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CultureActive · 23h

Embark Studios to test PvE toggle for Arc Raiders in October

A one-week beta from October 13-20 will let Arc Raiders players opt out of PvP entirely, a response to data showing many players avoid fighting other Raiders.

What to know

  • Embark Studios will beta-test a PvE matchmaking toggle in Arc Raiders from October 13-20, 2026, letting players opt out of fights with other Raiders.
  • The studio says data shows a large and growing share of players avoid PvP, but calls the test 'not risk-free' because it could reduce the tension the game was designed around.
  • PvE lobbies will have lower-value loot and ARC enemies will still target downed players to preserve some stakes; Embark will monitor matchmaking times and the player economy.
  • The studio has not committed to making the toggle permanent, saying the test could show 'this will not work.'

The dispute Whether a PvE toggle accommodates a real, underserved majority of players or dilutes the tension and identity that made the PvPvE extraction shooter work in the first place. · positions read across 38 posts and comments

most voices

Forced PvP excludes casual, older, or time-limited players and a toggle is a welcome fix.

  • “Forced PvP (like it being the only option) can make a game unplayable for casual players because they will inevitably run into people that put a ton of time into the game and have the skills/gear to show it.”

    TheRealDeathSheep · Reddit ↗
many voices

Removing PvP undermines the extraction shooter's core tension, gearing loop, and identity.

  • “I might be biased but I dont understand how an extraction shooter can function without pvp, you loose all of the “extraction” part, unless yoy are extremely bad you cannot die to the ai lmao”

    MooseLv2 · Reddit ↗
some voices

Skepticism that a separate PvE queue can actually be implemented cleanly, based on past 'friendly server' attempts.

  • “I was still playing when they rolled out these supposed "friendly" servers and even though I died in dozens of raids and never shot at people, I would get shot at every single raid without fail.”

    jxnebug · Reddit ↗

“The team has noted that "it's possible that this will not work,"”

Embark Studios, Developer statement, via IGN · IGN ↗ · Sep 23

Embark Studios Developer of Arc RaidersArc Raiders players Community/player base

Embark Studios to test PvE toggle for Arc Raiders in October
IGN

How it unfolded 3 developments, newest first · click a bar or a number to jump articlespostscomments

Peak 13 pieces in one half hour at Yesterday, 1 PM; 45 pieces over 24 hours (5 articles · 2 posts · 38 comments) Yesterday, 11:48 AM — quietYesterday, 12:18 PM — 1 piece · 1 post — Reddit 1Yesterday, 12:48 PM — quietYesterday, 1:18 PM — 13 pieces · 13 comments — Reddit 13Yesterday, 1:48 PM — 3 pieces · 3 articles — Google News 3Yesterday, 2:18 PM — quietYesterday, 2:48 PM — 1 piece · 1 post — Mastodon 1Yesterday, 3:18 PM — quietYesterday, 3:48 PM — quietYesterday, 4:18 PM — 3 pieces · 3 comments — Reddit 3Yesterday, 4:48 PM — 9 pieces · 9 comments — Reddit 9Yesterday, 5:18 PM — quietYesterday, 5:48 PM — quietYesterday, 6:18 PM — 1 piece · 1 article — Newswires 1Yesterday, 6:48 PM — quietYesterday, 7:18 PM — quietYesterday, 7:48 PM — 4 pieces · 4 comments — Reddit 4Yesterday, 8:18 PM — quietYesterday, 8:48 PM — quietYesterday, 9:18 PM — quietYesterday, 9:48 PM — quietYesterday, 10:18 PM — quietYesterday, 10:48 PM — quietYesterday, 11:18 PM — quietYesterday, 11:48 PM — quietToday, 12:18 AM — quietToday, 12:48 AM — quietToday, 1:18 AM — quietToday, 1:48 AM — 2 pieces · 2 comments — Reddit 2Today, 2:18 AM — quietToday, 2:48 AM — quietToday, 3:18 AM — quietToday, 3:48 AM — quietToday, 4:18 AM — quietToday, 4:48 AM — 3 pieces · 3 comments — Reddit 3Today, 5:18 AM — quietToday, 5:48 AM — quietToday, 6:18 AM — quietToday, 6:48 AM — quietToday, 7:18 AM — quietToday, 7:48 AM — 2 pieces · 2 comments — Reddit 2Today, 8:18 AM — quietToday, 8:48 AM — quietToday, 9:18 AM — quietToday, 9:48 AM — quietToday, 10:18 AM — quietToday, 10:48 AM — 2 pieces · 2 comments — Reddit 2Today, 11:18 AM — 1 piece · 1 article — Newswires 1 123
12 PM4 PM8 PMtoday4 AM8 AMnow · 11:48 AM ET
  1. 3

    IGN details how the PvE toggle will actually work

    IGN reported specifics: PvE lobbies will have lower-value loot, ARC enemies will still target downed players for tension, and Embark will monitor the player economy and matchmaking times during the test, cautioning the feature might not make it into the permanent game.

