Arc Raiders Riven Tides White Flag Blueprint: The Best Farm Locations Revealed
Arc Raiders Riven Tides White Flag Blueprint drops from random containers, with highest spawn rates in Stacking Yard and Hotel Panorama Azzurro. Night raids boost drop chances but increase enemy strength. This article summarizes the key farm spots and strategy.
Author: EZGViews: 191Published: May 02, 2026Modified: Sep 17, 2026
In Arc Raiders Riven Tides update, White Flag was added as a non-combat deployable item.
It doesn't deal damage or block attacks, but in chaotic PvP battles, it sends a clear signal to other players: I choose not to attack Raiders. In the chaotic retreat, where friend and foe are indistinguishable, this flag is a rare communication tool that relies on mutual understanding.
To craft a White Flag, you first need to obtain its Blueprint. This Blueprint can only be obtained through random container drops on Riven Tides map.
The following content, based on verified game mechanics, systematically analyzes four high-probability spawn areas, the impact of Night Raid mode, and effective search strategies.
Core Search Areas
White Flag Blueprint in Arc Raiders' Riven Tides map follows a purely random drop rule, but differences in container density and type in different areas lead to significant variations in the actual acquisition probability.
After multiple practical tests, the following four locations show a significantly higher Blueprint spawn rate than other areas. When searching, don't fixate on a single location. Instead, plan your route flexibly based on your spawn point, covering these high-priority areas sequentially.
Stacking Yard
Stacking Yard is widely recognized as the highest spawn point for Arc Raiders White Flag Blueprint on Riven Tides map. This area is filled with numerous open cargo crates, each containing multiple small green containers. These green containers are the primary carriers of the Blueprint.
Stacking Yard's advantage lies in the extremely dense number of containers, which are very close together, allowing players to complete dozens of interactions in a short time. Multiple confirmed Blueprint drops have been concentrated here.
When searching, it's recommended to advance from the edge of the area towards the center, opening all the green containers one by one, paying attention to the stacked areas in the corners of the crates. Note that Stacking Yard is also a frequent hotspot for other players; remain vigilant while opening crates.
Hotel Panorama Azzurro
The hotel area is a high-risk, high-reward zone. It's where both hostile players and Arc Raiders spawn.
The high risk is rewarded with an extremely rich variety of containers: drawers, red lockers, and briefcases can all potentially yield White Flag Blueprint. Unlike Stacking Yard, the hotel's interior structure is complex, divided into multiple floors and rooms.
It is recommended to clear each floor systematically, prioritizing the red lockers on the second floor and the reception desk drawers on the first floor. Because of the confined space and limited cover, entering the hotel solo is risky; it's best to coordinate with a squad, with one person clearing enemies and the other focusing on opening crates.
Port Authority Building
Port Authority Building is located on the northern edge of Riven Tides map, east of the underwater area. This area has a slightly lower priority than the previous two, but is still considered good.
Container types include crates, cabinets, and regular containers, relatively scattered. The advantage of Port Authority Building is its lower enemy density, making it suitable for solo players or teams with poor equipment as a transitional spawn point.
If the first two areas have already been cleared by other teams, Port Authority Building is a suitable alternative.
Tennis Court
Tennis Court is a seemingly chaotic but surprisingly productive search area. The containers here encompass almost every possibility: chests, lockers, trash cans, and even scattered backpacks. While the layout is chaotic, the number of containers per unit area is considerable.
When searching for Arc Raiders White Flag Blueprint in Tennis Court, there's no specific order; simply run through each area and interact with all interactive objects.
Note that Tennis Court is an open environment with wide visibility, making you vulnerable to sniping from afar. It's recommended to move quickly and avoid staying in one place for more than a few seconds.
Night Raid
On Riven Tides map in Arc Raiders, players can choose to raid at night. During Night Raid, the drop quality and spawn rate of all containers are significantly improved, increasing the probability of White Flag Blueprint appearing.
However, this buff also applies to enemies: Arc Raiders' attack power, perception range, and movement speed are enhanced, and opposing players are more likely to carry high-level equipment at night.
To effectively farm Blueprints during Night Raid, you need to carefully assess your own combat capabilities.
If the squad is well-coordinated and well-equipped, night raids can significantly reduce the number of runs required; however, for solo players or those with insufficient gear, the survival pressure of night raids may actually decrease overall efficiency.
Search Strategy
The drop of White Flag Blueprint is entirely controlled by a random number generator, so you shouldn't expect to get it in a single raid. A sensible approach is to plan multiple consecutive Riven Tides raids, focusing on clearing two or three high-priority areas in each raid, then evacuating and resetting.
When searching, be sure to open all interactive containers: briefcases, bags, drawers, red lockers, and green containers - without exception.
White Flag Blueprint has no special visual or sound cues when picked up; its appearance is identical to other Blueprints. Only through patience and systematic searching can you eventually obtain this symbolic flag in Arc Raiders' Riven Tides.
White Flag Blueprint is only available on Arc Raiders' Riven Tides map and is obtained through random container drops. Prioritize searching Stacking Yard and Hotel Panorama Azzurro, followed by Port Authority Building and Tennis Court.
Night Raid increase drop rates but also increase enemy strength. Open many containers and be prepared for multiple raids. There are no shortcuts, only continuous searching.
The PvE toggle is gone, but the debate around it is far from over.
ARC Raiders ran a limited PvE matchmaking test from October 13 to October 20, giving players a chance to fight ARC machines without having to worry about other Raiders attacking them. The experiment attracted more than 30 million PvE rounds, according to Embark Studios. That is a substantial amount of activity, but it does not automatically mean a permanent PvE mode is on the way.
Embark has since confirmed that it is reviewing the results and player feedback. In a recent interview, executive producer Aleksander Grøndal outlined three possible directions: a relaxed side mode, a more demanding PvE challenge, or a full PvE experience.
