For the first time since launch, ARC Raiders is letting you drop into the Rust Belt without another Raider's rifle pointed at your back. Embark Studios is running a limited PvE matchmaking toggle beta from October 13 to October 20, 2026, and it comes with its own set of rules, loot adjustments, and locked-out map conditions. Our early game ARC Raiders PvE Mode guide covers the release date and start times, how the toggle works, every confirmed rule, what the loot and reward changes mean, how PvE compares with the standard PvPvE queue, and exactly when the test ends.
ARC Raiders PvE Mode Release Date
Let's start with the question most Raiders are asking: When Does PvE Come To ARC Raiders?
Official Toggle Test Start Date and Time
The PvE toggle goes live on Tuesday, October 13, 2026 at 11:00 CEST. Converted to other regions:
| Region | Local Time |
|---|---|
| Central European (CEST) | 11:00 AM |
| UK (BST) | 10:00 AM |
| US Eastern (ET) | 5:00 AM |
| US Central (CT) | 4:00 AM |
| US Pacific (PT) | 2:00 AM |
Timeline of the Announcement
September 24, 2026: Embark published the first announcement, confirming the October 13-20 window, zero player damage, and four excluded conditions.
October 8, 2026: The Frozen Trail update launched with Pendola Pass and the Frigate. The update and the PvE beta are separate events.
October 12, 2026: Embark posted a follow-up with the exact start time, the eight-second grace period, the Redirection exclusion, and the squad separation rule.
Is This a Permanent Release?
No. This is a beta test, not a launch. The toggle will be removed when the window closes, and Embark has stated plainly that a permanent version is not guaranteed. The team is gathering data and feedback to decide what, if anything, comes next.
When Does the Official PvE Mode Come To ARC Raiders?
As of now, there is no official release date for a permanent PvE mode in ARC Raiders. The October 13-20 beta is the only confirmed PvE window, and Embark has not committed to a second test, a seasonal return, or a full launch.
What has to happen first
Embark has laid out a clear sequence before any decision is made:
The beta runs its full seven days. The toggle closes on October 20 at 11:00 CEST.
Gameplay and economy data get reviewed. This covers how many players used PvE, extraction values in both queues, queue times, matchmaking health, and regional population shifts.
A post-test survey goes out. Every player will be asked where they want PvE to go next, including those who never flipped the toggle.
Embark decides on a direction. Only after steps one through three will the studio say anything about a future version.
What Embark has actually said
The studio's wording has been careful. A future PvE option "could look very different" from this week's toggle, and the team has openly acknowledged the experiment "may simply fail." In other words, the beta is a question, not a promise. The current build with lowered loot and five excluded conditions is a prototype for measuring impact, not a preview of a finished mode.
Possible outcomes after October 20
Based on how Embark has framed the test, the realistic paths are:
Another limited test with adjusted loot values, different excluded conditions, or separate squad-size queues
A seasonal or event-based PvE window that appears for a set period and then rotates out
A permanent toggle added to the destination screen, likely with its own balancing pass
No return at all if the data shows harm to the PvPvE economy or queue health
Realistic expectations on timing
Data review and survey analysis take time. Do not expect an announcement in the days immediately after the test. A follow-up statement is more likely to arrive weeks or months later, most probably through the official news page at arcraiders.com, a developer blog, or patch notes attached to a future content update. Any claimed "confirmed PvE launch date" circulating before Embark posts one should be treated as speculation.
How you can influence the decision
The outcome depends heavily on participation. If you want PvE to come back in any form:
Play PvE during the window so usage numbers reflect real demand
Keep playing PvPvE as well, since Embark needs to see how the standard queue holds up
Complete the post-test survey with specific feedback on loot, excluded conditions, and squad mixing
Report bugs and strange player interactions through the official channels during the week
Now that the date and the road ahead are settled, here is how the toggle actually functions once you log in.
How Does the PvE Mode Work in ARC Raiders?
PvE in ARC Raiders is not a separate game mode with its own menu or progression. It is a matchmaking choice layered onto the existing game.
Where To Find the PvE Toggle
Open the destination screen before a raid.
Choose your map.
Flip the PvE toggle, then queue as usual.
The system is built for seamless switching. You can run a relaxed PvE scavenging raid, then flip the toggle off and jump straight into a high-tension PvPvE match. Your choice is set fresh every time you deploy.
Solo, Duo, and Trio Support
All three squad sizes can use the toggle. You can queue alone, with a friend, or with a full team. The twist is that these groups are not kept apart, which is covered in the rules section below.
What Stays the Same
Think of PvE as the current game with the human threat switched off. Embark has kept the scope narrow:
Same maps, same ARC machines, same ARC behavior
Same quests, objectives, and blueprints
Same stash and progression, no separate PvE save
No new enemy types or hardened ARC variants
Why Embark Is Testing It Now
ARC Raiders was originally conceived as a co-op PvE game before being reworked into the PvPvE extraction shooter that launched. The community later nicknamed it the "Extraction (Don't) Shooter" because so many Raiders chose to cooperate rather than fight. Embark's survey data confirmed the trend:
51% of surveyed players expressed interest in a dedicated PvE option
Roughly 37% of players classified as friendly co-op, 27% mixed, and 34% pure PvP
70% of friendly players wanted fewer hostile encounters
Even 40% of the PvP group wanted fewer hostile encounters
That 51% figure does not mean half the player base wants PvP gone. It means half of them want the choice.
