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Arc Raiders

Play ARC Raiders for free: October 8 - 12​

October 2, 2026

Raiders (and aspiring Raiders!),

The downed Emperor, and the inevitable ARC response, present an existential threat to the Rust Belt. Whether you want to bring the fight to ARC or investigate the new frontier for riches and new tech, we need you there.

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Play for free​

From October 8 (09.00 UTC) to October 12 (08.00 UTC), 2026, ARC Raiders will be free to play across Steam, Xbox, and Playstation.

Free play will grant access to the full ARC Raiders game, so you can try out the award-winning extraction adventure before you buy! It’s the perfect chance to invite your friends to team up against the ARC, scavenge what you can, and extract to safety.

Is it time to come and take your first steps Topside?

Frozen Trail​

The free play period also coincides with the launch of Frozen Trail, our biggest update since launch! New players will be able to access Pendola Pass immediately if teamed up with other players who have already unlocked the new map.

Gear up and join us for four free days of ARC Raiders - see you Topside!

The ARC Raiders Team
 
Pve would be great, if it was actually difficult. You can basically walk across the map without any fear in what is basically pve lobbies now. Arc is easy when you've spent enough time on it.

Needs proper big arc that NEEDS users to fight together to be worthwhile. With needing to use a lot of your loot to destroy it too, otherwise your walking about barely looting and just blowing up Queens for something to do.
 
By the sounds of the things they are going to ramp up the difficulty during the PvE trial. Will be interesting to see how it differs from the normal mode.

I've read from their notes that if the Arc down you they'll keep aggro on you until you stop moving, so if you're downed near an extract it won't be as easy to crawl into it without being knocked by them.

On a different note, come across a fan made film, actually pretty decent.

 
I think I'll jump back in during the PVE trial. I loved the game but wasn't keen on the PVP.
I'm tempted to do the same. Have not played in ages.

Would be nice to roam around and not have to worry about other players shooting you in the back
 
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I'm tempted to do the same. Have not played in ages.

Would be nice to roam around and not have to worry about other players shooting you in the back
Tbh, solo games are nearly always friendly in my experience these days. Duos and trios not so much!


rp2000
 
Those that are still playing remember to spend your creds (blue points) before Thursday morning. Best thing to do with remaining ones is get the 3 blueprints from Shani, Hullcracker, Burletta and Trigger 'Nade, all 150 creds each.
 
Haven't played since launch but I'd like to come back to this for Frozen Trail, is inventory management and loadout preparation still as bad as they were on release?
If you need to build something and you have other parts that can make it then it will use those resources but otherwise no it's still the same, no loadout options to set either.
 
Well im really enjoying the update , played it all day. So has the streamer burned peanut streamed for 16 hours so far :cry:
 
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Loving the update too. A lot of content added and loads more things to do for people who are high level.

Matchmaking times seem very fast, might be due to the free play they are offering ATM.


rp2000
 
Only had an hour or two this week and had a quick go on the new map. Managed to have a good go this afternoon, it's utter carnage. My lobbies are always friendly but today it's a free for all, raider flares going off all the time, absolute murderers running round getting their fix before Tuesday no doubt!

First impressions of the update.. I don't like the nerf to the snap hook, everytime it's used you lose 4-5 points. So it's only going to get 20-25 uses before it breaks. It also doesn't seem to reach as far now.

The new skill tree, few odd decisions been made there. Just seems they've mixed it up for the sake of it. But on a plus point they've added some really cool new features, just need to get to level 75 to try them out.

The container buffs are welcome, Spaceport outskirt buildings used to be so spartan but now there's at least 70-80% to loot in all buildings now, bags fill up quick.

Looking forward to amplifying the weapons, seen a few streamers trying out the Anvil with explosive rounds and the Equalizer with it's ramped up damage. Won't be long til they get a nerf seeing how quick they're killing Arc!

Roll on the trial this week, then I'll give Pendola Pass a proper look round. Especially with the player threat removed what with the lack of raider hatches there.
 
