ARC Raiders

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"It's Been Done to Death" ARC Raiders Director Comments on Possible Humanoid Enemies

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I would honestly agree, seeing a raider silhouette acts as a strong visual cue. There are so many games with humanoid enemies I don't really see what it would add. I guess there are three main enemy types: fly, roll and crawl, I feel like that's a decent amount of variety to play with.
I do agree. I also think flying bots are great because they keep you scanning the sky vs the ground (where humans are) and you can see them coming from a great distance so they are easier to dodge.

I just wonder why they sort of hint at the possibilities of humanoid enemies with all the robot droid things scattered around the levels. Feels like something they are leaving the door open to even if its not a top priority
 
I just wonder why they sort of hint at the possibilities of humanoid enemies with all the robot droid things scattered around the levels. Feels like something they are leaving the door open to even if its not a top priority
Friendly NPC duos in Season 2. Shove a battery and a control unit in one, reboot it, and you have a friendly robo-pack mule that follows you around and hauls your shit.
 
Hi Raiders,

ARC Raiders has grown far beyond anything we imagined at launch, and every day we see players continuing to shape life in the Rust Belt in ways that inspire us as developers. With that in mind, we want to talk about how we’re changing our update cadence moving forward.

We're changing how we update the game.

When ARC Raiders launched, we planned to offer monthly content updates. The intention was to keep you all engaged, to ensure the game always felt fresh, and to give you reasons to keep braving topside. But once the game was in players' hands, we saw that the kind of long-term experience we want to create for ARC Raiders requires more transformative updates.

Over time, we’ve found that the pressure of a monthly cycle limits how impactful these updates can be. You feel it, and we feel it too. Running at that pace isn't sustainable, or compatible with the bigger ambitions we have for this game.

Major updates will come twice a year.

Going forward, we've made the decision to release major updates twice a year – larger in scale, more impactful, with the goal to genuinely change how you play the game. Don’t worry, a dedicated live service team will continue running ARC Raiders day-to-day: regular live updates, plus balance fixes, bug fixes, store updates, and player events aren't going anywhere.

This additional development space allows us to invest more deeply in the health of ARC Raiders, from progression and economy balancing to fair play and anti-cheat efforts. We know these are foundational to the experience, especially in a game where every encounter and extraction matters.

Frozen Trail: our biggest update yet​

Our next major update lands in October, and it's the largest we've released since launch. This isn't just about volume, it's designed to address the broader questions the community has been asking. Here's a taste of what's coming:

  • A Sprawling New Frontier - Explore a new landscape in the Rust Belt with layered design and new mysteries to uncover in the largest map in the game.
  • Our Most Ambitious ARC Operation So Far - Including new ARC enemies with fresh designs, and unique behaviors that will challenge Raiders in new ways.
  • New Systems of Progression - Many players have maxed out their Raider Den and hit the Skill Point ceiling. Frozen Trail will introduce new goals and more ways to shape your Raider’s progression.
  • Exploring the origin of ARC - What are ARC and where do they come from? Frozen Trail gives Raiders the opportunity to begin uncovering that mystery.
  • Improved Skill Tree
  • Alongside new weapons, items, instruments, cosmetics and more
It’s important to understand, we're not just stacking new content on top of the existing experience. We're refining core systems to support a more meaningful long-term experience – one you genuinely want to keep returning to. Frozen Trail is just the beginning of where we want to take ARC Raiders, and we’ll share more in the coming months.

Starting next week: a new trader​

Next week, we’re introducing a fresh mechanic designed for late-game players: a new Trader from a nomadic tribe of surface-dwellers.

Many of you have invested a lot in the game, and there’s a few common problems that we keep hearing about:

  • You’re holding a lot of high-value items with no way to offload them in rewarding ways.
  • Your Stash is filling up with the game’s new items and we haven’t increased the capacity.
  • Very few of you are going on the Expedition, either because it is not rewarding enough, or because it is too painful to part with your favorite items and Blueprints.
The new Trader unlocks at level 25, and he offers unique rewards, rare items, and cosmetics in exchange for your high-value items. He will take items off your hands in return for these weekly rotating rewards, but he may sometimes ask you to go and find specific rare items to trade.

The new Trader also offers two perks in exchange for high-value items:

  • Extra Stash space to help you increase your capacity.
  • The Expedition Vault. This allows you to carry over up to five items across the Expedition, so you can set your new Raider up with your favorite items or blueprints.
This is just one part of a broader set of improvements arriving later this year.

