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Embark Should Never Add a PvE-Only Mode to Arc Raiders
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Embark Should Never Add a PvE-Only Mode to Arc Raiders

Ali Abdukarim||13 min read|

Abandoned boats on the Riven Tides coastal shoreline โ€” the desolate waterfront setting of Arc Raiders' sixth free update

The White Flag item costs Common rarity. That's the lowest tier in Arc Raiders โ€” the gear you find in a chest during the first sixty seconds of a run. It weighs almost nothing. It does almost nothing. And it might be the most philosophically loaded item Embark has ever added to this game.

The White Flag is a deployable truce signal. You plant it, and nearby raiders can see it. The implication is that you want to talk, cooperate, trade, or at least stop shooting each other for a moment. What happens next is entirely up to the other player. They can honor it. They can use it to close the distance and put two rounds in your back. The item doesn't enforce a truce โ€” it requests one. That gap between the request and the response is where Arc Raiders actually lives.

Embark added this in Riven Tides โ€” the sixth free update, the grand finale of a four-month content roadmap. Same patch, they tripled the weight of the Photoelectric Cloak (from 1 to 3) and quadrupled its power drain (from 2.5/s to 10/s). The cloak that PvE-focused players used to avoid human contact without engaging it. The combination โ€” deeper social PvP tools on one hand, direct nerfs to PvP evasion on the other โ€” is not an accident. Embark is telling you what kind of game this is.

The community response to those balance changes has been loud and angry. Steam forum threads are calling for a dedicated PvE mode. Reddit is full of posts from players who loved the arc against ARC machines and felt betrayed by an update that pushed them toward human conflict. They have real ammunition. Their case is worth hearing honestly before dismissing it.

Embark should hear it โ€” and then decline to act on it.


The Numbers That Make This Debate Real

Before defending the counterintuitive position, the data deserves full weight. About 30% of Arc Raiders players focus on PvE โ€” that figure comes from Embark's own internal data, cited publicly by Production Director Caio Braga, who admitted the studio "didn't expect such a passionate PvE-only crowd." In a game with roughly 6 million weekly active users across all platforms (per Nexon's investor reporting), 30% is 1.8 million people who load in primarily to fight machines.

In February 2026, Embark ran "Shared Watch" โ€” a temporary PvE-only event from February 10 to 24. First-ever PvE mode in the game. Community response was positive enough to immediately generate organized follow-up pressure: players reported lower stress, more exploratory runs, a different kind of satisfaction. The Steam forum threads that followed were immediate: "Why a PvE mode is inevitable." "Add a Dedicated PvE Mode." "PvE mode coming soon!!"

The Riven Tides balance changes landed into that expectation. The Photoelectric Cloak nerf hit PvE-focused players hardest โ€” it was their primary tool for making the human raider threat feel optional. Weapon durability changes โ€” per the official patch notes โ€” now burn through Common gear at 75% higher rates per shot (Rare at +35%), making aggressive resource management a necessity in ways it wasn't before. The community comparisons to Helldivers 2's infamous nerf controversies are circulating on GamesRadar. The sentiment is: Embark is punishing players for wanting to play the game on their own terms.

That frustration is legitimate. The question is whether it points toward the right solution.


What the Cloak Nerf Actually Reveals

Embark's stated reason for the Photoelectric Cloak nerf: it was "quite aggressively over-performing." That's the kind of patch note language that sounds like deflection but usually isn't. What over-performing means in a PvPvE context is specific: the cloak was letting players opt out of the human-raider tension at a cost low enough that it didn't register as a real tradeoff. You could run a full extraction with minimal power management and never meaningfully encounter another raider. That's not a viable PvE playstyle within the game's framework โ€” that's a parallel game happening inside the same session.

The patch notes didn't bury the intent. Embark wrote it plainly: "We want heavy PVP to be a viable way to play ARC Raiders." Not "we want to force PvP." Not "we're removing PvE options." The framing is about viability โ€” they want the choice to engage other raiders to feel meaningful and rewarding, which only works if the choice to avoid them has a real cost.

This is the design argument that PvE-mode advocates have to engage with and mostly don't. If you drain the tension from the human-raider encounters by making them truly optional at no cost โ€” either through stealth tools that trivialize them, or through a separate mode that removes them entirely โ€” you don't get a better PvE game. You get a different game that happens to use the same map.

