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Embark has big plans for Arc Raiders in 2026
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Buoyed by a launch wave that surpassed 12 million players in a few months, Arc Raiders developer Embark is preparing a suite of new content for its 2026 roadmap to diversify the game in the year ahead.
Asked about Embark's target cadence for releasing new content like maps, weapons, objectives, and enemies, design lead Virgil Watkins tells GamesRadar+ that "sometime soon, I believe we're going to be putting out a chunk of a roadmap for the upcoming months. But right now, it's us kind of deciding exactly that cadence, that stuff. And you are correct on the types of content, and we're going to parcel that out across the coming year."
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Looking at future maps, he says "the ambition is to try to pair it with some new type of experience, whether that's the map conditions or weather conditions we put in that make the play feel different, enemy types or compositions feeling different, or we're escalating the types of loot available there. Stella Montis was a big jump up in new, rarer tech and some new blueprints and things that can drop, and just offering new types of experiences. The Shredder, for example, is an enemy that currently only appears in Stella Montis.
"How do we keep – not necessarily escalating all the time, but – giving you a new way of play, a new way to approach, making you make different decisions with things you've already been using in one context, and trying to use it in a different way in another context? And providing more options for the player, like, can zip lines now be used in this way? Or now I have a far greater user for things like mines and noise makers because of the way this level is and plays, things like that."
Sign up to the GamesRadar+ NewsletterContact me with news and offers from other Future brandsReceive email from us on behalf of our trusted partners or sponsorsBy submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.Watkins is firm on one key point: "There are going to be multiple maps coming this year, and I think it's going to be across a spectrum of size to try to facilitate different types of gameplay. So you might see some that are smaller, and you might see some that are even grander than what we've got now."
Stella Montis is a labyrinth of hallways and locked rooms that seems designed to stoke the fires of PvP (though, as ever, many players refuse to be the bad guy). I asked Watkins if Embark is consciously leaning into that, and how we might see future maps balance the vibe of PvE versus PvP-leaning spaces.
"That's certainly a consideration that goes into it," he says. "When you create a dense interior that's sort of spider nest-y, it's going to evoke that, right? Certainly, the style of play, or the predominant play that's going to happen there, is a factor in that."
That is, of course, just one lever Embark can pull when building out a new map. "Then we're going through considerations of practical stuff like server performance," Watkins adds. "We can have X players and arc present before the server explodes and we can't run anymore. So that influences some of our choice making. And client performance. Dam [Battlegrounds], for example, is kind of right up to the line for performance because it has some pretty far vistas, and it's also very dense and quite complicated in terms of the number of props and actors and buildings and stuff there.
"Those are the practical side of things, and then it's just getting into the pacing territory. How many spawns can we have? What's their time to travel? How quickly do they collapse different locations? What's the density of drones and players in any given spot, and loot dispersion and value concentration? That's a bunch of stuff that comes into play when we put these spaces together."
"The highest PvE damage output of any weapon" in Arc Raiders was from the underrated Bettina, dev confirms, and that was before it got buffed.
CATEGORIES PS5 Xbox Series X PC Gaming Platforms PlayStation Xbox
Austin WoodSocial Links NavigationSenior writerAustin has been a game journalist for 12 years, having freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree. He's been with GamesRadar+ since 2019. They've yet to realize his position is a cover for his career-spanning Destiny column, and he's kept the ruse going with a lot of news and the occasional feature, all while playing as many roguelikes as possible.
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