NewsPatch Notes

ARC Raiders Update 2.1.0 Is Going Live With PvE Toggle Beta

Embark will use player feedback and in-game data to decide whether the PvE option becomes permanent, while the Carrion Set is available in the store.

ARC Raiders Update 2.1.0 is going live now, starting a beta test for the PvE toggle, according to Embark’s Store Update 2.1.0 announcement. The option is being tested rather than confirmed as a permanent feature. Embark says player feedback and in-game data will help decide whether it stays, and its PvE toggle explainer covers the feature. The test’s trade-offs include lower-value loot and fewer map conditions as well as disabling Raider-on-Raider damage.

The Carrion Set is available in the store alongside a broad round of fixes. The update adjusts traversal with the Grappling Hook, smooths out issues across Pendola Pass and the ARC Frigate, and fixes Reward Pass progression. Spaceport, Buried City, and Dam Battlegrounds also receive memory-use reductions aimed at improving stability, with Xbox Series S called out for particular benefit. The Reward Pass fix addresses the progression issue Embark was still working on after Hotfix 2.0.2.

Patch Notes for ARC Raiders Store Update 2.1.0

Animation

  • Fixed an issue where character models would sometimes appear enlarged.
  • Fixed an issue where vaulting onto destroyed ARC parts could launch you or debris into the air; vaults on Matriarch, Vaporizer, Hydra, and Firefly remains are now stable.
  • Character animations will now have a short cooldown before they swap sides on repeated shoulder swapping.

Audio

  • Reduced overly loud footstep sounds when outdoors and balanced footstep volume across different surfaces.
  • Added clearer visual and audio feedback when melee hits land on weak points, making successful strikes easier to recognize.
  • Fixed an issue where shoulder swapping repeatedly could make footsteps audio not play.
  • Added sound effects to the Cowboy emote.
  • Made several more subtle audio improvements and additions.

ARC

  • Frigate hatches now inflict burning damage over time when they open.
  • Smoothed collision on Frigate cargo to prevent getting stuck on curved surfaces.
  • The Frigate cargo drop has been adjusted to prevent unintended knockouts.
  • Fixed unintended interactions between throwables and certain doors on the Emperor.

Cosmetic

  • The missing Zenith Outfit toggles will be granted to all players that have completed their fifth Expedition.
  • Equipped weapon stencils now display their rarity in the weapon tooltip.

Gameplay

  • Fixed an issue where the Broad Shoulders skill did not activate on spawn, preventing sprinting despite being within the increased carry limit; inventory weight now updates correctly after loading in.
  • Fixed an issue where the Field Repair skill could fail to work after unlocking it if you had already played a round in the same session. Restarting is no longer required for it to take effect.
  • Fixed an issue where the camera would shake violently when another player or vegetation came between the player and the camera while firing.
  • Fixed an issue where weight values would initially be calculated incorrectly after loading into a round.
  • Fixed an issue where Fight or Flight would incorrectly bypass the penalty from Sprinting on Fumes.

Items

General

  • Mobile-Fire Grip Fittings now correctly require Skulker Targeters to research, instead of Skulker Drivers.
  • Stamina-restoring consumables can no longer be used while the Sprinting on Fumes cooldown is active.
    • One of the important balancing considerations for Sprinting on Fumes was the penalty that is applied once the ability has ceased. Having items that could bypass that penalty entirely disrupts the intended risk of using the skill.

Grappling Hook

  • Made it easier to vault onto ledges and roofs when using the Grappling Hook, especially on Pendola Pass. Auto-vault now triggers more reliably at the top of rope climbs, and ending a swing on walkable ground is more consistent.
  • Fixed several issues that occurred when the Grappling Hook let players swing from objects too light to hold their weight.
  • Fixed an issue where the Grappling Hook could detach when tethered to fast‑moving objects like the Ballistic Gondola, causing the line to break during lift‑off.
  • The Grappling Hook rope now wraps around geometry while the hook is in flight.
  • Fixed an issue where Grappling Hooks and Tether Launchers would not release when the player was downed by fall damage.
  • Fixed an issue where Grappling Hooks and Tether Launchers with 0 durability would be destroyed instead of broken.

Maps

General

  • Adjusted spawns during Frigate rounds to avoid starting too far from the action under certain circumstances.
  • Improved vaulting and traversal on rocky terrain to reduce unintended sliding after climbing.
  • Fixed world props in a tunnel sometimes disappearing when viewed from above.
  • Improved lighting and reflections in Frigate areas and on Dam Battlegrounds to reduce visual artifacts and improve performance.
  • Improved shelter door interactions to prevent players from being squeezed when opening them, with more space provided next to the door.
  • Fixed several collision and clipping issues, gaps, and stuck spots across several maps.

