ARC Raiders · 2026-09-25
Beyond the Rust Belt, Frozen Trail Is About to Change ARC Raiders’ Endgame
The mountains have been sitting at the edge of the Rust Belt for almost a year. On October 8 , Raiders will finally discover what is waiting on the other side. Embark Studios has released a new teaser for Frozen Trail , the largest ARC Raiders update since launch, once again pointing player

The mountains have been sitting at the edge of the Rust Belt for almost a year. On October 8, Raiders will finally discover what is waiting on the other side.
Embark Studios has released a new teaser for Frozen Trail, the largest ARC Raiders update since launch, once again pointing players toward the frozen frontier beyond the game’s familiar territory. The short video is deliberately light on explanation, but it arrives immediately after Embark’s much more substantial First Look, meaning the mystery surrounding the update is no longer about what Frozen Trail contains. It is about how dangerous all of those pieces will become once thousands of Raiders begin fighting over them simultaneously.
At the center is Pendola Pass, an abandoned Italian mountain settlement and former Exodus transport hub where a fallen Emperor has created an unprecedented opportunity. Above it circles the enormous Frigate. New ARC machines hunt in radically different ways. A surface Outpost introduces deeper progression and weapon research. Fifteen existing guns gain a fifth quality tier, two completely new weapons enter the arsenal, and gadgets such as the Grappling Hook, Tether Launcher and Yank Grenade expand what Raiders can physically do to the environment—and each other.
Frozen Trail is therefore much more than a winter map. It is Embark’s attempt to expand the entire ARC Raiders endgame at once.
Pendola Pass Begins With a Signal Nobody Can Explain
The journey north has already started inside the live game.
Recent Raider efforts have been following phantom ARC signals that worry Shani, but the source lies beyond the mountains and outside the normal reach of Speranza’s Tube network. Apollo has been working on an experimental solution while players contribute through the Ascending the Mountain Raider Project introduced with Update 1.45.0.
Frozen Trail finally reveals where those signals lead.
Pendola Pass was once an Italian village and a major transportation hub connected to the Exodus Project. The frozen settlement still contains traces of ordinary civilization—a supermarket and empty town square—but those are surrounded by much larger remnants of humanity’s attempt to escape catastrophe.
An observatory overlooks the region, while a buried railway depot once moved people and resources through the mountains. Embark says the map has been designed with greater verticality, exploration and opportunities for discovery than previous locations, with threats waiting both above and below ground.
Cold will not simply provide visual dressing either. Flash freezes can tear through the valley, introducing another environmental danger while ARC forces reorganize around something far more important.
An Emperor has fallen.
A Dead Emperor May Be the Most Valuable Thing Topside
Emperors are among the most imposing machines in ARC Raiders, so discovering one lying motionless in Pendola Pass is not being treated as another piece of environmental storytelling.
It is the reason Raiders are being sent there.
Rare technology is believed to remain inside the fallen machine, creating the kind of prize guaranteed to attract competing crews. The objective sounds straightforward—reach the Emperor and find a way inside—but nothing about the situation surrounding it is normal.
ARC has responded aggressively to the loss.
That creates exactly the kind of setup where ARC Raiders works best. Every group heading toward the wreck understands that something valuable is waiting there. Every other Raider understands the same thing. The machine itself may no longer be active, but the competition over whatever it contains could make the area surrounding it more dangerous than fighting a functioning Emperor.
Embark has spent months describing Frozen Trail as a move toward more meaningful decisions and higher-level challenges. The dead Emperor gives that philosophy a physical center.
Everyone knows where the treasure is.
The question is how many people are willing to share it.
The Frigate Takes the Fight Hundreds of Feet Into the Air
ARC’s response to the fallen Emperor is one of Frozen Trail’s largest new machines: the Frigate.
Unlike conventional ARC enemies encountered while moving through a map, the Frigate becomes an entire playable environment. Raiders first need to find a way aboard before navigating internal corridors, unlocking routes and surviving enemies throughout the vessel.
That immediately changes the normal spatial logic of an ARC Raiders encounter.
Most engagements provide enough freedom to disengage, circle around a machine, disappear into buildings or simply abandon an objective when another squad complicates the situation. Inside the Frigate, players will be dealing with close quarters hundreds of feet above the ground, substantially reducing the number of comfortable escape options.