Those options sound quite different from one another. More importantly, each would change how the studio develops and supports the game. The question is no longer simply whether players want PvE. Embark needs to work out what kind of PvE belongs in ARC Raiders without taking away what makes its existing PvPvE raids worth playing.
ARC Raiders Permanent PvE Mode: 30 Million Rounds Played
More Than 30 Million PvE Rounds, but What Did the Test Actually Prove?
The October test gave Embark a much larger pool of gameplay data than a simple community poll could provide. Players could choose between the familiar PvPvE experience and a separate PvE matchmaking option, then return to standard raids whenever they wanted.
By the time the test ended on October 20, players had completed more than 30 million PvE rounds. Embark described the response as polarizing, however, and said it needed time to study both the numbers and the feedback before deciding what to do next. The studio also planned to send a survey to a representative sample of players beginning October 22.
There is an important distinction here: 30 million rounds does not mean 30 million individual players. It shows how frequently the mode was played, not how many unique people tried it or how many want it to become permanent.
That difference matters because participation alone cannot explain why people chose PvE. Some Raiders may have used it to complete quests, explore maps, collect resources or play with friends without the threat of hostile players. Others may have tried it out of curiosity before returning to PvPvE.
Embark needs to understand those different motivations. A mode that players enjoy occasionally between tense raids may need a very different design from one that a large group expects to play as their main experience.
Why Is Embark Considering a Permanent PvE Mode?
The interest in PvE did not appear out of nowhere. In its September announcement, Embark shared data showing that the ARC Raiders community includes several distinct playstyles.
Player preference
Share of the surveyed population
Friendly co-op players
37%
Mixed players
27%
Pure PvP players
34%
Embark also reported that more than 70% of friendly players and 40% of PvP players wanted fewer hostile encounters. In the same announcement, 51% of the surveyed playerbase expressed interest in a dedicated PvE option.
These figures help explain why the studio decided to test a separate matchmaking option. Not everyone enters the Rust Belt for the same reason. Some players enjoy the uncertainty of meeting another Raider and deciding whether to cooperate or fight. Others would rather focus on ARC threats, scavenging and playing alongside friends.
That diversity is particularly interesting given the game's development history. Embark originally envisioned ARC Raiders as a cooperative PvE looter with raid-based gameplay. The studio eventually changed direction and rebuilt the concept around the high-tension PvPvE extraction experience that players know today.
The recent test does not mean Embark is reversing that decision. It does show that the studio is willing to consider whether the game can support more than one way to play.
What Changed During the October PvE Test?
For players who missed the event, the PvE toggle was more than a setting that simply made other Raiders friendly. Embark adjusted several parts of matchmaking and gameplay to make the separate experience work.
Here are the main changes:
Test feature
How it worked
Player damage
Raiders could not damage one another
Throwable items
Stun and fire throwables did not affect other players
Squad matchmaking
Solo, Duo and Trio groups could appear in the same sessions
PvPvE rating
PvE sessions did not affect PvPvE matchmaking rating
Loot value
Overall loot value was reduced in PvE sessions
Map conditions
Night Raid, Hidden Bunker, Locked Gate, Frigate and Redirection were excluded
ARC behavior
Downed players had an eight-second grace period before ARC enemies could reacquire them based on movement
The last point is worth highlighting. PvE did not mean that Raiders could ignore the machines around them. After being downed, players received an eight-second grace period. Once that period ended, moving could cause ARC enemies to reacquire them as targets. Staying still was the safer option under the test rules.
Embark also made clear that the experiment was not designed to introduce a harder PvE progression system or test a completely new approach to quests. It was primarily an alternative to hostile encounters, allowing players to scavenge, explore and complete quests with less risk from other Raiders.
That distinction is important when considering what a permanent version might look like. The October setup was a limited experiment, not necessarily a preview of the final mode.
The Three PvE Directions Embark Is Considering
In an interview with MP1st, executive producer Aleksander Grøndal described three possibilities the studio is discussing. He did not announce a final plan or confirm that any of these options will be added. Instead, they represent different ways Embark could respond to what it learned from the test.
1. A Relaxed Side Mode Between PvPvE Raids
The first possibility is a more casual PvE option that players can enter between intense PvPvE sessions.
This would be the closest continuation of the October test. Raiders could spend time exploring, collecting materials, working through quests or playing with friends without having to anticipate attacks from other players.
Its appeal is easy to understand. Extraction shooters can be demanding, particularly when a player has valuable equipment or resources to lose. A less hostile alternative could give players more control over how much pressure they want in a particular session.
The challenge would be making sure this option complements the main game rather than becoming the obvious choice for every activity that involves collecting valuable resources.
2. A PvE Challenge Mode Focused on ARC Enemies
The second direction is almost the opposite. Rather than making PvE a more relaxed experience, Embark could create a mode where players test their skills against AI opponents.
This would give the ARC threat a more central role. Instead of treating machines primarily as environmental dangers during a raid, the mode could put more emphasis on surviving and overcoming them.
However, this would require more than simply disabling player damage. Enemy difficulty, encounter design and the rewards for completing challenges would all need careful consideration.
Embark has not confirmed new bosses, special missions or additional progression systems for such a mode. Those are possible design questions, not announced features.
3. A Full PvE-Only Experience
The third option is the biggest change: a dedicated PvE experience rather than a secondary mode alongside the existing extraction gameplay.
This could appeal to players who enjoy the world, equipment, quests and cooperative combat but have little interest in fighting other Raiders. It would also give Embark more room to shape the experience around PvE from the beginning.
But a full PvE experience would raise the largest development questions. It would need a clear identity of its own, and the studio would have to decide how its content, rewards and progression relate to the existing PvPvE game.
