ARC Raiders
Network extraction shooter ARC Raiders combines arcade gameplay and a post-apocalyptic setting of "machine uprising." Players venture from an underground shelter to... Read more
Network extraction shooter ARC Raiders combines arcade gameplay and a post-apocalyptic setting of "machine uprising." Players venture from an underground shelter to the surface for valuable loot and other resources. Each outing is time-limited, and on top of that, it's a race for survival. Battles with aggressive robots and other players threaten the loss of all collected loot upon death, so the main goal is to manage to evacuate with the spoils.
Background of events
The action of ARC Raiders takes place on Earth in the distant future. In 2180, the "Collapse" occurred — a series of disasters (floods, fires, earthquakes) that destroyed civilization. Part of the population of the Polito region (analogous to Italy) evacuated into space on ships as part of the "Exodus" operation, while the remaining survivors took refuge in the depths of the planet. After generations, the "Era of the Sun" began — a period of returning to the surface and attempts to restore the planet using new technologies.
Suddenly, Arks began to fall from the sky — combat robots whose origin remains a mystery. The first war lasted ten years and ended with the triumph of the raiders over the Baron — a titanic Ark that terrorized the planet. However, the peace was short-lived. The beginning of the Second War was marked by the invasion of even more advanced and larger machines. Humanity was forced to retreat underground again, founding Speranza — the last bastion with a network of tunnels for risky outings to the surface.
Plot and characters
The events of ARC Raiders unfold in the midst of the Second War. You are an unnamed raider from Speranza, a blank slate without a biography. The training introduces the basics of survival and PvPvE, after which the main gameplay cycle begins: outings to the surface for resources and technologies. A handy bot Plushkin (Scrappy) helps with this — a mechanical rooster that supplies its owner with basic supplies after each raid (regardless of the outcome).
The game offers a nonlinear story campaign. The plot and lore are presented through the environment, entries in the Codex, and conversations in the hub, but the main part is revealed through mission completion, which unlocks access to new videos, cutscenes, items, and locations. Five key characters not only immerse you in the atmosphere through dialogues but also provide the economy by selling the player everything they need:
- Celeste (Leader) — seeds and materials for crafting; a survivor of the First War, the founder of Speranza, dedicated to preserving the city;
- Tiena Wen (Armorer) — weapons and ammunition; the brutal daughter of a heroine from the First War;
- Lance (Medic) — medicine, shields, and augments; an android suffering from amnesia;
- Apollo (Engineer) — explosives and gadgets; a traveling mechanic hiding his past and temporarily settled in Speranza;
- Shani (Head of Security) — access to keys and special equipment; an expert on Arks, Celeste's resource in planning operations.
More than 60 missions serve as the main tool for progression. The tasks are simple ("fetch and carry," "find and kill," activating points), but their variety keeps things interesting: from hunting specific robots for rare parts to using enemy cores as weapons.
Raid Geography
The world of ARC Raiders is not a single open space, but a set of isolated arena maps scattered across different regions, loosely tied to Speranza, the central hub of the game. The design of the locations does not copy reality but is a fantasy theme: recognizable landscapes coexist with ruins of civilization and machines. Movement is also tied to game conventions: raiders use an extensive network of tunnels and ascend to the surface using elevators. These also serve as evacuation points.
The maps feature a variety of biomes: from snowy peaks and alpine forests to swamps and toxic industrial wastelands. Many places on the map have a high degree of "verticality." The distribution of loot on the maps is linked to zones with unique parameters of loot value. The higher the zone level (for example, "pink" or "red"), the greater the chance of finding expensive and rare loot, while low-level zones (for example, "gray" or "orange") offer loot of average value. The connection to specific resource classes (weapons, medicines, electronics) is not strict, and even in specialized locations, players can find basic materials.
The maps open gradually as experience (number of raids) accumulates; at the time of the game's release, there were four (Dam, Buried City, Spaceport, and Blue Gates), but the authors later added a few more. For convenience in loot collection, zones are marked by resource type and loot wealth level (gray, yellow, red). Special interest lies in locked key rooms (guaranteed loot), hidden "black locations" with random events, and "red zones" with rare exotics.
To prevent raids from becoming routine, modifiers are applied to the maps that radically change the conditions. For example, night enhances robots and reduces exit points but provides more loot behind locked doors. Nature comes alive, rewarding participants with a large amount of natural resources. Or electromagnetic storms — they disable electronics, disrupt machine operations, and deal damage with lightning.
Movement is life
ARC Raiders emphasizes mobility and verticality. The character freely runs, jumps, slides, uses rolls, and parkour elements. They can pull themselves up, cling to ledges, and maneuver easily — a feeling that other extraction games lacked . Over long distances, the protagonist stows their weapon behind their back, noticeably increasing their speed.
Parkour opens alternative routes: you can climb ledges, jump between rooftops, use ziplines, and descend to any point on the map. Height and proper use of the environment expand tactical possibilities and allow firing at enemies from advantageous, unexpected points.
