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Arc Raiders

The only issues I've had after the update was glitching dustclouds, that was yesterday. Today everything is as normal.


Can't tell if it's smoother or not as it ran well from me beforehand. Although I have noticed my gfx card fan isn't as active/loud so maybe the tweaks have helped.
 
The only issues I've had after the update was glitching dustclouds, that was yesterday. Today everything is as normal.


Can't tell if it's smoother or not as it ran well from me beforehand. Although I have noticed my gfx card fan isn't as active/loud so maybe the tweaks have helped.
Were they in the sky? I had grass in the sky in the test area
 
Grass floating in the sky has always been an issue which they address in patches, but keeps coming back, like real grass I suppose :D

Had a horrible glitch earlier, Stella night run and the snow on the ground was pixelated and not moving as you ran over it, quite a jarring effect.

Lobbies definitely feistier than usual, was being picked off by a crossplayer earlier on the roof of container storage, he was a terrible shot though, renegade 4 as well, no excuses!
 
Graphic glitches on all maps for me, can see it loading in and filling the squares as the screen moves. Static the squares just stay there. Must be the unreal update surely..

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I had a load of texture glitches last night too. At one point the entire screen started slowly getting covered by tiles of total black. Couldn't see anything out in the open, didn't want to lose my awesome weapons. Changed resolution and it suddenly fixed itself! :D
Definitely needs some graphical patches now.

I didn't notice any fps improvement.
 
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Hey there, Raiders!

Update 1.47.0 is underway, bringing two new color variants for the Riposta Set, an update on Fair Play & a few more fixes & improvements. A download is required, so make sure you do that before loading back in.

Highlights:​

  • Frozen Trail - First Look coming September 23rd!
  • New Camo & White variants for the Riposta Set
  • An update on our ongoing Fair Play efforts
  • Fixes for the Rawhide Outfit, Keyboard Input issues and the occasional invisible door
  • Expedition 5 Sign-Up Reminder

Frozen Trail is coming - tune in for a First Look!​

In case you missed it, we’ll be holding a First Look at Frozen Trail and what’s coming with the update tomorrow! On September 23rd, at 10am PDT (7pm CEST), tune in for an extended peek at our biggest update yet.

Can’t wait to hear what you think! We’ve got more planned ahead of October 8th, stay tuned.

Content and Bug Fixes​

Cosmetic​

  • Fixed an issue where the Rawhide outfit’s headgear would remain on when toggled off in Customization.

Gameplay​

  • Door blockers will no longer create a copy of their mesh on the opposite side from the direction they are applied.
  • Fixed an issue where keyboard input could stop working after launching unfocused or returning from background, ensuring keyboard controls reliably respond when refocusing the window.
  • Fixed an issue where doors could become out of sync in some cases, making them appear open to the player whilst actually being closed.
  • Fixed an issue where swapping or splitting items could place them into incompatible containers (such as forcing non-quick-use items into the belt), and added safeguards against invalid inventory slot indexing in the inventory.

Maps​

Buried City

  • Fixed an issue where lighting in Buried City could appear overly dark or missing, improving overall visibility.
Riven Tides

  • Fixed visual issues that could appear while traversing Riven Tides.

General​

  • Fixed an issue where objects in the world displayed incorrect colors, restoring items like red lockers, toolboxes, office chairs, cars, chests, and shipping containers to their intended appearance.

Performance​

  • Fixed an issue where item tooltips in the inventory could keep data from previous screens, increasing memory use over time and affecting stability after long play sessions.

Stability​

  • Improved crash detection & diagnostics tools.
  • Fixed a rare crash that could occur during server shutdown, improving overall stability.
  • Fixed an Xbox issue that could cause resource conflicts.
PS5

  • Addressed a frequent crash on PS5 related to the physics engine.
Inventory

  • Improved stability when opening the Inventory screen.

UI​

Expedition

  • The Expedition Project button now indicates when an Expedition is paused after the cutoff date and prevents committing resources.
Skill Tree

  • Changed Skill Point assignment to hold-to-assign by default in the Skill Tree.

A Quick Update on Fair Play Efforts​

While our dev team is hard at work putting the finishing touches on Frozen Trail, our Anti-Cheat team is making constant updates and improvements across the board to our Fair Play initiatives.

