ARC Raiders is about to run one of its most interesting gameplay experiments yet. From October 13 through October 20, 2026, Embark Studios will test a PvE matchmaking toggle that removes player-to-player damage while keeping Raiders focused on the ARC threat. For players who normally spend a raid weighing whether to grab ARC Raiders BluePrints, finish a quest, or immediately disengage from another Raider, this test could change the rhythm of a run without changing the game's basic extraction structure.
What Is Embark Actually Testing
The important detail is that this is a matchmaking option, not a permanent new mode. During the test period, players will be able to choose between the familiar PvPvE experience and the experimental PvE experience. PvE sessions will have zero player-to-player damage, meaning the other Raiders in the match cannot simply turn a friendly encounter into a gunfight.
The structure is also more flexible than a traditional co-op queue. Solos, Duos, and Trios will share the same PvE matchmaking pool. Embark says the system is intended to allow players to move between the two experiences, such as completing a quieter solo run and then returning to PvPvE when they want a more dangerous match.
That distinction matters because ARC Raiders is built around uncertainty. Embark's matchmaking explanation describes playstyle as a continuous scale rather than a simple friendly-versus-aggressive split. The studio has already been adjusting matchmaking to better distinguish players who initiate fights from those who are simply defending themselves.
The PvE toggle therefore isn't just another queue. It is a test of whether ARC Raiders can preserve its scavenging, exploration, and extraction loop while giving players more control over how much PvP risk they want to accept.
Why Embark Is Trying This Now
Embark's own player data is the biggest reason for the experiment.
According to the September 24 developer post, 37% of players are classified as friendly co-op players, 27% as mixed players, and 34% as pure PvP players. The studio says the friendly group has grown consistently since launch, while the pure PvP group has remained stable. More than 70% of friendly players and 40% of pure PvP players said they wanted fewer hostile encounters, while 51% of surveyed players expressed interest in a dedicated PvE option.
| Embark's reported player data | Share |
|---|---|
| Friendly co-op players | 37% |
| Mixed players | 27% |
| Pure PvP players | 34% |
| Surveyed players interested in dedicated PvE | 51% |
| Friendly players wanting fewer hostile encounters | Over 70% |
| Pure PvP players wanting fewer hostile encounters | 40% |
Those numbers explain why the studio is willing to test something that might initially look unusual for an extraction shooter.
Friendly players often enter Topside because they want to explore, complete contracts, collect resources, and fight ARC machines. PvP can still be exciting, but being interrupted by a camper or losing a long scavenging run to another Raider can produce a very different experience.
Embark specifically mentioned frustration surrounding “ratting” and camping among some friendly players. Rather than assuming matchmaking alone can solve that problem, the studio is now testing whether a separate PvE option is a better answer.
PvE Does Not Mean Risk-Free
This is probably the most important thing for players to understand before October 13.
Removing hostile Raiders does not turn the Rust Belt into a completely safe farming environment. ARC enemies remain dangerous, and Embark is deliberately keeping some tension in the experience.
For example, loot value will be lower in PvE sessions because players receive greater security from the absence of PvP. Embark also says ARC enemies can reacquire a downed player if that player continues crawling, while remaining still can cause them to ignore the downed Raider.
That creates an interesting tradeoff. A PvE raid should be easier to control from a human-opponent perspective, but it isn't designed to become a zero-risk resource run.
From a practical gameplay perspective, this could make PvE particularly useful for players who want to concentrate on objectives. Instead of constantly checking whether footsteps belong to an enemy Raider, you can devote more attention to routes, ARC positioning, extraction timing, and inventory decisions.
Four Conditions Are Staying PvPvE
There is another major limitation.
Embark has confirmed that Night Raids, Hidden Bunker, Locked Gate, and Frigate will not be included in the PvE test. The studio says these conditions were designed around increased tension and the uncertainty created by encountering other Raiders.
| PvE Test Rule | What Players Should Expect |
|---|---|
| Test dates | October 13–20, 2026 |
| PvP damage | Disabled in PvE matchmaking |
| Squad sizes | Solos, Duos, and Trios together |
| PvPvE matchmaking rating | Not affected by PvE sessions |
| Loot | Lower overall value in PvE |
| Night Raids | Excluded |
| Hidden Bunker | Excluded |
| Locked Gate | Excluded |
| Frigate | Excluded |
The Frigate exclusion is particularly understandable when looking at the design philosophy behind Frozen Trail. Embark describes the Frigate as a high-level challenge where Raiders may need to collaborate or fight their way through other players while dealing with ARC threats in tight spaces.
What This Could Mean for Progression
One of the most useful parts of the test is that PvE sessions will not affect a player's PvPvE matchmaking rating. That gives players room to experiment without worrying that a week of quieter raids will completely change the opponents they encounter when they return to the standard queue.
It could also give newer or more cautious Raiders a practical way to learn the game's maps and objectives.
That doesn't mean PvE is automatically the correct long-term direction. Extraction games get much of their identity from risk. Knowing another player might be watching the same loot location or heading toward the same extraction point creates stories that AI enemies cannot perfectly reproduce.
Embark itself acknowledges that risk. The studio says the PvE experiment could fail and has specifically stated that the test is not a promise of a permanent PvE mode.
Why the Timing Matters
The test also arrives immediately after the launch of Frozen Trail, Embark's major October update. Frozen Trail is scheduled for October 8 and introduces Pendola Pass, new ARC enemies, the Outpost, progression additions, and the Frigate among other content.
That makes October an unusually useful period for collecting player feedback. Raiders will have new areas to explore, new threats to learn, and new reasons to spend time Topside just as the PvE experiment begins.
For players who mainly want to explore Pendola Pass, complete objectives, experiment with new equipment, or gather ARC Raiders Materials, the PvE toggle could provide a different way to approach those activities during the limited test. It is still important to remember that loot is being adjusted downward in PvE, so safer does not necessarily mean more efficient.
Summary
The October PvE toggle is best understood as a genuine experiment rather than a confirmed permanent feature. From October 13 to October 20, Raiders can switch between standard PvPvE matchmaking and a PvE option with no player-to-player damage. Solos, Duos, and Trios will share the PvE pool, PvPvE matchmaking ratings will remain separate, and several high-tension conditions will stay excluded.
The bigger question is what Embark learns afterward. If players use PvE for quests, exploration, ARC encounters, and collecting ARC Raiders Materials, the data may show that ARC Raiders can support a wider range of playstyles without abandoning the uncertainty that defines its extraction roots. If the experiment weakens matchmaking quality or removes too much of the game's tension, Embark has already made clear that the toggle can simply disappear after the test. Either way, the October week should give Raiders a much clearer picture of how flexible the future of ARC Raiders could become.