Arc Raiders

Honestly this game is doom and despair I tried playing for an hour to get absolutely obliterated by these drone things you guys got any tips?
 
Honestly this game is doom and despair I tried playing for an hour to get absolutely obliterated by these drone things you guys got any tips?
keep a good supply of lure / decoy grenades. if you get caught out in the open they are a god send and will give you vital seconds to escape.
you can also use them to attack other arc or players

every arc has a weak point , learn it. initially at least you don't need to attack the big stuff, learn the maps by doing the missions and try to play stealth
 
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Honestly this game is doom and despair I tried playing for an hour to get absolutely obliterated by these drone things you guys got any tips?
Which ones in particular? Or all of them :D
Stick with the smaller stuff, and especially with flying ARC, try to never aggro more than two, unless you have solid cover
Even with all points maxed out and top tier loot, smaller ARC can easily rinse you if you get spotted or try to engage at the wrong time. A furtive approach is best, especially if you are just starting out.
 
Anyone else who's done the expedition have missing skill points? Just see embark have patched it this morning and have said they're addressing the issue and looking into the affected accounts, I think everyone is affected!
I got all mine, but it does seem that a lot of players did not.
It's my third expedition, and chucking those 15 points into stamina really helps early progress.
 
My missing skill points turned up this afternoon, just need a decent few hours now to finish grinding out the workbenches. Life/work always gets in the way :D
 

We’re changing how we update ARC Raiders - here’s what it means for you​

May 13, 2026

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Hi Raiders,

ARC Raiders has grown far beyond anything we imagined at launch, and every day we see players continuing to shape life in the Rust Belt in ways that inspire us as developers. With that in mind, we want to talk about our update cadence moving forward.


We're changing how we update the game

When ARC Raiders launched, we planned to offer monthly updates. The intention was to keep you all engaged, to ensure the game always felt fresh, and to give you reasons to keep braving topside. But once the game was in players' hands, we saw that the kind of long-term experience we want to create for ARC Raiders requires more transformative updates.

Over time, we’ve found that the pressure of a monthly cycle limits how impactful these updates can be. You feel it, and we feel it too. Running at that pace isn't sustainable, or compatible with the bigger ambitions we have for this game.


Major updates will come twice a year

Going forward, we've made the decision to release major updates twice a year – larger in scale, more impactful, with the goal to genuinely change how you play the game. Don’t worry, a dedicated live service team will continue running ARC Raiders day-to-day: regular live updates, plus balance fixes, bug fixes, store updates, and player events aren't going anywhere.

This additional development space also allows us to invest more deeply in the health of ARC Raiders, from progression and economy balancing to fair play and anti-cheat efforts. We know these are foundational to the experience, especially in a game where every encounter and extraction matters.


Frozen Trail: our biggest update yet

Our next major update lands in October, and it's the largest we've released since launch. This isn't just about volume, it's designed to address the broader questions the community has been asking. Here's a taste of what's coming:

  • A Sprawling New Frontier - Explore a new landscape in the Rust Belt with layered design and new mysteries to uncover in the largest map in the game.
  • Our Most Ambitious ARC Operation So Far - including new ARC enemies with fresh designs, and unique behaviors that will challenge Raiders in new ways.
  • New Systems of Progression - Many players have maxed out their Raider Den and hit the Skill Point ceiling. Frozen Trail will introduce new goals and more ways to shape your Raider’s progression.
  • Exploring the origin of ARC - What are ARC and where do they come from? Frozen Trail gives Raiders the opportunity to begin uncovering that mystery.
  • Improved Skill Tree
  • Alongside new weapons, items, instruments, cosmetics and more
It’s important to understand, we're not just stacking new content on top of the existing experience. We're refining core systems to support a more meaningful long-term experience – one you genuinely want to keep returning to. Frozen Trail is just the beginning of where we want to take ARC Raiders, and we’ll share more in the coming months.


Starting next week: a new trader

Next week, we’re introducing a fresh mechanic designed for late-game players: a new Trader from a nomadic tribe of surface-dwellers.

