The limited-time PvE matchmaking test in ARC Raiders has ended, but the discussion around its future is far from over. Some players enjoyed exploring maps and fighting ARC machines without the constant threat of enemy Raiders, while others prefer the tension that makes the game's PvE extraction loop so distinctive. For players planning their next loadouts or managing their ARC Raiders Items, the bigger question is whether PvE will return as a permanent option or remain a limited-time experiment.
Embark Studios now has a substantial amount of test data to review, alongside community feedback that may influence future decisions. Player-count changes have fueled calls for PvE to return quickly, but the numbers need context. Rather than treating every decline as proof of a single cause, we need to look at what happened, why the two playstyles appeal to different audiences, and what the developers can learn from the test.
What Happened After the PvE Test Ended
The PvE matchmaking test gave players a temporary way to experience ARC Raiders without the usual threat of hostile human opponents. Once the test ended, attention quickly shifted toward player activity and whether the mode had attracted people who might otherwise have stayed away.

Based on the data we found, ARC Raiders reached a Steam concurrent-player peak of 125,761 on the final day of the test, compared with 88,183 on the following day. That represents a difference of 37,578 players, or roughly 29.9% between the two reported peaks.
The decline is noticeable, but it does not tell the whole story. DMZ also became available to some players on the same day, creating another possible reason for changes in gaming activity. Update-related interest, the end of a temporary event, and normal fluctuations in player behavior may also have contributed.
| Observation | What it tells us |
|---|---|
| Higher concurrent peak during the test's final day | More players were online at the same time during that period |
| Lower peak after the test ended | Concurrent activity declined, but the cause is not established |
| Other releases and changing update interest | Several factors may influence player activity |
| Community requests for PvE | Some players clearly want the option to return |
The important distinction is between a change in concurrent-player numbers and proof of long-term player retention. We can identify a pattern from the reported figures, but we cannot determine exactly how many players left because PvE was removed without more detailed data.
What the Official Test Results Reveal
Embark Studios confirmed that players completed more than 30 million PvE rounds during the limited-time test. The developers also announced that they would analyze the results, collect further feedback, and provide another update in November. The studio outlined these plans on its official ARC Raiders website.
Thirty million rounds do not represent 30 million individual players. A smaller group of highly active Raiders could account for many rounds, while other players might have tried the mode only a few times.
That figure establishes the scale of participation, but it needs to be interpreted carefully. To understand the test's real impact, we would want to see additional metrics, including unique participants, average session length, repeat participation, and how PvE players behaved after returning to the standard matchmaking experience.

Embark also described the initial response as divided. This is an important detail because a successful test does not automatically mean every player wants the same feature. The developers need to determine whether PvE can coexist with the core PvPvE experience without undermining the balance that keeps the extraction loop engaging.
Why PvE Appeals to a Different Type of Raider
The appeal of PvE goes beyond simply removing enemy players. It changes how we approach preparation, exploration, combat, and the value of every item brought into a raid.
Less pressure when carrying valuable equipment
In a PvPvE raid, a well-equipped player must account for both ARC enemies and other Raiders. Even a carefully planned route can end abruptly when another squad launches an ambush. Losing valuable equipment is part of the extraction-shooter formula, but repeated encounters can make some players reluctant to bring their best gear.
PvE changes that calculation. Without hostile human opponents, players can focus more on enemy positioning, ammunition management, healing, and completing objectives. The threat of losing a fight against ARC machines remains, so the experience is not necessarily risk-free.
More room to explore and learn enemy behavior
PvE can also make the learning process less punishing. Newer players have more opportunities to understand enemy attack patterns, experiment with equipment, and explore unfamiliar areas without having to anticipate human opponents at every turn.
For experienced Raiders, the attraction may be different. They might want to test a specialized loadout, fight tougher enemies, or complete objectives at their own pace. In both cases, the appeal comes from controlling more of the encounter rather than removing every meaningful challenge.
A different kind of difficulty
ARC Raiders already has dangerous machine encounters that require positioning, resource management, and good timing. Removing PvP pressure does not mean these encounters must become easy.
Our team sees this as one of the most important design opportunities: PvE can have its own identity through enemy density, environmental hazards, event variations, and carefully tuned rewards. The challenge is to make the mode rewarding enough to stand on its own without turning it into a faster route to progression than the main experience.

