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The ARC Raiders PvE toggle beta runs from 13 to 20 October 2026: with it on, there is no player-to-player damage and the session is about the ARC and co-op, and when the test ends the toggle is removed. Embark Studios’ follow-up post gives the window as 11:00 CEST on 13 October to 11:00 CEST on 20 October. Everything below comes from the studio’s own posts unless marked otherwise.
TL;DR
- Limited test, 13 – 20 October 2026: PvE sessions have zero player-to-player damage, and the toggle is removed afterwards.
- Embark says the test is not a promise of a PvE mode.
- Five map conditions are excluded from PvE: Night Raid, Hidden Bunker, Locked Gate, Frigate and Redirection.
- Loot is worth less in PvE; PvPvE gets a small baseline loot boost for the length of the test.
- ARC can still kill you: after the 8-second grace period, a moving downed player can be attacked.
Quest Completion
ARC Raiders quests played on your account by hand, objectives and rewards left on your profile.
What Is the ARC Raiders PvE Toggle Beta?
It is a matchmaking choice added by Update 2.1.0 on 13 October, not a new game mode with its own progression. Embark’s Steam post says Update 2.1 marks the start of the PvE toggle Beta Test. You pick between the classic PvPvE experience and a PvE experience built around co-op against the ARC. In the PvE experience there is zero player-to-player damage. Embark says the intent is not a harder PvE or new PvE progression, only an alternative to PvP encounters, and it describes scavenging, quests and exploring in relative safety from other hostile players.
The toggle arrives five days after Frozen Trail 2.0 went live on 8 October. They are two separate releases. For the content side, see our Frozen Trail overview covering Pendola Pass, the Outpost and the PvE test.
| Rule | What the test says |
|---|---|
| Window | 13 October 11:00 CEST to 20 October 11:00 CEST |
| Player damage | Zero in PvE; stun and fire throwables do not work on other players |
| After the test | Toggle removed, matchmaking returns to normal |
| Future | Not a promise of a PvE mode |
Not everyone has the evenings for this — ARC Raiders boosting covers the same ground with someone else on the keys.
How the PvE Toggle Works

Switching between PvE and PvPvE
Embark says it designed the system for seamless switching, for example a relaxed solo PvE session and then a high-tension PvPvE match. The posts we checked name no menu path for the toggle. One third-party guide, allthings.how, says it sits under the Play tab’s Limited Time panel as a PvE Only button (unverified by us, not in Embark’s posts).
Squads and rating
PvE sessions include Solos, Duos and Trios in the same session. Squad separation is not prioritized, so different-size groups meet more often. Playing PvE sessions leaves your PvPvE matchmaking rating untouched. Standard matchmaking continues to apply in PvPvE sessions.
What still works
Scavenging, quests and exploring are the activities Embark names for PvE. Physical interaction items such as barricades and ziplines are unaffected, so they keep their collision. Embark does not describe any PvE-only rewards, drop rates or progression track.
What Is Excluded From PvE Matchmaking
Embark says some major map conditions are excluded because they are designed for higher tension and rely on the uncertainty of meeting a variety of players. The list grew between the two official posts, so use the later one. The 12 October post lists Night Raid, Locked Gate, Hidden Bunker, Frigate and Redirection.
If you want to know how map conditions rotate in general, our explainer on regional map conditions in update 1.42.0 covers that separately.
| Condition | 24 September list | 12 October list |
|---|---|---|
| Night Raid | Excluded | Excluded |
| Hidden Bunker | Excluded | Excluded |
| Locked Gate | Excluded | Excluded |
| Frigate | Excluded | Excluded |
| Redirection | Not listed | Excluded |
Loot and Risk Trade-Offs in PvE

Lower loot value in PvE
Embark says overall loot value is lowered in PvE to compensate for the relative safety. No percentage or figure for the reduction is published in the Embark posts we checked.
Slightly higher loot in PvPvE
Embark expects friendly and PvE players to see higher extraction rates and more value, so PvPvE sessions get slightly higher baseline loot values during the test.
Downed players and ARC
PvE is not risk-free. Embark’s follow-up post describes an eight-second grace period after being downed in which ARC will not acquire you, but they may attack if they catch you moving after that. The September post put it more loosely: crawling can get you re-acquired, and ARC ignores you if you stay still.
