ARC Raiders Update 1.39.0 ABMM Matchmaking | Defensive PvP Changes Create New Problems
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Published: Jul 31, 2026
ARC Raiders' ABMM matchmaking system is no longer much of a secret. If you actively attack other players, you will be placed into PvP-oriented matches. If you consistently remain friendly, you will be matched with players who behave in a similar way.
This system appears to naturally separate the two types of players, but once everyone understands how ABMM matchmaking works, some players with bad intentions can exploit it, even in supposedly friendly matches.

ABMM Matchmaking Optimization
As the player population has declined, the official team has been continuously adjusting the matchmaking system. Update 1.38.0 was automatically applied as a hotfix. Although it appeared to be a regular shop update, it actually included an important test.
The update mainly targeted matchmaking optimization during low player count periods, in specific regions, and under certain map conditions. The goal was to achieve more accurate matchmaking based on squad size and play style.
This could slightly increase Q times. The official team explained that the algorithm may take a little longer to find more suitable matches. This was only a test and not a permanent change.
More Advanced Tracking System
The key focus of this test was player playstyle rather than simply rank or squad size. The studio used a behavior spectrum system instead of dividing players into a simple "friendly" and "aggressive" binary. The system analyzes repeated behavior across multiple raids rather than making judgments based on only one or two matches.
The system distinguishes between players who actively initiate fights and those who only fight back in self-defense. Therefore, a single elimination will not immediately change your matchmaking profile.
Interactions with other players that occur rarely throughout an entire raid have very little impact on the overall profile evaluation. The system separately tracks behavior depending on whether you play solo, duo, or trio modes. This means you can enter more aggressive matches with friends while still being matched into friendlier environments when playing alone.
It should be clarified that expensive high-tier equipment does not automatically place you against stronger opponents. There is also no exclusive matchmaking system that completely removes PvP. The system only increases the possibility of players with similar styles encountering each other, but it is not absolute.
Live Update 1.39.0
Although Update 1.38.0 appeared to be a positive change, Live Update 1.39.0 released on July 28 caused some players to exploit the matchmaking system.
Defensive PvP adjustment changed how defensive actions were evaluated. Previously, players who fought back against attackers would still affect their PvP tendency score. The new test removed defensive actions from affecting matchmaking style and only counted behavior where players actively initiated combat.
However, players quickly discovered that this system contained an exploitable loophole. The method was that, in PvE-focused matches, some players with malicious intentions would deliberately jump in front of teammates or other players who were attacking large targets such as Queen, intentionally forcing themselves to be hit.
Once these players were shot, the system would determine that they had suffered an unfair attack. They could then legally retaliate without receiving penalties for "aggressive behavior." As a result, these fake PvP players could remain in low-aggression "peaceful" matches while continuing to take other players' loot. This type of intentional provocation has caused widespread reports and complaints within the community.
What Problems Does This Create?
When ARC Raiders first launched in October and November 2025, matchmaking was completely random. Players never knew whether they would encounter friendly players or intense PvP battles in the next match. This uncertainty was one of the game's core appeals.
However, the introduction of ABMM artificially divided matches into two categories: PvP-oriented and PvE-oriented. For players who only want PvE matches, being forced into PvP encounters is undoubtedly frustrating.
How Can It Be Solved?
Separate PvE
Based on the current situation, many players in the community believe the ideal solution would be to return to the early fully random matchmaking system. A separate pure PvE mode could satisfy players who have no interest in PvP.
Meanwhile, in the main PvPvE mode, ABMM system should be completely removed. In addition, adding pure team deathmatch or PvP competitive modes similar to Stella Montis could help separate different player preferences. This would allow different groups to enjoy the experience they want and potentially bring back players who left because they disliked PvP.
Security Protocol
Security Protocol system in China server is also considered a strong alternative solution. During an interview, ARC Raiders development team in China revealed that the official team is open to sharing ideas and data, meaning some systems from China server could influence the global version in the future.
During testing, Security Protocol mode became increasingly popular, with around 60% of players choosing to activate it during peak hours.
Security Protocol requires players to actively enable a red antenna marker to show hostile intent. Otherwise, they are treated as PvE players by others. This gives all players a warning instead of allowing one-sided betrayal. The design does not eliminate PvP, but instead makes hostile actions more transparent.
Exploits and matchmaking design issues are gradually damaging ARC Raiders' fairness and replayability. At the same time, widespread cheating is striking directly at the game's foundation. To restore player trust, the development team needs to make more careful adjustments to the matchmaking system or provide an entirely different game mode.
Being betrayed in a peaceful match is far more hateful than being killed by other players in a PvP game. If you are unfortunately killed by these despicable rats, you can buy ARC Raiders items from IGGM, then forget about ABMM matchmaking system and get your revenge on them.
Google is updating how content is shown. Don't miss our expert gaming guides, item trading insights, and latest patch updates, by setting IGGM as a preferred source.
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How Do You Survive the Hydra, Gas, and Laser Rooms in ARC Raiders Fallen Emperor?
ARC Raiders Fallen Emperor is packed with high-tier weapon upgrade materials and rare crafting resources, making it a rewarding destination.
However, this mini-dungeon is filled with dangerous enemies, traps, and hidden supply pods, while its internal layout changes each time it opens. Learning each room's mechanics and finding efficient routes will help you collect valuable loot and escape safely.
ARC Raiders Fallen Emperor Rooms Guide | How to Navigate Every Room and Find Rare Loot? Entrance Area
Although the internal layout changes randomly, the entrance area and final loot hangar remain fixed. These familiar sections provide useful landmarks when navigating the changing dungeon.
After activating the key, wait for the entrance corridor door to open. There is no loot here, so move on rather than wasting time searching.
The electrified battery cells will shock you if touched, shot, or otherwise provoked. Avoid interacting with them unless you have a specific reason to do so.
The easiest way past Hydra is to use a Photoelectric Cloak and walk straight past it. Alternatively, run through while taking damage or use a Snap Hook to cross.
You can also bring a Hullcracker with at least one stack of ammunition. Eight to nine shots are usually enough to destroy a Hydra turret, making this a practical option if avoiding the enemy is difficult.
Engine Room and Elevator
ARC Raiders Engine Room and Elevator Engine Room contains eight yellow buttons that must be destroyed. Shoot the four buttons in the upper center first, followed by the four around the perimeter. Disabling all eight removes the central shield and electrical hazards, opening access to Piston Room. Make sure every button is destroyed before moving on.
Use the piston elevator to reach the second or third level. The first level has no ARC Raiders items, but the other two often contain round, destructible containers that can drop ARC Data Modules and Amplified Components. Check these containers whenever your route allows, as they can provide useful crafting materials.
Continue upward to the top-level cargo bay, where numerous supply pods await. Some have better loot chances, but opening them triggers an explosion countdown. Collect their contents and move away quickly. Do not stay beside a pod after opening it, even if you have not finished checking the surrounding area.