With the mechanics in place, the next step is the rulebook Embark has confirmed for the week.
ARC Raiders PvE Mode Rules
The list below combines the original September 24 announcement with the clarifications added on October 12.
Rule 1: Zero Player-to-Player Damage
Gunfire from another Raider does nothing to you, and yours does nothing to them. You can loot the same room as a stranger and walk out untouched.
Rule 2: Stun and Fire Throwables Do Not Affect Players
Embark clarified that stun and fire throwables will not work on other Raiders. They remain fully effective against ARC.
Rule 3: Barricades and Ziplines Keep Physical Collision
There is no pass-through mechanic. Barricades and ziplines still exist as physical objects for every player in the session. In practice, this means other Raiders can:
Block doorways, stairwells, or chokepoints
Race you to containers and crates
Pull ARC aggro toward your group
Crowd an extraction point
No player damage does not mean no player conflict. Expect competition over loot and positioning to replace gunfights.
Rule 4: ARC Can Eliminate Downed Players
Being downed is not a safe state. ARC enemies may re-acquire a downed Raider and finish them. You get an eight-second grace period after going down during which ARC will not target you. Once it expires, moving while downed can draw their attention again. Use those eight seconds to crawl behind cover, then hold still if a machine is nearby.
Rule 5: Five Major Map Conditions Are Excluded
The PvE toggle will not appear when any of these conditions are active:
| Excluded Condition | Reason |
|---|---|
| Night Raid | Built around darkness, tension, and uncertain player encounters |
| Hidden Bunker | Designed around racing other Raiders to the bunker |
| Locked Gate | Built on contested access to gated loot |
| Frigate | Source of the Frigate Inductor and Frigate Diagnostic Node |
| Redirection | Source of Emperor Payloads, ARC Couplers, and the Emperor Gateway Conduit Blueprint |
Redirection was the late addition on October 12, and it matters more than the others for endgame players. Damaged Emperor Relays on Pendola Pass only activate under Redirection, and the Emperor Payloads they call down are the targeted source of the ARC Conductive Coupler, ARC Insulated Coupler, ARC Plated Coupler, and the Conduit Blueprint. If you are chasing the Fallen Emperor, you must queue PvPvE for those parts.
One open question remains: Embark has not said if a Raider who already owns an Emperor Gateway Conduit can open the Fallen Emperor inside a PvE lobby. That will be one of the first things the community tests.
Rule 6: Squad Separation Is Not Prioritized
Solos, duos, and trios share the same PvE sessions. A lone Raider can land alongside full trios. Embark made this choice to keep queue times healthy, so expect mixed group sizes to be common.
Rule 7: No Impact on PvPvE Matchmaking Rating
Performance in PvE does not touch your hidden PvPvE rating. Playing PvE all week will not change who you face when you switch back.
Rule 8: The Toggle Is Temporary
When the window closes, the toggle disappears and matchmaking returns to normal.
Rules define how you play. The next section covers what you walk away with.
ARC Raiders PvE Mode Loot & Rewards
Embark is deliberately tuning rewards so that PvPvE retains a clear economic advantage during the test.
Lower Overall Loot Value in PvE
In Embark's own words, "the overall loot value is lowered to compensate for the relative safety of PvE." Friendly players already extract more often than aggressive ones. Remove hostile Raiders entirely, and extraction rates climb further, so the value of what you carry out is reduced to balance the equation.
Slightly Higher Baseline Loot in PvPvE
Running at the same time, standard PvPvE sessions receive slightly higher baseline loot values for the duration of the test. The two changes together give Embark a direct comparison of extraction values across both queues.
What Has Not Been Published
Several specifics remain missing, so be skeptical of any precise number you see elsewhere:
No percentage for the PvE loot reduction
No item-by-item multiplier or fixed value difference
No XP multiplier or XP penalty in either direction
No statement on Trials progression
Do not treat PvE as a confirmed reduced-XP queue. Nothing official says it is.
Loot You Cannot Get in PvE
Because five conditions are excluded, some items are effectively off the table in PvE sessions:
Frigate Inductor and Frigate Diagnostic Node: Frigate-only drops used for the Research Station Level 4 upgrade and Research Points.
ARC Couplers and the Emperor Gateway Conduit Blueprint: Redirection-only drops needed to craft the Fallen Emperor key.
Night Raid, Hidden Bunker, and Locked Gate rewards: Higher-tier gear tied to these conditions stays PvPvE-only.
If your goal involves Amplified Weapons or the Fallen Emperor, PvE is a place to gather general materials and finish standard quests, not a shortcut to endgame parts.
