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ARC Raiders did offer a dedicated PvE matchmaking option, but only as a limited test that ran from October 13 through October 20, 2026. During that window, players could choose a co-op-focused session with zero player-to-player damage, while still facing ARC machines and the normal extraction risks. Embark removed the toggle when the test ended, and its authoritative announcement had not confirmed a permanent PvE playlist by October 29, 2026. You could still play online solo or with friends through the game’s standard matchmaking and party tools, but you should not assume that a permanent, always-available PvE queue is live.
Can you play ARC Raiders PvE right now?
The documented dedicated PvE option was a time-limited test, not a permanent mode. Embark’s announcement specified October 13–20, 2026, and said the matchmaking toggle would be removed afterward. No later authoritative announcement available by October 29 confirmed that the test had become a permanent playlist.
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That distinction matters when following older guides or screenshots. A player may remember a PvE switch in the matchmaking screen, but that switch belonged to the October test. Unless Embark announces a new test or a full release, the standard experience remains PvPvE: you fight ARC machines while other Raiders can also threaten your run.
The test was an online matchmaking experiment, not an offline or single-player mode. Its purpose was to see whether a lower-conflict option could support scavenging, quests, exploration and social co-op without removing the game’s extraction structure.
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If you are checking the game today, start with the live matchmaking menu and the newest announcement from Embark. Do not infer current availability from a saved loadout, an old stream or a friend who played during the test week. A mode can disappear while the rest of the co-op interface remains unchanged.
What did PvE change compared with normal PvPvE?
In the tested queue, player-to-player damage was disabled entirely. Other Raiders could still be present in the same online session, but they could not damage one another, shifting the immediate combat problem from rival players to ARC enemies and the environment.
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PvE was therefore lower pressure rather than consequence-free. Embark said the safer rules came with lower overall loot value, and ARC could re-acquire a player who had been downed and was crawling. A successful run still depended on managing ammunition, positioning, objectives, extraction timing and the danger posed by ARC.
| Comparison point | Tested PvE matchmaking | Standard PvPvE |
|---|---|---|
| Opponent threat | ARC enemies; no player-to-player damage | ARC enemies plus hostile Raiders |
| Lobby composition | Solos, Duos and Trios mixed in the same session | Normal matchmaking behavior for the standard queue |
| Rewards | Lower overall loot value, according to Embark | Baseline loot values used by the normal experience during the test |
| Play objective | Relaxed scavenging, quests, exploration and co-op activity | Extraction under both machine and player pressure |
| Content availability | Night Raids, Hidden Bunker, Locked Gate and Frigate excluded from the test | Those conditions were not excluded by the PvE test rules |
The practical choice was not “safe mode versus danger-free mode.” It was a trade: fewer hostile encounters and more predictable co-op space in return for reduced loot value and a narrower set of available conditions.
How did ARC Raiders PvE matchmaking work?
During the test, players selected PvE or PvPvE through matchmaking. The PvE option did not create separate lobbies for each party size: Solos, Duos and Trios could all be placed in the same session.
What mixed squad sizes mean
A solo player entering the tested PvE queue could share a session with a Duo or Trio. Likewise, a three-person party could encounter solo Raiders elsewhere in the same map. Because player damage was disabled, that mixture was primarily a social and population-management choice rather than a team-balance problem. It did not guarantee that everyone nearby had the same number of companions.
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Mixed sizing also matters for expectations. A Trio did not receive a private co-op map, and a solo Raider did not receive a solo-only rotation. The matchmaking pool was built to fill online sessions efficiently while applying the same no-player-damage rule to everyone in that session.
Could you switch between PvE and PvPvE?
Yes, the test announcement described the two experiences as choices available through matchmaking. Selecting the PvE option changed the rules for that session; selecting the normal option returned you to PvPvE. The announcement did not describe PvE as a separate client, offline setting or permanent account mode.
What should you expect from a PvE lobby?
- Other Raiders could be present because the mode was online matchmaking.
- Those players could not inflict player-to-player damage under the test rule.
- Party sizes were mixed rather than restricted to solos, duos or trios only.
- ARC remained an active combat threat, including against downed players.
- Overall loot value was reduced relative to the normal PvPvE baseline.
A simple matchmaking routine
- Open the matchmaking screen and check whether Embark has actually enabled a PvE toggle.
- Choose PvE only if you accept mixed Solos, Duos and Trios and the lower loot value announced for the test.
- Confirm your party before queuing; the mode choice applies to the session, while party tools determine who enters alongside you.