Many of you have invested a lot in the game, and there’s a few common problems that we keep hearing about:

  • You’re holding a lot of high-value items with no way to offload them in rewarding ways.
  • Your Stash is filling up with the game’s new items and we haven’t increased the capacity.
  • Very few of you are going on the Expedition, either because it is not rewarding enough, or because it is too painful to part with your favorite items and Blueprints.
The new Trader unlocks at level 25, and he offers unique rewards, rare items, and cosmetics in exchange for your high-value items. He will take items off your hands in return for these weekly rotating rewards, but he may sometimes ask you to go and find specific rare items to trade.

The new Trader also offers two perks in exchange for high-value items:

  • Extra Stash space to help you increase your capacity.
  • The Expedition Vault. This allows you to carry over up to five items across the Expedition, so you can set your new Raider up with your favorite items or blueprints.
This is just one part of a broader set of improvements arriving later this year.


Building for the long-term

One thing that has become increasingly clear since launch is how important progression and player goals are to the ARC Raiders experience. If you love ARC Raiders, you want more reasons to keep returning to the Rust Belt – and we want to build systems that continue evolving alongside the game.

Some of the progression improvements we want to implement simply need more development time that we haven't been able to address properly while running on a monthly cycle. Moving to larger updates allows us to spend more time refining the systems players engage with the most.

We’re working to deepen progression across multiple areas of ARC Raiders, while continuing to expand how players shape and personalize their Raider. We’re also investing more into features like Trials so they remain reliably fun to engage with, not a grind. We’re also putting effort into making the Expedition Project more rewarding – and less punishing – to pursue. This is an ongoing part of ARC Raiders’ evolution, and you’ll start seeing the first steps of that very soon.


The bigger picture

It’s important to us that players understand something about where our collective ‘Embark brain’ is at: our ambitions go far beyond what players have seen so far. We want to go further in showing you the wider universe of ARC Raiders.

We think about ARC Raiders as an experience that should continue expanding over time, and right now we’re still early in that journey. The bi-annual cadence gives us the opportunity to develop to build future updates with more intention, ensuring that gameplay, progression, narrative, and the world itself all move forward together.

Right now, Raiders are facing an escalating ARC threat, and the society in Speranza may feel helpless against it. But Raiders aren’t built to stay on the back foot: the goal has always been bigger than survival – it’s about one day reclaiming the surface.

Frozen Trail will start to progress this goal and expose elements of this challenge, but it is really just the beginning. We aim to constantly shift the paradigm that Raiders operate under so you feel the effects of your actions and perseverance against ARC.


Thank you, Raiders

The Rust Belt is nothing without the Raiders who fill it with life every single day. We understand that this change won’t please everyone, and that it might be frustrating not to get updates as frequently, but we truly believe this will be worth it.

Thank you for continuing to push us to create the best game we can.

As always, we’ll see you topside,

Aleksander Grøndal
Executive Producer
 
Ohhhhhhhhh expedition vault.

Now that is good news.

Survivor BP, Wolfpack BP, maybe a couple others.

No need for a mule.
 
I haven't played this game for a month maybe 6 weeks.

What is mainly putting me off is not wanting to reset without a spare Survivor BP because once you have it you know.
 
Honestly this game is doom and despair I tried playing for an hour to get absolutely obliterated by these drone things you guys got any tips?
I died with a bunch of great loot last night despite many hours, (my tempest!!!) it's great the Arc is hard, it adds edge without having to go PVP
 
I haven't played this game for a month maybe 6 weeks.

What is mainly putting me off is not wanting to reset without a spare Survivor BP because once you have it you know.

Yeh if I wasn't so fortunate bumping into that stranger who dropped me a survivor BP I would've really been torn over the reset.

Although.. I'm finding I am using the cautious augment more at the mo whilst levelling back up because of the 24 slots. So much handier when grinding away collecting metal/rubber/plastic parts that stack upto 50 each.

Once I start searching for blueprints then I'll start using the survivor for the 3 safe pockets.
 
Yeh if I wasn't so fortunate bumping into that stranger who dropped me a survivor BP I would've really been torn over the reset.

Although.. I'm finding I am using the cautious augment more at the mo whilst levelling back up because of the 24 slots. So much handier when grinding away collecting metal/rubber/plastic parts that stack upto 50 each.

Once I start searching for blueprints then I'll start using the survivor for the 3 safe pockets.

