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ARC Raiders’ standard experience is PvPvE, not a PvP-only mode: you face ARC machines while other Raiders may cooperate, avoid you, or attack. Embark announced a limited PvE-toggle test for October 13–20, 2026. In that test, player-to-player damage is disabled, but sessions have mixed-size squads, some conditions are unavailable, and overall loot value is lower. Choose PvE for a lower-risk focus on scavenging, quests, and cooperation; choose classic PvPvE for the uncertain encounters and higher tension of the standard extraction loop. Embark has not promised that PvE will become a permanent mode.
ARC Raiders PvE vs. PvPvE: the short version
The difference is whether other players can be a direct combat threat. In classic PvPvE, ARC machines and other Raiders are both part of the danger: another player might cooperate, keep away, or attack. In the announced PvE test, player-to-player damage is zero, so the focus shifts toward dealing with ARC and playing alongside other Raiders.
This is not a choice between two wholly different games or between a PvE campaign and a PvP arena. The official game description presents ARC Raiders as an extraction adventure in which players scavenge, craft, repair, and upgrade gear before venturing topside alone or in parties of up to three. Both experiences retain the ARC threat; the test changes the risk posed by other players and some of the conditions and incentives around a session.
In practical terms, PvE removes one kind of uncertainty, not all uncertainty. You do not have to account for another Raider damaging you in the test, but ARC remains dangerous, and your session still takes place alongside other players. In classic PvPvE, the same machine threat is joined by the possibility that another Raider’s intentions will be unclear. That contrast is the most useful starting point when deciding which experience suits you.
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| What to compare | PvE toggle test | Classic PvPvE |
|---|---|---|
| Player-to-player damage | Zero during a PvE session | Other Raiders may attack |
| Main risks | ARC machines; cooperation and social encounters with other Raiders | ARC machines and uncertain encounters with other Raiders |
| Who can share a session | Solo players, duos, and trios are mixed together | Matchmaking considers multiple factors, including squad size where possible |
| Loot value during the test | Overall value is lowered to account for relative safety | Slightly higher baseline loot values than PvE during the test |
| Matchmaking rating | Does not affect PvPvE matchmaking rating | Regular play contributes to the playstyle estimate over time |
| Availability | Announced as a limited test, October 13–20, 2026; Embark says the toggle will be removed afterward | Standard experience |
These differences are from Embark Studios’ September 24, 2026 announcement of the test and its May 20, 2026 matchmaking explanation. The announcement gives the test dates but does not specify its exact ending hour or timezone.
What the PvE test changes
No damage from other players
Embark describes the test as a PvE experience focused on cooperation against the ARC threat. Player-to-player damage is disabled for the session. That removes the possibility of being attacked by another Raider, but it does not remove the machine threat or turn the game into a new progression system or a stated PvE difficulty overhaul. The announced goal is to let players scavenge, complete quests, and explore with less risk from hostile players.
The distinction matters if you are choosing PvE because you want a completely threat-free run. That is not what the announcement describes: it specifically removes damage from other players while keeping ARC as the enemy. The test also retains the broader extraction-adventure framework rather than presenting a separate campaign. Think of it as a different risk profile for a session, not a replacement game mode with entirely new goals.
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Mixed group sizes
PvE sessions combine solo players, duos, and trios. If you enter alone, you may share a session with groups rather than being matched only with other solo players. The announcement does not describe a separate solo-only PvE queue.
That setup can change the feel of a run even though player damage is disabled. A solo player should not assume every other Raider they encounter is also alone, and a duo or trio should not expect the PvE test to place them only with groups of the same size. If playing beside different group sizes is a concern, the announcement provides no separate queue or group-size selection to rely on.
This is different from the description of regular matchmaking, where Embark says squad size is among the factors considered where possible. The PvE announcement is more specific about its test arrangement: solo, duo, and trio players share PvE sessions. Do not carry assumptions about classic matchmaking into the PvE test.
