ARC Raiders' temporary PvE matchmaking toggle runs through October 20 at 11:00 CEST. Embark confirms zero player-to-player damage, lower overall loot value, mixed squad sizes, and several excluded map conditions. Here is how to plan around the test.
Know exactly what the temporary PvE test changes
Embark Studios is testing an ARC Raiders PvE matchmaking toggle from October 13 at 11:00 CEST through October 20 at 11:00 CEST. The official notice says players can switch between the standard PvPvE experience and new PvE servers. Because this is a time-limited test, check the live game before planning a session and do not assume the toggle will remain after the test ends.
Embark lists zero player-to-player damage in PvE servers. Throwable items, including stun and fire items, also will not work on other players. Other physical interaction items such as barricades and ziplines remain unaffected. This changes how you should think about human encounters, but it does not make the surface safe: ARC machines and the environment remain part of the challenge.
There are tradeoffs. Embark says overall loot value is lower in PvE servers, and squad separation is not prioritized, so different-sized groups may meet more often. The studio also warns matchmaking times can be affected in low-population regions and quiet hours. The mode is designed as a test to collect data and feedback, not as a promise about permanent rules.
Some major map conditions are excluded from PvE during the test: Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection. If you are choosing a condition for a particular objective or reward, check the current queue and do not assume every event can be paired with PvE. The official announcement is the best reference for the test's latest scope.
- 🗓️ Test window: October 13–20, ending 11:00 CEST on October 20.
- 🛡️ Zero player-to-player damage in PvE servers during the test.
- 📦 Lower overall loot value, with certain map conditions excluded.
- 👥 Solo, duo, and trio groups may meet in the same PvE session.
TEST STATUSThese rules describe Embark's limited October test. The studio says it will review player feedback after the test.
Choose PvE or PvPvE based on the session you want
Pick PvE when your priority is learning the maps, fighting ARC machines, completing tasks, or exploring without player-to-player damage during this test. That does not remove pressure: machines can still reacquire a downed player after the grace period, loot value is lower, and a mixed-size lobby can change how many people you encounter. Use PvE for the kind of session it actually offers, not as a no-risk promise.
Pick standard PvPvE when you want the original mix of machine threats and uncertain player encounters. Embark says standard matchmaking continues during PvPvE sessions, and the purpose of the test includes collecting data on how the toggle affects those sessions. If player encounters are part of the tension you enjoy, the classic queue remains a separate choice during the test.
The best choice can change from one run to the next. A casual solo session may suit PvE, while a coordinated group wanting higher stakes may prefer PvPvE. If you are practicing weapon handling or testing a route, PvE may give you a more focused environment, but the official notice does not say it provides a protected practice mode or guarantees a quiet match.
Remember that the test is a data-gathering exercise. Embark asks players who prefer PvE and those who stick to PvPvE to play and give feedback about how the toggle works. If you try both, describe the experience you had rather than claiming one queue is universally better. The studio says it will send a survey after the test concludes.
Plan a PvE raid around machines, objectives, and exits
ARC Raiders describes its loop as preparing gear in the workshop, then heading to the surface to scavenge in a world ruled by lethal machines. Before deploying, repair and upgrade what you can afford to risk, choose an objective, and decide what loot would make the run worthwhile. The lower overall loot value in PvE means you should be deliberate about how much time you spend carrying items out.
On the surface, listen and look before crossing an open area. Machine activity can reveal where danger is building, and a downed player is not automatically safe: Embark says ARC enemies may reacquire downed players after an eight-second grace period, and may attack if they catch you moving after that time. If someone goes down, communicate and decide whether a rescue is safe rather than sprinting into a second threat.
Plan an exit before you need one. Note a route with cover, keep track of the time and your inventory, and leave early if the objective is complete or your team has taken damage. The game supports solo play and parties up to three according to Steam's description, but the PvE test can place different squad sizes in the same session. Do not assume every other group will be a trio.
Use physical items with the test rules in mind. Barricades and ziplines are unaffected, while throwable stun and fire items do not work on other players. Their machine interactions should be checked in the current game description and tested carefully; the announcement's player-damage rule does not establish every possible enemy interaction. Avoid spending a valuable item based on an assumption.
- Set a simple objective before leaving the workshop.
- Keep a route to an exit in mind during the raid.
- Use the eight-second downed-player grace period carefully.
- Check item behavior against ARC enemies in the live build.