Other Raiders can board it as well.
Embark explicitly expects those encounters to produce both cooperation and betrayal. Several groups may discover that surviving the ARC threat requires temporary collaboration, only for that partnership to become much less stable once valuable loot enters the equation.
The Frigate is also excluded from the upcoming PvE matchmaking experiment, emphasizing how important human uncertainty is to the activity’s design.
It is not supposed to be a dungeon where everyone automatically becomes allies.
It is an ARC fortress where nobody is entirely sure when cooperation ends.
Bully Does Not Want to Give You Space
Frozen Trail adds three confirmed ARC threats, and Bully appears designed to punish Raiders who have become too comfortable fighting machines at range.
Its behavior is relentlessly aggressive. Rather than hovering at a comfortable distance or waiting for a predictable attack opportunity, Bully closes on a position rapidly and refuses to surrender ground.
Embark describes it as an oppressive machine capable of galloping toward Raiders before unleashing several lethal attacks. Surviving means using cover intelligently, controlling timing and landing accurate shots while the machine actively tries to deny the breathing room normally used to stabilize an encounter.
That should make Bully especially dangerous when another squad is nearby.
ARC Raiders combat frequently becomes chaotic because players are balancing two completely different threat models simultaneously: machines behave according to recognizable patterns, while humans do not. A machine specifically designed to force players out of comfortable positions can disrupt that calculation.
Even if Bully does not kill a Raider itself, pushing someone away from cover at the wrong moment may give another player exactly the shot they were waiting for.
Skulker Wants You to Forget It Exists
Skulker takes almost the opposite approach.
Rather than charging directly into a firefight, it stays around the edges of a Raider’s awareness, waits for an opportunity and attacks when attention is somewhere else. If the situation changes, it can retreat from view and prepare another ambush.
That behavior makes it potentially more psychologically disruptive than a machine defined by raw firepower.
A Bully announces the problem immediately. A Skulker creates the uncertainty of not knowing whether the problem has actually gone away.
That is particularly dangerous in a game where players already need to process sound cues, distant gunfire, extraction timing, loot decisions, squad communication and the possibility that another Raider is observing them from somewhere nearby.
If Frozen Trail’s new ARC are intended to challenge established habits, Skulker does it by attacking player attention rather than simply increasing enemy health or damage.
Look away at the wrong moment and the next warning may be the attack itself.
Hydra Turns the Frigate Into a Three-Gun Kill Zone
The third confirmed enemy is exclusive to the Frigate.
Hydra is a stationary turret, but stationary does not mean simple. Its body is split into three vertically stacked autonomous sections, each equipped with its own weapon system and capable of operating independently.
The result is effectively three threats occupying one position.
Embark says a full squad can be overwhelmed if players approach Hydra carelessly. Fighting it requires manipulating its attention, moving quickly between cover and identifying short opportunities to attack before its weapons regain control of the engagement.
Its placement aboard the Frigate is important.
A stationary turret in an open field can often be attacked from extreme angles or simply avoided. Put the same system inside enclosed corridors where movement is limited and multiple Raider squads may be competing for space, and the tactical problem becomes considerably more complicated.
Frozen Trail’s new machines therefore appear designed around different forms of pressure: Bully closes distance, Skulker exploits distraction and Hydra controls space.
Simply adding more ARC would have been easy.
Embark is instead trying to change how players react to them.
The Outpost Is ARC Raiders’ First Step Toward Reclaiming the Surface
Frozen Trail also changes where Raiders live.
Speranza and the Raider Den have traditionally represented safety underground. The new Outpost establishes a foothold closer to the mountains, positioned between the Rust Belt and Pendola Pass.
Narratively, it represents an important shift. Raiders are no longer exclusively emerging from beneath the earth, scavenging what they can and returning underground. The Outpost is framed as a first attempt to reclaim territory on the surface.
Mechanically, it becomes another progression space.
Players can customize the Outpost with modules and furniture while developing its Research Workstation, which unlocks more sophisticated weapon modification and research possibilities.
Embark describes the current system as only the beginning. The long-term intention is to make the Outpost an increasingly personal representation of each Raider and their progression through the world.