Building for the long-term​

One thing that has become increasingly clear since launch is how important progression and player goals are to the ARC Raiders experience. If you love ARC Raiders, you want more reasons to keep returning to the Rust Belt – and we want to build systems that continue evolving alongside the game.

Some of the progression improvements we want to implement simply need more development time that we haven't been able to address properly while running on a monthly cycle. Moving to larger updates allows us to spend more time refining the systems players engage with the most.

We’re working to deepen progression across multiple areas of ARC Raiders, while continuing to expand how players shape and personalize their Raider. We’re also investing more into features like Trials so they remain reliably fun to engage with, not a grind. We’re also putting effort into making the Expedition Project more rewarding – and less punishing – to pursue. This is an ongoing part of ARC Raiders’ evolution, and you’ll start seeing the first steps of that very soon.

The bigger picture​

It’s important to us that players understand something about where our collective ‘Embark brain’ is at: our ambitions go far beyond what players have seen so far. We want to go further in showing you the wider universe of ARC Raiders.

We think about ARC Raiders as an experience that should continue expanding over time, and right now we’re still early in that journey. The bi-annual cadence gives us the opportunity to develop to build future updates with more intention, ensuring that gameplay, progression, narrative, and the world itself all move forward together.

Right now, Raiders are facing an escalating ARC threat, and the society in Speranza may feel helpless against it. But Raiders aren’t built to stay on the back foot: the goal has always been bigger than survival – it’s about one day reclaiming the surface.

Frozen Trail will start to progress this goal and expose elements of this challenge, but it is really just the beginning. We aim to constantly shift the paradigm that Raiders operate under so you feel the effects of your actions and perseverance against ARC.

Charitable speculation: they want to cut down on FOMO and a trickle of meh updates that haven't moved the needle on player excitement.
Uncharitable speculation: they've run out of runway and need to buy time for themselves to put together a new map and endgame content.
 
Charitable speculation: they want to cut down on FOMO and a trickle of meh updates that haven't moved the needle on player excitement.
Uncharitable speculation: they've run out of runway and need to buy time for themselves to put together a new map and endgame content.
also make time for their 4 Vacations a year.
 
I have very mixed feelings about this game. I don't think it's bad per se but it's definitely not as fun as it was when it came out. Whatever the problem is, I don't think it will be fixed by just adding more maps and more types of robots. I have no idea if switching to bigger less frequent updates will work or not but a lot of my friends are pissed about it.
 
I have very mixed feelings about this game. I don't think it's bad per se but it's definitely not as fun as it was when it came out. Whatever the problem is, I don't think it will be fixed by just adding more maps and more types of robots. I have no idea if switching to bigger less frequent updates will work or not but a lot of my friends are pissed about it.
your in luck the Dev's aren't adding anything till October, so they can't even try and patch it up till then!

Swedes, never once trust Swede Dev's.
 
You are right, why make a game, hell, why live?

I'll do it right after you, so blow your brains out.
I get your point... But that's just additional content. That's not endgame content. I'm still trying to figure out what people actually consider end game content for a game like this.

Doesn't it just indicate that once you finish end game content there is no more need to play anymore?
 
I get your point... But that's just additional content. That's not endgame content. I'm still trying to figure out what people actually consider end game content for a game like this.

Doesn't it just indicate that once you finish end game content there is no more need to play anymore?

Isn't that endgame in general? Playing until you get the perfect gear and/or the perfect stats and modifiers in your gear until you've beaten the content and there's no further reason to play besides your enjoyment?
 
Isn't that endgame in general? Playing until you get the perfect gear and/or the perfect stats and modifiers in your gear until you've beaten the content and there's no further reason to play besides your enjoyment?

Yeah... So people just want a reason to "beat" the game to stop playing because they got the best? Then just stop and move on. Hullcracker is best against arc. Shit against PvP so go out with a bobcat and bobs your uncle.

I'd rather see higher difficulty tiers. Right now the big fun I had was during the expedition window when the arc presence was increased. After that the maps felt barren. Haven't touched it since Monday.

Trials need to be more difficult. The hide and seek trials are shit and need to be removed entirely. Looking for kitchen cupboards took way too long to even get 3 stars. Had to explore the entire map. Raider caches no longer beep once discovered by someone else (if the metal detector detects them then that's a bonus)

I'd love to see blueprint degradation. After crafting something more than 10 times, the blueprint crafts lower quality shit so you gotta repair, and after 10 more times it's gone entirely. Multiple big arcs. Actual need for PvE for survival. As it is now, PvP is the only real challenge.
 
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