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Arc Raiders Lost 80% of Its Steam Players. It's Still One of 2026's Biggest Games.
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Arc Raiders Lost 80% of Its Steam Players. It's Still One of 2026's Biggest Games.

Ali Abdukarim||12 min read|

A raider in an orange suit firing on an armored ARC vehicle amid sunbaked desert ruins in Arc Raiders

Arc Raiders has lost roughly four out of every five Steam players it had at its peak. That's not spin or doomposting — it's the chart. SteamCharts clocked the game's monthly Steam peak at 459,483 in November 2025 and 465,097 in January 2026, and as I write this on June 15, 2026, the same tracker shows around 36,000 people playing right now with a 24-hour peak near 57,700. On a monthly-average basis, that's about an 80% decline. Measured at the worst hourly troughs against the all-time Steam record of 481,966 concurrent (logged by SteamDB on November 16, 2025), it stretches closer to 92%.

Those numbers are real, and they look terrible. They are also, almost entirely, the wrong way to understand what's happening to this game. Because the same five months that hollowed out the Steam chart are the months Nexon spent calling Arc Raiders a "blockbuster franchise" that "significantly exceeded expectations." Both things are true at once, and the distance between them is the actual story.

Two raiders crossing paths with weapons raised in sunlit autumn woods on Topside in Arc Raiders

The decline is real, and most of it doesn't count

Start with the caveat that gets amputated from every screenshot: those percentages are Steam concurrents only. Arc Raiders launched October 30, 2025 on Steam, PlayStation 5, and Xbox Series X|S, and consoles aren't publicly tracked the way Steam is. There is no live counter for PS5 or Xbox sessions, so the chart everyone shares measures one-third to maybe two-thirds of the population and treats it as the whole.

We have one anchor for the full picture. Nexon confirmed an all-platform peak of roughly 960,000 concurrent players in January 2026 — almost exactly double the Steam-only record from the same window. Early-launch estimates from Alinea Analytics put the first-week split around 69% Steam, with 400,000-plus on PS5 and 300,000-plus on Xbox. Those console figures are estimates, not Nexon disclosures, so treat them as directional. But the direction is clear enough: the Steam chart understates Arc Raiders' real population by something like a third, and there is no public way to see whether the console side is decaying at the same rate, slower, or faster.

One more honest wrinkle: the all-time peak itself depends on who you ask. SteamDB's 481,966 and SteamCharts' 465,097 differ because the two services sample concurrents slightly differently — small enough not to change the story, but worth knowing if you've seen both cited as gospel.

Where '80%' lands in a genre that routinely sheds 90%

A number means nothing without a baseline, and the baseline for live-service shooters is brutal. Losing most of your launch audience isn't a failure state in this genre — it's the default trajectory, and Arc Raiders' version of it is gentler than the games it's measured against.

Helldivers 2 is the cleanest comparison, because nobody calls it a failure. Arrowhead's co-op shooter peaked around 458,709 on Steam in February 2024 and bottomed out near 17,000 — a drop of roughly 96% — while remaining one of the most beloved live games on the platform. Battlefield 6 peaked at a colossal 747,440 in October 2025 and had fallen to around 41,827 by this month, about a 94% decline, per data compiled at GameRant. Marathon, Bungie's extraction shooter, only managed an 88,337 Steam peak in March 2026 and has since dropped below 15% of that, with Bungie publicly outlining a rescue plan.

A study covered by ComicBook found that most live-service games launched in 2025 lost around 90% of their players. Against that field, Arc Raiders' ~80% monthly-average decline is at or below the genre norm — and crucially, it played out over a longer runway. The game held a 372,000 February peak and a 250,000 March peak before the slope steepened, which is months of sustained engagement that Marathon never got near. As an analysis at FRVR put it bluntly, the decline is normal and the game isn't dying.

Here's the part that reframes everything: even at its current count, Arc Raiders' concurrent Steam population still exceeds Battlefield 6, Helldivers 2, and Marathon. The "dying" game is outdrawing three of its highest-profile competitors on the exact metric people use to call it dead.

What giving up actually looks like

If you want to know what a developer abandoning a live-service game looks like, the genre has a textbook example. The Cycle: Frontier, an extraction shooter from Yager, peaked around 40,854 and shut down in September 2023 — servers off, game unplayable, money refunded. That's the shape of giving up: a sunset date, an apology post, and a dead client.

Arc Raiders has none of those markers. There's no sunset announcement, no shutdown date, no reported layoffs at Embark Studios or on the Arc Raiders team. The "developers are abandoning it" narrative traces back to two things, and both fall apart on contact. The first is a fake post claiming Embark was "terminating services," which circulated widely enough that Dexerto wrote an explainer debunking it. The second is genuine confusion with The Finals — Embark's other game — which is ending support on the older PlayStation 4. People saw "Embark," saw "PS4 shutdown," and stitched together a story about Arc Raiders that was never true.

What Embark is actually doing is the opposite of a wind-down. The studio shipped its entire 2026 "Escalation" roadmap on schedule — Headwinds on January 27, Flashpoint on March 31, and Riven Tides in April (patch 1.26.0). Live patches still land roughly every two weeks; Store Update 1.32.0 is dated June 9, 2026. And the official development update from May 13 explicitly says the team wants to "invest more deeply in the health of ARC Raiders." That is not sunset language. That is a studio settling in.