That could eventually make it more important than another decorative housing feature.
Frozen Trail already ties one of its largest endgame systems directly to it.
Amplified Weapons Could Completely Rebuild Familiar Guns
Fully developing the Research Workstation unlocks Amplified Weapons, one of the most consequential progression systems arriving with Frozen Trail.
Fifteen existing weapons will initially gain access to a fifth quality level. Reaching it opens branching upgrade paths capable of changing weapon behavior rather than merely increasing conventional statistics.
Embark’s examples demonstrate how extreme those modifications can become.
A Burletta can be transformed into a fully automatic weapon. A Renegade can receive a scope. A Rattler can be configured with incendiary ammunition and a 64-round magazine.
Those are not simple percentage improvements to recoil or damage.
They can change what role a weapon performs.
That directly addresses one of the problems Embark has identified in late-game play. Experienced Raiders tend to find a small number of weapons they trust and repeatedly return to them, leaving large sections of the arsenal underused.
Amplification gives neglected weapons another chance to become relevant because their highest-tier versions may behave fundamentally differently from the guns players originally dismissed.
Only 15 weapons receive the system initially, but Embark already intends to expand the selection later.
Stiletto Gives New Raiders a Cheaper Long-Range Option
Frozen Trail still brings completely new firearms alongside the amplification system.
The Stiletto is a light-ammo battle rifle positioned as an early-game alternative to the Renegade. It is inexpensive to craft and designed around controlled long-range shooting.
Its firing mechanic rewards discipline.
Players can press the trigger rapidly to increase the rate of fire, but doing so progressively sacrifices accuracy. A Raider who remains calm and deliberately controls each shot should therefore receive better results than someone attempting to turn it into a makeshift automatic rifle.
That creates an interesting weapon for the early progression curve.
Battle rifles can be intimidating when ammunition and crafting costs are high enough that learning them becomes expensive. Giving players a relatively accessible alternative makes it easier to practice long-range engagements before committing more valuable equipment.
The Stiletto may not be the glamorous endgame reward of the update, but it could become one of the more commonly used additions simply because of how early it enters the arsenal.
The Bantam Is Built for Raiders Who Want to Be Cowboys
The Bantam occupies the opposite end of the personality spectrum.
It is a compact, snub-nosed revolver using heavy ammunition, delivering enough stopping power to threaten both ARC and human opponents.
Its defining feature is specialized hip-fire functionality.
Embark is openly leaning into the western fantasy: draw the revolver, fire quickly without carefully aiming down sights and trust its heavy rounds to solve the problem.
That should make the Bantam particularly interesting at close range, where its small profile and hip-fire behavior can offer something different from larger heavy-ammo weapons.
ARC Raiders’ arsenal has always benefited from firearms feeling mechanically distinctive rather than simply existing as rarity ladders.
A cheap precision-oriented battle rifle and an aggressive heavy revolver continue that approach from opposite directions.
The Grappling Hook Changes How Raiders Read a Map
Weapons are only part of the update.
The Grappling Hook may prove much more disruptive to established map knowledge because it changes traversal itself.
Players can use it to reach elevated positions, abseil down buildings and swing across large gaps. That creates routes which simply do not exist for Raiders relying exclusively on stairs, ladders, ziplines and conventional movement.
On Pendola Pass, a map specifically designed around greater verticality, the value is obvious.
Its consequences on existing environments may be equally interesting depending on where the gadget can be deployed. Locations previously considered secure because they had limited entrances could become vulnerable from unexpected directions. Shortcuts may allow players to reach loot or extraction routes differently. Escapes that once ended at a rooftop edge may continue across a gap.
Movement tools are among the hardest additions to contain because players inevitably discover uses level designers did not initially anticipate.
For a game where terrain knowledge is a competitive advantage, the Grappling Hook effectively asks everyone to learn parts of that terrain again.
The Tether Launcher Can Attach Raiders to ARC
If the Grappling Hook expands freedom of movement, the new Tether Launcher does almost the opposite.
It allows players to connect two points with a wire capable of restricting movement. Embark’s examples range from rooting an enemy in place to something considerably more malicious: attaching another Raider to an ARC machine and allowing the machine to drag them away.
