After much debate and speculation, Embark Studios is finally clarifying how the matchmaking system works ARC Raiders works, what it can't do and details some of her recent changes. While matchmaking is a topic that Embark largely avoids going into detail about, things seem to be changing as ARC Raiders a departure from monthly content drops, but the studio is now poised to set a record-setting record.
After the game launched, fans were trying to figure out how the lobbies were merged and if it could affect gameplay in a certain way. While Embark declined to provide any details on how it connects players, hints and teases from the developers confirmed that the game analyzes player behavior. It was widely believed that members of the development team, such as CEO Patrick Söderlund, seemingly confirmed that ARC Raiders relies on an aggression-based matchmaking system to match similar players. Basically, more aggressive PvP players would find themselves in a lobby more focused on that, while PvE-centric ones would be matched elsewhere. With things constantly changing and improvements being made, Embark is finally ready to provide players with details.

ARC Raiders may change their most famous feature for the better
Big changes are on the horizon for ARC Raiders, and developers Embark Studios are testing a potential tweak to one of its biggest features.
Get into ARC Raiders Matchmaking
In a new blog post, Embark has decided to put an end to rumors and speculation about how its matchmaking system works. The post reaffirms this ARC Raiders wants to lean on the unpredictability of matches, not knowing who to trust and give players the freedom to make their own decisions. This has its limits though, as Embark isn't looking for dedicated PvP players to completely overrun the lobby, as that can be frustrating and just not fun. To this end, the studio strives for a system that is built on fairness, such as equal team sizes, as well as the enjoyment of connecting players with similar playstyles.
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Place 9 games in the grid.
for that purpose ARC Raiders strongly tracks player behavior from previous rounds of lobby creation using a continuous scale. While there are some who are pure PvE and pure PvP, most players tend to embody both for various reasons. So there is a scale behind the scenes that compares players who are closer on that scale while avoiding those who are very far away. This keeps things somewhat unpredictable, but it's also worth noting that “matchmaking based on playstyle” favors similar playstyles, but it's not guaranteed. Similarly, player behavior shapes future lobbies gradually over time, it cannot be changed immediately.
The post goes a bit further by dispelling misconceptions, particularly that there are only two types of lobbies for PvP or PvE, which is not the case. Additionally, shooting or killing another player does not automatically send that player to the PvP lobby, nor does the feedback you leave or the loadout you choose affect the lobby. Matchmaking isn't just up to the leader team either, and even better, ARC Raiders updates do not reset this progression in lobbies as player history is the main driver of entering raid lobbies.
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Finally, Embark highlighted two key issues brought up by the community and hinted that the studio would address them. Previously, the system did not differentiate between starting a fight and defending against an enemy player. Naturally, this resulted in both players being marked as PvP by the system, but a future update will help with this distinction. Second, Embark plans to reduce the weight of bikes with little interaction, quick spawning and leaving or generally surrendering. It used to have more of an effect on the player's estimated play style.
- Released
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October 30, 2025
- ESRB
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Teen / violence, blood, in-game purchases, user interaction