ARC Raiders Store Update 1.47.0 is now live! This update introduces two brand-new colorways for Riposta outfit, fixes various bugs to further improve overall stability, and includes a new round of anti-cheat system upgrades.
However, the highlight of this update is undoubtedly Frozen Trail first look. The developers will premiere this special preview on their official YouTube channel on September 23 at 10:00 AM PDT, revealing details about what promises to be the game's largest update to date.
Frozen Trail First Look: The Biggest Reveal Before the October 8 Launch
While specific details of Frozen Trail first look haven't been officially unveiled yet, we can glean the general direction of this major update from the roadmap previously shared by the developers.
The released teaser focuses on a close-up of the legs of a massive new ARC enemy. Although its full form and specific mechanics remain unknown, the footage hints that Frozen Trail may introduce a heavy unit capable of shifting the pace of battle.
According to previously released information, a key feature of Frozen Trail is a brand-new map. Set in a frozen settlement nestled beneath the mountains at the edge of Rust Belt, the area - once home to a village, factories, research facilities, and an observatory - now lies in ruins.
In terms of level design, the new map emphasizes verticality and depth of exploration. Players must contend with threats not only on the surface but also deep underground, navigating various elevations and environments to scavenge resources and plot their routes.
Additionally, a high-difficulty ARC Operation designed for veteran Raiders will launch alongside Frozen Trail. Described by the developers as centering on meaningful choices, dynamic encounters, and moments requiring cooperation and careful judgment, the operation will force players to make strategic trade-offs between combat, teamwork, risk management, and ultimate survival.
The introduction of a new ARC enemy is another major highlight of this update. Officials previously revealed that the new enemies will span a range of sizes and behaviors - from small but tricky troublemakers to massive machines capable of stopping players in their tracks. Given the towering mechanical figures seen in the trailer, this aspect is likely to be key to how Frozen Trail alters the current combat pacing.
Meanwhile, the progression system is set for significant adjustments. The reward mechanics for Raider Decks will be integrated into a more comprehensive reward system, scheduled to launch alongside this update.
Of course, these details are currently based on previously announced plans; the actual map scale, specific mechanics of the new ARC units, and more will only be confirmed during the livestream on the 23rd. This makes the upcoming first look a highly anticipated reveal ahead of the official launch on October 8.
Store Update 1.47.0: Paving the Way for Frozen Trail
As Frozen Trail first look approaches, Update 1.47.0 does not introduce major new gameplay features; instead, it focuses on stability, the player experience, and the continued optimization of a fair competitive environment. In other words, this version serves primarily as preparation for the upcoming major content update.
Further Strengthening Anti-Cheat Measures
In this update, the developers highlighted their recent efforts regarding fair play.
Officials stated that the team has recently carried out multiple rounds of bans targeting accounts exhibiting bot-like behavior. They plan to expand the scope of detection, including identifying activities such as abnormal XP farming in the future. At the same time, they are continuously monitoring and addressing actions that impact the game economy, such as the transfer of unusually high-value ARC Raiders items and item duplication.
Additionally, the studio is tightening restrictions related to shared licenses. If an account is sanctioned for cheating, associated licenses may face further restrictions, making it more difficult for cheaters to re-enter the game by purchasing or using other accounts.
Regarding the ban mechanism, officials also announced an expansion of the scope for first-strike permanent bans. The team aims to take faster action against violations where detection confidence is sufficiently high.
Stability and Bug Fixes
Beyond fair play, Store Update 1.47.0 includes several adjustments to game stability.
This update fixes an issue that could cause the game to crash when the server shut down and improves crash detection and diagnostic tools. For PS5 version, fixes have been implemented to address frequent crashes related to the physics engine, and the stability of the inventory interface has been further improved.
Regarding performance, the developers fixed an issue where inventory item tooltips could retain stale data. Previously, this issue could cause memory usage to gradually increase during extended play sessions, thereby compromising stability over time.