That may become one of Frozen Trail’s most creative sandbox tools.
The tether system creates opportunities for traps, improvised crowd control and interactions between human opponents and AI enemies that previously would have required chance.
The related Yank Grenade turns the same basic concept into an immediate force effect. When it detonates, it violently pulls a nearby target toward the grenade.
Flying ARC can be smashed into the ground.
Enemy Raiders can be ripped out from behind cover.
The important theme connecting both tools is displacement. Instead of simply damaging an opponent, players can control where that opponent is allowed to stand.
In a game built around cover and positioning, that can be much more dangerous than another explosive.
ARC Raiders Is Getting an Actual Camera
Not everything in Frozen Trail is designed to kill somebody.
Embark has noticed players using binoculars to create photographs and is responding with a dedicated camera gadget containing a surprisingly substantial feature set.
The camera supports zoom, aperture control, manual and automatic focus, plus a selfie mode with dedicated Emotes. Photographs can be stored in the Codex, allowing players to preserve moments from their raids rather than relying entirely on platform screenshots.
It is a small feature compared with Pendola Pass or the Frigate, but it says something interesting about what ARC Raiders has become.
Players have repeatedly found social and non-hostile ways to inhabit a game originally structured around the possibility of betrayal. Embark is increasingly building systems around that behavior instead of insisting that every mechanic feed directly into combat efficiency.
The upcoming PvE matchmaking experiment reinforces exactly the same lesson.
A PvE Toggle Test Begins Five Days After Frozen Trail
Just one day after the First Look, Embark announced another major experiment.
From October 13 through October 20, players will be able to test a PvE matchmaking toggle, choosing between traditional PvPvE and sessions where player-to-player damage is completely disabled.
The experiment is not a permanent mode announcement. Embark is explicitly treating it as a limited test and will remove the toggle when the trial ends while reviewing player feedback and behavior.
The studio says its own player data helped prompt the experiment. According to Embark, 37% of the surveyed population falls into a friendly co-op category, while 51% of surveyed players have expressed interest in a dedicated PvE option.
PvE sessions will mix Solos, Duos and Trios, reduce average loot value to compensate for lower risk and preserve the normal ARC threat. Players will also be able to switch between PvE and PvPvE rather than committing an account permanently to either.
Some of Frozen Trail’s most dangerous content will deliberately remain outside the experiment.
The Frigate is excluded, alongside Night Raids, Hidden Bunker and Locked Gate, because Embark considers player uncertainty fundamental to those activities.
That makes the timing particularly useful. Frozen Trail expands the PvPvE sandbox on October 8, then five days later Embark begins testing how much of the rest of the experience still works when hostile Raiders disappear.
Raider Decks Are Becoming Reward Passes
Progression is also being reorganized.
Frozen Trail replaces the current Raider Deck structure with Reward Passes, divided into Free, Premium and Legacy tracks.
The Free Pass progresses through Feats and includes 200 Raider Tokens, five new outfits, new gameplay items and 20 additional cosmetic rewards, including Scrappy outfits, furniture, charms, attachments and Emotes.
The Premium Pass adds premium variants for its outfits, exclusive colorways, Weapon Stencils, hairstyles and 1,150 Raider Tokens.
Existing content is not simply being deleted. The free Legacy Pass consolidates previous Raider Decks so players retain their progress and can continue earning older rewards.
A separate Collector Set DLC combines the Free and Premium Reward Passes with additional items including the Renzo cosmetic set, Dragon’s Breath Weapon Stencil, Bob hairstyle and 2,400 Raider Tokens.
The exact pricing structure remains one of the details players will be watching closely as October 8 approaches.
Cred Disappears When Frozen Trail Arrives
One currency definitely will not survive the transition.
Cred expires on October 8.
Embark announced the retirement in Update 1.45.0 as part of the move toward the new Reward Pass system. Players with remaining Cred are being encouraged to spend it with Shani or on outstanding Raider Deck rewards before Frozen Trail launches.
Previously claimed rewards remain intact, while existing Raider Deck progress moves into the Legacy structure.
That makes October 8 not only the start of new progression but a hard cutoff for part of the old economy.