What PvE Is Good For
Everything outside the excluded conditions works normally. Quests progress, blueprints drop, containers can be searched, and ARC parts can be harvested. The PvE queue suits:
Finishing quest chains that require surviving specific locations
Learning Pendola Pass and other maps without PvP pressure
Farming common and uncommon crafting materials
Practicing Hydra, Rocketeer, and Vaporizer encounters
Teaching new players the basics in a low-stress environment
Trials Season 6 and PvE
A new Trials season launched alongside the test. Rewards include the Maestro outfit as the grand prize, a Sheriff Badge charm, an Infrared Transmitter attachment, the Pumped dance, and the Scrappy Pop helmet. Two caveats apply. First, earlier mirrors of the announcement showed November 16 as the end date, while the official page now lists January 12, so Embark appears to have corrected it after publishing. Second, Embark has not confirmed if PvE sessions count toward Trials progress, leaderboards, or related ARC objectives. Until that is clarified, PvPvE is the safe route for Trials.
Knowing what each queue offers leads naturally into a direct comparison.
Differences With PvP (PvPvE)
The standard ARC Raiders experience is PvPvE, where the ARC and other Raiders are both threats. Here is how the PvE toggle compares.
| Factor | PvE Toggle | Standard PvPvE |
|---|---|---|
| Player damage | None | Full |
| Stun and fire throwables vs players | Disabled | Active |
| Barricade and zipline collision | Active | Active |
| ARC threat | Identical | Identical |
| Downed state | ARC can finish you after 8 seconds | ARC and players can finish you |
| Overall loot value | Lowered | Slightly raised during test |
| Night Raid, Hidden Bunker, Locked Gate, Frigate, Redirection | Unavailable | Available |
| Squad separation | Not prioritized | Standard |
| Matchmaking rating | Unchanged | Standard |
| Trials progress | Unconfirmed | Confirmed |
| Availability | October 13-20 only | Always |
Tension and Teaming
In PvPvE, meeting another Raider is a gamble. They might help you fight a Bastion, ignore you, or wait until you are reloading before opening fire. That uncertainty is the foundation of the game. PvE removes the betrayal risk, which makes teaming with strangers far more natural but also strips away the moments that made ARC Raiders famous.
Where Competition Moves
Removing player damage does not remove players. In PvE, competition shifts from gunfights to:
Racing for high-value containers
Blocking routes with Barricades
Camping extraction points
Dragging ARC toward rival groups
Some Raiders will find this friendlier. Others may find it just as frustrating in a different way.
Risk Versus Reward
PvPvE keeps the full risk profile and, during the test, the better loot. PvE trades value for safety. Neither queue is objectively better. The right choice depends on what you need from a given raid.
How This Differs From the Chinese Version
ARC Raiders has a separate Chinese release with its own PvE implementation. The global test is a bare toggle on the existing game with reduced loot and excluded conditions rather than a fully separate mode with its own balancing. The two should be treated as different experiments.
Finally, here is the full schedule and what happens once the window closes.
What Embark Is Measuring
The study goes well beyond "do players like it." Embark will review:
How many players used PvE and how often
Extraction values and economy impact across both queues
Queue times and matchmaking health by region
The effect on PvPvE session quality once friendly players leave the pool
Responses to a post-test survey sent to all players
Why PvPvE Players Matter Too
If a large share of friendly Raiders moves to PvE, the PvPvE pool becomes more aggressive by default. Queue times may lengthen in smaller regions. Embark has specifically asked players who never touch the toggle to keep playing and report how, if at all, their matches changed.
What Happens After October 20
The post-test survey will ask where players want PvE to go next. Embark has been upfront that the future version could look very different from this week's toggle, and that the experiment may simply not work out. Nothing is promised either way.
Quick Tips for the Beta Week
Use the eight-second grace period to crawl into cover the moment you go down, then stay still.
Expect Barricades in doorways and races for containers. Bring a Grappling Hook or Zipline to route around blocked paths.
Queue PvPvE for Frigate, Redirection, Night Raid, Hidden Bunker, and Locked Gate goals.
Treat PvE as a quest and material farm, not a high-value loot run.
Check the destination screen each time, since the toggle only appears when no excluded condition is active.
Fill out the post-test survey if you want the option to return.
More FAQs About ARC Raiders PvE Mode
Can other players damage me in PvE?
No. Gunfire, stun throwables, and fire throwables do nothing to other Raiders. Barricades and ziplines still have physical collision.
Can I die in PvE?
Yes. ARC can eliminate you fully. You get an eight-second grace period after being downed, after which ARC may re-acquire you if you move.
Is loot the same in PvE?
No. Overall loot value is lowered in PvE, and PvPvE receives slightly higher baseline loot during the test. Exact numbers have not been published.
Which map conditions are excluded?
Night Raid, Hidden Bunker, Locked Gate, Frigate, and Redirection.
Does PvE affect my matchmaking rating?
No. Your hidden PvPvE rating is untouched.
Does PvE count toward Trials Season 6?
Unconfirmed. Embark has not stated if PvE sessions contribute to Trials progress or leaderboards.
When does the test end?
October 20, 2026 at 11:00 CEST. The toggle is removed afterward.
Will PvE become permanent?
Not guaranteed. Embark will review play data, economy effects, matchmaking health, and survey responses before deciding.