Date: 2026-05-20 18:00:23
You’ve probably seen plenty of discussion about matchmaking in ARC Raiders. We’ve been reading it too - and we want to bring some clarity to what the system is trying to do, what it does in practice, and what it doesn’t do.
In the Rust Belt, the kind of Raider you become should be up to you.
Topside works because it’s unpredictable. You can never be sure if you can trust the people you meet, or how dangerous they might be. That freedom - and the uncertainty it creates - is what drives the tension, the encounters, and the choices that make every run feel like its own story.
At the same time, we don’t want dedicated PvP players to consistently steamroll Raiders who aren’t as interested in PvP, or who are still finding their footing. So our matchmaking is built around two goals:
And like any matchmaking system, we pursue those goals while respecting real constraints, such as matchmaking time and latency.
We take multiple factors into account when forming a lobby. One of the strongest is your playstyle across previous rounds, especially as it relates to how you engage with other Raiders.
It’s important to understand that playstyles aren’t binary. This isn’t “friendly” vs. “shoot on sight.” It’s a continuous scale.
Our system tries to place you with players who sit closer to you on that scale, while still keeping Topside from becoming completely predictable.

There are two simple rules to how playstyle-based matchmaking behaves:
This is why we see such a wide range of interactions Topside: Raiders forming impromptu musical bands and others vibing along; strangers lending a hand in a tough moment while scavengers thrive on remains; betrayals when you least expect them and justice when you need it most; firefights that start on sight - and negotiations that end with everyone walking away.
Some outcomes are rarer than others - but they’re all part of what makes each round a unique adventure. This isn’t a full-blown attempt to segregate playstyles. Topside wouldn’t be Topside if it didn’t throw you a curveball every now and again. We want you to have fun - but danger always lurks, and you will still meet Raiders who surprise you.
We want to keep some level of mystery in matchmaking, because unpredictability is part of the experience - but we can clear up a few common myths:
Based on community feedback, we've identified two major shortcomings in how we used to estimate playstyle - and both are getting addressed:
1. Defending yourself is no longer treated the same as starting a fight. Previously, your playstyle didn't capture whether you started a PvP encounter or merely defended yourself. This meant cautious Raiders could be treated as more PvP-focused than they actually are. Now, the two are treated differently.
2. Low-activity rounds carry less weight in your playstyle history. Rounds with little Topside interaction - like spawning and surrendering - used to impact player’s estimated playstyle more than expected. Reducing their weight helps the system reflect how you genuinely play when you're out there making choices.
These are live now, and we'll keep tuning them as we see how they play out.
To sum it up: we’re committed to making Topside more fair, more fun, and more rewarding - without sanding off the edges that make ARC Raiders what it is.
Play how you want to play. Over time, your behavior helps shape the kinds of Raiders you’re most likely to encounter. But there will always be room for the unexpected.
See you Topside,
The ARC Raiders Team
Tell us what you think - your feedback helps guide future improvements.
Take a 5-minute survey here: [SURVEY LINK]