I find the actual survivor ability, eg being able to crawl so valuable. It's saved my ass a few times plus if you are fighting around an active exit, you can take risks knowing if you get knocked by arc it's not big deal.
 
Embark have noted that most other Augments are under utilised, especially the Combat Aug's, so they will hopefully get some buffing to make them a serious consideration depending what your objectives are in a raid. When (or rather if :)) I find the Survivor again, it's unlikely I'll use anything else.
I doubt that they would nerf the Mk3. Survivor to achieve the same goal, the wailing would be epic!

The new trader sounds a great, especially the expedition vault, although I assume that consumed BP's won't count, and you'll need to find your favourites twice.
I'm OK with twice yearly major updates too, it'll hopefully let me dedicate some time to other games, because I spend way too much time in Speranza.
 
Getting there with the current expedition.

Got the guidance system, 2 x globes and the components. Just need 1 Globe and 3 bombardier cells then I'll be on the last page!
 
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Anyone noticed the loot pools seemed to have changed (again)? Getting some decent loot from regular drawers and containers, but the go-to places seem to be nulled/nerfed, Reinforced Reception in particular.

Picked up two yellow/gold items (Anvil splitter and "Leviathan's Crown" Ship model) out of a drawer on a shipping container next to the North West raider hatch at Spaceport. Also breaching car bonnets reaps some decent loot.
 
Honestly this game is doom and despair I tried playing for an hour to get absolutely obliterated by these drone things you guys got any tips?

Try to use weapons that are labelled to be high penetration against ARC.

Some of the weapons are labelled "low", and while they are rapid and good for PvP; for ARC they are ineffective!
 

Patch Notes 1.29.0​

May 19, 2026

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Raiders!

It seems the rumors are true. After long avoiding traveling below ground, the Nomadic Envoys have arrived in Speranza. On the hunt for valuable gear and weaponry, these mysterious members of the nomadic tribe are offering deals you can't find anywhere else.


What's New?

New Trader - Nomadic Envoy

One of a group of Nomadic Envoys, Ermal, has made camp in Speranza, bringing with him a range of tempting Topside trades.

Raiders who have reached Level 25 can barter high-value ARC materials and any stockpiled rare weapons in exchange for lucrative offerings:

  • Expanded Stash space (resets post-expedition)
  • Expedition Vault access - Enabling Raiders to safely store up to 5 of their most prized items for retrieval post-Expedition
Ermal also offers a variety of weekly rotating trades:

  • Cosmetics
  • Blueprints
  • Raider Tokens
  • Gameplay and progression items, including items for current Raider projects
Ermal will return weekly with new offerings as he liaises with his fellow Nomads. Catch his latest deals before he departs!

Dev Note:

We'll keep a close eye on your feedback and data to ensure the balance stays fair and challenging.

For the first week, a single Stash expansion and 5 expedition vault spaces will be available to gather initial feedback and give us a chance to adjust prices before adding more space.

Offers will rotate in and out, if you missed one of the offers this week, they may appear in a future stock rotation.

New Grenade Launcher - The Rascal

Tian Wen has been tinkering in her workshop again… Meet the Rascal, the latest addition to your arsenal for tackling armored ARC threats.

Lightweight, compact, and easy to carry, this unconventional launcher packs a punch despite its… quirks. While it’s slower to reload, and a bit unpredictable on the aim, the Rascal shines as a reliable side-arm for those who want anti-ARC firepower without the risk of lugging around a Hullcracker.

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And:

  • Mod Improvement: Extended Barrel
  • End of Round Changes
  • The Sandveil Set
  • Facial Hair Style - Sideburns
  • The Sheath Set will be available on June 2nd


Patch Highlights

  • Fixed an issue where players would be teleported when standing on destroyed ARC parts.
  • Reduced the power cost of Photoelectric Cloak from 10/s to 5/s.
  • Weapon durability adjustments.
  • Queen and Matriarch will now more often step over things than through them, reducing the amount of times players suffer unfair knockback.
  • Added an option to block players after reporting.
  • An Update on Security and Anti-cheat.