Gas Room
ARC Raiders Gas Room Gas Room is filled with toxic gas that drains stamina, similar to a Matriarch's gas or a Gas Grenade. Sprinting consumes stamina rapidly, so avoid unnecessary movement and plan your route before entering.
As the side walls close in, sprint into the central square pit and crouch until they shut. Then continue forward. Timing is important because getting caught between the moving walls can make the crossing much more difficult.
The space opens after the first set of walls, but the gas becomes active again. Reach the other side quickly, watching for supply pods near the exit, as these can also explode.
To escape, sprint through the exposed hydraulic piston area beside the central walls as they close. Climb the large structure to find a small door in the wall. Wait for the walls to close again or use a Snap Hook to get through.
Inside, check the destructible containers and climb the yellow ladder. When you can go no farther, jump backward and grab the ladder behind you to escape. Keep moving carefully through this section rather than spending too long searching for extra loot.
Maze Room
Maze Room has two variants. The basic version features low walls, with small enemies and fireballs emerging near the ground. These threats can interrupt your movement, so stay alert while navigating the narrow corridors.
Look for the exit door marked by white lights, usually on the large white wall opposite the entrance. Clear nearby enemies and follow the longest corridor toward the outer wall. Focusing on the exit is more efficient than checking every corner.
The second variant has yellow buttons on the walls. Destroy enough of them to activate the central pillar, the only pillar that reaches the ground. It will then move up and down, changing how you can navigate the room.
This variant is always followed by Gas Room, where you will drop into a central pit. A Snap Hook can help you leave the maze before destroying every button, allowing you to avoid unnecessary delays.
Laser Room
ARC Raiders Laser Room Lasers rotate and move vertically throughout the room. Touching them sets you on fire and deals damage, so bring healing items before attempting the crossing.
Watch their movement and use supply pods as cover to cross safely between laser cycles. Pay attention to both their rotation and vertical movement, since a gap that appears safe may close quickly. Sprinting straight through is possible but risky, especially without full health and strong shields.
For a first attempt, move through the center and observe the laser patterns before advancing. A Snap Hook or grappling hook can help you cross, but standing still in certain spots may leave you vulnerable to head hits. Avoid lingering in exposed areas, even when the route ahead appears clear.
Hydra Room
This large parkour room spawns three hidden Hydras when you enter and come into view. Your approach depends on whether you enter from below or above. In either case, reaching the exit quickly is usually more important than destroying every turret.
Entering from Below
Locate the exit first. Look toward the upper-left door and check for white lights on both sides. Identifying the correct route early prevents unnecessary detours.
Use a Snap Hook quickly. Aim for upper platforms or landing spots near the exit to minimize time on the ground.
Avoid the crushers. Crushing mechanisms may repeatedly open and close at the bottom. Do not linger in danger zones while targeting Hydras.
Fight only when necessary. If a turret locks onto you, take brief cover and attack with a Hullcracker. Avoid tanking fire in the open, especially when several enemies can target you.
Exit through the upper-left door. Once you reach it, go through immediately. There is no need to clear the entire room.
Entering from Above
Land on the cargo container ahead. Use it as a landing platform instead of jumping straight to the bottom.
Destroy the first activated Hydra. If it spots you, use a Hullcracker to eliminate it quickly and reduce the immediate threat.
Slide down the rail. Once below, move around the turret and avoid exposed areas where incoming fire can leave you vulnerable.
Use a Snap Hook to reach the left exit. The other two Hydras may lock onto you, so move quickly. Delaying your escape increases the chance of facing additional attacks.
Connecting Shafts
Several connecting shafts lead toward the final loot room and are worth exploring. You can deliberately trigger electrified battery cells, then jump onto them once the electricity dissipates to reach other areas. This technique can help you navigate between platforms that would otherwise be difficult to access.
Some warm yellow-lit corridors lead back to the cargo bay rather than the final loot room, so watch your route. Check the direction of each passage before continuing, especially when you are close to the end of the dungeon.
Destructible containers are plentiful here and may drop Data Modules and Amplified Components. Inspect them when convenient, but avoid taking unnecessary risks if you already have valuable loot and are ready to leave.
Final Loot Room
ARC Raiders Final Loot Room The entrance is sometimes a ventilation duct that requires a grappling hook or a drop from above. Usually, you enter from an elevated position near a ladder and can land on the edge or drop to the bottom.
Once you touch the ground, the lights turn red, and a Vaporizer, multiple Fireflies, Hornets, and Wasps spawn. Prepare to move immediately rather than standing in the open.
A few seconds later, the hangar doors open, revealing six yellow buttons, three on each side. Destroy all six to stop ARCs from targeting you and unlock additional containers. Prioritize these buttons to make looting safer.
Fighting ARCs is unnecessary. After destroying the buttons, hide behind the containers on the right for 10 to 15 seconds to avoid combat.
Leaving ARCs alive is often advantageous because they can attack other players entering through the door. Once they fly away, loot the room and check the available containers for valuable materials.
The front entrance doubles as the exit, and a Snap Hook makes escaping easier. Drop down one level, use your grappling hook to reach the next level, then take the zipline or follow the front route down. Leave with your backpack full of valuable loot.
Fallen Emperor offers valuable rewards but remains dangerous. Bring healing items if your weapons are weak, and use an Extract Call when needed to improve your chances of escaping safely.
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How to Complete Soul's Offering and Unlock All Event Rewards in ARC Raiders Live Update 2.3.0
After more than a month, ARC Raiders has finally received a new Live Update - 2.3.0. This update not only introduces the brand-new Noxious Set but also brings several balance adjustments and bug fixes.
Among them, the debut of the new player project Soul's Offering is undoubtedly the most noteworthy content of this update. Let's take a closer look at the new content and changes this update brings to players.
Soul's Offering: A Limited-Time 20-Day Commemorative Project
ARC Raiders Adds Soul's Offering in Live Update 2.3.0 Alongside New Loot and Blueprint Changes ARC Raiders also welcomes its own Halloween event - Soul's Offering. As the core of the narrative and gameplay of this update, this project went live on October 27th and will last until November 16th.
The event revolves around the various contradas of Toledo. Despite differing opinions on surface casualties, they share a common grief over the loss of their comrades. To commemorate the Raiders who fell to the ARC offensive, residents from Ferrovia, Vaulto, and Murteta will build memorial shrines to remember their fallen comrades.
The project is divided into four phases. In the first three phases, players need to collect and submit specific ARC Raiders items. The specific requirements and rewards for each phase are as follows:
Phase 1: Construct Vaulto's Offering
Required Materials:
- Dead Flowers × 1
- Rock Salt × 2
- ARC Alloy × 15
- Expired Respirator × 1
Dead Flowers and Rock Salt are trinkets without fixed spawn points. It is recommended to prioritize searching drawers, cabinets, and other containers in residential areas. ARC Alloys can be obtained from ARC debris other than Ticks, while Expired Respirators are random loots; containers in residential areas are also worth searching.