When it comes to economy-related manipulation, there have been several ban waves for accounts we detected exhibiting "bot-like" behavior. We’ll continue to track and refine our detection to cover broader types of suspect behavior (such as XP farming) in the future, as well. We also continue sanctioning abnormally high-value item transfers. Item duplication is also on our minds, and we’re seeing positive outcomes following this summer’s ongoing improvements on that front.

We are constantly working on ways to prevent serial cheaters and discourage them from returning. Currently, we're strengthening our policies when it comes to shared licenses and how those are restricted when an account is sanctioned. In practice, this will make it harder for cheaters who were detected on one account to purchase another. Keeping track of a cheater's behavior before and after receiving a sanction helps us anticipate it and act faster in the future.

Previously, we mentioned the speed of action against unfair play is important to us. To that end, we have been improving our detection systems and we are extending first-strike permanent bans. This allows us to catch offenders much quicker with a very high degree of confidence.

While we keep improving and expanding the ways we keep Topside fair, we want to thank you for helping us do that by reporting players and sharing any illicit behavior with us.

Reminder - Claim your Rubber Ducks!​

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Heads up! After October 8th, the inbox message that contains the community-made Rubber Ducks will no longer be sent out. Make sure to log in and claim them before that deadline.

Wouldn’t wanna miss out on those awesome ducks!

Expedition 5 - Departure Window closes September 29th​

Make sure to finish up your Expedition project and sign up for Departure before September 29th 10am CEST/8am UTC/1am PT.

There is no Last Call this time around, so be mindful of that!

We know that a few of you are having issues with the Departure screen. If you are experiencing issues confirming your sign-up for departure, please reach out to support as soon as possible. You can do so here.

Known Issues​

  • We are deploying multiple stability improvements targeting Xbox Series X|S crashes. Please report any persistent issues to help guide further fixes.
  • There are future improvements in the works for the Quick Wheel’s behavior to prevent inaccurate switching or “jumping” from one item slot to the other.
  • The weapon swap animation may appear broken if weapon swapping right after vaulting.
  • Player animations may appear broken when interrupting a search of the Baron Husk.
  • Shredders float to the ceiling in some rooms of the Hidden Bunker.
  • Leapers can jump through the ARC Turbine.
  • Shots taken while riding ARC may not register correctly.
  • The player's character may stutter / jitter after being revived.
  • The Matriarch may occasionally not use all of its ranged attacks.
  • The player's footsteps are inaudible during constant shoulder swap while sprinting.
  • Players can sometimes get stuck on obstacles while sliding downhill.
  • When using keyboard layouts other than US English, custom keybindings reset after every raid.
  • In some instances, long lists of text can disappear when scrolling through them.

See you soon!
//Raz
 

Frozen Trail First Look: Content highlights from October 8​

September 23, 2026

Raiders,

The Frozen Trail Update is just around the corner. Are you ready to gear up and face whatever is waiting for us beyond the Rust Belt?

Ahead of October 8, we wanted to give you a preview of what’s in store. Braving the new frontier will challenge you to your extremes, but you’ll also be offered opportunities to develop your capabilities so you’re prepared for the danger.

Here’s a glimpse of the content we have in store for Frozen Trail.




New Map: Pendola Pass​

With your help, Celeste and Shani have triangulated the source of the strange signal that’s been ringing across Toledo. All signs point toward an old Italian village and Exodus transport hub called Pendola Pass.

Beyond the peaks that envelope the Rust Belt, icy air preserves Pendola Pass in its eerie grasp. Classic signs of an old-world civilization punctuate the narrow stretch: a supermarket, and a lifeless town square. Signs of the Exodus Project loom large: the observatory and buried train depot that once served as a major transit hub.

But dominating everything else lies the reason Raiders are called to Pendola Pass - one of the Emperors has fallen. Rare technology lies within, and your job is simple - get there, and find a way inside.

Between a scrambled ARC response and brutal flash freezes that cut through the valley, the adventure will be dangerous. Are you sure you’re ready for what lies beyond the Rust Belt?

