ARC Raiders PvE Mode: Will It Become Permanent?
Posted: Oct 19, 2026
Views: 22
Imagine spending an evening scavenging the Rust Belt, picking through abandoned buildings, fighting ARC machines, and finally finding ARC Raiders items for sale you've been searching for. Then, just as you're making your way to extraction, another Raider appears. You try to signal that you're friendly. They shoot anyway. Your loot is gone, your run is over, and the next decision is whether to queue up again or simply close the game.
For some ARC Raiders players, that last option became a habit.
Now, a temporary PvE matchmaking test is giving some of those players a reason to return. Instead of worrying about another Raider turning hostile at the worst possible moment, they can focus on the ARC threat, explore the map, complete objectives, and occasionally help a stranger survive a fight.
For others, the appeal is even more personal. A Reddit user recently explained how the limited-time mode had finally made it possible for their trio to enjoy the game together without constantly worrying about PvP encounters.

Embark Studios' PvE toggle test runs from October 13 to October 20, 2026. It is a limited experiment, not a confirmed permanent game mode. Yet the reaction has reopened a bigger discussion about what players actually want from ARC Raiders.
Some want every extraction to feel dangerous because another player could be waiting around the corner. Others love the world, the weapons, and the machines but have little interest in losing an evening's progress to an unpredictable PvP encounter.
The surprising part is that both groups may have a point. And if Embark wants to bring back lapsed players while keeping friends playing together, a permanent PvE option could be worth considering.
Why Are Former ARC Raiders Players Coming Back for PvE?
The strongest argument for PvE is not that ARC Raiders needs to become easier. It is that the game already has plenty to offer players who don't want every encounter with another human to turn into a fight.
The Rust Belt is a compelling place to explore. The ARC machines are dangerous enough to demand attention, while the scavenging and extraction loop gives every successful run a clear purpose. For players who enjoy learning enemy patterns, improving their equipment, and completing missions with friends, there is a substantial game here even without direct PvP combat.
The problem is that the standard PvPvE experience asks players to manage two very different kinds of threats at once.
A powerful ARC machine can punish poor positioning or careless shooting. Another Raider can make an otherwise successful run feel pointless in a matter of seconds. Neither threat is inherently wrong for an extraction shooter, but they create very different kinds of pressure.
Some players enjoy that uncertainty. Others find themselves spending more time watching bushes, listening for footsteps, and worrying about extraction campers than engaging with the game's actual environment.
The PvE test changes that calculation.
In a Reddit post about returning to the game, one player described coming back after roughly seven months away, with hundreds of hours of previous experience, and expressed hope that PvE would remain available. Another returning player, in a separate discussion thanking Embark for the PvE toggle, described rediscovering the game's combat, exploration, and missions without the same pressure from hostile Raiders.
These are individual accounts, not proof that the entire player base is returning. But they show exactly what the test offers an audience that the standard mode has struggled to retain.
For these players, the appeal is simple: they can enjoy the game without having to enjoy every part of the extraction-shooter formula.
PvE Is Giving Duos and Trios a Reason to Play Together Again
The benefits of PvE are not limited to solo players or Raiders returning after months away. For some players, the biggest difference is that they can finally enjoy ARC Raiders with friends without worrying that another squad will turn every difficult encounter into a PvP fight.
In a Reddit post, user u/IGetItItsAReference explained how the limited-time PvE mode had changed the experience of playing with two close friends. One friend had limited time for gaming, while another struggled with PvP encounters. Under the standard PvPvE rules, their trio would often get wiped out by other players when attempting to fight larger ARC enemies.
The PvE test changed that dynamic. Instead of losing their runs to hostile Raiders, the group could focus on taking down dangerous machines, including the Vaporizer, and enjoy the cooperative combat that had brought them together in the first place.
The player's request to Embark was straightforward: keep PvE available for Duos and Trios, even if solo PvE remains optional.
That suggestion highlights an important distinction in the debate over a permanent PvE mode. For some players, PvE is not simply a safer way to collect loot. It is a way to make the game more accessible to friends with different skill levels, schedules, and tolerance for competitive encounters.