Completion Rewards: Stiletto II, Extended Barrel I, Angled Grip II, Stable Stock II.
Phase 2: Construct Ferrovia's Offering
Required Materials:
- Dead Flowers × 3
- Railway Lanterns × 2
- Advanced ARC Powercell × 15
- Remote Raider Flare × 10
Note: One Dead Flowers was consumed in Stage One, so a total of four are needed for the first two stages. Continue collecting even after finding the first one.
Railway Lanterns are also considered ticks; Advanced ARC Powercells can be obtained from larger ARCs, with the wreckage of Bombardier and Bastion being priority targets. Remote Raider Flare can be crafted at the Workstation or may appear as a random loot.
Completion Rewards: Torrente II, Compensator III, Extended Medium Mag III, Stable Stock III.
Phase 3: Construct Murteta's Offering
The rarity of materials required in this phase increases significantly:
- Fancy Plates × 2
- Mask Fragment × 1
- Insulation Roll × 1
- Fertilizer × 5
Fancy Plates are epic trinkets with no fixed spawn locations, making them difficult to obtain. Mask Fragments are also relatively rare; some players have reported finding them in Pendola Pass. Insulation Rolls can be obtained by searching random loot and Raider Caches, while the swampy areas of Dam Battlegrounds are a good place to search for Fertilizers.
Completion Rewards: Vulcano I, Shotgun Silencer, Extended Shotgun Mag III, and Fireworks Box × 3.
Important Note: These 3 Fireworks Boxes are key items for Phase Four; it is recommended to keep at least one for the final mission.
Phase 4: Honor the Fallen
The final task no longer requires additional material collection. Players simply need to carry at least one Fireworks Box, travel to Buried City, find the route to the rooftop of Santa Maria Houses, and set off fireworks at the designated location to complete the tribute ceremony.
Upon completion, players will receive Pilgrim backpack and Offering Display Table Design.
Emperor Loot Redistribution
ARC Raiders Emperor Emperor's loot redistribution is one of the most impactful changes in this update. After the update, containers near the entrance have a higher probability of producing low-tier rewards, while high-tier loot is more concentrated deeper inside.
This change reduces the reward density of quickly clearing the entrance, allowing Raiders willing to venture deeper into the Emperor and take higher risks to receive commensurate rewards.
Update 2.3.0 also expands the vulnerability prevention mechanisms for locked rooms inside the Emperor to improve fairness in these areas and limit the placement of Barricade Kits that overlap with entity boundaries or are crammed into overly narrow spaces.
Blueprint Drop Rules Adjusted
This update adjusts the blueprint drop rules for six weapons in ARC Raiders: blueprints for Dolabra, Bobcat, Equalizer, Jupiter, Tempest, and Volcano can now drop under any major map condition, no longer requiring specific conditions like Hurricane, Electromagnetic Storm, or Night Raid.
However, the overall drop rate for these ARC Raiders blueprints has been slightly reduced to balance the increased acquisition opportunities. In other words, players no longer need to wait for specific map conditions, but whether the actual rewards are improved still depends on their play frequency and looting routes.
The adjustments to Emperor Key blueprints are different. Their drop rate in Redirection Pods has been reduced, but these containers now have a small chance of producing ARC parts and high-tier ARC loot.
Therefore, not all blueprint acquisition methods have become easier: Emperor Key blueprints are actually harder to obtain, while other potential rewards from Redirection Pods have increased.
In addition, the 2.3.0 update also fixes a previous issue where the rarity and drop rate of furniture designs were inverted. After the adjustment, the actual drop rate matches the item's rarity.
Equipment and Consumable Adjustments
ARC Raiders Heavy Shield This update includes targeted adjustments to Heavy Shield, Flame Spray, and Firefly Burner, while also optimizing the usage mechanism of Adrenaline Shot.
The base charge value of Heavy Shield has been increased from 80 to 90. The official statement indicates that the adjustment to the durability consumption rate of Frozen Trail has brought significant changes, but the overall usage rate of Heavy Shield remains low.
Therefore, this update enhances its survivability by slightly increasing the base charge value, while avoiding further widening the gap between heavy and medium shields. For builds that rely on Heavy Shield, this change is expected to provide more stable protection in sustained firefights.
Flame Spray's damage per second has been increased from 10 to 13, while its durability consumption has been reduced by 50%. The adjustments to both damage and usage cost further enhance its practicality in close-range suppression and area control.
The Firefly Burner's trigger mechanism has also undergone a significant change. Previously, players needed to shoot the device to trigger its flame release; after the update, the device activates immediately upon impact, leaving a trail of flames as it moves, and explodes after approximately 3 seconds. This makes it more suitable for rapid deployment to block passageways, restrict enemy movement, or hinder enemy advances.
Furthermore, Adrenaline Shot can now be used when stamina is full, but repeated use no longer stacks effects; instead, it refreshes the duration of the existing effect.
Overall, ARC Raiders Live Update 2.3.0 not only brings limited-time missions and new rewards through Soul's Offering but also reworks loot distribution, blueprint acquisition methods, and the in-game performance of several items. Whether you want to complete events, collect rare blueprints, or optimize combat setups, this update offers noteworthy new changes.
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What Is the Fastest Way to Get Research Points in ARC Raiders?
ARC Raiders Frozen Trail update introduces Amped Weapons, Level 5 Gunsmith, and Research Bench.
Each Amped Weapon Mod requires 5,000 Research Points. There are several ways to earn Research Points, including collecting books and finding random loot during raids. Some farming methods are highly efficient, often yielding 1,000 to 2,000 Research Points in a single run.

Research Point Items
Following the update, 5 items can directly grant Research Points:
- Battered Paperback: 50
- Raider Logbook: 100
- Exodus Technical Handbook: 150
- ARC Data Module: 200
- Frigate Diagnostic Node: 1,000
ARC Data Modules and Frigate Diagnostic Nodes are your primary targets, as both appear frequently across the farming methods below. Alternatively, you can save time by choosing to buy ARC Raiders items that provide Research Points.
ARC Frigate

ARC Frigate event is one of the most popular ways to farm Research Points. All you need to do is enter a raid on a map with ARC Frigate condition. Board the ship and prioritize looting breachable gray containers. Focus on finding Frigate Diagnostic Nodes and ARC Data Modules, then extract safely. You can earn a substantial amount of Research Points in a single run.
The key to farming ARC Frigates is managing your backpack space wisely. If you bring too much gear, you will have less room for loot, and you will lose everything you carry if you go down. Bring too little, however, and you may struggle to defend yourself around the containers when other Raiders or ARC enemies show up.