Grøndal specifically noted that all three possibilities would have different implications for how future game updates are built. That makes this more than a matchmaking decision.
Why Can't Embark Just Make PvE Permanent?
The October test showed that a separate PvE queue can attract substantial activity. It did not answer every question needed to support that option over the long term.
Three issues stand out.
Matchmaking and queue times
Splitting players between PvE and PvPvE can affect how quickly each mode fills a lobby. This may be less noticeable in busy regions and peak hours, but low-population regions and quieter periods could be more vulnerable.
Embark already identified matchmaking times and the quality of PvPvE sessions as things it would monitor during the test. If a permanent mode reduces the number of available players in standard raids, the studio will need to decide how to prevent that from damaging the existing experience.
The balance between risk and rewards
PvPvE is built around uncertainty. Another Raider can become a threat, an unexpected encounter can change a raid, and extracting with valuable equipment is part of the appeal.
A PvE mode removes one major source of danger, but that also changes how much risk players face when collecting loot. If both modes offered identical rewards, players might have little reason to accept the additional danger of PvPvE. If PvE rewards were reduced too heavily, however, players who prefer cooperative gameplay could feel that their time was worth less.
Embark already addressed this during the test by lowering overall loot value in PvE sessions and giving PvPvE sessions slightly higher baseline loot values. The studio also explained that friendly players and PvE sessions had higher extraction rates and more value earned.
The future content pipeline
This may be the most complicated issue of all.
A relaxed side mode could potentially share much of the existing game's content. A dedicated challenge mode might require more attention to enemy encounters and difficulty. A full PvE experience could demand a much broader approach to missions, progression and updates.
The more distinct the two experiences become, the harder it may be to maintain both without stretching development resources. Grøndal's comments make clear that Embark wants to understand what players actually need before committing to a particular direction.
Could Permanent PvE Change ARC Raiders Items and Loot?
For players interested in collecting equipment, completing quests and improving their loadouts, the loot question is just as important as the matchmaking decision.
During the October test, Embark reduced overall loot value in PvE sessions to account for the relative safety of playing without hostile Raiders. PvPvE sessions received slightly higher baseline loot values to reflect the different extraction rates and value earned across the two experiences.
That approach makes sense as a starting point. If players can gather resources without worrying about other Raiders, the rewards may need to reflect the lower level of risk.
But a permanent mode could require a more detailed system. Embark would need to consider whether the same loot tables should apply to both modes, whether certain activities should offer different rewards, and how players move between PvE and PvPvE without creating an imbalance.
This matters for the long-term value of ARC Raiders Items and the overall progression economy. Players who prefer PvE should still have meaningful reasons to explore and collect equipment, while PvPvE players should not feel that the risk of hostile encounters is being rewarded less generously.
For now, there is no confirmed announcement of permanent loot changes, separate item pools or a new progression system. The October test's reward adjustments should not be treated as proof of what a future version will use.
When Will ARC Raiders PvE Return?
There is currently no confirmed date for the return of the PvE toggle, and Embark has not announced that a permanent PvE mode is coming.
The studio said on October 20 that it needed time to review the test data and player feedback. It also confirmed that the response had been polarizing and that its decision would prioritize the overall health and enjoyability of the game. Embark expected to provide further information in November 2026.
That November update should be understood as an expected follow-up, not a confirmed release window. Even if Embark decides to bring PvE back, the final version could look very different from the October experiment.
For now, Raiders should not assume that the old toggle will simply return with the same rules and rewards.
ARC Raiders PvE Mode: Frequently Asked Questions
Does ARC Raiders have a permanent PvE mode?
No. The limited PvE matchmaking test ran from October 13 to October 20, 2026, and the toggle was removed when the test ended. Embark has not confirmed a permanent PvE mode.
How many rounds were played during the ARC Raiders PvE test?
Embark reported that players completed more than 30 million PvE rounds during the test. This figure refers to rounds played, not 30 million unique players.
Is ARC Raiders getting a permanent PvE mode?
It is being considered, but no final decision has been announced. Embark is reviewing player feedback and gameplay data before deciding what comes next.
What are the three PvE modes Embark is considering?
Executive producer Aleksander Grøndal discussed three possible directions: a relaxed side mode between PvPvE raids, a challenge mode focused on fighting AI enemies, and a full PvE-only experience. These are options under consideration, not confirmed features.
Did the PvE test affect PvPvE matchmaking rating?
No. Embark stated that playing PvE sessions would not affect a player's PvPvE matchmaking rating during the test.
Was loot reduced in ARC Raiders PvE?
Yes. Embark lowered overall loot value in PvE sessions to account for the relative safety of the mode. PvPvE sessions received slightly higher baseline loot values during the test.
When will Embark announce its PvE decision?
Embark said it expected to share further information in November 2026. It has not confirmed an exact announcement date or a date for the return of PvE.
The Next Decision Could Shape ARC Raiders' Future
The October experiment gave Embark something it could not get from player discussions alone: a large amount of real gameplay data from a separate PvE matchmaking option. More than 30 million rounds show that players were willing to spend time in the mode, but the studio still has to understand what they wanted from it and how it affected the rest of the game.
A relaxed side mode, an AI-focused challenge and a full PvE experience would each serve a different audience. Choosing between them is not simply a matter of adding another toggle. It means deciding how much space PvE should occupy in a game whose identity was built around the tension between Raiders and the ARC threat.
For now, the PvE toggle remains unavailable. The next meaningful update will be what Embark says after reviewing the results, and whether it can find a way to support different playstyles without weakening the experience that brought Raiders to the Rust Belt in the first place.
ARC Raiders Live Update 2.3.0 is now live, and its tone is noticeably different from previous updates. While it includes shield enhancements and loot adjustments, the most striking feature is the awe-inspiring new player project - Souls Offering - dedicated to those raiders who will never return from the surface.