Additionally, various minor issues - such as those involving keyboard input, door synchronization, item trading, and backpack containers - have been resolved. For instance, a bug where keyboard input might fail after returning to the game from the background or launching it while the window was out of focus has been fixed; synchronization issues where doors appeared open to the player but remained closed in reality have also been corrected.
On the map front, the issue of abnormally dark lighting in Buried City has been improved, and certain visual glitches in Riven Tides have been fixed. Meanwhile, incorrect color rendering for various objects - including lockers, toolboxes, office chairs, vehicles, treasure chests, and shipping containers - has been addressed.
Other Noteworthy Updates
Beyond the fixes included in this update, the developers are reminding players to claim the community-created Rubber Ducks. Distribution of the reward emails will cease after October 8; players who have not yet claimed them must log in and do so before the deadline.
Furthermore, the registration window for the fifth Expedition is closing soon; players need to complete their preparations by 1:00 AM PT on September 29. The developers have specifically noted that there will be no Last Call phase this time, meaning late registration via an additional period will not be possible.
Overall, Store Update 1.47.0 serves as a period of refinement and reinforcement ahead of the official launch of Frozen Trail. It balances ongoing adjustments to anti-cheat measures, stability, and the general player experience with the steady release of teasers regarding Frozen Trail content. Specific details about this frozen map, the new ARC, and ARC Operation will be revealed during the upcoming first look.
With Frozen Trail Update, ARC Raiders has introduced more and more items, making Stash space increasingly limited. However, you still need to leave enough room for the loot you bring back from your next Raid.
Most items that take up Stash space can be crafted or obtained again within seconds. The items truly worth keeping are those that are difficult to obtain on demand or directly affect combat and Amplification system. Let's take a look at how to optimize your Stash.
ARC Raiders Inventory Guide after Frozen Trail | How to Manage Your Stash Efficiently
Augments And Shields
There is no reason to stockpile large numbers of Augments. All Augments require roughly the same materials at Gear Bench, and their crafting materials can be stacked. Keeping one or two stacks of the relevant materials is enough to craft Augments whenever you need them.
At most, keep a few Looting Mk. 3 (Survivor) and Looting Mk. 3 (Safekeeper) Augments. You can only bring one Augment into each Raid, so there is no reason to keep more than four or five finished ones. Recycle or otherwise dispose of any extras.
Regular Shields should not occupy your Stash for extended periods. Recycle any Shield with less than 70 durability to recover ARC Circuitry, then craft or obtain another one when needed. Heavy Shields are relatively rare and may be worth keeping.
Weapons and Outpost Storage
Keep one of each Legendary Weapon, while maintaining only a small selection of Amplified Weapons. You can retrieve them from your Outpost whenever needed.
For weapons you use regularly, keep three or four copies. One green and one gray weapon should be enough for each respective category. Recycle the rest.
You can also install a Weapon Rack on the wall of your Outpost. Use Decorate function to place weapons from your regular Stash onto the rack.
Next, select Put in Storage to move the entire Weapon Rack into your Outpost's furniture storage. The weapons will remain on the rack, freeing up the original wall space. You can then install another Weapon Rack and repeat the process.
ARC Raiders Outpost
Ammo
Avoid stockpiling large quantities of regular Ammo. If you have more than one million in funds, you only need to keep Energy Ammo and Launcher Ammo readily available. Both have daily acquisition limits and are becoming increasingly difficult to find.
Basic Ammo can be obtained as needed before entering a Raid, while Heavy Ammo should also be prepared according to your requirements. This prevents ammunition from occupying your Stash indefinitely.
Weapon Mods
Weapon Mods should not simply sit in your Stash. If you find a Mod compatible with one of your weapons, equip it. Lower-value Mods can be recycled or sold.
For example, a Shotgun Silencer is more valuable than a Shotgun Choke, so prioritize keeping or equipping it. Recycle surplus weapons to recover materials.
Over time, this approach will help you accumulate a good collection of Weapon Mods without having to store every weapon you find.
