Arc Raiders Devs Reflect on Server Slam and What's Changing for Full Release

The developers at Embark Studios have shared their key takeaways from the Server Slam weekend, and I've got some personal takes after 15 hours of intense "server-slamming." From addressing the all-seeing Flying ARCs to rethinking Dam Tower accessibility, here's what's changing before the October 30th launch.

We have fresh news from the devs on what they think of the Server Slam results and community feedback. Having personally played for a total of 15 hours during the weekend, I've got some thoughts on each of these changes. Let's dive in.

The flying ARCs: Vision nerf

"The Flying ARCs: It turns out their awareness was a bit too high, allowing them to essentially see through trees and bushes. This made their vision unintentionally over-powered, but we've adjusted what they can see now, so expect a fairer fight at launch."

Embark Studios, Server Slam Thank You

Player Experience: The Bush That Wasn't Safe

Comments on Discord and even in proximity chat were definitely screaming for this change. I was talking to a teammate about how nice it was that in this game bushes "actually worked," and then he said: "No. I've been sniped by the ARC in the bushes."

Even though I personally didn't find the Flying ARCs to be that "all-seeing," I vividly remember this happening to me: I was fighting with a group of guys at the central swamp lift extraction point (which has a lot of foliage and bushes around), and I lost track of one of the enemy players in the bushes. Maybe 20 seconds later, a Wasp orbiting the area started shooting through the tree and the bush where my opponent had disappeared.

This damaged the guy AND gave me his exact location. Let's just say he didn't extract that day.

The takeaway? Looks like we can expect bushes to actually be safe(ish) now. This is a huge quality-of-life improvement for stealth gameplay and makes tactical positioning actually matter.

Dam control tower: No more ledge-grab to bypass keycard

"The Dam Tower: We watched many of you bravely, and perhaps a little too easily, access the Dam Control Tower on Dam Battlegrounds. It was fun to watch, but a bit too accessible for a key loot location. That's been fixed to keep the challenge sharp."

Embark Studios, Server Slam Thank You

Player Experience: The Drop I'll Miss

Oof. I was hoping not to see this change. The first time I saw the Dam Tower drop was months ago on YouTube during Tech Test 2, and I was dying to try it myself. During the Server Slam, I finally did it—and I absolutely loved it.

Here's the thing: I didn't love it for bypassing the keycard requirement. I loved it for the sheer emotion of dropping down a 200-meter tower, not knowing if I'd hit the spacebar at the right moment or lose all my loot to fall damage.

I even posted about this on Discord:

"The exhilaration you get from making yourself drop down, not knowing if you'll hit spacebar at the right moment or die, is so good! Since the game has parkour, parkour should be an integral part of gameplay—not just 'rolling around.' Being able to ledge-grab ARCs mid-air, ride them, or drop from a tall building to grab loot is what sets this game apart."

But Here's My Real Take:

I wasn't just talking about the tower specifically. What I want is for parkour-based risk/reward mechanics to become a core part of the game. Imagine:

  • Loot locations accessible only if you're willing to risk the drop
  • Locked doors that can only be opened from the inside—forcing you to take a dangerous route in
  • Escape routes from hotspots where you have to decide: drop down with all your loot, or fight through ARCs?

The more navigation abilities we have, the more fun and unpredictable the game becomes. I agree that parkour shouldn't replace keycards (especially since those keycards spawn on other maps and can't even be used on Dam Battlegrounds—I found two during the weekend). But it would be fantastic to have separate, lesser-loot locations that reward skillful movement.

Parkour shouldn't be the only way—but it should be a way. Risk vs. reward. Skill expression. That's what makes extraction shooters memorable.

Visual quality: Graphics downgrade debate

Beyond the gameplay changes, the devs acknowledged feedback that Tech Test 2 looked visually better than the Server Slam build, even on max settings with high-end hardware.

Since this was my first test, I can't personally compare—but I definitely agree that players should have full control over their settings. If you have the hardware to run "Epic," it should look Epic. That said, the game is beautiful regardless, and I'm confident the team will dial this in before launch.

By the numbers: Server Slam Stats

Arc Raiders Server Slam Statistics Infographic

Community stats from the Server Slam weekend (via Embark Studios)

What's next: Launch on October 30th

The developers are using these final days to implement all the fixes and improvements based on our feedback. The full launch is scheduled for October 30th, 2025.

As someone who played for 15 hours straight during the Server Slam, I can say with confidence: this game has something special. The core loop is addictive, the gunplay feels fantastic, and the extraction tension is real. These tweaks based on community feedback show that Embark is listening—and that's exactly what you want to see from a development team.

You can read the full developer post here: Server Slam Thank You — Embark Studios

See you topside, Raider! 🎮

💬 Join the Discussion

What are your thoughts on these Server Slam changes? Were you in the "nerf the Flying ARCs" camp, or did you think their vision was fine? And what about the Dam Tower parkour—are you sad to see it go, or do you think it needed to be fixed?

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