A player who has only an hour to play may not want to spend most of that time recovering from a squad wipe. Someone who struggles with PvP may still enjoy learning ARC attack patterns, coordinating with teammates, and taking down challenging enemies.
Keeping PvE available for small squads could therefore serve a purpose beyond bringing individual players back. It could help friends continue playing together even when they do not share the same enthusiasm for PvP.
The Reddit post represents one group's experience, not proof of a broader trend. Still, it illustrates why Embark should evaluate the PvE test not only by how many players enter the mode, but also by whether it gives existing and returning players more reasons to keep playing together.
What ARC Raiders PvE Toggle Actually Changes
Embark has not created an entirely separate campaign. Instead, the studio is testing a matchmaking option that allows players to switch between the standard PvPvE experience and dedicated PvE sessions.
According to the official PvE test announcement, the main changes are straightforward:
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No player-to-player damage. Raiders cannot directly damage one another in PvE sessions, and throwable items such as stun and fire equipment will not affect other players.
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More room for cooperation. Players can focus on ARC encounters, scavenging, and objectives without the usual threat of being shot by another Raider.
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Lower overall loot value. The safer environment comes with a reduction in the total value of loot available in PvE sessions.
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Mixed squad sizes. Solo players, Duos, and Trios can meet in the same PvE matchmaking pool rather than being consistently separated by squad size.
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Certain map conditions are excluded. Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection are not available as PvE options during the test.
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PvPvE matchmaking rating stays separate. Playing PvE does not affect a player's PvPvE matchmaking rating.
There are still risks. Barricades, ziplines, and other physical interaction items continue to work, so disabling player damage does not eliminate every way one Raider can disrupt another. Embark has also warned that ARC enemies can reacquire downed players who move after the initial grace period, meaning a knockdown can still be dangerous even when no human opponent is trying to finish the job.
That last detail matters. PvE is not supposed to turn the Rust Belt into a harmless sightseeing tour. The machines remain a threat, and careless players can still lose their gear.
The main difference is who—or what—they have to worry about.
For players who have been asking for a more cooperative experience, that distinction is the entire point.
The Best Part of PvE Might Be What Happens Between Fights
Combat is only one part of the story. The more interesting change may be how players behave when they no longer have to assume that every stranger is a potential enemy.
In a standard raid, approaching another player can be a calculated risk. A friendly gesture might lead to cooperation, but it could also give someone an opportunity to get close before opening fire. Even players who prefer peaceful encounters have to make decisions with that possibility in mind.
PvE changes the social calculation.
A Raider fighting several ARC machines can become an opportunity to help rather than a target to eliminate. Two strangers can take on a dangerous enemy, move on, and continue their runs without the same suspicion hanging over the encounter. Players can also spend more time learning unfamiliar areas or working through objectives without feeling that every detour leaves them vulnerable to an ambush.
That does not mean every PvE lobby becomes a perfect cooperative community. The existing physical interactions can still cause trouble, and strangers will not suddenly communicate or coordinate just because player damage is disabled.
Still, the opportunity for low-pressure cooperation is real. It gives players a different way to experience the world, particularly those who prefer exploration and teamwork to competitive encounters.
PC Gamer's coverage of the PvE test described a session in which players who came across a dangerous ARC enemy gradually worked together to bring it down. The appeal was not that the encounter lacked danger. It was that the players could respond to that danger together.
For returning Raiders, those small moments may be more compelling than any single loot drop.
They also help explain why PvE could matter to groups of friends. When one player has limited gaming time and another finds PvP stressful, cooperative encounters offer a common reason to keep playing. Rather than forcing every member of a squad to enjoy the same competitive experience, PvE lets them concentrate on the part of the game they share.
PvE and PvP Also Reward Different Weapon Builds
The differences between PvE and PvPvE extend beyond matchmaking and player interactions. Weapon amplification choices can also shape how Raiders approach each mode.
A community-shared weapon guide highlights different priorities for fighting ARC machines and fighting other Raiders. In PvE, the recommendations focus on sustained damage, weak-point targeting, magazine capacity, and ammunition effects that help deal with mechanical enemies.