When Vaporizer, Rocketeer, and Hydra enemies start shooting at you, you must handle them properly or risk missing your chance to open the containers. Whoever reaches a container first gets Data Module first. Whether you enter fully geared or with minimal equipment, the fundamental challenge is still a race to the lower deck.
A recommended route is to approach from either the left or right wing and climb along the wing structure. Bring enough Adrenaline Shots to maintain your stamina while climbing. Most players head straight to the bottom to open Breachable Containers, so reaching the upper level first can often let you loot two or three containers uncontested.
Along the way, you can take advantage of the wind to sprint past Hydras. Use an Adrenaline Shot to restore your stamina, then sprint around them. Afterward, activate Photoelectric Cloak and move toward the middle section on the right, where a container is usually guaranteed to spawn on the wall.
Fallen Emperor

The second method is to hunt for ARC Data Modules inside Fallen Emperor. First, you need a key called Emperor Gateway Conduit, which requires the following materials:
- 1× ARC Insulated Coupler
- 1× ARC Conductive Coupler
- 1× ARC Plated Coupler
Most importantly, you must also have Emperor Gateway Conduit blueprint. Without it, you cannot craft the key at Workbench, even if you have collected all the required materials.
Once you have the key, enter the dungeon. Data Modules can be found throughout Fallen Emperor. They may spawn in any Breachable Container, explosive missile pod, or blue non-explosive pod, but the largest haul is consistently found in the final room.
The final room is currently the best location in the game for obtaining large quantities of ARC Data Modules. Entering it triggers enemy activity and alarms. First, take cover behind a fallen container or in a recessed area to avoid being targeted by multiple flying ARC enemies.
Next, shoot the 6 yellow nodes on the walls, with three on each side. Once all six are destroyed, the ceiling opens, potentially allowing enemies such as Wasps, Hornets, and Vaporizer units to enter.
After destroying all the nodes, loot pods will emerge from the walls. Search these pods for high-value materials and ARC Data Modules.
Pendola Pass Containers
If you do not want to take on Fallen Emperor or ARC Frigate event, you can also earn Research Points by searching containers throughout Pendola Pass.
The first priority is to loot Raider supply containers. These include Weapon Cases, Ammo Cases, Grenade Cases, Backpacks, and Medbags. When no cases are available, make sure to check Drawers as well.
These containers have a high chance of yielding ARC Raiders blueprints and Research items, with loot quality ranging from gray to purple. They also offer relatively consistent results, especially on Pendola Pass. The map features both reliable container spawns and a high concentration of loot locations, making it the preferred map for this farming method.
For primary points of interest, prioritize Commissary Supermarket, Railyard, and Cielo Sereno Observatory. If you spawn on the corresponding side of the map, focus your route around these areas. They typically contain multiple Raider container spawns and Drawers, making them excellent primary looting targets.
Secondary points of interest include Dispatch Tower, Railroad Junction, and Deep Space Telescope. These locations also have a high density of Raider containers, making them worthwhile stops along your route.
When planning your route for each raid, try to visit at least Supermarket or Railyard, as either location can yield more than 1,000 Research Points in a single run.
Snow Shelters
If you can reach Snow Shelters before other players, a single shelter may yield 500 to over 1,000 Research Points, along with other high-quality gear.
Therefore, whenever a storm hits, keep an eye out for Snow Shelters. They can significantly increase your loot haul and even turn an otherwise unsuccessful raid around.
Each of these three farming methods has its own advantages and disadvantages. If you are highly familiar with ARC Frigate event, you can earn around 1,500 Research Points per hour. Fallen Emperor takes time to prepare because crafting the key can be tedious, but it could be the most efficient method otherwise. Pendola Pass container farming, meanwhile, is less consistent. Ultimately, you can choose whichever method suits your playstyle best.
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How to Kill Turbine Fast in ARC Raiders after Update 2.2.0
Regardless of how ARC Raiders develops through updates, ARC Turbine has firmly established itself as a high-value, unavoidable target in many matches.
Previously, encountering a Turbine was largely a matter of luck; it only had a chance to spawn in certain sessions, forcing players to repeatedly enter the map just to get a shot at it.
With the arrival of ARC Raiders Update 2.2.0, the spawn rate for Turbines has been significantly increased.
In maps like Buried City, Riven Tides, Blue Gate, and Spaceport - where Turbine previously only had a chance to appear - it now shows up in the vast majority, if not all, of your matches.
In other words, Turbine has shifted from an occasional encounter to a target that warrants proactive planning before you even engage.
If you want to consistently take down a Turbine and secure its most prized loot - Turbine Compressor - you'll need to be strategic about your engagement range and the specific ARC Raiders items you bring into the fight.
What makes Turbine a threat?
The primary danger posed by Turbine is its Cluster Lightning Missiles. Once deployed and triggered, these create hazardous zones of electricity.
If you remain stationary and continue firing at close range, you're highly likely to step on a mine - leading to an instant, fatal outcome.
Therefore, your tactical focus in ARC Raiders should be clear: either use a Barricade Kit to completely block off the minefield and break Turbine's line of sight, or maintain enough distance to stay out of the lightning's reach.

Close-Quarters Demolition
When ARC Turbine is provoked and begins its assault, activate your Photoelectric Cloak to close the distance. Once inside the minefield, stay in a crouched position - crouching prevents the mines from detonating.
Don't hesitate; identify a relatively flat patch of ground near Turbine and immediately deploy your Barricade Kit to create an enclosed, four-sided space around yourself.
Once the enclosure is set, you can jump, roll, sprint, or strafe freely - actions that would otherwise trigger the surrounding mines.
Within your barricade, these chain-reaction explosions won't harm you, nor will they allow the Turbine to lock onto your position.
Next, remove one of the barriers - specifically one not facing Turbine - and observe the enemy's charging state.
When a blue light ignites at its center and the unit begins to spin rapidly, it will soon slow down and deliver a heavy impact to the ground; this is the moment you've been waiting for.
The unit will pause briefly (for up to about 15 seconds). Seize this opportunity to sprint forward, jump, and attach the two Deadline explosives you brought with you onto the base of the rotating, yellow, cylindrical core at the center of Turbine.
Try to position the two Deadlines on opposite sides of the rotating cylinder.
If both Deadlines are placed correctly, Turbine will explode and disintegrate shortly after it takes off.
Once you have mastered this procedure in ARC Raiders, the time from placing the first Deadline to successfully destroying Turbine can be reduced to approximately 17 seconds.
However, be aware that if both Deadlines are attached to the same side of the cylinder base, Turbine may not disintegrate, requiring a third Deadline to finish the job.
If Turbine survives and manages to take flight, immediately retreat back into your deployed Barricade Kit and replace the fourth wall to restore the enclosed space; this will keep you safe from the lightning strikes.
