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How One Mistake Killed an Entire Game
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ARC Raiders launched on October 30, 2025, as an extraction shooter. Players entered raids with gear, searched for loot, fought dangerous Arc machines, and tried to escape without losing what they brought.
The game’s standout feature was the uncertainty around other Raiders. Encounters could turn into fights, uneasy truces, cooperative battles, or betrayals at extraction. Proximity chat helped create unpredictable stories that made raids feel different from one another.
The game quickly found a large audience, selling more than four million copies in under two weeks and eventually reaching nearly 482,000 concurrent players on Steam. But players wanted different things: some sought PvP, while others preferred exploring and fighting machines. Embark tried to address that divide with aggression-based matchmaking (ABMM), introduced around late December.
The matchmaking controversy
ABMM used players’ behavior to nudge them toward others with similar play styles. It was not intended to create fully separate PvP and PvE lobbies, and Embark said it would still allow for unexpected encounters. The goal was to stop highly aggressive players from repeatedly overwhelming those less interested in PvP.
Once players learned the system existed, however, some began weighing how their actions might affect future matches. Matchmaking became part of the encounter: players could wonder not only whether to trust a stranger, but also what shooting them might mean for the lobby they got next.
Embark later acknowledged two problems with the system:
- It did not reliably distinguish between starting a fight and defending oneself, potentially making a cautious player who fought back seem more aggressive.
- Quiet rounds affected matchmaking profiles more than expected.
Embark changed both. The video’s central point is that ABMM did not create all of the game’s problems, but it changed how some players thought about the unpredictable encounters that had helped define ARC Raiders.
Other problems and the player decline
The video also describes several issues that weakened players’ reasons to keep playing:
- Progression and endgame: Some players said they had run out of meaningful goals after dozens of hours. As progression lost its appeal, PvP became one way to make raids exciting again.
- Cheating complaints: Players in aggressive lobbies reported suspected wall hacks and suspicious stats. The video notes that these reports do not prove every complaint was true, but says doubts about fair fights are especially damaging in a game where death can mean losing hard-earned gear.
- Expeditions and resets: Some players disliked repeating quests and rebuilding progress. Embark later said players would be able to keep quest progress in future expeditions, and that expeditions would pause after the fifth one while the studio worked on changes.
- Update pace: Embark’s design director said the game attracted far more players than expected. The studio moved away from monthly updates, saying the schedule limited their impact and was unsustainable. Larger updates would arrive less frequently.
Concurrent Steam player numbers fell from an average of about 241,000 in January to 112,000 in March, 36,000 in June, and roughly 24,000 in August. The video cautions that this decline does not prove ABMM caused the loss of players. Rather, matchmaking controversy, weaker progression incentives, cheating concerns, expedition frustration, and slower updates arrived together.
Bottom line: ABMM was not the sole cause of ARC Raiders’ decline. The video argues that it became a costly decision because it altered the way players approached a game built around uncertainty, just as other reasons to keep playing were fading.
Gamers and sources featured
- An unnamed player’s launch-era story about using proximity chat to get an opposing squad to help him deal with toxic teammates.
- An unnamed player who described his first 30–40 hours as especially enjoyable because of the combination of dangerous machines and unpredictable players.
- Unnamed Reddit users and players discussing ABMM, endgame progression, cheating complaints, and expeditions—including players reporting roughly 75 and more than 200 hours in the game.
- Embark’s CEO, who confirmed the matchmaking system.
- Embark design director Virgil Watkins, discussing the unexpectedly large player base.
- Embark Studios’ statements about ABMM changes, expeditions, and the update schedule.
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