Arc Raiders Expedition 3 pre-raid staging screen showing loadout selection and Riven Tides seasonal objectives โ€” the structure PvE players navigate before every run


The Steelman: These Players Are Not Wrong About What They Want

The strongest version of the PvE-mode argument isn't "I don't like PvP." That's easy to dismiss. The strongest version is structural: the presence of other raiders doesn't improve my session โ€” it interrupts it.

For a significant subset of players, Arc Raiders scratches a specific itch: cooperative extraction against machine enemies, careful resource management, deliberate play. The ARC machines, the Beachcombing mechanic, the environmental storytelling in places like the Panorama Azzurro Hotel in Riven Tides โ€” all of that content rewards patience and exploration. A squad sweeping through the Exodus Port Dockyard on ziplines, coordinating around a patrol route, pushing through layers of ARC forces โ€” that is a genuinely satisfying game loop. And it gets shattered the moment a third-party human squad drops in to clean up the fight.

The PvE-mode case is also bolstered by the precedent Embark itself set with Shared Watch. They ran a temporary PvE mode. They saw the numbers. They didn't commit to a permanent one. What does it say that Embark has the data, saw a well-received event, and still won't add a permanent mode? Either the numbers weren't as conclusive as players assume, or Embark sees something in the data that those players don't. CEO Patrick Sรถderlund's framing โ€” that the game "really came alive once other raiders were added" โ€” suggests the latter.

The PvE crowd is also correct that the machine content alone could support a full game โ€” but "could support" and "should exist" are different arguments. Fortnite without the storm would technically be a game. It would also be a fundamentally different game, and not the game Epic built the entire design around.


The White Flag Is the Answer to the Question They're Asking

Here's what I think the PvE-mode advocates are actually asking for: they want their play experience to feel respected. They want the game to acknowledge that exploration and machine-combat are legitimate ways to engage with Arc Raiders, not just waiting rooms before real PvP happens. And they want some agency over when human-raider conflict enters their session.

The White Flag gives them that agency โ€” specifically the unpredictable, tension-laden version of it that only works because a PvE-only mode doesn't exist. You plant a White Flag not knowing whether it will be honored. A player who's been running aggressive PvP all session stopping at your flag and choosing not to shoot โ€” that moment has weight precisely because they could have shot. In a PvE-only mode, the flag does nothing. There's no one to signal.

Production Director Caio Braga has noted that players are "leaning toward giving opportunities to have friendly interactions" โ€” and Embark is explicitly interested in enriching the PvP social dynamics within the existing framework. That's the right direction. More tools for negotiation, truce-building, ad hoc cooperation. Not a mode that removes the need for any of it.

Arc Raiders coastal beach zone on Riven Tides with exposed shoreline sightlines โ€” the Beachcombing territory that creates paranoia-rich open-ground tension


What Riven Tides Feels Like on the Ground

I spent several hours on the new map across Riven Tides' launch window. The coastal strip is exposed in a way no prior Arc Raiders map has been. The horizon feels threatening. There's no cover architecture on the beach โ€” just open ground, Beachcombing detector sweeping, and the constant awareness that anyone on the adjacent high ground has a clean line to your position.

That's where the paranoia lives. I was deep in a Beachcombing scan, detector running, focused on what was underground โ€” and the back of my neck was doing the work of tracking every elevated position within 200 meters. No other raider appeared. But the feeling that one could was doing more work than any actual PvP encounter would have.

The texture of the experience was set by the human threat that never materialized. That sentence is the argument against a PvE mode, more precisely than anything in a patch note.

The Panorama Azzurro Hotel is the inverse: dense, vertical, full of corners, excellent for PvE clearance runs that feel self-contained. I ran it twice without seeing another raider. The ARC machines there are the show โ€” layered patrol routes, the new ARC Turbine aerial unit floating above the roofline, dropping mines along the approach paths. The Turbine got lukewarm reception (Insider Gaming called it "a non-descript floating lightning machine," which is fair โ€” the concept art was more interesting than the delivery), but that's beside the point for what this section is actually about: even an unspectacular new enemy changes how you scan the roofline and plan your exit, which is the PvPvE texture at work.

ARC Turbine floating aerial enemy unit over the Riven Tides map โ€” the new large-scale machine that drops mines and fires homing grenades across the Hotel rooftop zone

What I didn't feel during any of it was that the human-raider threat was ruining my session. I felt it shaping my decisions. Where I moved. What I picked up. Which exits I kept live. Remove that presence entirely and those decisions collapse into pure resource optimization โ€” fine, but not the same game.