You can retrieve your Barricade Kit and most of your other gear; the only resources consumed are Deadlines.

Ranged Combat
If you prefer to avoid close-quarters combat, you can use a Jupiter or Amplified Jupiter to attack the aforementioned critical cylindrical structure of Turbine from a distance.
What is the ideal range - safe yet efficient? Staying beyond 150 meters keeps you out of reach of the lightning, while remaining within 170 meters ensures that Jupiter's damage does not fall off.
Once you are within this range, wait for Turbine to land and stabilize, then aim for those yellow cylinders and fire without hesitation.
By patiently maintaining a distance of 150 to 170 meters and consistently landing shots on Turbine's weak points, you can take it down with approximately 36 rounds.
Of course, if you prefer close-quarters combat, you could use Hullcracker, or employ a Snap Hook to reach the top of Turbine and attack it from there.
But the question is: Are you prepared to take the risk of being instantly wiped out by either of these approaches?
All things considered, we recommend a more controlled, long-range strategy for taking down Turbine.

Hybrid Strategy
Some clever players have come up with a way to combine Deadline and Jupiter strategies to ensure Turbine is destroyed quickly.
Essentially, you carry a few Deadline charges, along with a Jupiter as a backup; if Turbine doesn't explode and fall apart from Deadline hits, you can simply follow up with a few shots from Jupiter.
Two Deadline charges are usually enough to leave Turbine on the brink of destruction, allowing you to finish it off in no time - all that remains is to figure out how best to utilize ARC Raiders Turbine Compressor.
With these strategies - and the improvements brought by ARC Raiders Update 2.2.0 - Turbine will no longer be a problem for you!
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ARC Raiders vs MW4 DMZ: Did the PvE Test Ending or New Competition Trigger the Player Drop?
ARC Raiders has experienced a sharp decline in its Steam daily peak player count, and the timing has sparked a debate across the extraction shooter community. Did players leave because developer ended its temporary PvE matchmaking test, or did Call of Duty: Modern Warfare 4 DMZ arrive at exactly the right moment to steal their attention?
The controversy intensified after a social media post claimed that ARC Raiders had dropped from approximately 159,000 peak concurrent players on Sunday, October 18, to just 69,000 by Thursday, October 22.
However, the available Steam historical figures tell a somewhat different story. ARC Raiders recorded approximately 159,445 peak concurrent players on October 18 and 85,438 on October 22, representing a decline of roughly 46.4%. The daily peak then recovered slightly to 90,644 on October 23.
Two major events overlapped with this decline: ARC Raiders concluded its weeklong PvE experiment on October 20, while Modern Warfare 4 DMZ entered Early Access that same day.
Both developments may have influenced player activity, but neither has been proven to be the primary cause.
The situation is particularly interesting because ARC Raiders had recently experienced renewed activity surrounding its Frozen Trail update and PvE testing period. Understanding what happened requires looking beyond a few days of Steam statistics.

How Much Did ARC Raiders' Steam Player Count Actually Drop?
The most useful starting point is the game's recent Steam activity rather than the viral claim alone.
Historical Steam tracking data shows that ARC Raiders' daily peak declined significantly between October 18 and October 22, although it did not fall as far as the social media post suggested.
ARC Raiders Steam daily peak concurrent players, October 18–23, 2026
Date Daily Peak Daily Change Oct. 18 (Sunday) 159,445 — Oct. 19 (Monday) 125,761 -21.1% Oct. 20 (Tuesday) 99,727 -20.7% Oct. 21 (Wednesday) 86,649 -13.1% Oct. 22 (Thursday) 85,438 -1.4% Oct. 23 (Friday) 90,644 +6.1% Historical figures from Steam player tracking. Minor differences may occur between tracking services because of sampling intervals and reporting methods.
The numbers reveal something the original social media discussion overlooked: ARC Raiders was already losing daily peak concurrency before MW4 DMZ entered Early Access on October 20.
The decline began between Sunday and Monday, when the game's peak dropped by more than 33,000 players. Another substantial decline followed on Tuesday.
By Thursday, the daily peak was approximately 74,000 players below Sunday's level, not 90,000. Friday then brought a modest recovery.
This timeline weakens the argument that MW4 DMZ alone caused the decline.
It also raises another question: Was ARC Raiders returning to a more typical activity level after an unusually busy period?
Why Does Frozen Trail Update Matter?
The player-count debate becomes more interesting when looking at what happened earlier in October.
On October 8, studios released Frozen Trail, a major ARC Raiders update accompanied by a free-play period running from October 8 through October 12.
The update and promotional period gave both existing players and newcomers reasons to return or try the game.
The impact was visible in Steam activity.
On October 7, before the update, ARC Raiders recorded approximately 43,993 peak concurrent players. On October 8, that figure jumped to roughly 130,755.
The game subsequently reached approximately 185,443 concurrent players on October 11.
That means ARC Raiders had experienced a substantial surge in activity before PvE test concluded or MW4 DMZ arrived.
This is a crucial detail because October 18 peak of 159,445 was still far above the levels recorded before Frozen Trail.
The later decline may therefore reflect several overlapping developments: the end of a free-play promotion, players completing new content, the conclusion of PvE test, ordinary weekday activity patterns, and the arrival of another extraction shooter.
Notably, the free-play period ended on October 12, while PvE matchmaking experiment continued until October 20. The two events should not be treated as a single promotion.
A temporary surge followed by declining concurrency is not unusual for a live-service game, particularly after a substantial update or promotional event.
However, the available figures do not reveal how much of the decline came from each factor.
The more useful question is whether ARC Raiders can retain the additional audience it attracted during Frozen Trail, rather than whether every player who participated in the October surge remained active afterward.
Did Ending ARC Raiders PvE Test Cause Players to Leave?
ARC Raiders PvE matchmaking test ran from October 13 through October 20, giving players a temporary alternative to the game's standard PvPvE experience.
Instead of entering raids where other players could attack them, participants could select dedicated PvE matchmaking and focus on fighting ARC machines, collecting resources, and surviving environmental threats.
The experiment introduced several important changes:
- Player-to-player damage was disabled.
- Stun and fire throwables could not affect other Raiders.
- Overall loot value was reduced compared with standard PvPvE sessions.
- Different squad sizes could encounter one another without the usual squad-separation priority.
- Major map conditions, including Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection, were excluded.
These restrictions made the test different from simply removing PvP while leaving every other system unchanged.
Embark had to consider how reduced combat risk might affect equipment acquisition, resource gathering, and the overall extraction experience.

More Than 30 Million PvE Rounds Showed Significant Participation
On October 20, Embark confirmed that players had completed more than 30 million PvE rounds during the weeklong experiment.
That is a substantial volume of gameplay data for the studio to analyze.
However, it does not establish that 30 million different players participated, nor does it reveal what percentage of the player base preferred PvE.
