Embark Studios has ended its Arc Raiders PvE matchmaking-toggle test after players completed more than 30 million PvE rounds, and the studio is not pretending the experiment produced one neat, universal verdict.

The early reaction has been sharply divided. Some players welcomed a PvE-focused option as the version of Arc Raiders they had wanted, while others argued that removing player-versus-player pressure weakened the tension that gives its matches their identity. Between those poles is another concern: a lower-risk mode may be pleasant in the moment but may not provide enough long-term purpose on its own.

Embark has described the surface-level response as “polarizing” and says it needs time to examine both its data and community feedback before determining how to proceed. The studio’s stated test for any next step is the game’s “overall health and enjoyability,” rather than treating sheer round count as an automatic argument for or against PvE.

Players are also being directed to the Arc Raiders Discord for a forthcoming survey. Embark expects to provide further information in November, but it has not committed to a particular outcome for the mode.

What the PvE matchmaking test was actually testing

The key phrase here is matchmaking toggle. Matchmaking is the system that groups players into a session. A PvE toggle lets players choose an experience centered on fighting the game’s enemies rather than facing the added uncertainty of hostile human opponents.

That distinction matters because it changes more than who fires the shots. In a mode with PvP risk, every encounter with another player can create doubt: are they passing by, cooperating temporarily, protecting the same objective, or preparing an ambush? A PvE option removes that specific social and competitive threat. The enemy challenge remains, but the match’s emotional stakes can feel very different.

For players who want co-operative combat, a predictable pace, or a chance to learn systems without being eliminated by other players, that can be the entire appeal. For players drawn to the volatility of mixed PvE and PvP play, it can remove the very friction that makes a successful extraction or survival feel meaningful.

Neither view is inherently inconsistent. They are preferences built around different answers to a basic design question: should the most important danger in a match come from the world, from other players, or from the combination of both?

Related coverage includes Arc Raiders PvE Test Draws Divided Reaction as Embark Studies 30 Million Rounds.

Thirty million rounds is substantial, but not a final answer

The headline figure from the test is large: more than 30 million PvE rounds were completed. It shows extensive participation during the test period and gives Embark a substantial body of match data to review. But participation alone cannot explain whether a feature should remain, change, expand, or disappear.

A round total does not reveal why someone queued, whether they kept returning, whether the mode helped newcomers stay engaged, or whether it altered the experience elsewhere in the game. It also does not independently measure whether players found their sessions tense, rewarding, repetitive, frustrating, relaxing, or all of those things at different times.

That is why Embark’s combination of telemetry and survey feedback is important. Telemetry is data recorded through player activity: in this case, the studio can examine patterns from completed PvE sessions rather than relying only on comments. Community feedback adds the human explanation behind those patterns. A player may complete many rounds because they love the mode, because they are trying it before it ends, or because it is the easiest way to pursue a particular goal. Numbers show behavior; player responses can help explain motivation.

The studio has not specified what measures it will prioritize, so it would be premature to assume a single metric will decide the issue. Its emphasis on “overall health and enjoyability” suggests the question is broader than whether the test was popular at first glance.

The endgame question is central to the debate

One recurring reaction during the test was that lower stakes can become dull without a strong enough endgame. In multiplayer games, endgame generally means the durable set of reasons to keep playing once someone understands the foundational loop. It can involve demanding goals, progression targets, hard decisions, social ambitions, repeatable challenges, or other pursuits that continue to matter after the early learning phase.

Streamer Loochy argued that Arc Raiders does not currently have an endgame strong enough to sustain a meaningful PvE experience, describing the mode as hollow. That is a critique of long-term structure, not merely a request for tougher enemies.

A PvE mode can place greater pressure on that structure because it removes a source of unpredictability: other people. Human opponents can create changing situations even when the map and objectives are familiar. Once that risk is reduced, the remaining systems have to carry more of the burden of variety, challenge, and reward. If players feel there is little to chase or little at stake, the mode may be perceived as safe but empty.

Conversely, a PvE option could expose exactly where Arc Raiders needs more depth. The test may help Embark identify whether players want a co-operative lane with more meaningful long-term goals, whether they prefer PvE as a limited-accessibility or practice option, or whether the mixed-risk format should remain the game’s primary focus. Those are interpretations, not announced plans; Embark has not disclosed its conclusions.

Why a divided response is useful feedback

Polarized feedback can sound like a dead end, but it can also identify the trade-offs a studio needs to resolve. The significant question is not simply whether players say “PvE good” or “PvE bad.” It is what problem each group is trying to solve.

  • Players favoring PvE may be responding to reduced stress, clearer co-operative play, or less concern about being interrupted by opponents.
  • Players opposing it may value uncertainty, high stakes, and player-driven encounters that make each run feel less scripted.
  • Players calling it boring may not object to PvE in principle; they may be asking for stronger goals or a more compelling repeat-play structure.

Those are different forms of feedback, and a survey can separate them more effectively than a single sentiment score. A player who wants a PvE-only experience may have a different priority from someone who wants PvE available occasionally. Likewise, somebody missing tension may be talking about rewards, enemy challenge, match pacing, or the role of player encounters. Lumping all criticism together would obscure the actual design problem.

Embark has also acknowledged that debates resembling the current player argument took place internally before the toggle was tested. That context makes the decision to run the test more meaningful: the studio did not present PvE as a settled solution, but as something worth putting in players’ hands and measuring.

What players should expect next

For now, the concrete facts are limited. The PvE toggle test has concluded. Embark is collecting feedback, plans to issue a survey, and intends to return with more information in November. The studio has not said that PvE is permanent, that it will be removed for good, or that it will return in the exact form tested.

That uncertainty is worth keeping in mind when discussing the 30 million-round milestone. It is evidence that the test was used heavily, not confirmation of the feature’s future. Any next version could be retained, revised, limited, expanded, or approached differently depending on what the analysis finds.

For players who took part, the upcoming survey is the clearest opportunity to turn broad reactions into actionable detail. Saying that the mode felt too calm, too hollow, more accessible, or more enjoyable is useful; explaining which moments, incentives, risks, or goals drove that reaction is likely more valuable. Embark has explicitly asked the community to help determine how the test should factor into the game going forward.

The wider PC multiplayer space regularly uses public tests to learn where player intent and player behavior do not perfectly match. For a separate example of a current public PC demo, see Knights of the Fall’s first public demo during Steam Next Fest. Arc Raiders’ PvE test is a different kind of trial, but the shared lesson is straightforward: letting players try an idea can reveal issues that a design debate alone cannot settle.

Embark’s eventual choice will matter because PvE is not a cosmetic menu setting. It changes the pressure, social dynamics, and repeat-play demands of Arc Raiders. The studio now has an unusually large set of matches to examine, plus a community that has made its competing priorities very clear.