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Frigate​

A fallen Emperor is unprecedented, and ARC are quick to react. They’re sending one of their largest vessels to patrol the area - Raiders have started calling it the Frigate.

The Frigate presents a substantial challenge to highly skilled Raiders who, despite the danger, see opportunity within. After finding a way to get on board, you’ll need to navigate its internal passageways, unlock paths, and defend yourself against ARC new and old.

But you won’t be alone. Other Raiders have their eyes on the prize, and you’ll be forced to collaborate or cut through them in order to pass. The scale of the challenge may demand a different approach to one you're used to - when you’re caught in close quarters hundreds of feet in the air, you’ll have to find a suitable strategy, one way or the other.

New Enemy: Bully​

Bully by name, bully by nature: our new machine-learned enemy is an oppressive, aggressive beast that cedes no ground as it gallops upon your position and fights with a host of lethal attacks. Use cover, time your response, and hit your shots; the Bully is quick on its feet and unhinged in its quest.

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New Enemy: Skulker​

In contrast to the Bully, the Skulker is opportunistic, lying in wait and skirting the edges of your vision to get the drop and unleash a flurry of blows. This is one you’ll want to keep an eye on as a momentary distraction will see it retreat out of sight - the next time you see it, you’ll be feeling it too.

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New Enemy: Hydra​

This enemy may not traverse, but it sure does move. Split into three stacked and autonomous portions, the Hydra is a turret that can handle entire squads with its triple-threat of weaponry. Found upon the Frigate, the Hydra will require a tactical approach in which Raiders divert attention, find cover quickly, and attack rapidly when the moment arises.

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Raider Den Extension: Outpost​

Celeste is offering Raiders who heed her call to explore Pendola Pass a home away from home: the Outpost. Nestled between the Rust Belt and the perilous mountain range, the Outpost is the first step to reclaiming parts of the surface.

Customize your new home with different modules and embellish the interiors with furniture. Investigate new elements of the world using the Research Workstation which will allow you to access higher levels of weapon customization and modding, preparing you for the journey beyond the mountain.

The Outpost is the start of a feature we hope to develop much further, eventually giving players a deeply personal space that allows them to become the Raider they want to be.

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Amplified Weapons​

New weapons are great, and Frozen Trail certainly introduces fresh guns for your stash, but we wanted to systemically change how you interact with combat in the late game. We know that highly-skilled Raiders are loyal to their favorite weapons, but that means others barely get used - that’s why we’ve been building an upgrade system that totally reimagines some of the guns you’re already used to.

Using the fully-upgraded Research Workstation in your Outpost, Raiders will have the opportunity to access a fifth quality level for a range of guns. This level lets you unlock a branching path of abilities and enhancements to your weapons that can completely change their behavior; imagine a fully-automatic Burletta, a Renegade with a scope, or a Rattler with incendiary bullets and a 64 bullet magazine.

The hope is that this feature allows late-game players to reinvent their arsenal and personalize their weapons with high-tier upgrades that set them apart from the crowd. The feature is rolling out to 15 of our weapons, with more planned for the future.

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New Weapon: Stiletto​

The Stiletto is a light-ammo battle rifle that fits in as an early-game alternative to the Renegade. Cheap to craft and easy to wield, it’s the perfect choice for Raiders with a steady shot looking to attack from distance. Fire rate can be fast, but button mashing will sacrifice accuracy - keep a cool head and hit your shots.

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New Weapon: Bantam​

The Bantam is a snub-nosed revolver that uses heavy ammo to punch a hole straight through your adversaries. Effective against ARC and Raiders, the Bantam comes with a unique hip-fire capability to help you live out the cowboy fantasy… even if you’ve got frozen fingers.

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Grappling Hook​

It’s important for us to focus on gadgets and items that offer new ways to play and fresh modes of traversal. That’s where the Grapple Hook comes in, letting you climb hard to reach spots, abseil off buildings, and swing over large gaps. Raiders who get creative will find themselves able to navigate the terrain in totally new ways.