Embark acknowledged that the experiment had generated polarized reactions and said it would examine both gameplay statistics and player feedback before determining its next steps.
The studio also began distributing a survey to a representative sample of players on October 22, with additional information expected in November.
The key issue is whether PvE attracted a distinct audience that would otherwise avoid ARC Raiders' standard extraction format.
For players who prefer cooperative exploration, PvE removes the possibility of being killed directly by another Raider. That can make resource gathering and encounters with ARC machines feel less confrontational.
However, it also changes the tension that defines traditional extraction gameplay.
Players who enjoy negotiating with strangers, anticipating ambushes, or deciding whether another squad can be trusted may find standard PvPvE more engaging.
Neither preference is inherently more valid.
Embark's challenge is determining whether the two experiences can coexist without weakening the game's core identity or creating significant progression imbalances.
Why PvE Test's Ending Cannot Explain Everything?
The timing matters.
ARC Raiders' daily peak had already fallen from 159,445 on October 18 to 125,761 on October 19, while PvE test was still running.
That decline occurred before the scheduled conclusion of the experiment.
Although players may have anticipated the test ending, the numbers do not support treating the removal of the toggle as the sole explanation.
The data also cannot distinguish players who stopped playing because PvE ended from those who simply reduced their activity after Frozen Trail.
What can be established is that PvE experiment attracted considerable participation and gave Embark an important opportunity to evaluate a different approach to extraction gameplay.
Whether that experiment translates into a permanent mode remains undecided.
Did MW4 DMZ Early Access Steal ARC Raiders Players?
Modern Warfare 4 DMZ entered Early Access on October 20, the same day ARC Raiders concluded its PvE test.
Players who preordered or prepurchased a qualifying digital edition of Call of Duty: Modern Warfare 4 could access DMZ ahead of the full game's October 23 launch.
The timing created direct competition for extraction shooter players.
Modern Warfare 4 DMZ introduces a military-focused extraction experience set in Hajin Exclusion Zone, where players can deploy alone or in squads, complete objectives, confront hostile forces and rival Operators, collect valuable equipment, and attempt to extract successfully.
For players who already enjoy Call of Duty's combat systems, the new DMZ offers a familiar foundation combined with extraction mechanics.
That makes it reasonable to consider whether some ARC Raiders players temporarily shifted their attention to the new release.
But there is a difference between a plausible explanation and a demonstrated cause.
The available Steam figures do not identify which ARC Raiders players also launched MW4 DMZ, how much time they spent in either game, or whether they intend to return.
Moreover, the decline in ARC Raiders' daily peak began before DMZ Early Access.
MW4 DMZ may have contributed to competition for players' time, but the evidence does not establish that it caused the reported player drop.
Why MW4 DMZ Could Still Be a Serious Competitor
The potential competitive pressure extends beyond launch-week curiosity.
Modern Warfare 4 DMZ emphasizes structured operations, including Story Missions, Dynamic Operations, Side Ops, and high-value target hunts.
It also features a Forward Operating Base, or FOB, where players can manage equipment and prepare for future deployments.
FOB includes inventory storage through Stash, weapon purchasing, and a 3D Printer crafting station.
Persistent equipment and Operator progression add reasons to continue playing beyond a single successful extraction.
These features could appeal to players who prefer clearly defined objectives and long-term progression systems.
However, whether they translate into stronger player retention will depend on how the mode performs beyond its initial release period.
A major franchise can attract attention quickly. Sustaining that attention is a different challenge.

ARC Raiders vs MW4 DMZ: Which Extraction Shooter Offers More?
Although both games belong to the extraction shooter genre, they offer distinct gameplay experiences.
Feature ARC Raiders MW4 DMZ Setting Post-apocalyptic science fiction Modern military conflict Perspective Third-person First-person Primary threats ARC machines and other Raiders Hostile factions and rival Operators Extraction gameplay Exploration, scavenging, survival Missions, tactical combat, extraction PvE option Temporary test ended October 20 PvPvE-focused extraction mode Progression Crafting, equipment preparation, resource gathering Missions, Operator development, equipment management Key appeal Environmental danger and unpredictable encounters Familiar military gunplay and structured operations What Makes ARC Raiders Different?
ARC Raiders builds much of its identity around the danger posed by powerful mechanical enemies.
Players must navigate hazardous environments, manage ammunition and equipment, and decide whether encounters with other Raiders are worth the risk.
Its third-person perspective, science-fiction atmosphere, and emphasis on scavenging create a different rhythm from Call of Duty.
The game's PvPvE structure also makes human encounters unpredictable. A nearby player may become an ally, ignore you entirely, or attempt to take your equipment.
That uncertainty is a central part of the experience.
For players who enjoy emergent interactions and environmental survival, ARC Raiders offers something that a military-focused extraction shooter cannot simply duplicate.
What Makes MW4 DMZ Different?
Modern Warfare 4 DMZ places greater emphasis on military operations and mission-based progression.
Players enter Hajin to complete objectives, recover resources, and secure equipment for future deployments.
Forward Operating Base provides a persistent preparation system, while Operator progression offers additional long-term goals.
This structure may appeal to players who want their extraction sessions organized around specific missions rather than primarily around exploration and scavenging.
The distinction is important because the two games are not necessarily competing for identical preferences.
Some players may enjoy both, switching between them depending on whether they want science-fiction survival or military combat.
The existence of a strong competitor does not automatically mean one game must replace the other.
How Could PvE and DMZ Competition Affect Items, Loot, and Progression?
Loot is one of the most important systems connecting ARC Raiders and MW4 DMZ.
Both games depend on giving players meaningful reasons to enter dangerous environments, collect valuable resources, and attempt successful extractions.
However, the way each game manages risk can influence how players approach equipment progression.
ARC Raiders Items and the Risk of PvE Farming
In ARC Raiders, weapons, crafting materials, equipment, and other resources support preparation for future raids.
The temporary PvE mode reduced overall loot value compared with standard PvPvE matchmaking.
That restriction was important because eliminating direct player damage also reduced one of the major risks associated with extracting valuable equipment.
If PvE offered identical rewards with substantially less danger from other players, it could change how players choose to gather resources.
Players focused on collecting ARC Raiders items might naturally prefer the lower-risk environment, particularly when farming crafting materials or preparing replacement equipment.
This creates a balancing challenge for Embark.
A future permanent PvE option would need reward rules that make cooperative extraction worthwhile without making standard PvPvE progression feel unnecessarily punishing.
The October test provides information that could help the developer evaluate those trade-offs.
COD MW4 DMZ Items and Persistent Equipment Progression
Modern Warfare 4 DMZ also makes equipment management a central part of its extraction loop.
Players collect weapons, backpacks, resources, and other useful supplies during operations, then attempt to extract with their gear intact.
