ARC Raiders is a third-person extraction shooter set in a ruined future where players head to the surface to search for resources, fight ARC machines, and make it back with what they found. Other Raiders can also become a threat, so a successful run is not just about winning fights. You also have to decide how far to push your luck and when to leave. The game supports squads of up to three players, making communication and positioning important during each run.
Game Characteristics
Graphics
95%
Action
90%
Co-op
85%
High Difficulty
75%
Dystopian Setting
65%
Strategy
60%
Story Depth
50%
Existential Themes
40%
Dark
40%
Character Building
30%
Graphics at 95% reflects ruined cities, overgrown areas, large ARC units, and gear detail that define much of the world's look—not generic “pretty graphics” praise.
Action at 90% fits gunfights and movement on the surface, while still accounting for a loop where kills alone do not equal a successful run.
Co-op at 85% is less about headcount and more about squad calls: who pushes, who watches, what to loot, whether to take another fight, when to extract, whether to revive a teammate.
High Difficulty at 75% covers winning a fight but leaving weakened, meeting ARC or another squad on the way out, and deciding fight / flee / extract under pressure.
Strategy at 60% maps to route choice, loot priority, ammo spent, how to handle other Raiders, and when what you are carrying is worth the extra minutes.
Player profile fit
Recommended for: Intermediate to Advanced players (A score of 50 or higher indicates a good fit.)
Beginner
40
Intermediate
70 ✓
Advanced
70 ✓
Treat each run as explore → loot → extract, not just shooting. Players used to FPS/TPS or co-op games often settle in faster; the longer learning curve is usually risk judgment, not basic controls.
Same extraction DNA: loot, fights, other players, extract or lose gear. Very close loop; ARC Raiders skews to 3-player co-op, ARC threats, and a more action-forward pace.
ARC Raiders is an extraction shooter where loot only counts if you extract. Its headline profile is Graphics 95% / Action 90% / Co-op 85%—combat, exploration, and leave-or-stay calls bundled into one run.
▸Characteristics & Analysis
Scores reflect PvPvE runs where ARC and rival Raiders share the map, extraction gates rewards, and squads coordinate without removing personal risk. Top of the similar list includes "THE FINALS(ザ ファイナルズ)", "ヘルダイバーズ2(Helldivers 2)", "レムナント:フロム・ザ・アッシュ(Remnant: From the Ashes)".
Learn More About ARC Raiders
What one run feels like
You drop in, move toward a goal, and pick up resources and gear. If you still have room, you keep pushing deeper. After a fight with ARC you are lighter on ammo and your bag is filling—at some point the question stops being “Can I get more?” and becomes “Is what I have worth risking?”
Only what you extract counts for crafting and your next loadout in Speranza. Die on the surface and you can lose what you brought and what you found. The run is judged by extraction, not kill count.
ARC machines and other Raiders
Threats are not only ARC units. Other Raiders on the same map might ignore you, give you space, or open fire—you will not know until it happens. Gunfire while you are already fighting ARC is a common headache.
PvE and PvP share one run, not separate playlists. Route planning has to account for both machines and players.
Push deeper or leave now
Empty inventory space invites “maybe there is better loot ahead.” Staying longer also adds chances to lose everything you already collected. You can win a firefight and still fail the run if you are too drained to reach extract safely.
Leaving early is sometimes correct even when you could keep searching. The right call depends on ammo, health, what you are carrying, and what you hear nearby.
Squads of up to three
Who pushes, who watches angles, what to loot first, whether to take a fight, whether to revive a downed teammate, when the whole squad extracts—those calls happen out loud.
More players can mean more firepower and more eyes, not automatic safety. See our co-op games 20 list for other squad shooters with PvPvE tension.
Setting vs. story focus
A ruined surface ruled by ARC and life underground in Speranza frame the world. Quests and environmental details add context, but the loop is prepare → deploy → extract → repeat more than a single scripted campaign.
How this maps to the chart above
Title tendency chart (Arc Raiders)
Graphics ◀
95%
Action ◀
90%
Co-op
85%
High Difficulty
75%
Dystopian World
65%
Strategy
60%
Story Depth
50%
Existential Themes
40%
Dark Tone
40%
Character Progression
30%
* GPA major-tag scores at time of writing. Values may change with sheet updates.
Graphics 95% ties to ruined cities, overgrown sites, large ARC silhouettes, and gear read clearly in the world. Action 90% is surface gunplay and movement. Co-op 85% is squad positioning, shared info, revive/extract timing—not merely “three-player support.”
High Difficulty 75% includes losing gear after a loss and getting caught while weakened. Strategy 60% is route, loot priority, contact with other Raiders, and extract timing. Story Depth 50% and Character Progression 30% reflect gear-and-run progression over a character arc.
Target player scores (Arc Raiders / GPA)
Beginner
40
Intermediate
70
Advanced
70
Players used to FPS/TPS or co-op games often settle into controls quickly. The longer skill is judging how much risk the current haul is worth.
Who it tends to suit
Good fit if you like extraction or PvPvE loops where extract matters more than scoreboards, and if you enjoy squad comms. Less fit if PvP stress or gear loss ruins the fun, or if you want a linear story-first campaign.