Quick Use
There is no single correct setup for your Quick Use slots. You can keep ARC Raiders items according to your playstyle, but at least one of each of the following is recommended:
Snap Hook
Photoelectric Cloak
Advanced Camera
Feather Launcher
Zip Line
Barricade Kit
You should keep a larger supply of healing and combat items. Sterilized Bandage, Herbal Bandage, and Smoke Grenade, for example, are worth keeping in one or two stacks or even a full row. They are useful in both PvE and PvP.
There is no need to stockpile large quantities of Stims or Shield Rechargers. You can obtain them directly from Lance and prepare five to ten of each before a Raid, depending on your needs.
Keys
Keys can also occupy a considerable amount of Stash space, so avoid holding onto low-value ones for too long. In general, green keys and most blue keys should be used or sold as soon as possible. Purple keys are worth prioritizing because they offer greater value and utility.
Hatch Keys are also not worth stockpiling. Crafting one only requires a single Advanced Electrical Component and three Sensors. You can also trade for one from Shani each day. Once you find a Hatch Key, try to use it within your next few Raids instead of letting it occupy Stash space indefinitely.
If you plan to challenge Emperor Dungeon regularly, consider stockpiling Emperor Gateway Conduits in advance. Ideally, keep two full stacks so you can enter the dungeon whenever you want without having to search for materials at the last minute.
Crafting Materials
The basic principle of Crafting Material management is to avoid both excessive stockpiling and shortages of essential components. Allocate your Stash space according to the needs of weapon upgrades, equipment repairs, and the late-game Amplification system.
Amplification System and Core Rare Materials
Keep two of each Amplification Module so you can upgrade your weapons whenever necessary. Surplus Modules can be recycled into Amplified Fragments.
Keep at least one or two stacks of Amplified Fragments. Each stack has a maximum capacity of 50, while repairing an Aphelion requires 51. Having two stacks on hand is therefore recommended.
Emperor Modulators and Frigate Inductors become largely obsolete once you have upgraded your Workbench, so you can sell them or give them to other players.
Keep one or two stacks each of Queen Reactors and Matriarch Reactors. Amplification system consumes large quantities of these materials, and they are not easy to obtain.
Rare Components
Keep two to four Assessor Matrices, each worth approximately 5K and obtainable only through Close Scrutiny. Keep two to four stacks or a full row of Complex Gun Parts, and break down any surplus.
Stockpile two stacks each of Exodus Modules and Magnetic Accelerators. Keep one stack each of Fluted Rotor Cores, Pneumatic Actuators, Pressure Regulators, and Repellent Valve Assemblies, as demand for these materials can spike during Amplification upgrades.
Leaper Pulse Units, Rocketeer Drivers, Turbine Compressors, and Vaporizers are all valuable ARC components, so keep as many as possible.
Core Materials
You do not need to maintain exact stockpiles of every Core Material. The priority is to have enough supplies for weapon crafting, equipment repairs, and everyday consumption.
Keep approximately one stack each of Electrical Components and Advanced Electrical Components, while stockpiling as many Advanced Mechanical Components as possible. Metal Parts and Rubber Parts can be refined into Mechanical Components, while surplus Rubber can be sold.
Keep around 50 of each Specialized Gun Part. Refine Simple Gun Parts into Heavy, Light, and Medium Gun Parts, aiming for approximately 50 of each. Keep one stack of Mod Components and craft them into Weapon Mods as soon as possible.
Keep at least 20 ARC Circuitry. ARC Alloy can be refined into ARC Circuitry, and surplus materials can be sold. Always keep Hand Drills when you find them, as they are required to craft Anvil.
Keep one stack each of Canisters, Duct Tape, Wood Planks, and Metal Sheets. Two to four Steel Springs should be sufficient. Durable Cloth should be obtained by refining Fabric, so avoid selling raw Fabric directly.
You can give surplus ARC Raiders Blueprints to your friends instead of letting them occupy valuable Stash space. Decorative items and similar collectibles can be placed in your Outpost. With a little time taken organizing your inventory, you should be able to free up at least several dozen Stash slots.
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.
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