    “it's possible that this will not work…”
    — Embark Studios
    1. first by IGN, 17h ago

    • I think there needs to be a finer balance other than a switch to enable PVE. China did this very well imo even tho the mode has its flaws in my eyes. I totally get why folks want a PVE mode. Im a non hostile Player that mainly plays duo PVE and i love it. But i love it because i have to prepare. I bring traps and persuade other raiders to help my…

      EntrepreneurFar5518r/gaming3h agoview on r/gaming ↗
    2 more of the top 3 · 13 posts in this stretch
    • Loved the game, played a lot, got burnt out because I saw how much the game changed, how they nerfed a lot of things and made it grindy, meant I needed to invest more time and also had more to lose. Matches became less fun, harder and not fun, and then on top of that they slowed down their development to focus on things, but also at a bad time…

      Cute-Acanthaceae-193r/gaming15h agoview on r/gaming ↗
    • I work 40hrs a week, I dont wanna get my ass wiped when I haven't touched the game in a while and someone going over the proximity chat calling you whatever they wanna call you. So I like the toggle of PvE, I can just do my quests solo without havin to be careful some dude pops around the corner and blasts me. Sure maybe sometimes PvPvE can be fun…

      Wreticr/gaming3h agoview on r/gaming ↗
    all of them →
  2. 2

    Players split online over whether the toggle helps or hurts the game

    In reddit discussion following the announcement, some players welcomed a way to avoid forced PvP while others argued removing PvP undermines the extraction-shooter's core identity and gearing loop.

    “We're playing two different games. I play almost every day after work. I'm always in friendly lobbies, with the ocassional betrayal. Everyone is always having a great time.”
    — Barsicbiggle
    • I lost interest in the game once lobbies stopped being a decent mix between friendlies and hostiles. Any immersion was killed once I could tell I was in a PVE vs PVP inclined lobby. Sometimes I want to play as a friendly in a hostile environment, and sometimes I want to play as a hostile in a friendly environment but it doesn't seem like that…

      eriejarr/gaming18h agoview on r/gaming ↗
    2 more of the top 3 · 12 posts in this stretch
    • I think gamers that truly prefer PvPvE where the PvP is not optional represent a minority. That's not a dig or a judgment. But what we're seeing with ARC is a recurring theme in that genre of game. I honestly believe most people prefer having some choice in whether they engage with PvP, whether it's restricted to specific maps, or zones within…

      Scroll_4_Joyr/gaming18h agoview on r/gaming ↗
    • or another option - people might need to realize that before they buy a game with pvp elements, they need to reflect on if they can be okay with dying to people who can put in more time than them I think a lot of older games want to keep living in the past of being able to jump into pvp games and do their thing when that's clearly becoming less of…

      ChampagneSyrupr/gaming18h agoview on r/gaming ↗
    all of them →
  3. 1

    Embark Studios announces PvE toggle beta test for Oct 13-20

    Embark posted an announcement explaining the game's origins as a PvE co-op concept, citing player data showing a large group prefers co-op over PvP, and said it will test a PvE matchmaking toggle from October 13-20, 2026.

    “we can’t ignore what the data is telling us.”
    — Embark Studios
    • Most everyone reaches an age where they work 5 days a week and just want to come home and enjoy a game. Forced PvP (like it being the only option) can make a game unplayable for casual players because they will inevitably run into people that put a ton of time into the game and have the skills/gear to show it. I loved Tarkov when I was unemployed…

      TheRealDeathSheepr/gaming22h agoview on r/gaming ↗
    2 more of the top 3 · 13 posts in this stretch
    • Oh wow that’s an interesting idea. I hadn’t heard of that balance style before. I agree with you, that kind of defeats the purpose of gearing. Might as well play a game dedicated to normalized PvP, like call of duty. I’m not sure that would fly with the PvP crowd as a lot of the fun of these games are gearing up and fighting over. That gear…

      Redxmirager/gaming22h agoview on r/gaming ↗
    • Its the same with "Sea of Thieves". The PVP players became pure toxic sludge repeatedly sinking you 5 minutes after coming off the dock even though you didn't even have anything to steal. That's not a popular loop. If you want this type of PvP you need to police it, you can't just let the community go wild, they'll ruin your game.

      ScubaAlekr/gaming22h agoview on r/gaming ↗
    all of them →

Also covered reported alongside — the timeline has no entry for these yet

  1. first by neowin.net, 21h ago · also PC Gamer

    2 more headlines

and 1 smaller piece

What people are saying 14 voices from 1 site · best of 38 · verbatim

Still unanswered
  • Will the PvE toggle actually reduce PvP encounters in practice, or fail like earlier 'friendly server' attempts?
  • Will splitting the population into PvE and PvP queues hurt matchmaking or the shared economy?
  • Will Embark make the toggle permanent after the test, or was it just a one-off experiment?