically an improvement. Embark still needs to consider matchmaking quality, reward balancing, content development, and the long-term health of its original PvPvE experience.
For now, the most reasonable expectation is to wait for the developer's November follow-up. Whether ARC Raiders eventually receives a permanent PvE option will depend on what the test data reveals and which direction Embark believes offers the best long-term experience.
Following some adjustments, Anvil Splitter Amplification has now replaced the original Anvil Splitter in ARC Raiders. Many players have been asking: is Amplified Anvil actually worth using? The answer depends on two factors: the distance at which you are engaging, and the specific type of ARC enemy you are facing.
Amplified Anvil
Amplified Anvil has relatively low acquisition requirements and doesn't require any prior research, with the main cost being 3 Turbine Compressors.
These ARC Raiders items are already quite easy to accumulate now, making it fairly easy to craft several Amplified Anvils.
Amplified Anvil features improvements to its base spread, ADS (aim-down-sights) spread, and spread recovery. When you manage to land all four projectiles at close range, it delivers approximately 20% more damage.
However, this damage bonus is highly dependent on your accuracy - if the projectiles spread out, the actual benefit diminishes rapidly.
Therefore, it is not an unconditional upgrade over the standard Anvil; it places specific demands on your loadout and combat rhythm.
ARC Raiders Amplified Anvil Best Use Cases: Close Range, Light Armor & Weak Points
Performance in PvE
In PvE, Amplified Anvil does not perform exceptionally well against every type of enemy.
Because each individual projectile has relatively low damage, the weapon struggles with armor penetration when targeting heavily armored areas.
Against enemies like Fireball, it fails to replicate the standard Anvil's ability to pierce the outer shell and strike the core in a single shot.
Furthermore, when facing heavily armored targets - such as Surveyor or the side armor of a Bastion - Amplified Anvil may actually deal less damage than the standard version.
As the engagement distance increases, it becomes harder to land all projectiles, leading to a significant drop in damage output.
When dealing with heavily armored enemies like Queen or Matriarch, do not expect Amplified Anvil to outperform the standard Anvil; the latter remains more reliable for consistently breaking through armor.
Ultimately, Amplified Anvil is best suited for close-range encounters against lightly armored enemies or when targeting specific weak points.
When facing a Shredder, Amplified Anvil requires one fewer shot to eliminate the enemy compared to the standard version.
Against a Wasp, it consistently secures a kill in three shots, with improved spread making hits more reliable.
Furthermore, when targeting lightly armored areas - such as the top of a Bastion - landing all shots at close range yields a damage bonus of approximately 20%.
Consequently, in ARC Raiders, Amplified Anvil is quite effective when engaging enemies you can get close to, such as Bastions or Bombardiers.
However, if you cannot maintain close-quarters engagement, or if your target is highly mobile, this advantage diminishes.
In such cases, it is best to keep the standard Anvil on hand as an alternative for long-range encounters or engagements against heavily armored targets.
ARC Raiders Amplified Anvil's Performance in PvE
Performance in PvP
In PvP, Amplified Anvil also offers a ~20% damage advantage when all shots land at close range, with the tighter spread further aiding accuracy.
That said, the standard version is already quite powerful; in actual ARC Raiders gameplay, this 20% bonus is not particularly noticeable.
It primarily serves to provide a slight edge when finishing off an enemy alongside teammates or during close-quarters duels.
At long range, it remains suboptimal, as projectile spread significantly reduces effective damage.
If the game eventually allows players to toggle between amplified and standard configurations on the fly, it would offer much greater flexibility.
Currently, the choice is locked to your loadout; you should opt for the standard Anvil when anticipating long-range combat or encounters with heavily armored foes.
Additionally, in PvP, your accuracy and the distance at which you engage are often more critical than theoretical damage figures.
You must land all four projectiles to approach that ideal damage output; at medium to long ranges, the effectiveness drops off sharply.
The amplified version is best suited for players who prefer aggressive, close-range playstyles - flanking enemies or quickly finishing off weakened targets.
If you are accustomed to engaging from a medium range in PvP, the standard Anvil will probably provide more consistent performance.
When coordinating fire with a team, the amplified version can make your damage contribution slightly more impactful, but it does not represent a game-changing weapon - don't expect it to single-handedly turn the tide of a match.
Usage Recommendations
Overall, ARC Raiders Amplified Anvil represents a meaningful adjustment, though it cannot simply replace the standard Anvil.
Its utility is somewhat niche; it is best suited for finishing off opponents in close-quarters PvP, or for targeting the weak points and less-armored sections of ground-based enemies in PvE.
When putting together your loadout, treat it as a specialized close-range weapon - don't expect it to function as an all-purpose primary.
Whether you should bring it into a match depends on the map's suitability for close-quarters combat and how your team has divided its roles.
If your primary objective involves dealing with heavily armored ARC units or engaging in long-range combat, stick with the standard Anvil.
If you have a spare Turbine Compressor, you might consider incorporating Amplified Anvil into your close-range loadout - just keep in mind that it won't necessarily perform well in every scenario.
Try taking Amplified Anvil out for a few matches in ARC Raiders to see if it fits your personal combat rhythm!
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