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Embark lists Night Raids, Hidden Bunker, Locked Gate, and Frigate as unavailable conditions in the test. Its stated rationale is that these depend on uncertainty and higher tension. Do not assume every map condition available in classic PvPvE is also available through the toggle.
The exclusions are part of the test’s design, rather than an indication that the PvE option removes all challenging content. Embark has identified those four conditions as relying on uncertainty and tension, while describing PvE as a way to explore, scavenge, and complete quests with less risk from hostile players. The announcement does not provide a full list of every available map or condition, so the safe conclusion is limited to the four named exclusions.
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If a particular condition is central to what you want to play, check the in-game option and current official updates rather than assuming it will appear in the PvE queue. The announced dates alone do not guarantee a particular condition will be active on every day of the test.
Loot value is lower overall
Embark says the overall loot value in PvE is lowered to account for the relative safety of the mode. During the test, PvPvE sessions have slightly higher baseline loot values. The announcement does not give a percentage or item-by-item adjustment, so the comparison is directional: expect lower overall loot value in PvE, not a specific reduction for every item or run.
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1Repair Windows errors before they cause bigger problems2Scan for outdated or missing drivers - takes under a minute3Clear out junk files and repair common Windows errorsThis is a trade-off, not a detailed promise about individual drops. The announcement does not state that every item is worth less, give a precise rate of reduction, or explain how a particular run’s haul will compare. It says the overall value is lowered, while PvPvE has slightly higher baseline loot values during the test. Treat that as a broad incentive difference, not a calculation you can use to predict the value of a specific inventory.
That point may affect your choice if you are comparing the two queues mainly for progression or loot. PvE offers the lower player-combat risk, but it is not described as an equally rewarding version with only the PvP element removed. PvPvE keeps the standard risk and has the slightly higher baseline loot value noted by Embark. No exact currency, item, or time cost is specified in the announcement.
Downed by ARC? Staying still matters
Embark warns that crawling after being downed by ARC may cause the machines to reacquire you as a target. It says ARC will ignore a downed Raider who stays still. This is a specific warning about ARC behavior in the test, not a guarantee that staying still will resolve every danger in a session.
The practical takeaway is narrow: if ARC has downed you in PvE, movement may draw its attention again, while staying still is the behavior Embark says the machines will ignore. This does not make the session safe from ARC in general, and it is not guidance about how other players will behave in classic PvPvE. The note reinforces that the PvE toggle reduces player-versus-player danger but leaves meaningful machine danger in place.
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How regular playstyle matchmaking works—and what it cannot do
Classic matchmaking is intended to balance fairness and enjoyment while accounting for constraints such as matchmaking time and latency. Embark says it considers several factors, with playstyle across previous rounds—especially interactions with other Raiders—being one strong factor. It describes playstyle as a continuum, not a simple friendly-versus-aggressive classification.
That system changes the likelihood of meeting players with similar tendencies; it does not guarantee a friendly lobby. Embark explicitly says regular matchmaking does not provide PvE-only lobbies in which other Raiders can never attack. A player who wants zero player-to-player damage during the announced test needs the separate PvE toggle rather than relying on matchmaking to make classic sessions safe.
The estimate responds to patterns over time. Embark’s May 20, 2026 notes say that defending yourself is treated differently from starting a fight and that low-activity rounds carry less weight in playstyle history. A defensive shot therefore should not be treated as an automatic switch into an “aggressive” category.
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There are two useful limits to keep in mind. First, playstyle is only one strong factor among several, not the only input to matchmaking. Second, it is an estimate that shifts gradually rather than a permanent label assigned after one encounter. Embark says matchmaking also has to account for practical constraints such as latency and time spent finding a match. It does not promise that two players with similar interaction histories will always be put together, or that a player who tends to avoid combat will never meet an aggressive Raider.
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Can you switch between PvE and PvPvE?
Embark says the test toggle is meant to let players switch between the PvE and PvPvE experiences. That means the test is framed as a choice between session types, rather than a one-time permanent commitment to a separate progression track. The announcement does not describe a cooldown, a switching limit, or detailed menu steps, so do not assume specific restrictions or interface instructions beyond the existence of the toggle.
