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Yes—players can still grief one another in ARC Raiders’ PvE test even with player-to-player damage disabled. Reports from the public beta describe raiders using Bull Rush shoves, body-blocking, locked-room camping and lure grenades to disrupt rivals. The result is not conventional friendly-fire killing, but indirect sabotage at the exact places where a failed encounter costs a team its haul: contested loot rooms, revives and extraction points.

What is happening in ARC Raiders PvE?

Embark’s week-long public PvE beta began on October 13, 2026, and is scheduled to end on October 20. During the test, direct player damage is disabled. Players can still collide with and shove one another, however, and they can manipulate the environment by drawing ARC machines toward other raiders.

Tech News Vision reported players using Bull Rush to shove rivals who were trying to extract, waiting outside locked loot rooms for someone carrying the key, and throwing lure grenades near extraction areas. The report described one player being downed by ARC enemies after a lure grenade was used, followed by body-blocking and pushing when the teammate attempted a revive.

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These are reported incidents, not a measured abuse rate. They do not establish that every PvE lobby behaves this way.

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How players sabotage others without friendly fire

Bull Rush and physical blocking

Disabling damage does not remove physical interference. A shove can interrupt movement at an elevator, metro station, air shaft or raider hatch, all of which function as predictable routes out of a raid. Body-blocking can also delay a revive or force a player into the path of incoming ARC fire. The damage is indirect, but the consequences are real because a failed extraction means losing collected equipment and materials; only contents in the protected safe pocket are retained.

Camping locked loot rooms

Locked rooms turn a key into control over a choke point. A player who reaches the room first—or waits outside for a key-holder—can contest access to the chest as soon as it opens. Tech News Vision described campers waiting for another raider to arrive with the required key and then taking or contesting the contents. This is opportunistic looting rather than a conventional duel, but it exploits the same high-value timing that makes PvPvE tense.

Luring ARC enemies into extraction

Lure grenades can redirect ARC robots toward the area where another team is trying to leave. Used this way, the grenade turns the game’s AI into a weapon. The report called the tactic especially dangerous when the enemy is a Shredder, because a team already committed to an extraction animation has less room to reposition or fight.

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That explains how players can appear to “kill” rivals while never dealing player damage: they create a worse enemy encounter, block the escape or prevent a revive until ARC robots finish the job.

Why extraction and loot are easy targets

ARC Raiders is a third-person extraction shooter for PlayStation 5, Windows and Xbox Series X/S. Raiders leave Speranza, gather resources, fight ARC machines and other players in the standard experience, then extract to keep the haul. Extraction elevators, metro stations, air shafts and key-required hatches concentrate teams into limited routes. Locked rooms add another predictable contest: whoever controls the key or the doorway can influence who gets the reward.

Those systems make indirect griefing unusually effective. A shove that would be trivial in an open area can strand a player at an elevator. A lure grenade thrown in a broad combat zone may be avoidable; thrown at an extraction point, it can force a choice between abandoning the exit and fighting a dangerous machine. Likewise, a room camper does not need to win a firefight if arriving players have already spent time, ammunition or health opening the room.

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PvE beta versus standard PvPvE

The following comparison reflects the reported rules of the October test. It does not imply a controlled measurement of loot rates or griefing frequency.

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Factor Standard PvPvE October 2026 PvE test
Direct player damage Players can threaten one another with weapons. Disabled during the public beta.
Physical interaction Movement collisions and shoves remain part of encounters. Bull Rush, shoving and body-blocking remain possible.
Loot access Teams can fight over keys, locked rooms and chests. The same access points can be camped or contested without gun damage.
ARC exposure Players face ARC machines as well as hostile raiders. ARC machines remain the main direct combat threat and can be redirected with lure grenades.
Extraction risk Gunfights and ARC attacks can stop an extraction. ARC attacks, shoves, blocking and lure tactics can still stop it.
Loot quantity and tuning Baseline values are not stated in the cited reports. Some players perceived less loot, but no controlled loot-rate measurement is established.
Social atmosphere Higher tension because any player may attack. Lower-pressure co-op for some players; others describe the mode as bland, hollow or boring without PvP tension.
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Is ARC Raiders PvE actually safer?

It is safer from one specific threat—another player shooting you—but not automatically safer at the moments that matter most. The PvE rules remove direct player damage while preserving contested loot, movement interference and ARC combat. A team can still lose its haul because a rival controls a doorway, delays a revive or attracts a Shredder to the exit.

That trade-off explains the divided reaction. Some players prefer the lower-pressure co-op loop. Others argue that removing PvP removes the tension that gives extraction a purpose. GamesRadar quoted streamer Loochy saying, “The reality is Arc Raiders doesn’t have a strong enough endgame to support a meaningful PvE experience,” and adding, “It just feels hollow.” These are opinions, not an official assessment of the mode.

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What players can do during the test

No cited source identifies an official moderation policy, reporting workflow, penalty system or anti-griefing patch. Until Embark publishes one, practical play depends on reducing exposure to the situations being exploited:

  • Expect contested access. Treat a key-required room as a possible player encounter even when weapons cannot damage you.
  • Watch the extraction approach. Scan for unusual ARC activity or a lure grenade before committing to an elevator, station, shaft or hatch.
  • Keep space for a revive. A teammate pinned against a doorway or extraction boundary is vulnerable to blocking and incoming AI attacks.
  • Do not assume PvE means harmless contact. Shoves and body collisions can still change your route and timing.
  • Protect valuable items where possible. Death removes collected equipment and materials except contents stored in the safe pocket.

The scale of the beta

GamesRadar reported 185,000 concurrent Steam players during the surrounding update cycle, described as a seven-month high. That figure indicates substantial interest in the game at the time, but it does not measure how common griefing is or how many players entered the PvE beta.

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The public test is time-limited: the cited schedule runs from October 13 through October 20, 2026. Reports from that window should therefore be read as observations of an experiment, not proof that the same behavior will remain after the test or occur in every future PvE mode.

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