The FOB's Stash and crafting facilities support preparation for subsequent deployments.
This gives MW4 DMZ items practical value beyond individual firefights, since successful extractions can contribute to future mission readiness.
For players comparing the two games, the important distinction is how equipment progression interacts with combat risk.
ARC Raiders emphasizes scavenging in a hostile science-fiction environment, while MW4 DMZ connects loot collection with military objectives and Operator preparation.
Neither approach has been established as having a superior item economy.
The more relevant question is which system makes successful extraction feel rewarding enough to justify another deployment.
Will ARC Raiders Bring Back PvE Mode?
As of October 24, 2026, studios has not confirmed that dedicated PvE matchmaking will become permanent.
The October 13–20 test has ended, and the game has returned to its standard PvPvE matchmaking structure.
Embark is reviewing the more than 30 million PvE rounds recorded during the experiment, alongside player feedback and survey responses.
The studio expects to provide further information in November.
That follow-up could become an important development for the game because it may clarify whether Embark intends to support players who prefer cooperative extraction without direct PvP combat.
Until then, players should not assume that ARC Raiders PvE toggle will return unchanged or that the test's participation numbers guarantee a permanent mode.
Is ARC Raiders Really Losing Players to MW4 DMZ?
ARC Raiders experienced a significant decline in its Steam daily peak player count between October 18 and October 22, but the available evidence does not establish that Modern Warfare 4 DMZ caused it.
The timing is certainly notable.
ARC Raiders ended its PvE matchmaking experiment on October 20, while MW4 DMZ entered Early Access that same day.
However, the broader October timeline shows that ARC Raiders had already experienced a major activity surge following Frozen Trail and its free-play period.
The game's daily peak also began declining before DMZ launched, and it recovered slightly on October 23.
These details suggest a more complicated situation than a straightforward story of one extraction shooter stealing another's audience.
For Embark, the immediate challenge is understanding whether the PvE experiment attracted players who are unlikely to remain engaged with standard PvPvE matchmaking.
For Modern Warfare 4 DMZ, the challenge is converting launch-week interest into sustained activity through missions, progression, and future content.
Both games have distinct strengths, and their competition may ultimately benefit players by encouraging continued improvements.
For now, ARC Raiders has experienced a measurable decline from its October peak, but there is no verified evidence that MW4 DMZ is responsible for that decline.
The next meaningful indicators will be ARC Raiders' longer-term player trends, Embark's November PvE follow-up, and whether MW4 DMZ maintains its initial momentum.
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ARC Raiders PvE Test Ends After 30 Million Rounds: What Happens Next?
ARC Raiders’ limited-time PvE matchmaking test has ended, but the debate over a permanent PvE mode is far from over. Embark Studios confirmed on October 20, 2026, that players completed more than 30 million PvE rounds during the experiment. The studio says it needs time to analyze gameplay data and community feedback, with further information expected in November.
For players wondering whether ARC Raiders PvE is coming back, the answer is not yet confirmed. The temporary matchmaking option has been removed, and Embark has not announced a permanent PvE mode or a return date.
The test has nevertheless raised an important question for the extraction shooter: can ARC Raiders support players who enjoy exploration, looting, and cooperative missions without losing the tension that makes its PvPvE encounters exciting?
Is ARC Raiders PvE Coming Back 30 Million Rounds Explained ARC Raiders PvE Status: Is the Mode Still Available?
No. The limited-time PvE matchmaking toggle ran from October 13 to October 20, 2026. The test allowed players to choose between the standard player-versus-player-versus-environment experience and a PvE-focused alternative.
With the test over, matchmaking has returned to its normal PvPvE format. Players cannot currently select the experimental PvE option through the removed toggle.
Embark has confirmed that it expects to share further information in November. That is a planned communication window, not a confirmed release date for a permanent mode.
The distinction matters. The studio has demonstrated that it is willing to test a separate PvE experience, but it has not promised to make that experience a permanent feature.
For players who enjoyed the quieter sessions, the next meaningful milestone is Embark’s analysis of the test—not an assumed launch date.
Why Embark Tested PvE for “Dad Gamers” and Casual Players
ARC Raiders was built around extraction gameplay, where players enter a dangerous environment, gather valuable ARC Raiders items, complete objectives, and attempt to escape with their loot. The threat comes from both hostile ARC machines and other human players.
That combination creates tension, but it also creates friction for players who want a more predictable cooperative experience.
A player might enter a raid to finish a quest, collect crafting materials, explore an unfamiliar area, or make progress during a short gaming session. An unexpected player encounter can interrupt that plan, especially when losing a fight means losing valuable equipment.
This is where the “Dad Gamers” discussion comes in. The phrase describes a recognizable audience of players who may have limited gaming time and prefer to make steady progress without constantly preparing for hostile encounters. It is a useful shorthand for a playstyle, not a formal category that represents every older player or parent.
A PvE option could give these players more control over the kind of session they want. Someone could focus on scavenging and quests in a cooperative environment, then return to standard PvPvE when they want the additional risk.
Embark’s September announcement explained that the original concept for ARC Raiders had been a cooperative PvE looting game before the project evolved into the PvPvE extraction adventure released today.
That history makes the experiment particularly interesting. The studio is not simply adding a completely unrelated mode; it is revisiting an aspect of the game's earlier design while trying to preserve the identity of the current release.
What Happened During the ARC Raiders PvE Test?
The experimental mode changed several rules to reduce direct conflict between players.
Player-versus-player damage was disabled
PvE sessions had zero player-to-player damage. Throwables, including stun and fire items, could not be used to damage other players. Other physical interactions, such as barricades and ziplines, remained unaffected.
This made it possible to concentrate on cooperative exploration without the usual risk of being attacked by another Raider.
However, the mode was not designed to remove every danger from the world.
ARC enemies remained dangerous
Hostile ARC machines continued to threaten players. Embark also warned that ARC enemies could reacquire downed players after an eight-second grace period if those players moved.
That distinction is central to understanding the experiment: PvE removed direct player combat, not the game's environmental and AI-driven challenges.
Loot values were reduced
Embark lowered overall loot value in PvE sessions to account for the relative safety of collecting items without hostile players.
This was an important economic safeguard. If players could consistently gather valuable loot with substantially less risk, the balance between the two matchmaking experiences could change.
The studio also said different squad sizes would encounter one another more often, rather than prioritizing separation. Certain major map conditions—including Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection—were excluded from the test.
These restrictions show that the experimental mode was a controlled alternative, not simply the standard game with enemy players switched off.
What Do More Than 30 Million PvE Rounds Tell Us?
The headline figure is substantial: Embark reported more than 30 million PvE rounds played over the testing period.
It confirms that the experiment generated a large volume of gameplay data for the developers to study. It also gives the studio an opportunity to compare the PvE experience with standard PvPvE sessions and review player feedback.
