ARC Raiders artwork$39.9982%Very Positive
Extraction pick

ARC Raiders Raid the surface, escape with everything

Solo or in trios, every run mixes scavenging, robot fights, and fellow raiders you cannot quite trust.

Is ARC Raiders worth it?

ARC Raiders is worth it if…

  • you like extraction shooters where every exit is a decision
  • you enjoy PvPvE tension and never knowing if strangers will help or rob you
  • you like tinkering with crafting, workshops, blueprints, and loadouts
  • you want short, replayable runs solo or in a party of up to three

Screenshots

Drop in, loot up, get out alive

This is the extraction shooter loop at full pressure. You pick your gear, land on one of four maps, sift ruins reclaimed by nature for loot, and call an elevator or another exit while everyone hears you leaving. Die topside and everything you brought is gone. That math follows you everywhere: do you push one more building for parts, or take what you have and run before weather turns, machines close in, or another raider decides your backpack looks better on them?

Big robots with weak spots

The surface belongs to ARC, from drone swarms to mechanical giants that flatten cover. Each machine fights differently, so you aim for weak spots, keep moving, and think about noise, because gunfire carries and other raiders may come to collect the leftovers. Bring SMGs, rifles, shotguns, railguns, or energy weapons, plus grenades, traps, ziplines, and deployables. A Hullcracker is great against metal and useless manners against people, which tells you plenty about loadout planning here.

The neighbors are the danger

Other raiders are the true weather system. Some will help you drop a big machine, trade items, or wave you through. Others will say they are friendly, wait until you turn around, and take your whole evening. Playing solo or in a party of up to three changes the odds, and evolving conditions mean no two runs play the same. For extraction fans, that walk to the exit with a full bag, checking every corner and shadow, is the reason to play.

A cozy basement for your bad decisions

Between runs you live in Speranza, crafting, repairing, and upgrading gear in your own workshop. Sell loot for coin or turn scavenged materials and ARC parts into weapons, gadgets, and gear, learn blueprints, and upgrade stations for better kit. Quests from traders with their own agendas pay out gear, materials, and XP, and a three-branch skill tree in Survival, Mobility, and Conditioning lets you loot faster, move quieter, or hit harder. Trials and leaderboards wait when you want to measure yourself.

Good to know before you raid?

How does a run actually work?

You leave Speranza with gear you chose and crafted, land topside on a map with shifting weather, enemies, and conditions, scavenge ruins for loot and materials, fight or dodge ARC machines, deal with fellow raiders as you choose, then extract alive to keep what you found. Die and you lose what you brought.

Can I avoid other players?

Not entirely. You can play solo or in a party of up to three, sneak, take quieter skills, and pick your fights, but maps are shared and exits are public. The game leaves it up to you what kind of raider to be, which means strangers get the same choice about you.

What do I do with loot back home?

Sell it for coin, or craft it into weapons, gadgets, and gear. Upgrade workshop stations, learn blueprints, improvise field fixes when a run goes sideways, and spend skill points across Survival, Mobility, and Conditioning. Trader quests also turn loot runs into steady progression toward better kit.

What should I bring to a fight?

Match the threat. Firearms cover close to long range, railguns and energy weapons suit tougher machines, and grenades, traps, ziplines, and deployables add tactical options. Augments and dedicated inventory slots let you tune a loadout for looting speed, stealth, brawling robots, or surviving other raiders.

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