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Tethers​

As part of our larger system of tethers and constraints, we’ve built two new gadgets that let you trip up your enemies. The Tether Launcher allows you to connect two separate points with a wire, rooting them in place for easy pickings or even attaching Raiders to ARC and watching as they’re dragged away. The Yank Grenade works on the same principle, but when it explodes, it pulls a nearby target with a violent force. This is perfect for smashing flying ARC to the ground or pulling other Raiders out of cover.

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Camera​

The Rust Belt is home to many DIY photographers and Topside journalists. Using the humble Binoculars, we’ve seen beautiful pictures from your Raids - that’s why we’re introducing a fully-functioning camera gadget. This launches with a range of features including zoom, aperture, manual and automatic focus racking, and even a selfie mode with a range of custom emotes. Pictures will save to your Codex, letting you relive your most triumphant moments from the safety of your home.

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Instruments​

Two new instruments can be heard Topside this October, the Harmonica, and the Banjo (Blueprint offered in the Collector Set DLC). Bring the sounds of southern swamps to the Rust Belt this fall - It’s time to get the band back together!

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Weapon Stencils​

Re-skin your weapon with a pinch of Raider flare using the new Weapon Stencils coming in the Frozen Trail update! Leave enemies in no doubt who shot them, but beware - Raiders who best you will be more than happy to take your personalized weapon for themselves.

Reward Pass​

The Frozen Trail update also launches with a new progression mechanic, the Reward Pass. These passes are an evolution of the Raider Decks, allowing you to try out all of the exciting new items and content from the update.

  • The Free Pass offers a series of rewards unlocked by earning XP, such as 200 Raider Tokens, five new outfits, new gameplay items, as well as 20 cosmetic items including Scrappy Outfits, Furniture, Charms, Attachments, and Emotes.
  • The Premium Pass is designed for Raiders who want to get even more out of the update: this track includes premium toggles for all the outfits, exclusive colorways, weapon stencils, hairstyles, and 1,150 Raider Tokens.
  • The Legacy Pass is free for all Raiders and combines all our existing Raider Decks, so you won’t lose any existing progress and can still work your way through those rewards.

Collector Set DLC​

For those Raiders that want the full Frozen Trail experience, the Collector Set DLC offers all both the free and premium Reward Pass tracks, as well as a new cosmetic set, the Renzo, Dragon’s Breath Weapon Stencil, Bob Hair Style, and 2,400 Raider Tokens.

See you Topside​

Join us on October 8 for all this, and more, including new questlines and improvements, a Skill Tree rework including new and improved skills, and a new Map Condition - we’re excited to welcome you to the new frontier.

On Friday, September 25, 6pm CEST, we will host a dev Q&A livestream event about the Frozen Trail update. Join us live and submit questions about the First Look event!

Gear up. Dress warm. See you Topside.

The ARC Raiders Team
 
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No interest until they bring a dedicated pve mode with pve progress.
When i play really good pve games like Active Matter,Incursion Red River, Helldivers2,Darktide,DRG,Space Marine 2 and how the gain/retain players its clear Embark dropped the ball longterm with Arc Raiders especially when you consider it started out as a pve only game.
 
Be careful what you wish for..Embark testing PvE mode..

We’re testing a PvE Toggle: here’s what it means for you​

September 24, 2026

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We’re excited to share that we will be testing a PvE matchmaking toggle in ARC Raiders, and it’s coming soon!

The test will run from October 13-20, 2026, giving players the option to choose between the classic ARC Raiders PvPvE experience or a PvE experience focused on co-op gameplay with other Raiders versus the ARC threat.

Before we get into the details of the test, we want to take a step back and explain how we got here, and why we’re exploring this feature now.

The Vision of ARC Raiders​

When ARC Raiders was conceived seven years ago, the vision of the game was quite different.

We originally envisioned a raid-based PvE Co-op game with looting mechanics. While the concept showed promise, we ran into significant challenges, and eventually decided to reset the game and build the high-tension PvPvE Extraction adventure that you know today. (For the full story, we recommend watching the The Evolution of ARC Raiders EP1 - Finding ARC Raiders)

But when the game launched, we were pleasantly surprised; It wasn’t just extraction shooter fans who came to the Rust Belt, but a wide array of different players finding unique ways to enjoy the world. ARC Raiders became the “Extraction (Don’t) Shooter”, reaching a vibrant and diverse audience. This is something we’re very proud of here at Embark Studios.