Queue times
In low-population regions or off hours, Embark says there might be a small increase in matchmaking times.
Warning
This is a temporary test. Anything that gets easier this week does not come with a guarantee that the toggle returns, because Embark says it is not a promise of a PvE mode.
The cost here is time-boxed rather than grind-based: the window runs from 13 October 11:00 CEST to 20 October 11:00 CEST. Because no loot-reduction figure is published, we cannot convert PvE sessions into a loot-per-hour comparison.
Why Embark Is Testing a PvE Toggle
Embark gives its own player split, with no sample size or method stated in the post. Per Embark, more than 70% of Friendly players, and 40% of PvP players, would like fewer hostile encounters, and 51% of the players it surveyed are interested in a dedicated PvE option.
Embark says the Friendly group has grown consistently since launch and the Pure PvP group has remained stable. It frames decisions as three inputs: data, player feedback and the team’s gut. It is open about the downside: a toggle might take away some of the tension ARC Raiders was designed around. The studio says the game was first conceived as a raid-based PvE co-op looting game before the reset into the PvPvE extraction game that shipped.
Step-by-Step: Using the PvE Beta Before It Closes
From the update to your last session before the window closes.
-
1
Check the window
the test ends 20 October at 11:00 CEST, so plan sessions before that time.
-
2
Install Update 2.1.0
Embark's Steam post says this update starts the beta.
-
3
Pick a destination without an excluded condition
Night Raid, Hidden Bunker, Locked Gate, Frigate and Redirection do not offer PvE.
-
4
Choose PvE or PvPvE before you queue
the posts we checked name no menu path, so use the toggle where the game shows it.
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5
Stay still if ARC downs you after the grace period
Embark says ARC will ignore a player who stays still.
Workbench Upgrade
The chosen workbench at the ordered level
What to Use the Week For
The practical use is work where a PvP death would cost you a run: quest objectives and project stages. Embark names quests as part of the PvE experience. The Outpost’s Sheltered Retreat project is one candidate; the unlock path is laid out in our Outpost guide on the Sheltered Retreat project and research. Which individual quest objectives count in a PvE session is not stated per quest in the posts we checked, so check the objective in-game.
Keep the lower loot value in mind: PvE is better suited to objectives than to chasing valuable drops. Redirection is excluded from PvE, so anything tied to that condition needs a PvPvE queue.
What Happens After 20 October
The toggle is removed and matchmaking returns to normal. Embark says it will share findings and future plans sometime after the test, with no date given. Its Steam post says player feedback along with in-game data will help decide whether the toggle becomes a permanent part of the game. If a PvE option does come later, Embark warns it may not look like this beta.
Open Points Embark Has Not Settled
Two items remain unresolved in the Embark posts we checked: whether the Fallen Emperor encounter is excluded beyond the five named conditions, and the sample size behind the survey figures. A third-party guide, allthings.how, says Emperor parts still require the standard queue; Embark’s own list does not name the encounter.
Our Take
Useful for low-risk quest work this week, not a reason to expect a permanent mode.
The trade is visible: safer sessions, lowered loot, and a window that closes on 20 October. Embark’s own wording keeps the future open, so treat anything you finish here as a bonus rather than a plan. That is our reading, not a tested result.
Sources and Confidence
This table separates what the studio has confirmed and what is not confirmed yet. Each claim below is tied to the post and the game version it describes.
| Claim | Where it comes from | Status |
|---|---|---|
| Test dates, zero player damage, toggle removed after, not a promise | arcraiders.com (Embark Studios announcement, 24 Sept 2026) | Official |
| Five excluded conditions, 8-second grace period, throwables, squad mixing | arcraiders.com (Embark Studios follow-up, 12 Oct 2026) | Official |
| Update 2.1 starts the PvE toggle beta; feedback and data decide its future | Steam News (Embark Studios, Store Update 2.1.0) | Official |
| 37% / 27% / 34% player split and 51% interest figure | arcraiders.com (Embark Studios announcement, 24 Sept 2026) | Official |
| Toggle sits under Play tab, Limited Time panel, PvE Only button | allthings.how guide, third-party, not in Embark posts | Community-reported; primary source not verified |
| Fallen Emperor parts still need the standard queue | allthings.how guide, third-party, not in Embark posts | Community-reported; primary source not verified |
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