Enjoying the update too, I have not done the Emperor or the Frigate yet - stll waiting on the BP for the Emperor key thing.
For the skill tree I have gone with Security breach and Road warrior, although now that I have stash maxed out and cash becomes less useful, I might respec without Security breach and try something else.

What I did not realise until yesterday is that the Outpost can be used as a secondary stash, so my less commonly used weapons and all my Trinklets are now stored there.
Loot does seem high at the moment, but Embark seem to do that following every expedition, I expect it will be toned down at some point.

The Bully can be a handful, the Skulkers too if there are a couple of them.
 
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Raiders!

Update 2.1 is going live right now and marks the start of the PvE toggle Beta Test! We know that the announcement of this highly requested feature has sparked both excitement and skepticism so jump in, try it out, and let us know what you think. Your feedback, along with the in-game data, will help us decide if the toggle becomes a permanent part of the game.

https://arcraiders.com/news/pve-toggle-what-to-know



The Carrion Set is available at the store together with a number of content and bug fixes:

ANIMATION​

  • Fixed an issue where character models would sometimes appear enlarged.
  • Fixed an issue where vaulting onto destroyed ARC parts could launch you or debris into the air; vaults on Matriarch, Vaporizer, Hydra, and Firefly remains are now stable.
  • Character animations will now have a short cooldown before they swap sides on repeated shoulder swapping.

AUDIO​

  • Reduced overly loud footstep sounds when outdoors and balanced footstep volume across different surfaces.
  • Added clearer visual and audio feedback when melee hits land on weak points, making successful strikes easier to recognize.
  • Fixed an issue where shoulder swapping repeatedly could make footsteps audio not play.
  • Added sound effects to the Cowboy emote.
  • Made several more subtle audio improvements and additions.

ARC​

  • Frigate hatches now inflict burning damage over time when they open.
  • Smoothed collision on Frigate cargo to prevent getting stuck on curved surfaces.
  • The Frigate cargo drop has been adjusted to prevent unintended knockouts.
  • Fixed unintended interactions between throwables and certain doors on the Emperor.

COSMETIC​

  • The missing Zenith Outfit toggles will be granted to all players that have completed their fifth Expedition.
  • Equipped weapon stencils now display their rarity in the weapon tooltip.

GAMEPLAY​

  • Fixed an issue where the Broad Shoulders skill did not activate on spawn, preventing sprinting despite being within the increased carry limit; inventory weight now updates correctly after loading in.
  • Fixed an issue where the Field Repair skill could fail to work after unlocking it if you had already played a round in the same session. Restarting is no longer required for it to take effect.
  • Fixed an issue where the camera would shake violently when another player or vegetation came between the player and the camera while firing.
  • Fixed an issue where weight values would initially be calculated incorrectly after loading into a round.
  • Fixed an issue where Fight or Flight would incorrectly bypass the penalty from Sprinting on Fumes.

ITEMS​

General

  • Mobile-Fire Grip Fittings now correctly require Skulker Targeters to research, instead of Skulker Drivers.
  • Stamina-restoring consumables can no longer be used while the Sprinting on Fumes cooldown is active.
    • One of the important balancing considerations for Sprinting on Fumes was the penalty that is applied once the ability has ceased. Having items that could bypass that penalty entirely disrupts the intended risk of using the skill.
Grappling Hook

  • Made it easier to vault onto ledges and roofs when using the Grappling Hook, especially on Pendola Pass. Auto-vault now triggers more reliably at the top of rope climbs, and ending a swing on walkable ground is more consistent.
  • Fixed several issues that occurred when the Grappling Hook let players swing from objects too light to hold their weight.
  • Fixed an issue where the Grappling Hook could detach when tethered to fast‑moving objects like the Ballistic Gondola, causing the line to break during lift‑off.
  • The Grappling Hook rope now wraps around geometry while the hook is in flight.
  • Fixed an issue where Grappling Hooks and Tether Launchers would not release when the player was downed by fall damage.
  • Fixed an issue where Grappling Hooks and Tether Launchers with 0 durability would be destroyed instead of broken.