In addition, the developers have taken this opportunity to adjust the development schedule, no longer including fixes in weekly updates, but returning to a three-week patch cycle, while the in-game store will continue to rotate weekly.
This article will provide a complete analysis of ARC Raiders Live Update 2.3.0, helping you better enjoy the game.
ARC Raiders Live Update 2.3.0 Adds Souls Offering and Improves Loot Rewards
New Player Project - Souls Offering
The four districts of Toledo rarely agree, but they share a common tragic fate: the losses they suffered on the surface. As the brutal tale of Pendola Pass spread through taverns, Celeste called upon the residents of Speranza to pause and remember the dead - not as cold numbers, but as living individuals who left their mark on ARC onslaught.
The project invited players to contribute unique offerings. Using ARC Raiders items such as Dead Flowers, Rock Salt, ARC Alloy, Advanced Powercells, and Remote Raider Flares, players crafted offerings for Vaulto, Ferrovia, and Murteta districts, culminating in fireworks over Santa Maria Houses.
Players who completed the project before November 16th deadline received a Legendary Display table blueprint - a fitting memento for a project themed around remembrance.
Heavy Shield and Other Adjustments
Regarding balance, the most discussed change was to Heavy Shield, whose base charge was increased from 80 to 90. This adjustment aims to improve the survivability of Heavy Shield against most weapons, while avoiding widening the gap between Heavy and Medium Shields.
This is a cautious adjustment. The developers stated that some minor buffs were made to Heavy Shield in 2.0 update, but player usage remained low. With this enhancement, the studio says they will closely monitor whether Heavy Shield suddenly becomes the only option or remains a choice for a minority of players.
Meanwhile, Flame Spray has also been adjusted. Damage has been increased from 10 to 13 per second, and durability consumption has been reduced by 50%, making it a more durable area-locking tool. A bug that allowed flames to pass through walls has been fixed, so this enhancement will no longer lead to unexpected geometry penetration.
In addition, Firefly Burner has been completely reworked: it now activates upon impact after being thrown, leaving a trail of fire during flight and exploding after approximately three seconds. Previously, players had to shoot it to release the flames, making it clunky in fast-paced combat. The new mechanic makes it a true thrown incendiary grenade, rather than a fixed trap.
Finally, ARC Raiders Live Update 2.3.0 also optimized Adrenaline Shots - they can now be used even with full stamina, but the effects no longer stack; using them again only refreshes the duration.
Loot Distribution Adjustments
If you're used to speedrunning Emperor's entrance and looting as many items as possible before extracting, ARC Raiders Live Update 2.3.0 aims to break that mold. Loot inside Emperor has been rebalanced; containers near the entrance drop lower-tier rewards, while truly valuable items are placed deeper within the wreckage.
Frigate follows the same philosophy: deeper areas now have a higher chance of dropping higher-tier rewards, giving raiders a real reason to breach cargo doors and enter more dangerous areas. To support this advancement, Frigate has added clearer visual cues for hatches and audio cues for puzzle-solving, emits remote signals upon entering areas, and fixed some collision gap issues.
Blueprint acquisition has also undergone subtle but significant changes. Dolabra, Bobcat, Equalizer, Jupiter, Tempest, and Vulcano blueprints now drop under all major map conditions, no longer limited by specific weather or time states. However, to balance the increased drop rate, the drop rate for these blueprints has been slightly reduced.
On the other hand, Emperor Key blueprints now drop less frequently from redirection pods, but these pods have a smaller chance of dropping ARC parts and high-level ARC loot.
In addition, the drop rate for Furniture Design has been fixed - previously, the drop rate was reversed, meaning rare items dropped more frequently than common items. This minor issue with the economy system has now been corrected.
ARC Raiders Live Update 2.3.0 Grappling Hook
Grappling Hook Issue Analysis
Grappling hooks have always been a source of both enjoyment and frustration for players, and ARC Raiders 2.3.0 update has thoroughly fixed one of its most troublesome issues. The grappling hook will no longer launch players into the air at extremely high speeds or bounce them off obstacles, significantly reducing accidental deaths and out-of-bounds incidents.
When a target breaks, the grappling hook will automatically reattach to the debris, making it more reliable against destroyed ARC components. When a rope is entangled in an obstacle, using the grappling hook to grab an ARC enemy will now pull the target towards the entanglement point instead of the player, eliminating another source of high-speed chaos.
Furthermore, the grappling hook can now be used within the active shield of Matriarch, and a bug that caused the hand animation to freeze when switching from a thrown grappling hook to another item has been fixed.
Gameplay Optimizations
Advanced Camera now includes Color Push and Black & White filters, and the grain texture of Classic Film filter has been optimized. The depth-of-field blur effect of Basic Camera has been reduced, resulting in sharper selfies. If you prefer a more stable perspective, this ARC Raiders update also adds a Camera Bob toggle.
Meanwhile, a new Time Revived By A Stranger statistic has been added to the game's encyclopedia. For a game themed around survival, this small change is particularly heartwarming.
In addition, another noteworthy change is the closure of Expedition Vault. Players with Vault slots will receive Bronze Statuettes as compensation, and all items stored in Vaults will be moved to stashes. The feature's closure is quiet, but the compensation at least slightly alleviates player disappointment.
While Update 2.3.0 isn't the most dazzling update in ARC Raiders, it truly reshapes the experience during quieter, more deliberate moments. However, There are still some known issues that haven't been fixed, but these are expected to be addressed in future updates; players can wait patiently.
Embark Studios has a major decision to make about the future of ARC Raiders after its limited-time PvE matchmaking test attracted more than 30 million rounds of play. The experiment gave players an alternative to the game's usual PvPvE extraction experience, but the studio has not confirmed whether a permanent PvE mode will return.