The guide identifies Anti-Weak Point as an option for increasing damage against ARC weak points and Bigger Mag for the Equalizer as a way to increase magazine capacity from 50 to 80 rounds. It also recommends X-Rounds for the Anvil, Mag Reload for the Hullcracker, and Incendiary Rounds for the Hullcracker as options for dealing with ARC enemies.
The PvP recommendations take a different approach. The guide highlights Carbine Conversion for the Canto, Semi-Auto combined with X-Rounds for the Bettina, Anti-Shield combined with Full-Auto for the Kettle, Charged Burst for the Aphelion, and Slug Rounds for the Il Toro.
These builds emphasize different combat priorities, from shield pressure and rapid follow-up shots to high-damage projectiles. The guide ranks Slug Rounds for the Il Toro as its top PvP recommendation, while Incendiary Rounds for the Hullcracker take the top position in its PvE list.
These are community recommendations rather than an official Embark ranking, and their effectiveness may depend on the current balance, available amplifications, and individual playstyles. The exact names and effects should also be checked against the live game before players rely on them.
Even with those caveats, the broader point is worth considering: PvE and PvP can encourage different approaches to combat. A player preparing to fight a large ARC machine may prioritize sustained damage and weak-point efficiency, while someone expecting a close-range duel may prefer a build tailored to fighting enemy Raiders.
If both modes remain available, Embark has an opportunity to support distinct playstyles without requiring every player to approach combat in the same way.
Players looking to expand their arsenal may also search for ways to buy ARC Raiders weapons, but choosing the right weapon amplification for the encounter can be just as important as the weapon itself.
Embark's Own Data Explains Why the Test Matters
The PvE experiment is not simply a response to a handful of complaints on social media.
In its September announcement explaining the PvE toggle, Embark shared its own breakdown of player preferences. The studio said approximately 37% of its player population fell into a friendly co-op group, 27% were mixed players, and 34% were primarily PvP-focused. Embark also reported that 51% of the surveyed player base had expressed interest in a dedicated PvE option.
These are figures reported by the developer, rather than independently verified measures of the entire player base. Even so, they provide useful context for the decision to run a public test.
Embark also said its friendly co-op group had been growing since launch, while its pure PvP group had remained relatively stable. The studio reported that more than 70% of friendly players and 40% of PvP players wanted fewer hostile encounters.
The takeaway is not that everyone secretly wants a PvE game. A substantial group clearly enjoys direct player combat, and the developer's figures indicate that those players remain an important part of the community.
Instead, the numbers suggest that ARC Raiders has attracted several different audiences under one extraction-shooter framework. Some want social encounters and unpredictable conflict. Others want co-op combat and exploration. Many sit somewhere in between.
In the same announcement, Embark acknowledged that ARC Raiders was originally conceived as a PvE co-op game before the project was reworked into the high-tension PvPvE extraction experience that ultimately launched.
That history makes the current test particularly interesting. PvE is not an entirely unrelated idea being bolted onto the game. It is an alternative that the studio has considered before, and the player base has given Embark a reason to revisit it.
Why Some Players Think PvE Takes Away What Makes ARC Raiders Special
Not everyone is convinced that a dedicated PvE mode is the right move.
For PvPvE fans, uncertainty is not an unfortunate side effect of the game. It is the foundation of the experience.
A stranger who appears friendly might become an enemy. Someone who seems dangerous might decide to help. A routine extraction can suddenly become the most memorable part of a session because another player made an unexpected decision.
Without the threat of PvP, some of that uncertainty disappears. Players can still lose fights against ARC machines, but the social stakes are lower. The possibility of betrayal, negotiation, and spontaneous conflict is no longer part of every encounter.
Some players have already argued that the current PvE test feels less engaging after several rounds. Others have criticized the lack of meaningful endgame activities and pointed out that players can still interfere with one another through physical interactions despite being unable to inflict direct damage. These concerns feature in GamesRadar's coverage of the divided community response.
The criticism deserves attention.
If PvE becomes permanent, Embark cannot assume that removing player damage will be enough to support a long-term alternative. Experienced players will need compelling objectives, satisfying progression, varied encounters, and reasons to return after they have mastered familiar routes.