As with all live games, the design should be an ongoing conversation with you, the players. Our goal is to stay true to the core principles on which ARC Raiders was built, but also respecting player choice and supporting different playstyles.

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What We’re Seeing​

At Embark we try to approach all key decisions from three different perspectives. What does the data indicate? What does the player feedback say? And what does our gut tell us?

Sometimes one perspective is more important than the other, but we try to triangulate our decisions between all three. There is no exact science, but as gamers ourselves, we always try to make the best decisions for the game and players.

If we look at the overall population of players and split them by how they most like to play, it looks like this:

  • 37% Friendly co-op players (this player group has grown consistently since launch).
  • 27% Mixed players.
  • 34% Pure PvP players (this player group has remained stable since launch).
  • Over 70% of Friendly players and even 40% of PvP players express a desire for fewer hostile encounters and 51% of the surveyed playerbase has expressed an interest in a dedicated PvE option.
  • There are clear friction points, with friendly players often attempting to avoid PvP entirely, and we hear frustration from certain groups of players around ratting and camping.
We’re seeing a large and growing group of Raiders who come to the Rust Belt for the co-op and the ARC, not fighting with other Raiders. That group has become a core part of our community, so it’s important we learn how to support them properly rather than leave them working around the game

Introducing the PvE Matchmaking Toggle Beta test​

To make a long story short, we’re going to be running a test with a PvE matchmaking toggle. This is how it will work:

  • The test will run from October 13-20, 2026.
  • During the test, you will be able to toggle between the classic ARC Raiders PvPvE experience and the PvE experience.
  • In the PvE experience there will be zero player-to-player damage, and the session is purely focused on the ARC threat and co-op social dynamics.
  • PvE sessions will include Solos, Duos and Trios in the same session.
  • We’re designing the system for seamless switching, play PvE for a relaxed solo session then switch back to PvPvE for a high tension match.
  • Some major conditions, Night Raids, Hidden Bunker, Locked Gate and Frigate will be excluded from the PvE matchmaking test. These are designed with higher tension in mind and rely on the uncertainty of encountering a variety of players.
  • Your PvPvE matchmaking rating will not be affected while playing in PvE sessions.
  • It’s important to remember that this is, at least initially, a limited test. When the test ends, the toggle will be removed and matchmaking will return to normal. Your feedback and data will help to shape the future of this system.

PvE Experience​

The PvE experience in this test is one where players can scavenge, complete quests and explore in relative safety from other hostile players. The intent here is not to test how we can make PvE more challenging or to try new PvE progression, rather it is an attempt to give players an alternative to PvP encounters - of course we will be listening to what you have to say after the test and what you want from the feature.

There are however a few differences in the PvE experience:

  • The overall loot value is lowered to compensate for the relative safety of PvE.
  • If you are downed by ARC’s, be a bit careful when crawling, they might re-acquire you as a target even when you are moving when downed. They will ignore you if you stay still. We’re trying this to maintain some tension to compensate for the lack of a PvP threat.

Risks and Balance​

It’s important to mention that this is not a risk-free test. The first, unlaunched iteration of ARC Raiders was conceived as a PvE game, and we have been hesitant to return to that concept. There is a risk that introducing a PvE matchmaking toggle could reduce some of the tension that the game was built around. At the same time, we have to respect that some players want to enjoy the game in their own way, and we can’t ignore what the data is telling us.

As creators, we design a game with an intention for how we think it should be played; but after launch, it becomes the players’ game. This is one of the unique and wonderful things about making games; we build something with a specific vision, and then we get to see players finding their own ways to enjoy it.

Testing the PvE Matchmaking toggle is a way to respect that our players have different needs than what we first envisioned.

There are a couple of things we will keep a close eye on:

  • Player economy: Friendly players, and by extension the PvE sessions, see higher rates of extraction and more value earned. To account for this during the test, PvPvE sessions will have slightly higher baseline loot values.
  • Matchmaking and queue times: In low population regions or during off hours, there might be a small increase in matchmaking times. We will monitor this closely to make sure that we’re providing good sessions for everyone. Depending on how many players try the PvE toggle, it may also might affect the quality of some of the PvPvE sessions, which we will also watch closely and adjust as needed.