In its October 20 announcement, Embark described the test's reception as polarizing and said it needed time to review gameplay data and community feedback. Executive producer Aleksander Grøndal also explained in an interview with MP1ST that the challenge is supporting different player preferences without undermining the game's original design.
For players asking whether ARC Raiders PvE will return, the next milestone is November 2026, when Embark expects to share further information. No permanent-mode release date has been announced.
ARC Raiders PvE Test Results: Will the Mode Return
What Did the ARC Raiders PvE Test Reveal?
The limited-time test ran from October 13 to October 20, 2026. Players could choose cooperative PvE matchmaking instead of the standard PvPvE experience, allowing them to explore, complete quests, scavenge for resources, and fight ARC machines without taking damage from other Raiders.
According to Embark's official test wrap-up, players completed more than 30 million PvE rounds during the experiment. The studio said the results gave its team substantial data to analyze, but it did not treat participation alone as proof that the mode should become permanent.
The developer had already identified demand for different playstyles in its September PvE test announcement. Embark reported that 37% of its player population fell into a friendly co-op category, 27% preferred a mixed approach, and 34% were categorized as pure PvP players. It also reported that 51% of surveyed players expressed interest in a dedicated PvE option.
These are figures reported by the developer, not a guarantee of future demand. The test's 30 million rounds also represent gameplay sessions rather than 30 million unique players.
The results nevertheless gave Embark an opportunity to examine how a dedicated cooperative option might fit into the game. The studio now needs to determine whether that interest can support a lasting mode without creating problems for the wider player experience.
Why Is Embark Hesitant About Permanent PvE?
The uncertainty is rooted in the history of ARC Raiders itself.
Embark originally conceived the game as a cooperative PvE experience built around looting and fighting AI-controlled enemies. The team eventually changed direction and developed the high-tension PvPvE extraction adventure that players know today.
That history helps explain why the studio is cautious about making PvE permanent. In an extraction shooter, the threat of encountering another player changes how every raid unfolds. A seemingly friendly Raider might cooperate, avoid a fight, or attack when valuable loot is at stake.
Removing hostile player encounters changes that dynamic. Players who prefer exploration and cooperative combat may enjoy a more predictable experience, while others may feel that PvP uncertainty is an essential part of the game's identity.
Speaking to MP1ST, executive producer Aleksander Grøndal acknowledged that the studio had been skeptical about introducing the mode for historical reasons. He also suggested that the test could indicate that the game supports a wider range of player types than initially expected.
Grøndal's comments point to the central challenge: Embark needs to understand what players want from PvE before deciding how to support it in future updates.
ARC Raiders PvE vs. PvPvE: What Are the Main Differences?
The October test changed more than the possibility of being attacked by another player. Embark also adjusted the risk-and-reward balance to account for the safer environment.
Feature
PvE test
Standard PvPvE
Player-to-player damage
Disabled
Enabled
Main threats
ARC enemies and environmental dangers
ARC enemies, hostile Raiders, and environmental dangers
Exploration and quests
Available with reduced risk from other players
Available with the possibility of hostile encounters
Loot value
Reduced overall loot value
Slightly higher baseline loot values during the test
PvPvE matchmaking rating
Unaffected by PvE sessions
Standard PvPvE matchmaking applies
Selected map conditions
Night Raids, Hidden Bunker, Locked Gate, and Frigate excluded
Available according to standard game rules
Embark also explained that the PvE test was not intended to introduce a new progression system or make PvE combat more challenging. Instead, it was designed to provide an alternative for players who wanted to avoid hostile player encounters.
This distinction matters when considering the future of the mode. A permanent PvE experience could require more than simply retaining the test's matchmaking toggle. The developer may need to revisit encounter design, rewards, and the content available in each queue.
How Could Permanent PvE Affect ARC Raiders Items and Loot?
Loot balance is one of the biggest questions facing Embark.
During the test, overall loot value was reduced in PvE sessions to compensate for the relative safety of those raids. PvPvE sessions also received slightly higher baseline loot values during the experiment.
The reasoning is straightforward: when players face fewer threats from other Raiders, the risk associated with extracting valuable equipment is different. If a permanent PvE mode offered the same rewards with substantially less danger, some players might have less incentive to enter standard PvPvE raids.
However, making PvE rewards too restrictive could create the opposite problem. Players who prefer cooperative gameplay might feel that their chosen mode offers little meaningful progression.
For players interested in ARC Raiders items, the final reward structure could determine whether PvE becomes a viable alternative for gathering resources and improving equipment or remains a more relaxed side activity.
Embark has several possible approaches, including adjusted loot rates, different challenge structures, or progression systems designed around each mode's risks. These are potential solutions rather than confirmed plans. The studio has not announced separate inventories, exclusive PvE equipment, or permanent loot rules.
The important point is that PvE and PvPvE do not necessarily need identical rewards. They need reward structures that make sense for the risks, time investment, and challenges each experience offers.
Could a Separate PvE Queue Affect Matchmaking?
Matchmaking is another consideration if Embark decides to retain a dedicated PvE option.
A separate queue divides players between different matchmaking pools. If too few players enter a particular queue in a given region or during quieter hours, matchmaking times could increase. Embark specifically identified queue times and the quality of PvPvE sessions as factors it would monitor during the test.
That does not mean permanent PvE would automatically damage matchmaking. The outcome would depend on player demand, regional populations, and how the system was implemented.
The studio would also need to consider the resources required to support two experiences. Separate modes could require additional balancing, encounter design, and updates to ensure that neither feels neglected.
These considerations help explain why the number of PvE rounds played cannot determine the final decision by itself. Embark needs to weigh participation against the broader impact on the game.