Switching the experience does not make the two queues identical. PvE has zero player-to-player damage, mixed solo/duo/trio sessions, four named excluded conditions, lower overall loot value, and no effect on PvPvE matchmaking rating. Classic PvPvE remains the standard experience, with the possibility of hostile Raiders and the slightly higher baseline loot value Embark cites for the test period. Decide based on the kind of session you want, not on an assumption that the toggle changes only one setting.
Which should you play?
Choose PvE during the test if…
- You want to focus on ARC combat, scavenging, quests, or exploration without player-to-player damage.
- You prefer cooperation with other Raiders over weighing whether an encounter could turn hostile.
- You accept mixed solo, duo, and trio sessions, excluded conditions, and lower overall loot value.
- You want to try the lower-risk option while keeping PvE sessions separate from your PvPvE matchmaking rating.
Choose classic PvPvE if…
- You want the standard extraction tension, where the threat from other Raiders remains part of a run.
- You enjoy uncertain encounters that may involve negotiation, avoidance, cooperation, or conflict.
- You prefer the slightly higher baseline loot values that Embark says PvPvE sessions have during the test.
- You want to play the standard experience rather than a time-limited test with named condition exclusions.
Playstyle matchmaking may make encounters more similar to your past behavior, but it cannot promise a peaceful run. If avoiding player attacks is essential to your choice, the distinction is straightforward: the test PvE session disables player-to-player damage; classic PvPvE does not.
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A simple decision test is to ask which uncertainty you want in a run. If you want to concentrate on ARC, quests, and scavenging without worrying about another player damaging you, the test PvE toggle is the closer fit. If part of the appeal is deciding whether to trust, avoid, or fight another Raider, classic PvPvE preserves that possibility. Neither choice removes ARC from the equation.
There are also reasons not to choose purely on reward. Embark gives PvPvE slightly higher baseline loot values during the test, but does not quantify the difference. PvE is not described as a way to maximize loot safely; its stated appeal is relative safety from hostile players and a cooperative focus. If your main priority is loot value, the available comparison favors PvPvE directionally, but it does not establish how any particular run will pay out.
Is the PvE option permanent?
No permanent mode is promised in Embark’s September 24 announcement. The PvE toggle is a limited test announced for October 13–20, 2026, and Embark says it will be removed when the test ends. The studio says it will consider feedback and data before deciding what comes next. Treat the announced dates as the test window, not evidence of continued availability afterward; the announcement does not state the exact ending hour or timezone.
Executive Producer Aleks described the week as a test giving players the choice between classic PvPvE and a cooperative PvE experience against ARC. Aleks also said, “This test is not a promise that there will be a PvE mode in the future, but take this as an indication that we are seriously considering it.” That is a clear statement of interest, not a commitment to keep the toggle, launch a permanent queue, or set a future date.
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Because October 13–20 is a dated test window, availability can change after the announced week. The announcement does not specify the precise hour or timezone when it ends, and it does not reveal the studio’s decision after reviewing player feedback and data. If you are reading after the test period, check Embark’s latest official updates rather than assuming the toggle is still available.
Does PvE affect PvPvE matchmaking?
No. Embark says PvE sessions do not affect PvPvE matchmaking rating. The test is intended to let players switch between the experiences without PvE sessions changing that rating.
This separation is useful if you want to try PvE without having those sessions count toward the playstyle estimate used in regular matchmaking. It does not mean that classic PvPvE’s matchmaking system stops considering your behavior in classic rounds; Embark’s May 20 notes describe the regular estimate as responding gradually to playstyle across previous rounds. The specific assurance is that PvE sessions do not affect PvPvE matchmaking rating.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What Embark has said about player preferences
In its September 24, 2026 announcement, Embark reported a breakdown of 37% Friendly co-op players, 27% Mixed players, and 34% Pure PvP players. It also reported that 51% of the surveyed playerbase expressed interest in a dedicated PvE option. These are developer-reported figures; the announcement does not provide the survey sample size or methodology, so they should not be read as an independently verified estimate of the entire player population.