Pendola Pass

  • Fixed an issue where players could be eliminated despite being inside the Gondola and extracting.
  • Polished terrain and collision on Pendola Pass—fixed gaps, clipping, and hard-to-traverse spots, reduced visual pop-in, and blocked unintended areas.
  • Fixed a traversal spot in the Railyard on Pendola Pass where you couldn’t jump up or auto step up as expected.
  • Polished Pendola Pass with collision and visual fixes, corrected footstep and impact sounds on station canopies, and improved VFX culling to prevent effects showing through surfaces.
  • Adjusted interior snow and terrain blending to prevent landscape from clipping into buildings.
  • Adjusted night lighting to be darker with reduced visibility.
  • Adjusted ARC Frigate cargo drop points in Pendola Pass to improve accessibility and prevent clipping.

Performance

  • Reduced memory usage to improve stability on Spaceport, Buried City, and Dam Battlegrounds, with particular benefits on Xbox Series S.

UI

General

  • Extended compass and map visibility distance for Gondola markers from 120 to 175 meters.
  • Improved placement of pings on the Skulker and Bully when marked from long range.
  • In the Weapon Amplification tree, hovering or focusing an upgrade now highlights the path to that node, unless it’s blocked.
  • Fixed a bug where spectating could fail to show your squadmates’ HUD info, making it appear they had no Shield.
  • Added a new indicator and seen-state tracking for weapon stencils in the customization screen, making newly acquired stencils easier to spot and manage.

Reward Pass

  • Fixed an issue where the Reward Pass would not progress correctly. The End-Of-Round Reward Pass screen no longer mistakenly counts milestones from previous rounds.
  • Polished the Reward Pass completion screen: updated button labels, fixed an incorrect premium icon on non-upgrade buttons, and adjusted layout to prevent image cropping and text overflow.
  • Fixed the Reward Pass tile overstating completed levels and aligned the completion icon and “Completed” label.
  • The Reward Pass details screen now shows the name of the active pass.

Outpost

  • Fixed an issue where Outpost module recipes would remain in the tracker after installing.
  • Added an orange indicator to the Outpost tab when a project step is completed, making new updates easier to spot.
  • Fixed an issue where leaving Customization in the Outpost could leave the view out of focus.
  • Fixed an issue where exiting decorating in a module room returned you to the base room instead of the room you were editing.

Skill Tree

  • Fixed an issue where the Field Salvaging skill could fail to display the right items if unlocked after playing a round in the same session.
  • Fixed an issue where camera movement could be prevented if Field Salvaging or Field Repair were interrupted.
  • Fixed a bug where End of Round inventory weight and max loadout weight did not reflect character skills like Reduced Weapon Encumbrance or Max Carry Weight.

Quests

  • Fixed quest objective progress bars displaying incorrectly whilst in Speranza.
  • Fixed an issue where visiting loot‑icon areas in Pendola Pass did not count toward the “Picking Up the Pieces” quest objective.
  • Cinematics for “Sizing Things Up” correctly play after quest completion.

Weapons

  • Fixed issue where the Semi-Auto Amplification for the Hairpin did not deal reduced headshot damage.

What would you want Embark to learn from the PvE toggle beta? Follow the test and its accompanying fixes through X, Bluesky, YouTube, Instagram, Steam, and Telegram.

ARC Raiders

ARC Raiders is a multiplayer extraction adventure, set in a lethal future earth, ravaged by a mysterious mechanized threat known as ARC. Enlist as a Raider and scavenge the surface to thrive in a desolate world. But beware of the machines. Beware of Raiders preying on others.

ARC Raiders blends the tension from extraction shooters with atmospheric settings from the adventure genre. Lurking threats—from deadly machines to other Raiders—create a constant ebb and flow of intensity, where every moment is charged with the thrill of high stakes. Extract valuable loot and explore the unfolding mysteries of a vibrant, lethal world.

ARC Raiders supports seamless social play across PlayStation, Xbox, and PC. Play with your squad and thrive as a team, or rise in the ranks as a lone ranger.

  • Genre Shooter
  • Platforms Xbox Series X|S, PC (Microsoft Windows), PlayStation 5
  • Perspective Third person
  • Modes Multiplayer, Co-operative
  • Release October 30, 2025
  • Publisher Embark Studios
  • Age Rating ESRB TPEGI 16USK 18ACB MGRAC 15+CLASS_IND 14

Angel Kicevski

I've spent half of my life playing video games, ever since the competitive 1.6 era, where I played professionally. Now I am happily married to Margarita Kicevski and have two beautiful children. My goal is to deliver fresh news and updates from the gaming world, but also deliver some juicy guides. Previously, I worked on another website for 8 years and decided to continue my journey here! So basically, I am in this industry for 10+ years... which has been quite a lot, let me tell you!

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