Looking Ahead​

During the test and after its conclusion we will review the feedback and data we’ve collected to help determine how we move forward. Your feedback will be crucial to that process.

We want to set a few expectations for what comes next:

  • It’s possible that this will not work. This test is not a promise that there will be a PvE mode in the future, but take this as an indication that we are seriously considering it.
  • We don’t yet know how the potential future version of this setting might look. It’s plausible that any future version could look very different from what you experience in the beta test. We believe this is something that should evolve over time, together with you the players.
Our goal is to keep the communication open with you, and we’ll share our findings and future plans sometime after the test. We hope that you participate and share with us what you liked (and disliked!) about the PvE matchmaking test, as well as all the content we have for you in the Frozen Trail update.

I’m very excited to meet you Topside and hear what you think!

Best,

Aleks

Executive Producer, ARC Raiders
 
I mean, it really seems like a no-brainer... keep PvE and PvPvE separate and players can play what they want to and not be forced into PVP.
I think it gives them scope to design missions around each option too. I wish they would give away a few more blue prints or items for specific quests though, maybe even ones you can do again and again. Trawling map after map for headphones for example gets old really quickly
 
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Was watching The Gaming Merchant's live stream this afternoon when it was announced, chat on both YT and Twitch became divided VERY quickly. I'm on the fence about it, as I like the tension not knowing if I'm going to get jumped...

But..! I'm not a PvPer and I've maybe got the upper hand 1 out of every 6 PvP encounters whilst playing solo. This past few weeks has been like the Wild West, I've lost so much gear. It's ratty behaviour too, trying to take down Queen/Matriarch and I get the usual "Team up?" "Hey! Don't shoot!" then bang I'm dead. Things like this annoy me and I start to think how can it be addressed? As I don't think a full on PvE mode is the answer. Should Arc events like The Harvester and Matriarch be PvE only? Should night/hurricane/electrical storm raids be PvPvE with Exfil PvE safe zones to stop rats? It really is just fine tweaking the game mechanics and not changing the whole dynamic.

Will be interesting to participate in the test, reading the notes they're not going to make it easy for PvErs. Arc are going to grief you even if you're downed, you'll have to stop crawling so they'll leave you be. Items are going to be harder to come by "to balance out the risk removal of PvP".

It's good they are listening to the community (judging by the survey percentages they've shown), what with the update and then the test there will be a lot of players coming back to try it out.
 
Was watching The Gaming Merchant's live stream this afternoon when it was announced, chat on both YT and Twitch became divided VERY quickly. I'm on the fence about it, as I like the tension not knowing if I'm going to get jumped...

But..! I'm not a PvPer and I've maybe got the upper hand 1 out of every 6 PvP encounters whilst playing solo. This past few weeks has been like the Wild West, I've lost so much gear. It's ratty behaviour too, trying to take down Queen/Matriarch and I get the usual "Team up?" "Hey! Don't shoot!" then bang I'm dead. Things like this annoy me and I start to think how can it be addressed? As I don't think a full on PvE mode is the answer. Should Arc events like The Harvester and Matriarch be PvE only? Should night/hurricane/electrical storm raids be PvPvE with Exfil PvE safe zones to stop rats? It really is just fine tweaking the game mechanics and not changing the whole dynamic.

Will be interesting to participate in the test, reading the notes they're not going to make it easy for PvErs. Arc are going to grief you even if you're downed, you'll have to stop crawling so they'll leave you be. Items are going to be harder to come by "to balance out the risk removal of PvP".

It's good they are listening to the community (judging by the survey percentages they've shown), what with the update and then the test there will be a lot of players coming back to try it out.

If you played Active Matter pve [excellent new extraction game] you would see how good pve can be, real honest gear fear too.
 
They already developed a popular PVE-ish mode for the Chinese version of the game. I think it was developed by Tencent and Embark together. Simplest method would be to try this mode on the global servers, rather than trying to re-invent the wheel and give PVE players low loot maps/conditions.

Mode is called Security Protocol, and I think Gaming Merchant already did a video of it some months back.


rp2000
 
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