MAPS​

General

  • Adjusted spawns during Frigate rounds to avoid starting too far from the action under certain circumstances.
  • Improved vaulting and traversal on rocky terrain to reduce unintended sliding after climbing.
  • Fixed world props in a tunnel sometimes disappearing when viewed from above.
  • Improved lighting and reflections in Frigate areas and on Dam Battlegrounds to reduce visual artifacts and improve performance.
  • Improved shelter door interactions to prevent players from being squeezed when opening them, with more space provided next to the door.
  • Fixed several collision and clipping issues, gaps, and stuck spots across several maps.
Pendola Pass

  • Fixed an issue where players could be eliminated despite being inside the Gondola and extracting.
  • Polished terrain and collision on Pendola Pass—fixed gaps, clipping, and hard-to-traverse spots, reduced visual pop-in, and blocked unintended areas.
  • Fixed a traversal spot in the Railyard on Pendola Pass where you couldn’t jump up or auto step up as expected.
  • Polished Pendola Pass with collision and visual fixes, corrected footstep and impact sounds on station canopies, and improved VFX culling to prevent effects showing through surfaces.
  • Adjusted interior snow and terrain blending to prevent landscape from clipping into buildings.
  • Adjusted night lighting to be darker with reduced visibility.
  • Adjusted ARC Frigate cargo drop points in Pendola Pass to improve accessibility and prevent clipping.

PERFORMANCE​

  • Reduced memory usage to improve stability on Spaceport, Buried City, and Dam Battlegrounds, with particular benefits on Xbox Series S.

UI​

General

  • Extended compass and map visibility distance for Gondola markers from 120 to 175 meters.
  • Improved placement of pings on the Skulker and Bully when marked from long range.
  • In the Weapon Amplification tree, hovering or focusing an upgrade now highlights the path to that node, unless it’s blocked.
  • Fixed a bug where spectating could fail to show your squadmates’ HUD info, making it appear they had no Shield.
  • Added a new indicator and seen-state tracking for weapon stencils in the customization screen, making newly acquired stencils easier to spot and manage.
Reward Pass

  • Fixed an issue where the Reward Pass would not progress correctly. The End-Of-Round Reward Pass screen no longer mistakenly counts milestones from previous rounds.
  • Polished the Reward Pass completion screen: updated button labels, fixed an incorrect premium icon on non-upgrade buttons, and adjusted layout to prevent image cropping and text overflow.
  • Fixed the Reward Pass tile overstating completed levels and aligned the completion icon and “Completed” label.
  • The Reward Pass details screen now shows the name of the active pass.
Outpost

  • Fixed an issue where Outpost module recipes would remain in the tracker after installing.
  • Added an orange indicator to the Outpost tab when a project step is completed, making new updates easier to spot.
  • Fixed an issue where leaving Customization in the Outpost could leave the view out of focus.
  • Fixed an issue where exiting decorating in a module room returned you to the base room instead of the room you were editing.
Skill Tree

  • Fixed an issue where the Field Salvaging skill could fail to display the right items if unlocked after playing a round in the same session.
  • Fixed an issue where camera movement could be prevented if Field Salvaging or Field Repair were interrupted.
  • Fixed a bug where End of Round inventory weight and max loadout weight did not reflect character skills like Reduced Weapon Encumbrance or Max Carry Weight.

QUESTS​

  • Fixed quest objective progress bars displaying incorrectly whilst in Speranza.
  • Fixed an issue where visiting loot‑icon areas in Pendola Pass did not count toward the “Picking Up the Pieces” quest objective.
  • Cinematics for “Sizing Things Up” correctly play after quest completion.

WEAPONS​

  • Fixed issue where the Semi-Auto Amplification for the Hairpin did not deal reduced headshot damage.
See you Topside,

The ARC Raiders Team
 
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