- After loading in, treat ARC, extraction timing and downed-state pressure as real threats even though other players cannot deal damage.
- Recheck the queue after updates. A removed toggle or changed condition list takes precedence over an old guide.
Which maps and conditions were unavailable in PvE?
Embark excluded four named conditions from the test: Night Raids, Hidden Bunker, Locked Gate and Frigate. They should not be treated as guaranteed PvE content, even if they were available elsewhere in ARC Raiders.
This limitation also means that “PvE maps” is an imprecise description. The test changed matchmaking rules and excluded specific high-tension conditions; it did not promise a complete, separate map rotation containing every activity. If a future PvE announcement uses a different list, that newer list would take precedence over the October test rules.
For planning purposes, separate the map question from the rules question. A location might exist in the wider game while a particular condition is disabled in a PvE queue. Check both the current queue description and its excluded-content list instead of assuming that every map or event transfers automatically.
How do I play ARC Raiders with friends?
The January 1.13.0 update documented several co-op tools that are separate from the temporary PvE toggle. They let you form a squad for ordinary ARC Raiders play, whether the active queue is PvPvE or a future mode Embark may introduce.
- Enable an open party when you want people to join. The open-party setting allows eligible friends to find and join your group rather than requiring each person to be invited individually.
- Send squad invitations. Use the game’s squad-invite function to add friends directly before entering matchmaking.
- Join through Discord when open party is enabled. The update specifically added the ability to join a Discord friend’s game through an open party, giving you another route into the same squad.
- Confirm the squad before queuing. Once the intended members appear in the party, start matchmaking together. The party tools do not turn a PvPvE queue into PvE; they only control who enters with you.
The same update added gamepad rebinding. That is a control and accessibility setup option, not a game mode, but rebinding important actions before a co-op run can make communication and revival tasks easier on a controller.
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Open parties are useful when you want friends to find you without a direct invitation, while direct squad invites are more controlled for a private group. Discord joining adds convenience for players already coordinating there. None of these settings changes damage rules, loot values or which conditions are enabled; those are properties of the selected matchmaking queue.
Can I play ARC Raiders solo?
Yes. Solo play is supported, but “solo” describes your party size, not an absence of other players. In the tested PvE queue, solo Raiders were matched into online sessions with Duos and Trios; in standard PvPvE, solo play carried the usual possibility of encountering hostile players.
Ordinary solo matchmaking
You can enter matchmaking without a party and play your own extraction route. In PvPvE, that means balancing ARC threats against the risk of another Raider contesting objectives or extraction. During the PvE test, the same solo entry point led to a no-player-damage session, but it did not create a private map.
What is Solo vs Squads?
Solo vs Squads is a separate challenge from PvE. The January 1.13.0 update made it available to solo Raiders who are level 40 or above and deliberately opt into the Squads queue. It places a lone player in the squad-oriented PvP environment rather than protecting them from player combat.
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Successful extraction and defeat in that option grant a 20% end-of-round XP bonus. The bonus is an incentive for taking on a PvP disadvantage; it is not a safer alternative to PvPvE and should not be described as a solo PvE playlist.
That distinction is especially important for searchers asking whether a solo player can “play against bots.” Solo vs Squads does not make opponents non-player ARC units; it is an opt-in way for one Raider to enter the squad queue and accept a harder player-combat situation.
Why did Embark run a dedicated PvE test?
Embark used player-preference figures to explain why it was testing a lower-conflict queue. In its announcement, the player population was grouped as 37% “Friendly co-op players,” 27% “Mixed players” and 34% “Pure PvP players.” The categories describe how Embark classified respondents, so the percentages should not be treated as a promise that every player fits one group permanently.
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- More than 70% of the Friendly group said they wanted fewer hostile encounters.
- 40% of the PvP group also expressed a desire for fewer hostile encounters.
- 51% of the surveyed player base expressed interest in a dedicated PvE option.
Those figures explain the experiment but do not establish a permanent feature. Embark’s executive producer, Aleks, gave the test a deliberately cautious qualification: “It’s possible that this will not work. This test is not a promise that there will be a PvE mode in the future, but take this as an indication that we’re seriously considering it.”
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What does the loot trade-off mean?
Embark explicitly lowered overall loot value in the tested PvE queue. That is a mode-wide economic adjustment, not a warning that an individual run is guaranteed to be unprofitable. Your result still depended on what you found and whether you extracted, but the expected value was lower than the normal PvPvE baseline used during the test.
Choose PvE for reduced player conflict, learning routes, quest progress and social play—not as a way to maximize rewards. If a future announcement changes the reward rule, use that announcement’s numbers; the October test’s lower value should not be carried forward automatically.