What Could the Future of ARC Raiders PvE Look Like?
Embark has not announced a preferred design, but Grøndal's interview with MP1ST outlined several questions the team needs to answer. He raised the possibility of a relaxed side mode, an AI-focused challenge experience, or a full PvE-only experience.
Those possibilities would lead to different design decisions.
Potential direction
How it could work
Main consideration
Permanent standalone PvE
A dedicated queue for cooperative raids without hostile player damage
Requires sustainable matchmaking, rewards, and ongoing content
Casual side mode
A lower-pressure option for exploration, quests, or practice
May not satisfy players seeking full PvE progression
PvE challenge mode
More demanding encounters built around ARC enemies and cooperative combat
Needs meaningful challenges and rewards to encourage repeat play
These are possible directions, not confirmed features or an official roadmap. Embark has not announced separate maps, exclusive rewards, or a schedule for rotating cooperative events.
The final design may also differ significantly from the October test. Embark has explicitly said that any future version could look different from the temporary implementation.
For now, the most useful signal from the interview is that the studio is considering what role PvE should play in the overall game, rather than treating the decision as a simple on-or-off switch.
When Will Embark Announce the Future of PvE?
Embark expects to share further information in November 2026, according to its October 20 announcement. The studio has not provided an exact date or confirmed that the next update will include a permanent-mode release plan.
The developer also said it would send a survey to a representative sample of players beginning October 22 and encouraged participants to share feedback through its dedicated PvE test channel on Discord.
The next announcement should clarify what Embark learned from the test and how it intends to proceed. However, players should not assume that November will bring a confirmed release date or a guarantee that PvE will return.
For the latest information, check the official ARC Raiders news page and the game's official community channels.
Frequently Asked Questions
Will ARC Raiders PvE return permanently?
It remains possible, but Embark has not made a final decision. The studio is reviewing gameplay data and community feedback before determining how to proceed.
How many rounds were played during the ARC Raiders PvE test?
Embark reported more than 30 million PvE rounds played between October 13 and October 20, 2026. The figure represents rounds played, not unique players.
Why did Embark test a dedicated PvE mode?
The studio wanted to evaluate demand for cooperative gameplay without hostile player encounters and understand how a separate matchmaking option might affect the wider game.
Will ARC Raiders PvE have the same loot as PvPvE?
That has not been confirmed. During the test, PvE loot value was reduced to account for the relative safety of those sessions, while PvPvE sessions received slightly higher baseline loot values.
When will Embark reveal its PvE plans?
Embark expects to share further information in November 2026. An exact date and the contents of that update have not been confirmed.
The Bottom Line
The October PvE test gave Embark Studios substantial data to evaluate, with more than 30 million rounds played in one week. It also highlighted a difficult design question: can ARC Raiders support cooperative players without weakening the risk, tension, and reward structure that define its PvPvE experience?
The answer will depend on more than participation numbers. Loot balance, matchmaking quality, player preferences, and the cost of supporting different playstyles will all matter.
For now, a permanent ARC Raiders PvE mode remains unconfirmed. Embark expects to share further information in November 2026, but players should wait for an official announcement before treating any proposed format or release date as certain.
ARC Raiders players have reported being killed by other Raiders in PvE lobbies, despite player-to-player damage supposedly being disabled. The incident occurred after a Queen boss fight and reportedly cost the affected player a fully equipped loadout and two reactors.
The report has raised concerns about a possible matchmaking bug or cheating during the game's limited-time PvE test. However, the exact cause remains unconfirmed.
What Happened in the ARC Raiders PvE Lobby?
The player said they had repeatedly checked that PvE matchmaking was enabled. Earlier in the same match, their teammate had accidentally shot at another squad while fighting the Queen, but the shots reportedly caused no damage. Green shield effects appeared instead, suggesting that the PvE restrictions were working as intended.
However, after the boss fight, two Raiders allegedly opened fire and downed both teammates. The player lost a fully equipped loadout and two reactors.
The incident was particularly confusing because the earlier shots had caused no damage, while the later attack apparently resulted in player knockdowns.
The original poster reported the incident in-game and through Steam. Although the player suspected cheating or a possible bug, the available evidence does not conclusively establish what happened.
Why PvP Damage Should Be Disabled in ARC Raiders PvE Mode
Embark Studios introduced a limited-time PvE matchmaking test running from October 13 to October 20, 2026. The feature allows players to choose between the traditional PvPvE experience and a cooperative PvE session focused on fighting ARC machines.
According to the official ARC Raiders announcement, PvE sessions are designed to have zero player-to-player damage. Certain throwable ARC Raiders items, including stun and fire items, also cannot damage other players.
The test includes several other differences from standard matchmaking:
Solos, Duos, and Trios can enter the same PvE session.
Overall loot value is reduced.
Certain high-tension map conditions are excluded from PvE matchmaking.
PvPvE matchmaking ratings are unaffected by playing PvE sessions.
These rules are intended to let players explore, gather resources, and fight ARC enemies without being attacked by other Raiders.
If the reported incident occurred in a correctly configured PvE session, the apparent player damage would contradict the mode's intended rules.
Was It an ARC Raiders PvE Bug or Cheating?
There are two main possibilities discussed by the community, but neither has been confirmed as the cause of this particular incident.
A Possible Matchmaking or Interface Bug
One explanation is that the game may have experienced a matchmaking or interface issue. If the PvE selection did not match the session a player actually entered, that could potentially explain why PvP damage occurred.
Some community members have also discussed possible problems involving the PvE toggle. However, these suggestions remain unverified, and there is no confirmed evidence that a specific toggle-related bug caused the reported incident.
Possible Cheating
The original poster also suspected that the attackers might have been cheating and reported them for investigation.