Interaction with the world is based on actively working with objects: you need to hack boxes and doors, activate mechanisms, call in airdrops, open and block passages. Sounds play a key role: making noise attracts the attention of Arks and other players. All found junk goes into the inventory and has weight — overload directly reduces the overall stamina reserve, on which all progression is based. Even weapons have to be put away manually when running long distances to conserve energy.
The interface is minimalist and does not distract from what is happening. There is a marker system that allows you to mark enemies, points of interest, and directions for teammates. Important items for upgrading are highlighted, allowing you to quickly retrieve what you need from killed enemies or containers. The management of consumables is implemented through quick access slots: grenades, healing items, shield repairs — everything is at hand. Voice communication includes both regional (proximity) chat (hearing those nearby — yellow indicator) and team channel (white microphone).
Combat system
Battles in ARC Raiders are divided into fights with Arks and skirmishes with players. The effectiveness of weapons varies depending on the target: damage to energy shields, armor, or unprotected body. Experienced fighters often combine weaponry: for example, they take one large-caliber gun for powerful single damage, and a second — rapid-fire and low recoil for recoil control at close range.
Arks are usually tied to specific zones: some patrol rooms, others control streets, although in the heat of battle they can aggressively pursue the player. Each robot has vulnerable zones — turbines, engines, stabilizers. There are 11 types of Arks in the game: from reconnaissance drones and arachnid spheres to heavy machines of the Queen's Hive level.
In PvP, accuracy and proper positioning matter: it is important to take cover in time and use the height advantage where appropriate. TTK (time to kill) here is specific: it generally allows reacting to a sudden attack (unless it’s a close-range shotgun shot), but the cost of error is high. Healing and restoring protection take a lot of time, so losing armor in open combat often becomes fatal without cover from teammates.
There are a total of 8 categories of weapons, differing in purpose and the types of ammunition used, covering all ranges of fire. Each unit has a rarity (five types, from gray to legendary) and upgrade levels that enhance basic parameters and make even starting samples more competitive. There are many types of ammunition, but players often prefer heavy ones — they are more effective and take up less space.
Shields are a separate element of tactics. They vary in capacity and influence on equipment: for example, a medium shield will not allow you to carry a large bag for loot, while a heavy one will provide maximum protection in a shootout but will limit mobility. It is important to remember that no shield blocks 100% of damage, allowing some to pass through to health (HP). With low HP, the interface is covered by strong "interference," but a shield that is reduced to zero can be replaced with a spare, and some gadgets automatically deploy a smoke screen when breached.
Gadgets provide significant tactical advantages: they distract and pit Arks against each other, direct them towards enemy players, create cover, or activate unmarked evacuation points outside standard routes.
Loot, resources, and economy
All loot gathered during a raid is broken down into basic materials: metal, plastic, chemicals, electronics, etc. They are constantly needed—for weapon repairs, crafting ammunition and consumables, upgrading the workbenches themselves, and more. Since inventory is limited, it makes sense to break down some loot right during the raid.
The size of the backpack depends on the enhancers. For example, the "Loot" module expands the inventory and opens a hidden pocket (keeps items upon death), but limits shields to light ones. The player constantly has to choose between capacity and survivability. Inventory management is simplified: no "Tetris," each item takes exactly one slot.
Working with the stash is familiar for the genre: loot is automatically unloaded, and if there is not enough space, it remains in the inventory. The storage capacity can be upgraded, but the cost of each level increases. Thanks to dynamic spawning, it is worth checking containers even in places where other players have already passed. Rare military and medical crates, as well as trophies from the bodies of defeated Arks and opponents, are particularly valuable.
The economy is built on two currencies. The main one is money (for purchasing gear and expanding the stash), and the secondary one is seeds. Trading is standardized: prices are the same for all NPCs, there is no in-game auction, but direct item barter is available.
Progression and crafting
Character development in ARC Raiders is tied to activities during the raid: experience is earned for any damage dealt, loot collection, and world exploration up to level 75. Skill points are distributed across three branches—Stamina (health and endurance), Agility (reduces stamina consumption), and Survival (maximum weight, item find chance, crafting during a raid)—and this choice is final, as there is no option for redistribution.
The production system is tied to an ecosystem of seven workbenches: from simple weapon and medical stations to cleaners and gadget tables. Upgrading one machine often requires components created on another, which creates a deep recycling chain. When working with the arsenal, it is important to remember the golden rule of economy: weapons should only be modified after they are fully repaired, otherwise the cost of improvement significantly increases. Expanding the list of available recipes is aided by quests, the progress of which is counted for all group members simultaneously.
For players who have reached the development cap, a voluntary wipe system is provided through the "Expedition" project. A character can be sent on a 60-day mission, which effectively resets the current leveling, skills, and workbenches, but retains all cosmetics. In return, the next raider receives global account boosts: expanded stash, bonus skill points, and accelerated experience gain.
