Arc Raiders is entering its Frozen Trail update with Embark Studios openly acknowledging the awkward bit: the game’s player numbers were expected to decline while the team moved to a slower, larger-scale update cadence. Executive producer Aleksander Grøndal says that was not an accidental side effect or an ignored warning sign. It was a trade-off the studio accepted in hopes of bringing players back with more substantial content.
That makes Frozen Trail more than an ordinary patch in Embark’s own framing. After several quieter months, the update is being treated as something close to a relaunch: an opportunity to re-engage people who stepped away while the developer devoted more time to building a larger release.
It is also a useful reminder that a visible Steam number is only one measurement of a live game’s condition, not a complete diagnosis. A lower number can still be emotionally and commercially uncomfortable for the people making the game. Grøndal does not pretend otherwise. But Embark’s stated position is that responding to every dip by accelerating the content treadmill would undermine the very improvements it wants Frozen Trail to demonstrate.
Embark expected the lull
Grøndal says the studio continually examines its numbers, discusses its challenges, and considers where it can improve. The key distinction is that the reduced cadence was a deliberate decision. Embark anticipated fewer concurrent and daily players for a period and hoped that a more interesting, larger update would create a reason for those players to return.
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“When we did the change of the update cadence, we also accepted the fact that we would have less players over a period of time,” Grøndal said, adding that the goal was to re-engage players through content such as Frozen Trail.
That does not mean a decline is being presented as good news. Grøndal said seeing it does not feel great. His point is more pragmatic: once a team has chosen a development strategy, it has to commit long enough to learn whether that strategy works. Abruptly reversing course every time public attention turns to concurrent-user charts could turn production into a reaction to the loudest short-term signal.
CCU, or concurrent users, means the number of people playing at the same time. It is an easily understood public metric, which makes it attractive for comparisons and arguments. It can show a sharp launch peak, a return around an update, or an ongoing downturn. What it cannot reveal by itself is why people came or left, whether an update was meaningfully better, how much work went into server maintenance, or whether a studio’s release schedule is sustainable for the people doing that work.
Embark is not arguing that the metric does not matter. It is saying that the studio made a choice knowing the number could suffer temporarily, because it believed the alternative would create a weaker game and a worse working rhythm.
A six-month rhythm instead of constant churn
The plan is to deliver a Frozen Trail-sized batch of content roughly every six months. That is a notably different promise from a constant flow of smaller releases. It also comes with a plainly stated limitation: players may have periods when they have exhausted what they want to do and have no new reason to log in immediately.
Embark’s leadership has previously been direct that taking a break to play something else is reasonable when there is no more content a player wants to pursue. In a market often built around the expectation of endless engagement, that is a refreshingly unforced admission. It acknowledges that a game need not monopolize every hour in a player’s library to be worthwhile.
Grøndal describes the pursuit of infinite regular updates as unsustainable. The team previously worked on a six-month loop: conduct a major test, decide what to fix, implement those decisions, then assess the results six months later. He says the team wanted to return to that approach because it enabled them to spend more time improving work rather than merely completing it.
That difference between completing and improving is central to the studio’s reasoning. Completing work is getting the next item over the line. Improving work leaves room to evaluate the result, resolve problems, refine it, and incorporate lessons into the next cycle. Neither approach guarantees that an update will land, but the latter allows a team more room to pursue quality deliberately rather than continuously shipping against the clock.
Embark also says its team’s overall health is better under the renewed approach. The studio has not offered a universal formula for live-service development, and Grøndal explicitly does not frame this as a perfect solution. The claim is narrower: the cadence fits this team better, and the people building Arc Raiders believe they are doing stronger work with the added space.
Online maintenance is part of the work, not a distraction from it
One of the clearest practical points in Embark’s explanation is that maintaining an online game consumes capacity. Grøndal says issues that emerge simply from the game being online took up a large portion of the team’s available effort. He is careful not to characterize that maintenance as wasted time; it needed to happen.
But a live game needs both reliable operation and new material. When day-to-day online demands absorb most of a team’s time, the remaining capacity may not be enough for updates that feel substantial. Embark’s answer is to create enough space for both jobs: protect the integrity of the game and give the development team time to produce the content it actually wants to make.
Live-service maintenance is the continuing work required after release to keep an online game functioning and supported. In this case, Embark’s comments point to the operational demands that arise once players are in the game, rather than detailing a specific technical issue. The important takeaway is that post-launch support is not separate from development planning. It directly affects how much time remains for larger additions.
Frozen Trail will therefore be an important test of Embark’s premise. The studio hopes players see the extra effort in the update, while also keeping its servers and underlying game in good shape. A sizable return of players would support the choice, but even that would not settle every question about the cadence. The larger measure is whether Arc Raiders can deliver meaningful updates consistently without putting the team back into the cycle it calls unsustainable.
Playing to a smaller studio’s strengths
Grøndal frames the decision partly as a matter of scale. Arc Raiders operates in a live-service field containing much larger games and teams. Embark does not believe it can necessarily match the sheer amount of output produced by those bigger operations, and it is not trying to pretend otherwise.
Instead, the studio says it needs to make decisions that fit Arc Raiders, its developers, and its business. Grøndal credits that willingness to trust its own instincts with getting the game to this point, even if the approach brings drawbacks. The drawback now is apparent: a long gap can fuel public concern over player totals, especially when daily charts make changes so visible.
That concern is understandable. Players have practical reasons to watch a multiplayer game’s population, from finding active matches to judging whether they want to invest time in it. Yet a chart is not a roadmap, and it is not an instant verdict on the value of a game or an update strategy. It is a piece of evidence that needs context.
Embark has supplied its context: it saw the likely lull coming, chose larger updates over an endless run of smaller ones, and believes the result will better serve both Arc Raiders and the people building it. For more on the studio’s defense of its slower plan ahead of Frozen Trail, read this related report.
There is no promise here that slower updates erase every risk. Grøndal says as much. But there is a coherent philosophy behind the gamble: a healthy schedule, room to test and improve, meaningful releases rather than permanent churn, and a willingness to accept that players may leave temporarily rather than asking the team to manufacture an endless stream of reasons not to.