Nevertheless, the incident alone does not prove that cheats were involved. A technical issue could also explain the unexpected behavior, and further evidence is needed to distinguish between the possibilities.
The most important unanswered question is how the attackers were apparently able to down other players in a mode where player-to-player damage should be disabled.
Why the Incident Matters to ARC Raiders Players
Losing equipment is part of the risk-and-reward system in extraction shooters. In standard ARC Raiders matches, players know that hostile Raiders may attack them during exploration, looting, or boss encounters.
PvE matchmaking creates a different expectation. Players choose this mode to focus on fighting ARC enemies and cooperating with others, without worrying about hostile player encounters.
Losing a valuable loadout after successfully fighting the Queen is especially frustrating. Players invest time and resources in preparing for difficult encounters, and an unexpected attack that appears to violate the selected mode's rules can undermine their confidence in matchmaking.
The report also raises questions about whether the PvE experience can consistently deliver the cooperative gameplay it promises.
How ARC Raiders Players Can Stay Cautious
While the cause remains uncertain, players can take several precautions during the PvE test.
First, verify that PvE matchmaking is selected before entering a session, particularly after switching between PvE and PvPvE.
Second, players concerned about the report may prefer to avoid risking their most valuable equipment until they are comfortable with the current matchmaking experience. This is a precaution, not a confirmed solution.
Finally, record suspicious incidents whenever possible. Gameplay footage showing the attack, the selected mode, and the resulting damage can help developers investigate whether the problem involves a bug or cheating.
Players should also follow official ARC Raiders announcements for further information about the PvE test.
ARC Raiders Frozen Trail 2.0 Update is now live, featuring a host of new features, new challenges, and a series of fixes and improvements. Among the most anticipated additions are the new enemies like Bully, Skulker, and Hydra, which have undoubtedly fueled players' desire to continue the fight.
Weapon Mods are a favorite tool among players. Utilizing them effectively can maximize your advantages, but improper use can lead to raid failures.
This article will analyze ARC Raiders Weapon Mods to help you better understand the core of weapon crafting in Frozen Trail.
How Mods Actually Work?
ARC Raiders weapon mods can be installed on specific slots on compatible weapons. Known slots include muzzle attachments, under-barrel grips, stocks, magazines (light, medium, and shotgun), and tech mods. The number of slots supported varies by weapon type - some weapons are compatible with all slots, while others are limited to one or two types.
Muzzle mods come in four functional types. Silencers reduce gunshot noise (up to 60% at Tier 3). Compensators improve accuracy by reducing single-shot spread and maximum spread.
Muggle brakes reduce horizontal and vertical recoil. Extended barrels increase bullet velocity and extend range before damage falloff begins.
The under-barrel grip controls recoil. The vertical grip reduces vertical recoil. The angled grip and horizontal grip control horizontal recoil. However, higher-tier attachments increase aiming speed penalties - both Vertical Grip III and Angled Grip III reduce aiming speed by 30%.
Stocks come in three types. Stable Stocks reduce recoil recovery time and spread recovery time - this is the attachment category with the greatest impact on burst-fire weapons.
Lightweight stocks significantly increase aiming and loading speed but increase vertical recoil and slow recovery time. Thick stocks reduce single-shot spread and recoil but reduce loading speed.
Magazines are the only accessory category without any negative effects. They only increase the number of bullets. Extended Light Magazine III adds 15 bullets, Extended Medium Magazine III adds 12 bullets, and Extended Shotgun Magazine III adds 6 bullets. I believe magazines are a free upgrade mod and should be installed whenever possible.
Which Mods Are Actually Worth Building?
Stable Stock III
Stable Stock III is widely considered the strongest single-piece mod in ARC Raiders. It reduces recoil recovery time and spread recovery time by 50%. This combination directly addresses a key issue that leads to losses in firefights: the stabilization speed of the crosshair between shots.
While the trade-off is a 20% reduction in the speed of equipping and unequipping weapons, this is negligible for a primary weapon you already have in hand.
Compensator III
Compensator III reduces single-shot spread by 60% and maximum spread by 30%. It converts spraying into precision shooting, but at the cost of a 20% faster durability consumption rate. Generally, most players can accept this drawback of their primary weapon.
Muzzle Brake III
Muzzle Brake III reduces both horizontal and vertical recoil by 25%. If your problem is vertical recoil rather than bullet spread - which is common with high-recoil assault rifles - then you should choose this over Compensator.
Extended Barrel
Extended Barrel is the preferred mod for PvE mode. Level 3 extended barrel increases bullet velocity by 30% and range before damage falloff by 15%, but at the cost of a 15% increase in vertical recoil. It effectively increases your effective range against ARC mechs.
Mods to Avoid or Handle Carefully
Kinetic Converter
While Kinetic Converter increases the weapon's rate of fire by 15%, it increases both horizontal and vertical recoil by 20%. While it may sound insignificant, the increased recoil actually reduces sustained fire efficiency. Therefore, many high-level ARC Raiders players generally avoid this mod.
Lightweight Stock
Lightweight Stock is an expert-level mod that increases aiming speed by 200% and reduces equipping/unequipping time by 30%, but increases vertical recoil by 50% and reduces recoil recovery speed by 50%.
This mod is suitable for shotguns and quick-switch secondary weapons, which typically fire one or two shots before sheathing. However, for sustained fire weapons, it has a negative impact.
Anvil Splitter
This mod splits each shot from Anvil into four projectiles, but reduces single-shot damage by 70%. This is a niche close-range mod choice because it sacrifices Anvil's core advantage - accurate single-shot damage. Therefore, when choosing mods, focus on what you need most.
How to Obtain Mods?
In ARC Raiders Frozen Trail, Weapon Mods can be obtained in three ways. First, you can pick them up directly from containers and premium chests on the ground. Second, you can obtain them from the merchant Astrologer in Speranza, however, rare and higher-tier mods are scarce, and the daily tradable quantity is limited.