Adapt when a condition or lobby changes the plan
The excluded map conditions matter because a queue can be unavailable for PvE even while the general toggle is active. Embark names Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection. Check the condition shown before you deploy. If a desired condition is missing, decide whether to switch matchmaking or choose another run instead of queuing under a mistaken expectation.
Mixed-size squads can make social encounters less predictable. Embark says squad separation will not be prioritized in PvE, so different group sizes may meet more often. The zero player-to-player damage rule still applies during the test, but you should not assume every group shares your objective or will communicate. Keep your party together and avoid relying on strangers to carry a task.
In PvPvE, give teammates a clear plan for how to handle contact with another Raider group. Decide whether you are trying to avoid, observe, or engage, and make sure everyone understands the call. In PvE, coordinate around the machines, objective, and exit instead. The toggle changes the player-damage rules, but teamwork still matters in both queues.
If matchmaking takes longer than expected, remember Embark's warning about low-population regions and quiet hours. Use the downtime to review your loadout, repair equipment, and agree on a backup activity. Avoid repeatedly changing settings without checking the displayed queue state; give the matchmaking system a moment and look for any official notice if the test is experiencing a broader issue.
Balance what you carry against what you can lose
Extraction games turn gear into a decision about risk. In ARC Raiders, the workshop lets players craft, repair, and upgrade before going topside. During the PvE test, lower overall loot value changes the expected return described by Embark. That does not mean every run is unprofitable; it means you should decide what you want to achieve before filling your inventory with items you may not need.
Take equipment that supports the objective and your team's weak spots. A player carrying healing or utility can be valuable even without the most expensive weapon. If the squad has a specific task, avoid bringing duplicate gear unless you intend to use it. The right loadout is the one that lets you complete the plan and reach an exit, not just the one with the highest displayed value.
Do not confuse PvE with zero risk. ARC machines can still down players, and the environment still limits where you can move. The eight-second grace period is a brief window, not a shield for the rest of the fight. If you are downed, communicate your location and avoid moving once the grace period passes if a machine may be tracking you.
After a run, review what you actually used. If a tool never helped, leave it at the workshop next time. If a repair or healing item saved the group, consider bringing it again. This small feedback loop helps you build a loadout around your habits and the current test rules rather than copying a generic list that may not match your squad.
Use the final test day to give useful feedback
The PvE toggle test is scheduled to end October 20 at 11:00 CEST, which is 16:00 in Jakarta. If you are reading this before the deadline, check the in-game queue and take a run while the option is available. If the time has passed, do not assume the toggle remains; wait for a new official announcement from Embark.
Embark says it will send a survey after the test so players can share more detailed feedback about their experience and where they want the option to go next. Useful feedback is specific: say which queue you chose, what type of session you wanted, whether matchmaking took longer, how the loot changes felt, and which conditions you could or could not select.
Separate a preference from a technical issue. It is fair to say that you prefer PvPvE tension or a quieter co-op run. A matchmaking failure, disconnect, or unclear UI prompt is a different kind of report. Describing both clearly helps the team understand what is a design choice and what may need correction.
This test gives ARC Raiders players a temporary way to choose between two matchmaking experiences. Use the rules as written, keep your expectations tied to the test window, and plan around machines, objectives, and the value of your time. The most useful gameplay lesson is to select the queue that fits the run you actually want to play.
NEXPLAY TAKEThe test offers a real choice, with tradeoffs. Check the date and rules before queueing, then tell Embark what happened in your own sessions.
FAQ
When does the ARC Raiders PvE toggle test end?
Embark says the test runs through October 20 at 11:00 CEST. Check the in-game toggle and official news for current availability.
Does PvE matchmaking mean other players cannot damage me?
During the test, Embark says there is zero player-to-player damage. Throwable stun and fire items also do not work on other players; other physical interaction items such as barricades and ziplines are unaffected.
Are all ARC Raiders map conditions available in PvE?
No. Embark lists Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection as major conditions that do not offer PvE during the test.
CHECK THE ORIGINALS.
Facts and update details above are based on these official sources. Details can change as the game is updated.
- PvE Toggle Beta Test: October 13–20 ↗ARC Raiders / Embark Studios
- ARC Raiders: Frozen Trail 2.0 update notes ↗ARC Raiders / Embark Studios
- ARC Raiders on Steam: game description and current features ↗Steam / Embark Studios
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