
Game intel
Arc Raiders
ARC Raiders is a multiplayer extraction adventure, set in a lethal future earth, ravaged by a mysterious mechanized threat known as ARC. Enlist as a Raider and…
This caught my attention because Arc Raiders has been evolving quickly since launch, and Headwinds is the first major update that feels deliberately aimed at stirring the endgame – for better and worse. I like most of what Embark Studios shipped, but the Solo vs Squads matchmaking experiment is the kind of high-variance change that could either sharpen the competitive edge or make matches miserable for many players.
{{INFO_TABLE_START}}
Publisher|Embark Studios
Release Date|2026-01-29
Category|Major Update / Patch
Platform|PC (Steam)
{{INFO_TABLE_END}}
Headwinds is clearly the start of Embark’s next roadmap stage: it adds long-term incentives, new map variety, and a matchmaking toggle that aims to satisfy players who want more PvP spice. The Studio is also responding to community pressure on cheating with a progressive ban system — something the playerbase has been asking for, though opinions vary on how strict it should be.
Only level-40 players can opt into Solo vs Squads, which is smart: it keeps the experiment in the hands of experienced raiders. Opting in drops you into lobbies of three-player squads, and Embark adds a 20% XP bonus whether you extract or die — a clear carrot to get competitive players to try it.

What’s risky: this setting can concentrate high-skill, high-aggression players into queues opposite solos who choose to opt-in. That can create wildly unbalanced matches, invite targeted griefing, and amplify the advantage of team coordination against lone wolves. XP bonuses encourage participation, but they also incentivize repeated queueing — which could increase encounters with smurfs or repeat offenders unless matchmaker safeguards are ironclad.
The Trophy Display Project is a tidy piece of design: five escalating steps that reward both cosmetic flair (trophies, a Howl emote, a guitar) and practical gains (blueprints, Raider Tokens, and 300,000 coins). It’s an official endgame loop that gives high-skill players goals beyond leaderboards — and it should keep top raiders engaged for months.

Buried City’s new Bird City condition ramps rooftop play: more bird nests, valuable loot tucked in twigs, extra ziplines, and more flying Arc spawns. It’s a smart way to shift verticality in matches but it raises tension — whoever controls the high ground will likely control the round.
Two Epic Augments (Safekeeper Looting Mk.3 and Revival Tactical Mk.3) look interesting on paper: a pocket that stores any item and passive out-of-combat regen. These add meaningful build variety for endgame runs and could change how players approach extraction timing.
Embark’s new anti-cheat punishments are clear: 30 days for a first offense, 60 for a second, permanent for the third. It’s better than no policy, but many players will see it as forgiving — especially for obvious match-ruiners. The real measure will be detection reliability and turnaround speed; visible enforcement will restore faith faster than policy text alone.

As someone who follows multiplayer design closely, I appreciate Embark trying a controlled opt-in for a controversial matchmaking mode. It’s exactly the kind of experiment that helps a live game find its shape — provided the studio monitors match quality, queue times, and player behavior closely and adjusts quickly.
Headwinds is a substantial, mostly positive update: long-term goals, map variety, QoL improvements, and anti-cheat measures. The Solo vs Squads toggle is the headline feature — exciting for competitive vets but potentially disruptive if it concentrates toxicity and imbalance. Try it if you’re level 40+, but expect the mode to be tweaked based on live feedback.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Gaming Strategy Guide + Weekly Pro Tips