What should you choose: PvE-style co-op or PvPvE?
Use the following decision guide when a PvE test or similar option is available. It separates the reason to choose a queue from assumptions the October rules did not support.
| Choose this when… | Best fit | Important limitation |
|---|---|---|
| You want to learn routes, complete quests or explore with less player conflict | PvE matchmaking, when officially available | Loot value is lower and ARC can still down a crawling player |
| You want the game’s full extraction tension and normal reward baseline | PvPvE | Other Raiders can damage and fight you |
| You want a coordinated group run with friends | Open parties, squad invites or Discord joining | Party tools do not remove PvP from a PvPvE queue |
| You want a high-risk solo challenge | Solo vs Squads at level 40 or above | It is a PvP challenge, not PvE; the 20% XP bonus is tied to end-of-round results |
If your goal is simply to play cooperatively, form a party first and then check which queue is currently offered. If your goal is to avoid all player damage, verify that Embark has announced an active PvE test or playlist rather than relying on an old menu image.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What changed after the October test?
In official updates after October 20, the PvE toggle was described as removed when the test ended. The January 1.13.0 update expanded party and solo-challenge tools, but it did not confirm a permanent PvE queue. That leaves three distinct options that should not be conflated:
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- Temporary dedicated PvE test: the October 13–20 experiment with zero player-to-player damage.
- Normal PvPvE: the core queue where ARC and other Raiders are threats.
- Solo vs Squads: a level-40-plus solo player entering the squad queue for a PvP challenge and 20% end-of-round XP bonus.
For current play, check the live matchmaking screen and the newest official announcement. A menu label, community post or old video showing the October toggle is not evidence that the option remains active.
How to avoid common PvE misunderstandings
- Do not call the October option offline. It was online matchmaking with other Raiders in the session.
- Do not expect solo-only lobbies. The test mixed Solos, Duos and Trios.
- Do not assume normal loot values. Embark explicitly lowered overall PvE loot value for the safer rules.
- Do not treat downing an enemy as the end of the danger. ARC could re-acquire a downed player who was crawling.
- Do not list every activity as available. Night Raids, Hidden Bunker, Locked Gate and Frigate were excluded from the test.
- Do not describe Solo vs Squads as PvE. It is an opt-in, solo-versus-team PvP challenge for level-40-plus Raiders.
- Do not confuse party access with mode access. Open parties, invitations and Discord joining help assemble a squad, but they do not enable a removed PvE toggle.
- Do not promise a permanent playlist. Aleks said the test was not a promise that a future PvE mode would exist.
Frequently Asked Questions
What did Embark say about making ARC Raiders PvE permanent?
Executive producer Aleks explicitly warned that the test might not work and was not a promise of a future PvE mode. The statement positioned the October event as evidence that Embark was seriously considering the idea, not as a launch announcement.
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The Solo vs Squads option is designed for a lone Raider to opt into the Squads queue. It requires level 40 or higher and is intended to create a PvP challenge, so entering it does not provide the no-player-damage rules associated with the October PvE test.
What happens to a downed Raider in the tested co-op queue?
Being downed did not guarantee safety. Embark said ARC could re-acquire a player who continued crawling, meaning teammates still had to manage revives and nearby machine pressure even when other Raiders could not deal damage.
Could every ARC Raiders activity be played during the PvE experiment?
No. The announcement specifically left Night Raids, Hidden Bunker, Locked Gate and Frigate out of the test. Availability for any later playlist would depend on the rules in that newer announcement.
Did PvE matchmaking create private lobbies for each party?
No. The test was online matchmaking, and Solos, Duos and Trios could share the same session. A party entered a shared map rather than a private instance.
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Not during the October test. Embark lowered overall loot value to account for the reduced player threat, so the queue traded reward value for a calmer scavenging and co-op experience.
Do open parties remove PvP from ARC Raiders?
No. Open parties, direct squad invites and Discord joining are ways to assemble teammates. The selected matchmaking queue still determines whether player damage is possible.
The Bottom Line
Bottom line: ARC Raiders’ dedicated PvE queue was an October 13–20, 2026 test, not a confirmed permanent mode. It disabled player-to-player damage but mixed Solos, Duos and Trios, reduced overall loot value and excluded Night Raids, Hidden Bunker, Locked Gate and Frigate. For current co-op, use open parties, squad invites or Discord joining, and keep Solo vs Squads separate: that level-40-plus option is a PvP challenge with a 20% end-of-round XP bonus.
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