Players who have been accumulating Cred without spending it therefore have a practical task before heading north: use it.
Expedition 5 Is the Last Departure Before the New Frontier
Frozen Trail is also arriving immediately after the fifth Expedition cycle.
Update 1.45.0 began Expedition 5 while adjusting one of the system’s more controversial behaviors: departing no longer automatically resets quests. Players can now choose whether they want those quests wiped.
That distinction becomes particularly relevant before an update introducing new questlines, progression systems and a completely different region.
Embark’s broader goal appears to be reducing situations where long-term systems unintentionally punish players who participate in them. Frozen Trail’s Skill Tree rework, Reward Pass replacement and Outpost progression all point toward the same attempt to make advancement feel more deliberate.
The update is not removing the game’s cyclical structure.
It is trying to give Raiders more control over what gets sacrificed when they choose to start again.
Weapon Stencils Make Loot More Personal—and More Painful to Lose
A smaller customization system may have disproportionately large emotional consequences.
Weapon Stencils allow players to personalize firearms with distinctive designs. Unlike a purely account-bound cosmetic, however, those customized weapons remain physical pieces of extraction loot.
If another Raider kills you and takes the gun, they take the personalized version.
That creates exactly the kind of attachment-versus-risk dynamic ARC Raiders thrives on.
A heavily amplified favorite weapon carrying a personal stencil becomes more than a statistical tool. It becomes something recognizable that has accumulated investment—and something another player can physically remove from your inventory if a raid goes badly.
Customization normally reduces the emotional distance between player and equipment.
In an extraction game, that also increases the pain of losing it.
Even the Harmonica and Banjo Fit Frozen Trail’s Broader Direction
Two playable instruments are being added in October: a Harmonica and Banjo, with the Banjo Blueprint included through the Collector Set DLC.
They are easy to dismiss beside gigantic ARC vessels and endgame weapon systems, but instruments fit remarkably well with the emergent behavior that has shaped ARC Raiders since launch.
The game supports betrayal, but it also supports those strange encounters where two groups decide not to shoot, exchange items, cooperate against ARC or simply spend a few minutes doing something ridiculous before extraction.
Adding more toys that encourage interaction without direct mechanical reward gives those moments more possibilities.
Frozen Trail is expanding the game in both directions simultaneously.
The Frigate creates one of its most dangerous environments.
A Banjo gives somebody a reason not to pull the trigger.
October 8 Is Bigger Than a New Map
When Embark first announced Frozen Trail in August, it described the update as its largest since launch and emphasized that almost every part of ARC Raiders had been influenced by lessons learned during the preceding months.
The final feature list supports that description.
Pendola Pass expands the world. The fallen Emperor gives it a central mystery. The Frigate creates a high-level PvPvE operation. Bully, Skulker and Hydra diversify ARC behavior. The Outpost establishes surface progression. Amplified Weapons rebuild the late-game arsenal. Stiletto and Bantam expand it. Grappling, tethers and Yank Grenades change traversal and positioning. Reward Passes reshape progression, while the Skill Tree receives its own rework.
Even photography, music and cosmetic personalization are being extended.
And less than a week later, Embark will temporarily allow players to remove hostile human encounters from much of the experience entirely.
Frozen Trail is therefore important because it is not simply more ARC Raiders.
It is Embark testing what ARC Raiders can become.
The Trail Opens on October 8
The latest teaser returns to the simplest version of the message: something is waiting beyond the Rust Belt, and Raiders need to prepare themselves.
We already know much more about that “something” than we did when the mountains first began transmitting strange signals.
There is a frozen transport hub called Pendola Pass.
There is a dead Emperor filled with technology everyone wants.
There is a Frigate hanging over the region, packed with machines and rival Raiders.
There are predators that charge, stalk and control entire corridors.
And there are new tools powerful enough to change how Raiders move, fight and progress long after the snow stops feeling unfamiliar.
Frozen Trail launches October 8, with Embark also hosting a developer Q&A on September 25 at 6:00 p.m. CEST to answer questions about the update.
The Rust Belt has been dangerous because players already understand it well enough to know where danger is likely to come from.
Beyond the mountains, nobody has that advantage yet.
For the first few days, everyone will be lost together.
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