A dedicated PvE experience also creates practical questions around matchmaking populations, queue times, and the in-game economy. If safer sessions consistently provide a better return for less risk, the difference between PvE and PvPvE rewards will need careful balancing.
Weapon builds introduce another consideration. If PvE and PvP continue to encourage different equipment choices, Embark will need to ensure that both environments offer worthwhile progression without making one mode feel like a less rewarding version of the other.
The current test provides an opportunity to identify these problems before the studio makes a permanent commitment.
It also shows why the debate is more complicated than choosing between a difficult game and an easy one. PvPvE delivers a particular kind of tension that some players do not want to lose. PvE offers a different kind of challenge, and that experience should not be dismissed simply because it is less dependent on hostile encounters.
Should ARC Raiders Make PvE a Permanent Mode?
There is a reasonable middle ground between replacing PvPvE and refusing to support PvE at all.
The most obvious option would be to maintain separate matchmaking choices. Players who want the unpredictability of human opponents could continue playing the standard experience, while those who prefer co-op combat could choose PvE.
The modes would not necessarily need identical reward structures. Embark could continue balancing loot values and progression around the different levels of risk, while developing objectives and encounters that give each mode its own reasons to play.
The studio would also need to address the problems exposed by the test. Physical interference may be acceptable in some situations, but a dedicated cooperative mode needs enough protection against deliberate disruption to prevent players from recreating the same frustrations they hoped to leave behind.
Queue times are another consideration, especially in regions or at times when fewer people are playing. A permanent toggle could divide the matchmaking population, and Embark needs to monitor the effect on both PvE and PvPvE sessions.
There is also a strong case for keeping PvE available to Duos and Trios. The Reddit account from u/IGetItItsAReference suggests that a cooperative option can help friends with different levels of PvP experience enjoy the same game. For groups that struggle to find a shared experience in the standard mode, that benefit may be more important than the amount of loot earned in a single run.
A permanent PvE option could give former players a reason to return, help new players learn the game, and provide existing Raiders with a change of pace between high-pressure runs. It could also make it easier for friends with different attitudes toward PvP to play together.
Most importantly, it would allow players to choose the experience they want without forcing everyone else to make the same choice.
That is a stronger argument than claiming PvE should replace the original game. The two modes serve different needs, and the challenge is to make sure that supporting one does not undermine the other.
What Happens When ARC Raiders PvE Test Ends?
The current test is scheduled to end on October 20, 2026, at 11:00 CEST. When that window closes, the temporary toggle will be removed and matchmaking will return to its standard arrangement while Embark reviews player feedback and in-game data.
The studio has been clear that this test is not a promise of a permanent PvE mode. It is an opportunity to understand whether the option works for the community, what players like about it, and which problems would need to be addressed in a future version.
That distinction matters because enthusiasm during a limited test does not automatically translate into long-term engagement. Embark will need to consider how many people used PvE, how it affected the standard matchmaking experience, whether players kept returning, and what feedback both audiences provided.
The results could lead to a permanent option, a redesigned version, or a decision not to pursue the feature further. Until the studio announces its next step, none of those outcomes should be treated as confirmed.
For players who have already returned, the immediate question is whether they will still have a way to enjoy the game after October 20. For those who have stayed with PvPvE throughout, the question is whether offering another queue will improve the game's long-term health or split its community.
Both concerns are worth taking seriously.
The PvE test has highlighted something important about ARC Raiders: the game's appeal is not identical for every person who plays it. Some players come for the tense encounters with other Raiders. Others come for the machines, the atmosphere, the loot, and the satisfaction of making it back to Speranza with friends.
A permanent PvE mode would not need to settle which group is right. It would need to prove that both can have a worthwhile experience in the same game.
For the players who already quit, that possibility is enough to make one more raid worth trying. For friends who have struggled to enjoy the standard PvPvE experience together, the test offers another reason to give the Rust Belt a chance.
What about you, Raider? Should Embark keep PvE permanently available for Duos and Trios, even if solo PvE remains optional? Would you keep playing ARC Raiders if PvE became a permanent option, or is the possibility of being betrayed at extraction exactly what keeps you coming back?
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