The figures help explain why a test could be useful to players with different preferences, but they do not predict how many people will choose either queue during the test. The categories describe Embark’s reported preference breakdown; the announcement does not define the survey question, show how the categories were assigned, or provide the number of respondents. Keep the attribution attached to the figures rather than treating them as a precise census of everyone who plays.
What stays the same—and what to check
The game remains an extraction adventure centered on scavenging, crafting, repairing, upgrading gear, and venturing topside against ARC. Steam’s product description says players can go alone or in parties of up to three and face both ARC machines and other survivors. The test is therefore best understood as a change in how direct conflict between Raiders works, plus associated matchmaking, condition, and loot adjustments—not a new game or a wholly separate progression system.
For the test, the clearest checklist is: confirm that the toggle is still available within the announced October 13–20 period; remember that other players cannot damage you in PvE; expect mixed solo, duo, and trio sessions; account for Night Raids, Hidden Bunker, Locked Gate, and Frigate being excluded; and expect lower overall loot value than in PvPvE. If you choose classic PvPvE, remember that playstyle matchmaking only changes probabilities and does not guarantee a friendly lobby.
Embark’s official site lists Steam, Epic Games Store, PlayStation 5, Xbox Series X|S, and GeForce NOW. The platform list identifies where the game is listed, but the PvE-versus-PvPvE comparison does not establish platform-specific differences, prices, or a separate purchase requirement for the test. The announcement describes the toggle as part of the game’s limited test, not as a separately priced product.
The practical answer to “ARC Raiders PvE vs. PvP: what changes?” is that the PvE test removes damage from other players while retaining ARC, and also changes session composition, condition availability, loot value, and rating effects. For “Which should you play?”, choose by your preferred level of player risk: test PvE for quests, exploration, and scavenging with no player-to-player damage; classic PvPvE for the standard blend of ARC danger and uncertain Raider encounters.
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Frequently Asked Questions
Is ARC Raiders PvE a permanent mode?
No permanent PvE mode is promised. Embark announced a limited toggle test for October 13–20, 2026, and said the toggle would be removed when the test ends. The studio said it would review feedback and data before deciding what comes next.
Can I switch between PvE and PvPvE?
The test toggle is intended to let players switch between the PvE and PvPvE experiences. Embark has not described a switching cooldown, limit, or detailed menu steps.
Can other Raiders damage me in the PvE test?
No. Embark says player-to-player damage is disabled during a PvE session. ARC remains a threat, and other Raiders are still present in the shared experience.
How does PvE matchmaking work?
PvE sessions mix solo players, duos, and trios. Embark has not described a separate solo-only PvE queue.
Will PvE affect my PvPvE matchmaking rating?
No. Embark says PvE sessions do not affect PvPvE matchmaking rating.
Are all maps and conditions available in PvE?
No. Embark specifically lists Night Raids, Hidden Bunker, Locked Gate, and Frigate as excluded conditions for the test. Its stated reason is that they rely on uncertainty and higher tension.
Is PvE loot the same as PvPvE loot?
No. Embark says overall loot value is lowered in PvE to account for relative safety, while PvPvE sessions have slightly higher baseline loot values during the test. It has not published a percentage or item-by-item adjustment.
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Does regular matchmaking guarantee a peaceful lobby?
No. Embark says playstyle matchmaking makes similar tendencies more likely to meet, but classic PvPvE does not have PvE-only lobbies where other Raiders can never attack.
The Bottom Line
Bottom line: During the October 13–20, 2026 test, choose PvE if you want to scavenge, explore, and complete quests without player-to-player damage; choose classic PvPvE if you want the standard uncertainty of Raider encounters and slightly higher baseline loot value. PvE still includes ARC danger, mixed group sizes, and excluded conditions, and Embark has not promised it will become permanent.
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