The competitive aspect is revealed in seasonal ranking races lasting about 38 days. Progress on the leaderboard is counted only upon successful evacuation, while night raids and special events double the points earned. The most effective players, capable of surviving and completing tasks, receive the title of "Local Legend" and unique visual rewards by the end of the season.
ARC Raiders is the ideal extraction shooter for beginners, free from excessive hardcore elements. But it has everything you need to fall in love with the genre: tons of loot, simple progression, beautiful graphics, unique situations, and active communication.
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System requirements and PC test
- Windows 10 64-bit
- CPU: Intel Core i5-6600K
- RAM: 12 GB
- Video Card: GeForce GTX 1050 Ti; Radeon RX 580
- DirectX: 12
- Broadband Internet connection
- Keyboard, mouse
- Windows 10 64-bit
- CPU: Intel Core i5-9600K
- RAM: 16 GB
- Video Card: GeForce RTX 2070; Radeon RX 5700 XT
- DirectX: 12
- Broadband Internet connection
- Keyboard, mouse
Reviews and ratings
The game is extremely well-made, and quite dynamic compared to other extractions, plus it has more verticality and a system that increases the risk if you want to start a fight with other players due to the Arks flocking to the noise. Special mention to the rocket drone.
Игра сделана крайне добротно, при этом достаточно динамичная по сравнению с другими экстракшенами, плюс обладает большей вертикальностью и системой повыщающий риск при желании устроить замес с другими игроками за счёт Арков слетающихся на шум, отдельный привет ракетному дрону
The game is great, but the matchmaking system has become terrible. PvP and PvE are all mixed together, there are tons of campers, and the anti-cheat system isn't very good...
Le jeu est très bien, mais le systéme de matchmaking est devenu tout nul. pvp et pve tout mélangé, plein de campeur et l'antitcheat pas au top...
It's extremely well done. The downside is that depression sets in when you lose everything, and with drones it's imba. Seriously. I won't write a long review; watch it on YouTube. And the optimization is fantastic; the old bucket has been reworked and even very well. But the game costs a maximum of 1.7k rubles, I think.
Крайне хорошо сделана. Минус в том что депресняк наступает когда теряешь всё, а так С друнами имба. Серьёзно. Не буду писать длинныый обзор, посмотрите на ютубе. А Оптимизация шик, старое ведро поятнуло и даже очень хорошо. Но игра стоит макс 1.7к рублей как мне кажется.
A raw and empty shell in a beautiful "wow" effect package.
ARC managed to make a splash and show that it's possible to release games without early access, with good optimization, nice graphics, and minimal bugs. But did it bring anything new to the Extraction genre? For me, no, and I'll explain my opinion now.
Pros:
Lore and quests. Easy and engaging. We run around and complete simple actions, gradually learning the history of the world and integrating into the game mechanics. Some quests force you to use your brain, eyes, or browser.
- Graphics. Very pleasing to the eye, beautiful and fresh, animations are smooth and smooth. Each location is beautiful and varied in its own way.
- Gameplay. It's enjoyable and simple, requiring no complex mechanics, no stitching up of limbs, and no need to pump… Read full
Сырая и пустая оболочка в красивой "ВАУ" эффект обёртке.
ARC успел нашуметь и показать, что можно выпускать игры без ранних доступов с хорошей оптимизацией, приятной графикой и минимум багов. Но смог ли он дать что-то новое жанру экстракшнов? Для меня нет и сейчас объясню свое мнение.
Плюсы:
Лор и квесты. Лёгкие и интересные. Бегаем и выполняем простые действия, узнаем понемногу историю мира и вливания в механики игры. Некоторые квесты заставляют включать голову и глаза или браузер)
- Графика. Очень радует глаз, красиво и свежо, анимации плавные и не дерганные. Каждая локация по-своему красива и разнообразна.
- Геймплей. Приятный и простой, от Вас не требуют знания тяжёлых механик, зашиваний конечностей и вливания "хп" в каждый уголок своего тела. Лутаемся, бьём Арков, бьём рейдеро… Read full
News
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ARC Raiders Completes Denuvo Anti-Cheat Rollout and Reveals Massive Player Data Tracking -
ARC Raiders Fourth Expedition Launches July 7 With Overhauled Reward System -
A Man Was Accused of Domestic Violence and Gaming Addiction — and He Seemingly Confirmed the Latter Himself by Walking Out of a Police Interview to Play ARC Raiders -
ARC Raiders’ biggest update yet arrives April 28 — new map, massive boss, and the end of resource grinding -
The developer of Escape from Tarkov called ARC Raiders players casuals and said that this style was not suitable for his new project -
ARC Raiders Devs Backtrack After “Expeditions” Backlash — But Players Will Still Have to Grind in Combat -
“Hello to the Unemployed”: ARC Raiders Introduces a System That Punishes Anyone with a Job and a Life Outside the Game -
The Best Games of the BAFTA Games Awards 2026 Revealed — And Here’s Which Title Won Game of the Year -
Do they know where they're going? A third of ARC Raiders players hate PvP and don't want to shoot other gamers -
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