Key Facts
- ✓ Embark Studios CEO Patrick Söderlund confirmed Arc Raiders will not receive PvP leaderboards or competitive systems
- ✓ The game features aggression-based matchmaking that groups players with similar combat preferences together
- ✓ Arc Raiders spent significant development time without other players before they were added for tension purposes
- ✓ Raider flares and audio cues were implemented specifically to signal other players' presence
- ✓ Private servers are 'absolutely something we could consider' for future implementation
Quick Summary
Embark Studios CEO Patrick Söderlund has clarified the developer's stance on PvP mechanics in Arc Raiders, confirming the game will not receive competitive leaderboards or systems that promote player-vs-player combat.
The studio maintains that Arc Raiders is fundamentally a PvE-focused experience where PvP serves only to create tension rather than as the primary gameplay loop.
Key points from the announcement include:
- No plans for PvP leaderboards or Nemesis systems
- Aggression-based matchmaking groups similar players together
- Development originally tested the game without other players
- Private servers remain a possibility for future implementation
Embark Studios' Design Philosophy
Embark Studios has taken a firm position against adding competitive PvP features to Arc Raiders, despite community debate about players who focus exclusively on player-vs-player combat. The development team's vision centers on creating tension through the possibility of conflict rather than rewarding aggressive player behavior.
According to Patrick Söderlund, the studio has discussed various competitive systems internally but ultimately decided against them. "We've had several discussions about Nemesis systems and all types of things," Söderlund stated. "I don't know where the team are on them right now. I think one of the beauties of this game is the fact that we don't have those leaderboards and it's not competitive."
The core philosophy distinguishes Arc Raiders from traditional PvP shooters. Söderlund emphasized, "We don't want to necessarily foster that type of gameplay. The game isn't about shooting other players. You can do that if you want to, but the ethos of the game has never been to go in and shoot players. It's a part that we use to craft tension."
This approach extends to how the game handles player interaction. Rather than encouraging combat, Arc Raiders uses subtle signaling to make players aware of others' presence without forcing confrontation. The design creates an environment where every encounter carries weight and uncertainty.
"We've had several discussions about Nemesis systems and all types of things. I don't know where the team are on them right now. I think one of the beauties of this game is the fact that we don't have those leaderboards and it's not competitive."
— Patrick Söderlund, CEO of Embark Studios
The Role of Other Players
Arc Raiders underwent significant design changes during development, particularly regarding the inclusion of other players. Söderlund revealed that the game spent considerable time in testing without any multiplayer component whatsoever.
"The game was without other players for a long time," Söderlund explained. "And yes, there were instances where the game was fun and there were areas where it worked quite well. But also the minute you added other players and then use subtle ways of signaling — you don't know how many players are on the server, you don't know how many players have died, you don't know how many players are around you — but we signal to you that there are other players."
The development team implemented several key features to maintain this delicate balance:
- Audio cues - Players can hear when others encounter Arc machines or other survivors
- Raider flares - Visual signals that indicate a downed player in the environment
- Uncertainty mechanics - No clear information about remaining players or their status
Söderlund specifically highlighted the importance of raider flares, noting they were briefly removed during testing before being restored. "At one point — it was funny — I came back into a playtest and the raider flares were gone. I'm like, 'Why did you remove those?' And they're like, 'Well, well…' So I just said, 'Just bring them back.' They're such an iconic part of this game."
These signals serve multiple purposes: they make the world feel populated, create decision points about whether to investigate potential loot, and maintain constant tension about nearby threats.
Matchmaking and Community Management
To address different player preferences, Arc Raiders implements an aggression-based matchmaking system. This system analyzes player behavior and groups similar playstyles together, attempting to separate those who prefer cooperative PvE from those who actively seek PvP encounters.
The system works bi-directionally: players who frequently engage in combat are matched with others who exhibit similar behavior, while those who avoid conflict are grouped with like-minded players. This approach aims to reduce friction between different playstyle preferences without completely eliminating the possibility of player conflict.
Despite this system, the community has seen significant debate about in-game etiquette. The source material mentions a viral incident involving a retired professional gamer who "relentlessly killed casual Arc Raiders players," highlighting the tension between competitive and casual player bases.
Looking toward potential future solutions, Söderlund suggested that private servers could offer an alternative for players who want different experiences. He indicated that private servers are "absolutely something we could consider," which would theoretically allow communities to create PvP-focused environments if desired.
However, for the official game experience, the emphasis remains firmly on PvE with PvP elements serving only to enhance tension. Players will not receive rewards or recognition specifically for player-killing exploits, and no competitive rankings will track PvP performance.
Future Implications
The decision to forego competitive PvP systems represents a significant commitment to Arc Raiders' original design vision. By rejecting leaderboards and similar features, Embark Studios is actively shaping the community culture around the game, discouraging a pure PvP focus and encouraging more nuanced player interactions.
This stance may prove challenging given the current gaming landscape, where many extraction-style games have embraced competitive PvP elements. However, the studio appears confident that maintaining a PvE-centric approach with PvP as a tension mechanic will create a more distinctive and atmospheric experience.
The aggression-based matchmaking system will likely be crucial in maintaining this balance as the player base grows. If successful, it could provide a model for other games struggling to accommodate multiple playstyles within a single shared world.
For now, Arc Raiders players can expect the core experience to remain focused on scavenging, surviving against AI threats, and managing the ever-present possibility of conflict with other survivors—without the pressure of competitive rankings or rewards that might shift the gameplay balance toward constant PvP engagement.
"We don't want to necessarily foster that type of gameplay. The game isn't about shooting other players. You can do that if you want to, but the ethos of the game has never been to go in and shoot players. It's a part that we use to craft tension."
— Patrick Söderlund, CEO of Embark Studios
"The game was without other players for a long time. And yes, there were instances where the game was fun and there were areas where it worked quite well. But also the minute you added other players and then use subtle ways of signaling — you don't know how many players are on the server, you don't know how many players have died, you don't know how many players are around you — but we signal to you that there are other players."
— Patrick Söderlund, CEO of Embark Studios
"At one point — it was funny — I came back into a playtest and the raider flares were gone. I'm like, 'Why did you remove those?' And they're like, 'Well, well…' So I just said, 'Just bring them back.' They're such an iconic part of this game."
— Patrick Söderlund, CEO of Embark Studios