However, the number needs to be interpreted carefully.
Thirty million rounds does not mean 30 million individual players. A single player can participate in multiple rounds, so the figure measures gameplay sessions rather than unique users.
It also does not establish that every participant wants permanent PvE, that PvE is more popular than PvPvE, or that the experimental rules would work unchanged in the long term.
Embark itself described the test as polarizing in its October 20 update. The studio said it needed time to analyze the data and collect players’ thoughts before deciding how to proceed.
The most useful conclusions will depend on more than participation volume. Developers will need to understand how players behaved, whether the different matchmaking options affected each other, and whether the resulting experiences support the long-term health of the game.
In other words, the 30 million rounds are evidence of a large experiment—not a final verdict on the future of ARC Raiders.
Why Do Some Players Say ARC Raiders Feels Worse Without PvE?
The disagreement over PvE is really a disagreement about what makes an extraction shooter enjoyable.
For players who favor cooperative exploration, the appeal is straightforward. They can focus on objectives, search for resources, learn maps, and coordinate with teammates without constantly anticipating an attack from another player.
That does not necessarily mean they want an easy game. ARC machines, limited resources, extraction decisions, and the consequences of getting downed can still create meaningful pressure.
For players who prefer the traditional PvPvE format, however, uncertainty is part of the attraction.
An encounter with another Raider can change an entire raid. A seemingly peaceful interaction might become a fight, while an unexpected alliance can turn a dangerous situation into a successful extraction. The possibility of conflict gives equipment, positioning, sound cues, and decisions about when to leave additional weight.
Removing hostile player encounters changes those decisions.
If a player no longer needs to watch for other Raiders, certain routes may feel safer, loot collection may become more predictable, and encounters with ARC machines may carry a different emotional weight.
This helps explain why some players may enjoy PvE while others feel it removes an essential part of the experience. Neither reaction proves that one audience is right. They reflect different expectations of what an extraction shooter should deliver.
The more difficult question for Embark is whether these audiences can coexist without undermining the core experience.
Could a Permanent PvE Mode Change the ARC Raiders Loot Economy?
Potentially, yes. This is one of the most important design challenges behind a permanent PvE option.
In extraction games, risk and reward are closely connected. Valuable loot is meaningful partly because acquiring it can expose a player to danger, and successfully extracting with that loot represents progress earned under pressure.
If a safer matchmaking option offers the same economic rewards with fewer threats, players may have a strong incentive to favor it. Over time, that could affect the value of different activities and the way players approach progression.
Embark’s test addressed this concern by reducing overall loot value in PvE sessions. Its September explanation also discussed the broader economy and the possibility that PvE matchmaking could affect the quality of standard PvPvE sessions.
A permanent implementation would require careful decisions about loot values, progression, matchmaking populations, queue times, and how the two experiences interact.
The studio could retain separate reward rules, revise the balance of PvE activities, or redesign parts of the system. These are possible approaches, not confirmed plans.
The key challenge is to make PvE worthwhile without making the higher-risk PvPvE experience feel like an inferior way to progress.
ARC Raiders Items: What About Assorted Seeds?
Assorted Seeds is an item-related search term that fits the broader interest in scavenging, resource collection, and inventory management in ARC Raiders.
For players who focus on gathering materials, understanding an item's role in the game's economy is useful. But item information should be separated from speculation about the PvE test.
Embark's published test rules confirmed that overall loot value was reduced in PvE sessions. They did not establish that Assorted Seeds received a specific change to its value, drop rate, or availability.
Players should therefore avoid assuming that the experimental mode changed the item's underlying properties.
For an item-specific decision—whether to keep, recycle, trade, or prioritize an item—consult current in-game information and a reliable, up-to-date item reference. Those details can change independently of matchmaking experiments.
The broader lesson is that a safer scavenging environment can change how players perceive risk and rewards, even when there is no confirmed change to an individual item's statistics.
When Will ARC Raiders PvE Return?
Embark expects to provide further information in November 2026, following its analysis of gameplay data and player feedback.
As of October 24, the studio has not confirmed that a permanent PvE mode will be released. It has also not announced a specific date when the experimental toggle will return.
There are several possible outcomes. Embark could decide to develop a permanent option, revise the concept and test it again, or conclude that a dedicated PvE toggle does not support the game's long-term goals.
The studio has explicitly cautioned that the test was not a promise of a future PvE mode. Any eventual version could also differ substantially from the October experiment.
For players hoping to see the feature return, November's update should provide a clearer indication of what the developers learned and whether they intend to pursue another iteration.
Until then, claims that PvE is definitely returning—or that it has been permanently cancelled—go beyond what the studio has confirmed.
Frequently Asked Questions
Is ARC Raiders PvE mode gone?
The limited-time PvE matchmaking test ended on October 20, 2026. The experimental toggle is no longer available, and standard PvPvE matchmaking has resumed.
Will ARC Raiders get a permanent PvE mode?
It remains undecided. Embark has said the test will inform its future plans, but the studio has not promised a permanent PvE mode.
When will Embark announce the future of ARC Raiders PvE?
The developer expects to share further information in November 2026. This is an expected update window, not a confirmed date for a mode release.
How many rounds were played during the PvE test?
Embark reported more than 30 million PvE rounds during the October 13–20 testing period. This figure represents rounds played, not unique players.
Was PvE easier than standard PvPvE?
PvE removed direct player-to-player damage, making hostile encounters with other Raiders less of a concern. However, ARC enemies remained dangerous, and loot values were reduced to account for the relative safety of the mode.
Whether the experience felt easier overall depended on a player's priorities and playstyle.
Will a permanent PvE mode affect loot and progression?
It could. A safer way to collect loot may change the relationship between risk and reward. Embark reduced overall loot value during the test, but it has not announced the economic rules for any future mode.
Did the PvE test change Assorted Seeds?
The official test rules do not establish a specific change to Assorted Seeds' value or drop rate. Players should check current item information rather than assume that the experiment changed its properties.
The Bigger Question: Can ARC Raiders Support Two Different Playstyles?
The October PvE experiment has given Embark a substantial amount of information to evaluate, but the number of rounds played is only one part of the story.
The real challenge is balancing two different reasons people play ARC Raiders. Some players want the uncertainty of human opponents, the possibility of betrayal, and the high stakes of extracting with valuable gear. Others want the freedom to explore, complete objectives, and cooperate without another player turning every encounter into a potential fight.
A well-designed PvE option could broaden the game's appeal. A poorly balanced one could weaken the tension, economy, or matchmaking experience that existing players value.
The answer will depend on the data, the quality of player feedback, and the design choices Embark makes next.
For now, the confirmed facts are straightforward: the limited-time test has ended, more than 30 million PvE rounds were played, and the studio expects to share further information in November.
ARC Raiders PvE is not confirmed to be returning—but the discussion about its future is still open.
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