Balance Changes

ARC

  • Increased the granularity of ARC vision through bushes and smokes, rewarding strategic positioning. Raiders near the edge of cover are now easier to spot, while those deeper in foliage or behind smoke are harder to detect.
  • Improved how ARC perceives sound in open outdoor spaces, while reducing their sensitivity to sounds in indoor environments and those passing through geometry.

Firefly

  • Improved how the Firefly applies fire. The effect now matches the visuals more closely, and briefly grazing the flame no longer feels as punishing, reducing the sensation of being hit around corners.

Rocketeer

  • When the Rocketeer shoots several missiles at once, they are now consistently spread out over a larger area to prevent unfair situations where multiple missiles hit the same location.

Gameplay

  • Reduced the power cost of Photoelectric Cloak from 10/s to 5/s.

Augment

  • The Cloud of Renewal effect on the Tactical Mk. 3 (Healing) Augment has been changed to an AoE effect.
  • The Cloud of Renewal healing has been increased from 20 to 45.
  • The cooldown on Cloud of Renewal has been increased from 30s to 45s.
  • Changed the shield capacity on Combat Mk.3 (Flanking) Augment to accept Medium Shields.
    • Dev note: As mentioned in the patch notes for Patch 1.26, we continue to focus our sights on underperforming Augments. In this update, we are making the Tactical Mk.3 (Healing) Augment offer more utility in line with its place as a support-focused Augment. Now you can also heal your allies (and your enemies, if you’re not careful) after being revived. We also increased the survivability potential of the Combat Mk.3 (Flanking) to make it more viable as a flanking combat Augment.

Weapons

  • Bettina Base Fire Rate has been increased from 235 to 250.

Weapon Durability Adjustments

It's been clear that the durability changes in the last patch were felt too much on some weapons. For this update we're targeting the worst offenders that seem to break too quickly, increasing their lifetime to bring them in line with other weapons.

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We will continue to listen to your feedback and monitor for any pain points that come up around durability in the coming weeks, and continue to adjust accordingly.

Weapon Mods

  • Weapon mods can now affect aim-down-sights transition speed for scoped weapons.
  • Extended Barrel:
    • Bullet Velocity Bonus has been increased from 25 to 30%.
    • Increased the damage fall off distance by 15%.
    • Renamed to Extended Barrel III.
    • Added new mesh.
    • Added 2 lower tier variants:
      • Extended Barrel I
      • Extended Barrel II

Content and Bug Fixes

ARC

General

  • Fixed an issue where flying ARC could get stuck.
  • Queen and Matriarch will now more often step over things than through them, reducing the amount of times players suffer unfair knockback.
  • When Raiders first spawn into a session, ARC will be less perceptive of them and less likely to engage.
  • Fixed some instances of ARC spawning in unexpected locations.

ARC Turbine

  • Fixed ARC Turbine legs becoming invisible in odd angles.
  • Improved ARC Turbine probability of finding good angles for the legs when landing.
  • Improved ARC Turbine landing positioning to mitigate visual clipping issues.
  • Increased the odds of Raiders getting burned by the ARC Turbine when inside of it.

Animation

  • Updated cloth physics on character outfits for more natural movement.
  • Fixed an issue causing some ARC weapon rotations to snap and appear laggy.
  • Fixed an issue where items would clip into Field Crates when picked up while holding a gadget.
  • Fixed the inspect animation for the Metal Detector.

Audio

  • Reduced how much sounds are lowered while taking damage.
  • Added a distinct sound when Bastion and Bombardier switch targets.
  • Added comb filtering to footsteps and movement sounds to achieve clearer perception of distance, elevation and movement direction.
  • Improved binaural audio to make it easier to distinguish the height and elevation of sounds.

Cosmetics

  • Ongoing work to unify character texture settings for better performance and more visual consistency.

Gameplay

  • Players are now immune to stuns while entering a Raider Hatch, preventing interruptions when returning to Speranza.
  • Fixed an issue where downed players could move out of bounds.
  • Fixed an issue where pressing fire during certain actions like dodgeroll or climbing wouldn't buffer fire.

General

  • Fixed an issue where players would be teleported when standing on destroyed ARC parts.
  • Fixed an issue where characters could float when disconnecting in mid-air.
  • Fixed an issue where the Expedition timer was not showing the correct duration.