Two raiders in a tense standoff inside a derelict corrugated-metal structure in Arc Raiders

The commercial reality the chart can't see

Player-count charts measure attention, not money, and on the money side Arc Raiders is one of the success stories of the year. The game passed 10 million copies in December 2025, hit 12.4 million by January 12 (a figure Nexon disclosed via BusinessWire), reached 14 million in February, and crossed 16 million by May 2026, per Nexon's Q1 report covered at MMORPG.com.

Nexon's language about it has been almost giddy. After the 14-million milestone, the publisher branded Arc Raiders a "blockbuster franchise" that "defied the standard quick-up-quick-down trajectory," with CEO Junghun Lee saying it delivered "double the amount of success" the company had envisioned, as reported by Game Developer. The game drove Nexon to record Q1 2026 revenue of roughly $959 million, up 34% year over year. A China release is planned.

Engagement is deep, too. Nexon says more than 50% of active players have logged over 100 hours, with around 1.5 billion total playtime hours across the base. A game people are bouncing off in disgust does not generate those retention figures. The chart's downslope and these numbers describe the same game — one that converted a huge launch audience into a smaller, committed, high-spending core, which is precisely what a healthy premium-plus-cosmetics live-service title is supposed to do.

On the business model: Arc Raiders is a paid game (no free-to-play funnel) layered with a cosmetics store and seasonal content, the latter being why "store updates" appear in the patch cadence at all. That matters for reading the decline, because a game you already paid for doesn't need you logged in daily to have been a commercial win — and 16 million purchases banked is 16 million purchases banked regardless of who's online at 3 a.m. on a Tuesday.

I queued in to check the floor for myself

Charts are abstractions, so I went and played. On Sunday, June 14, 2026, at roughly 9:40 p.m. UK time, I launched Arc Raiders on PlayStation 5 and queued into a standard Topside raid. Matchmaking filled the lobby and dropped me in within about 35 seconds. I ran three more raids back to back; none took longer than a minute to fill, and every one had other human raiders in it — I got third-partied near an extraction on the second run, which is the kind of problem you only have when the map is populated.

That's a single anecdote, and I'll flag its limits honestly. I played at a weekend peak hour, on console rather than Steam, and one player's queue times aren't a population census. An off-peak weekday morning would almost certainly feel thinner. But the thing the scary chart implies — a barren game you can't get a match in — is not what's there. Tens of thousands of concurrent Steam players plus a large, untracked console base is still more than enough to fill lobbies instantly at the times most people actually play. The floor, from where I'm standing on it, is solid.

Two raiders crossing a moonlit swamp at night under a full moon in Arc Raiders

The contrarian case actually has teeth — just not the ones people grab

Everything above dismantles the "abandoned, dying, devs gave up" story. It's false, and the evidence isn't close. But there is a version of the worry that survives all of it, and it deserves to be made at full strength rather than waved away.

Start with that same May 13 development update, the one I cited as proof of investment. Read it again and the load-bearing detail is this: Embark is moving to twice-yearly major updates. The next big one, Frozen Trail, doesn't arrive until October 2026 — described as the largest update since launch, adding the biggest map in the game. The previous major drop, Riven Tides, was in April. That leaves an April-to-October window with no major content release, filled only by balance passes, bug fixes, and store rotations. For the 50%-plus of players sitting past 100 hours — the exact committed core that makes the engagement numbers look good — that is a long time to be asked to wait on a roadmap whose post-Frozen-Trail contents haven't even been published yet.

Now layer in the sentiment. Arc Raiders' all-time Steam score is still "Very Positive" at 83% across roughly 193,500 reviews. But the recent 30-day window flipped to "Mixed" at around 55% — the first Mixed stretch since launch, as PCGamesN noted. The trigger was the Riven Tides update: a review bomb over balance, what players called "nerfs presented as buffs," and weapon-durability changes, compounded by broken crossplay, documented at TheGamer. Around that core grievance sit slower-burning ones — cheating complaints, with the new ban system dismissed as "a slap on the wrist" (NotebookCheck), and monetization anger sharp enough that fans accused Embark of price "anchoring," per FandomWire.

Individually, each of these is survivable, and Embark has a track record of responding fast — the Headwinds update over-delivered, and the studio walked back some pricing. But stack them and the timing turns ugly. You have your highest-hour, most-vocal players simultaneously annoyed about balance, cheaters, and store prices — and you're about to ask them to sit through roughly six months with no major content to re-engage them. The one external signal that aligns with this worry is quiet but real: Nexon's Q2 guidance reportedly projects around a 10% revenue decline, the first softening after a string of record quarters.

So here's the live question, and I'm not going to resolve it for you because I don't think it's resolved. A game can be a commercial blockbuster, actively developed, easy to queue into, and still be quietly losing the core that gives a live-service extraction shooter its long tail — if the people who'd carry it through a content drought run out of patience before October arrives. Frozen Trail is the bet that they won't. The chart isn't what should worry you about Arc Raiders. The six months between now and that map is.

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Ali Abdukarim
Ali AbdukarimAuthor

Founder of GGS Blog and Site Reliability Engineer at Box. I write about gaming, AI in gaming, and game development with a technical lens — 10+ years in software engineering, 20+ years as a gamer. My work focuses on what the tech actually means for players.

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