What Should Embark Improve Before Bringing PvE Back
If Embark decides to offer PvE again, simply restoring the matchmaking toggle may not be enough. The test provides an opportunity to examine how a dedicated PvE experience should work over the long term.
| Design area | Potential improvement | Key consideration |
|---|---|---|
| Map conditions | Introduce more varied PvE-focused conditions | Encounters should feel different between raids |
| Dynamic events | Increase the variety of machine encounters and objectives | More activity should not become repetitive farming |
| Loot and rewards | Establish a clear reward structure for PvE | Progression must remain balanced with PvPvE |
| Enemy difficulty | Adjust encounters around PvE-specific challenges | Combat should remain engaging without human opponents |
| Character progression | Evaluate separate PvE and PvPvE progression options | Separate characters could complicate progression and inventory management |
One particularly interesting suggestion is to use separate characters for PvE and PvPvE. This could give the developers more freedom to balance rewards and progression independently, although it would also introduce additional friction for players who want to switch between modes.
Loot deserves equal attention. If PvE offers significantly safer access to valuable resources, it could change the game's economy and reduce the incentive to engage with PvPvE. On the other hand, rewards that feel too limited could make the mode less attractive after the initial excitement fades.
The strongest solution would give PvE a distinct gameplay loop rather than treating it as the standard mode with one source of danger removed.
Embark's Next Steps and the November Update
Embark has not confirmed whether PvE matchmaking will return permanently. Its October 20 announcement instead focused on analyzing test data and gathering feedback before making a decision.
Players can submit their thoughts through the PvE-test-feedback channel on Discord. The studio also plans to send a survey to a representative sample of ARC Raiders players starting October 22, giving it another way to evaluate how the test affected different parts of the community.
The November follow-up will be the next important milestone. Until then, several questions remain open:
- How many unique players participated in the PvE test?
- Did PvE attract returning players or people who had never seriously engaged with ARC Raiders?
- How did the test affect participation in standard PvPvE raids?
- What changes would be necessary to balance PvE rewards and progression?
- Will PvE return as a permanent mode, another limited-time event, or a different matchmaking option?
These are the questions that matter more than any single player-count snapshot. If the developers can identify who benefited from the test and how the mode affected the wider game, they will have a stronger basis for deciding what comes next.

Summary
The end of the ARC Raiders PvE test has sparked a wider debate about player choice, extraction-shooter difficulty, and the future direction of the game. The reported decline in Steam concurrent-player peaks supports further investigation, while the official total of more than 30 million PvE rounds shows that the test generated substantial activity.
Neither figure alone proves that PvE must return permanently. The more useful question is whether Embark can build a PvE experience with satisfying combat, balanced rewards, and enough variety to remain engaging over time.
For players preparing their next runs, including those considering whether to buy ARC Raiders BPs, the immediate priority is to follow official announcements rather than assume a particular mode or progression system is guaranteed to return. Embark's upcoming analysis should provide a clearer picture of how the test performed and which options may be available in the future.
FAQ
Will PvE return permanently to ARC Raiders?
Embark has not confirmed a permanent return. The studio is analyzing test data and player feedback, with further information expected in November.
How many PvE rounds were played during the test?
The official October 20 announcement confirmed more than 30 million PvE rounds. This is a total number of rounds, not a count of unique players.
Does the drop in Steam players prove that everyone wants PvE?
No. The reported concurrent-player peaks declined after the test ended, but other releases and changing player activity may also have contributed. More detailed participation and retention data would be needed to establish the reasons.
Could PvE and PvPvE use separate characters?
Separate character progression is one possible design option, but Embark has not confirmed that it will implement this system. Any such change would need to account for inventory management, rewards, and progression across both modes.