Finally, you can craft them at Gunsmith in Workshop, provided you have already learned the blueprints, but this is often the bottleneck for most ARC Raiders players.
Compensator blueprints primarily drop from premium chests such as Raider Caches and Security Lockers in contested zones. Tier 3 mod blueprints usually require specific map conditions to obtain, such as EM Storms, Locked Gates, and Night Raids.
Recommendation
Before investing rare materials in mods, upgrade your weapon first. A high-tier weapon equipped with inexpensive green mods is generally better than a low-tier weapon loaded with expensive purple mods, because a weapon's base stats are easier to improve than attachment bonuses.
If you can only acquire one mod, craft Stable Stock III. If you can acquire two, add a Compensator or Muzzle Brake to compensate for your weapon's actual weaknesses. Unless you have ample resources or encounter specific problems that lower-tier mods cannot solve, do not acquire epic mods.
This concludes the article on ARC Raiders Weapon Mods. Players need to define their goals; sometimes, even without epic or legendary attachments, you can craft a highly competitive weapon. After reading this article, go try it out in Frozen Trail and we look forward to your success.
Frozen Trail update officially launched on October 8, 2026, marking the largest content update since the release of ARC Raiders. However, for true gamers, the most appealing aspect is the significant expansion of the weapon and equipment arsenal.
This in-depth analysis will focus on these new items in ARC Raiders Frozen Trail and how they provide players with a more novel experience
Bantam
Bantam is a brand-new, rare medium-ammunition revolver with a faster rate of fire, a popular alternative to Anvil, and a unique hip-fire mechanism.
There is a noticeable delay between clicking the mouse and firing, similar to a reloading animation, which you need to be aware of. While aiming, it can still fire rapidly, but the persistent delay forces you to think ahead rather than fire randomly.
Hip-fire is Bantam's challenge. Its bullet spread is very large, and without attachments to control it, you'll frequently miss. However, upgrades can improve this, reducing reload time and increasing bullet recovery speed.
Its magazine capacity is eight rounds, instead of Anvil's six, and it boasts powerful ARC armor penetration, even capable of tearing through mech armor when needed.
Against Shredder or players who get too close, you can quickly fire all eight rounds and knock them back like other guns in the game.
However, it cannot replace Anvil's accuracy, and its single-shot damage is significantly lower than Anvil. But as a rare weapon, it's believed that it can unleash extraordinary power in the hands of skilled players.
Stiletto
Stiletto is the first light-ammunition semi-automatic rifle in ARC Raiders, filling a long-standing gap for players. It comes with a default 12-round magazine, which can be increased to 16 rounds with a full upgrade. It can also be equipped with barrels, muzzle attachments, and various attachments, offering greater customization than Bantam.
Stiletto has a very high rate of fire and uses a single-shot reload system instead of Renegade's, which is a huge advantage in firefights. However, its drawback is a large bullet spread, and a high rate of fire can cause bullets to miss, making pace control crucial in ARC Raiders Frozen Trail.
Stiletto performs reasonably well against enemies with weaker rotors, such as Wasp. However, against Hornet, Firefly, or any enemy with a thicker shell, the weak penetration of its light ammunition against Arc Armor becomes an issue.
While it may not be as effective in the late game, it's a reliable and flexible option in the early game when you're still building equipment.
Tether Launcher
Tether Launcher is perhaps the most creative and open-ended device in this Frozen Trail update. You fire once to set an anchor point, then fire again to set a second anchor point, and then connect the two anchor points with a tether. Any object caught between the two points, whether player or ARC machine, will be temporarily immobilized.
It uses an energy bar like most gadgets, with each bar allowing for approximately two connections, which is quite generous. But its real brilliance lies in its versatility.
Players can connect two ARC machines together and observe their collisions; they can also attach a Leaper to a truck, turning it into a live target; and even connect two players to each other.
This is an item that encourages imagination. It's not about brute force, but about creating opportunities, eliminating threats, and turning the environment into a weapon.
Grappling Hook
Grappling Hook has been described by many players as a game-changing tool, considered one of the most compelling ARC Raiders items in Frozen Trail update.
Unlike the existing fast vertical zipline, classified as a legendary item, the new grappling hook is much rarer, making it more accessible to the average player.
However, it may take some getting used to, but once you fully master it, it offers movement capabilities that the grappling hook cannot achieve.
Grappling Hook works like this: hold down the throw button, the indicator will show the target you can grab, then launch. Then reel in the line, and here's the magic. You can jump during the reel in to build up kinetic energy, allowing you to fly in an arc instead of pulling straight up.
The longer the rope, the greater the kinetic energy accumulated. Jumping at the highest point allows you to leap over gaps, weave between buildings, or soar across the map in various thrilling ways. You can also grab onto flying ARC machines, something Snap Hook struggles with.
Camera
The camera is now more powerful, allowing you to zoom, switch flashes, apply filters, adjust aperture, and switch between manual and autofocus. It also offers a selfie mode with different expression and angle adjustment options. Any photos you take are saved as screenshots on your computer and in the in-game gallery.
This new feature reinforces ARC Raiders's sandbox game identity, where player expression is paramount. You're not just escaping; you're documenting your journey.
Banjo and Harmonica
ARC Raiders Frozen Trail update introduces two new instruments, Banjo and Harmonica, which can be played in ensembles with all other instruments in the game, making performances more diverse and engaging. While this is a small change, it fits the overall tone of the game.
This concludes our article on the new items in ARC Raiders Frozen Trail. Whether you're a returning player or a first-timer, the arsenal is worth exploring. These are not just new equipment, but also entirely new ways to think about movement, positioning, and combat.