Items

  • Agave Juice now Quick Moves into available Quick Use slots instead of the Backpack, and will not be unloaded from Backpack when emptying it.
  • Free loadout Augment sell price: 100 -> 660.

Maps

General

  • Fixed low-res textures, odd spray paint decals, and a misaligned wall in tunnel and highway areas.
  • Fixed overly dark shading on vent materials to improve visibility.

Riven Tides

  • Fixed a balcony structure clipping into a hotel doorway that could block passage.
  • Fixed floating objects and improved rope visuals and physics.
  • Fixed a misaligned balcony in the hotel lobby and missing wall collision at Room 207.

Stella Montis

  • Polished environment textures and fixed collision issues.

Social

  • Added an option to block players after reporting.
  • Fixed an issue where voice chat could fail when opening the console UI on PS5/Xbox.
  • End of Round Changes
    • Raiders will now be able to see all squad members at the end of the round whether they extracted successfully or not.
    • Interacting with the squad member's name plate will display a range of social actions that can be taken, which include reporting, muting or blocking the player.
    • Players will also be able to immediately leave the squad in the tunnel sequence.

Stability & Performance

  • General performance and stability improvements.
  • Fixed an issue that could cause the loading screen to remain stuck.

UI

  • Added information to the Crash Mat tooltip to showcase the additional safe fall height gain.
  • Deployable previews now show occluded portions with a striped overlay, making placement easier.
  • Fixed an issue where pinging an ARC Turbine as it entered the map could cause the ping marker to behave erratically.

Utility

  • Removed unintended delay after cancelling a Trigger 'Nade throw during which the grenade could not be thrown or triggered.
  • Fixed an issue where throwing grenades could not be cancelled.
  • Cancelling deployment of Pulse Mine or Gas Mine no longer consumes the item.
  • Fixed an issue where the 'Use Zipline' prompt was missing, preventing interaction at close range.
  • Fixed an issue where vaulting could trigger while moving upward or while standing on the ground with the Powered Descender active.
  • Fixed an issue where the Surge Coil would not damage teammates of the player who placed it.
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Known issues

  • Opening the console menu on PS5/Xbox while matchmaking causes the matchmaking to be cancelled.
  • The Sandveil outfit scarf may appear stretched with long hairstyles clipping through.
  • Players can fall from the map by walking near the wall of the Pilgrim Peak's building.
  • Successful Extraction music plays in the background when the new Trader Introduction video is shown to the player after they return to the main menu.
  • Characters in Squad Walk screen may fail to appear under certain circumstances.
  • Dolabra does not deal damage to training dummies on Practice Range.
  • Pause on an Augment's Regen Effect fails to apply after Player's revival.
  • The throw animation may sometimes fail to play if the player attempts to detonate a Trigger ‘Nade immediately after throwing it.
  • Some localization issues across the UI, including missing text in the settings menu and loading screen quotes.
  • In rare cases purchases might not work in the customization screen, reopen the customization screen to fix it.
  • The Firefly may sometimes disappear after going idle and drop an incendiary grenade.
  • Shredders float to the ceiling in some rooms of the Hidden Bunker.
  • Player animations may appear broken when interrupting a search of the Baron Husk.
  • The Leaper can jump through the ARC Turbine.

An Update on Security & Anti-cheat

As mentioned recently in our Ensuring Fair Play article, we want to continue improving our anti-cheat solutions and more accurately detect foul play across the Rust Belt.

Following a positive rollout in THE FINALS, Denuvo Anti-Cheat will also come to ARC Raiders starting May 19th, initially to a limited player pool, with plans to expand after close monitoring.

We will not be using Denuvo's Digital Rights Management (DRM) service, and are working to ensure minimal impact on performance.

With Denuvo Anti-Cheat and Anybrain, we are working to strengthen ARC Raiders' systems even further. Keep sending us reports of any information that you believe might help us do so, it's highly appreciated.


See you topside Raiders,
//Ossen
 
It would appear that you can't do a partial submission with the new trader for the extra stash and expedition vault slots, like you can with projects and the expedition, but need the entire purchase to be available in your stash. Assuming they get progressively more expensive (they of course might not), that is going to make inventory management interesting!

This is worth 86K, so will need more than double that in my inventory to get either a stash or vault upgrade.
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