Arc Raiders changes direction and leans hard into PvE with patch 1.15.0
Feb 10th '26 6:12pm:
If you’ve been following Arc Raiders since launch, you probably felt that the game was… calibrating itself. It always had a strong identity: that tense extraction vibe, hostile machines roaming the map, unpredictable encounters with other players. But there was friction too. A clear split in the community. Some players wanted more PvE, more real cooperation, less of that feeling that every human encounter was automatically a death sentence.
Then patch 1.15.0 dropped. No huge marketing push, no wild promises, just a set of design decisions that quietly say a lot. Embark Studios basically looked at the game, looked at the community, and went “okay, let’s try something different.” The result is an update that doesn’t just tweak numbers or squash bugs, but actually changes how people behave inside the world of Arc Raiders.
## Patch 1.15.0 and what it really brings to Arc Raiders
On paper, patch 1.15.0 looks like a solid, fairly standard update. A new event, some balance tweaks, bug fixes, and the return of an environmental condition. Nothing that screams “game changer” on its own. But once you jump in, you realize the rhythm of matches feels different.
The big highlight is the Shared Watch event. It’s not a separate mode, not a new playlist, not a split queue. It simply exists inside the core game and changes what gets rewarded. During the event, you progress by dealing damage to and destroying ARC machines. Other players? They don’t count. Killing another Raider gives you nothing toward the event.
That sounds simple, almost obvious. But in practice, it shifts player behavior in a big way. Suddenly, the guy who would normally shoot on sight hesitates. Not because he’s suddenly nice, but because there’s no incentive. The game subtly nudges players toward cooperation.
## Shared Watch and the attempt to encourage cooperation without killing PvP
What’s clever about Shared Watch is that it doesn’t remove PvP. You can still attack other players, still get betrayed, still lose everything. Arc Raiders is still Arc Raiders. The difference is that now there’s a real reason not to turn every encounter into a firefight.
Embark clearly wanted to avoid the classic mistake of splitting the player base. No separate “PvE mode” draining the main matchmaking pool. Instead, they dropped a shared objective into the same space. It’s basically the game saying “you can fight if you want, but if you work together here, everyone benefits.”
That creates some genuinely interesting moments. Strangers clearing an area together, exchanging cautious signals, then backing off without firing a shot. It never becomes a pure co-op game, but it introduces a different kind of tension. That “is this guy going to betray me now or later?” feeling. And honestly, that fits Arc Raiders perfectly.
## The return of Cold Snap and the world becoming hostile again
Another important change in patch 1.15.0 is the return of Cold Snap as a permanent outdoor condition. Extreme cold once again damages players who stay exposed too long, forcing movement, shelter-hunting, and smarter route planning.
It sounds like a small thing, but it reinforces one of Arc Raiders’ core ideas: the world itself is your enemy. It’s not just the machines or other players. The environment wants you dead too. With the increased PvE focus and moments of cooperation, Cold Snap acts as a reminder that standing still and farming in peace was never the point.
Interestingly, it also encourages indirect cooperation. In brutal cold, sharing cover, clearing areas faster, or simply not sabotaging another player becomes the smart play.
## Fixes, tweaks, and the invisible work that holds everything together
Beyond the headline features, the patch also delivered a healthy batch of fixes. Reconnection issues, rewards failing to grant properly, crafting canceling unexpectedly, grenades behaving strangely and clipping through walls. Not flashy stuff, but absolutely essential.
These are the kinds of updates that don’t dominate headlines but keep a game alive long-term. In an extraction game especially, frustration stacks fast. When players lose gear to bugs instead of bad decisions, they leave. Patches like this quietly rebuild trust.
## Forbes’ take: Arc Raiders finally leans into PvE
The Forbes article puts patch 1.15.0 into a wider context. This isn’t just a limited-time event, but a clear signal that Embark is testing how far it can push PvE without abandoning the game’s core identity.