The Helldivers 2 Comparison Is Instructive, But Not How Players Are Using It

When GamesRadar ran the Helldivers 2 comparison to the Riven Tides durability nerfs, the implication was: Embark is making Arrowhead's mistake, nerfing what players love and driving them away. There's a surface-level accuracy to it โ€” both studios made sweeping balance changes that hit the community wrong, both tried to explain the design intent, and both faced significant backlash.

But Helldivers 2's nerf problem was different in kind. Arrowhead was nerfing tools in a PvE co-op game where the player's sense of power fantasy was the entire emotional contract. When you nerf the Railgun in a PvE shooter, you're taking something away with nothing replacing it. The risk/reward calculus doesn't shift โ€” it just shifts against the player.

Embark's nerfs are shifting a risk/reward balance inside a PvPvE system where the risk of other humans is the design. Making the Photoelectric Cloak more expensive to run doesn't take something away โ€” it makes the rest of the system legible again. That's not the same argument. Using Helldivers 2 as the frame imports the wrong conclusions.

The durability overhaul is a separate conversation โ€” burning through Common gear 75% faster is aggressive, and the partial offset (upgrading now repairs 25% of max durability) doesn't fully close the gap for players running budget loadouts. That's a legitimate balance complaint. But it's a tuning complaint, not a design-direction complaint. Those are different things, and conflating them weakens both.

Arc Raiders Exodus Port Dockyard elevated platform section with ziplines and ARC machine patrols โ€” the dense combat zone of the Riven Tides map


Why the Permanent Mode Would Kill What Makes the Game Worth Playing

Arc Raiders peaked at 481,966 concurrent players at launch on Steam in November 2025. As of Riven Tides' launch day, April 28, 2026, it hit 135,443 concurrent โ€” strong for a six-month-old live-service game, up from the 85,000โ€“100,000 range between updates. The game has retention. What it needs is identity coherence as it scales.

A permanent PvE-only mode would fragment that player base in a specific, damaging way. The matchmaking pool for mixed-mode sessions would shrink. The players who chose PvPvE would be running into each other more, which sounds fine until you realize that the human-raider tension works partly because other raiders feel like variables, not constants โ€” encounters carry weight because you don't know who you're dealing with or what they want. When everyone in the session has opted into aggression by mode selection, that ambiguity disappears. The raider you hear on the floor above becomes a known quantity rather than a question mark. Hunt: Showdown learned this dynamic the hard way when its own player pool fragmented across modes and the average lobby started feeling like a coordinated lobby rather than an open world. The paranoia is the product.

There's also a content-development gravity problem. Once a PvE mode exists, the community will immediately ask why the new map isn't available in PvE, why the seasonal content isn't balanced for PvE, why PvE players don't get equivalent progression. Every content release becomes two release debates. Embark is a studio that has shipped six free updates in six months โ€” that pace requires focus. A permanent PvE mode isn't a feature addition; it's a parallel game that needs to be maintained.

Embark keeps releasing updates like Riven Tides โ€” the coastal map, the new items, the Beachcombing mechanic, the seasonal Expedition structure. That's what this community needs: fresh content delivered at pace, with an identity that stays intact. The White Flag, the Powered Descender, the paranoia of an exposed beach โ€” none of that works if you can just opt out of the human layer entirely.

Embark should build more tools for negotiation and social dynamics within the existing PvPvE framework. The White Flag is the first step โ€” and the right one. More of that, not a separate mode.

A permanent PvE-only mode would not save the 30%. It would hollow out the 100%.


Sources

  • Embark Studios โ€” Riven Tides Patch Notes, April 28, 2026
  • Insider Gaming โ€” ARC Turbine coverage ("a non-descript floating lightning machine")
  • GamesRadar โ€” Riven Tides nerf controversy / Helldivers 2 comparison piece
  • SteamDB โ€” Arc Raiders concurrent player tracking (Riven Tides launch peak: ~135,443; all-time peak: 481,966)
  • Nexon investor data โ€” 6 million weekly active users figure
  • Production Director Caio Braga โ€” PvE player percentage (30%) and "didn't expect such a passionate PvE-only crowd" statement
  • CEO Patrick Sรถderlund โ€” "The game really came alive once other raiders were added"
  • Steam forums โ€” "Why a PvE mode is inevitable," "Add a Dedicated PvE Mode," "PvE mode coming soon!!" thread titles
  • Embark Studios patch notes โ€” "We want heavy PVP to be a viable way to play ARC Raiders"
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 โ€” 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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