The piece highlights how Shared Watch almost completely ignores PvP in terms of progression, which is unusual for this genre. That sends a strong message: cooperation isn’t just allowed, it’s actively rewarded.
Forbes also notes that Arc Raiders has maintained a solid, stable player base since its October 2025 launch, with healthy Steam numbers. This isn’t a struggling game desperately reinventing itself. It’s a relatively healthy one making deliberate adjustments to broaden its appeal.
And that matters. When a game changes at this stage, it feels strategic, not panicked.
## The community angle and the tension no one says out loud
The Outerhaven article goes straight to something many players feel but don’t always articulate. There’s a clear divide in the Arc Raiders community. Some players love the harsh, unpredictable PvP. Others are here mainly for the PvE, the atmosphere, the ARC machines, the exploration and extraction loop.
Shared Watch feels like an attempt to satisfy both sides without causing a permanent split. You’re not forced to cooperate, but if you do, the game rewards you. It’s almost a social experiment baked into the design.
The event also comes with cosmetic rewards and Raider Deck progression, which helps drive participation. This isn’t just a philosophical shift. There’s tangible motivation behind it.
## How matches actually feel during the event
Playing during the event, the difference is noticeable. Fewer random ambushes, more strange standoffs where no one is quite sure if it’s about to turn violent. More focus on clearing ARC-heavy zones, more temporary alliances, even if unspoken.
Arc Raiders doesn’t suddenly become a traditional co-op game. Risk is still there. Betrayal is still possible. That familiar tension when you hear footsteps hasn’t gone away. But the default tone shifts. It’s less aggressive by default, more situational.
And in a weird way, that can make PvP moments hit harder. When they happen, they feel like a choice, not an inevitability.
## What this patch says about the future of Arc Raiders
Patch 1.15.0 feels less like a one-off fix and more like a design probe. If events like Shared Watch land well, it wouldn’t be surprising to see more systems like this in the future. Temporary events that reshape incentives, gently steering player behavior without rewriting the entire game.
It also shows an Embark that’s paying attention. Not blindly following every community request, but observing patterns, tensions, and long-term frustrations. That’s usually a good sign for a live service game.
Arc Raiders is still a game about risk, loss, and hard decisions. But now it seems more interested in creating shared stories, not just unavoidable conflict.
## FAQ about Arc Raiders, patch 1.15.0, and Shared Watch
### What is Shared Watch in Arc Raiders
Shared Watch is a limited-time event introduced in patch 1.15.0 that rewards players for dealing damage to and destroying ARC machines, encouraging cooperation and PvE-focused play.
### Did Arc Raiders become a PvE-only game
No. PvP still exists as usual. The patch simply incentivizes PvE during the event without removing the risk of player encounters.
### Did Cold Snap return in Arc Raiders
Yes. The Cold Snap environmental effect returned as a permanent condition in outdoor areas, damaging players exposed to extreme cold.
### Did patch 1.15.0 include balance changes
Yes. The patch included enemy tweaks, grenade adjustments, and multiple bug fixes related to reconnection, crafting, and rewards.
### Is Shared Watch a separate mode
No. It runs inside the main game without splitting matchmaking or creating separate queues.
### Does this patch hint at bigger changes ahead
Possibly. It looks like a design test to see how the community responds to stronger incentives for cooperation.
## Sources
[https://arcraiders.com/news/patch-notes-1-15-0](https://arcraiders.com/news/patch-notes-1-15-0)
[https://www.forbes.com/sites/paultassi/2026/02/10/arc-raiders-finally-goes-full-pve-in-new-1150-patch/](https://www.forbes.com/sites/paultassi/2026/02/10/arc-raiders-finally-goes-full-pve-in-new-1150-patch/)
[https://www.theouterhaven.net/embark-studios-is-encouraging-cooperation-in-arc-raiders-with-new-shared-watch-event/](https://www.theouterhaven.net/embark-studios-is-encouraging-cooperation-in-arc-raiders-with-new-shared-watch-event/)