ARC Raiders in China is not the same game you boot up on global servers. It runs on its own client, on its own servers, built and operated under license by a Chinese partner rather than Embark Studios, and the second episode of its developer diary laid out a feature list that global players do not have access to — including a map state where nobody can shoot you unless you shoot first.
Quick answer: The Chinese ARC Raiders client is a separate, Tencent-run version with exclusive modes. PvP stays off until you opt in, and a closed beta is targeted for the fourth quarter.
Why the Chinese client is a different product
A standalone client for the Chinese market was announced back in February 2026. Tencent handles both the release and the development work there, and the version global players use has no technical connection to it. Region locking means the two populations do not mix, which has the side effect of keeping cheat traffic from that region out of global lobbies.
The Chinese team does coordinate with Embark to keep core content aligned, but it also builds mechanics that exist nowhere else. That split is the reason features like weapon skins and the opt-in PvP map state showed up there first — and the reason there is no guarantee they ever cross over.
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Add to Google Preferences →Safety Protocol: PvP is off until you turn it on
The headline mechanic is a map state usually referred to as Rebellion, running on top of a system the developers call Safety Protocol. Everyone drops in unable to damage each other. You can point a gun at another Raider and fire, hit markers and blood effects will play, and the damage number will be zero. Stray rounds during an ARC fight cost nothing.
How going rogue works
To fight other players you pull a dedicated device from the radial menu and channel it. The activation takes roughly 8 to 10 seconds, cannot be used in the opening minutes of a match, and cannot be undone once it completes. From that point you are permanently flagged.
Flagged Raiders carry a red light on the backpack and a traitor icon that appears on the map and compass for the rest of the lobby. Recent diary updates added a global notification when someone switches over, plus better visibility on the red head marker so the tell is harder to miss at distance. In practice, plenty of non-flagged players simply walked past a marked rogue and carried on scavenging.
Lighting can hide the backpack indicator at range. Treat any player you cannot positively read as a possible rogue rather than assuming the protocol protects you.
The loot trade-off
Rebellion raises loot density, blueprint drops, and the spawn rate of rare weapons and attachments. On paper that makes it low risk and high reward. The balance point is that the reward stays high only while the lobby stays peaceful — one committed group flipping over can turn a quiet farming run into a firefight, and the marking system is what gives everyone else time to reposition or leave.
The dedicated PvP zone and ARC data fragments
Sitting at the opposite end of the spectrum is a separate PvP-focused area built around recovering rare ARC data fragments. The important rule there is that hostile actions do not count against your morality value, so players who want sustained player-versus-player fighting can get it without their behaviour profile following them into normal raids.

Dual Boss: Queen and Matriarch on the same map
The other exclusive map condition spawns two bosses at once, with Queen and Matriarch active simultaneously and extra airdrop supplies seeded into the combat zone — ammunition, medical kits, weapons, backpacks and lootable crates. The intent is to fix a pacing problem. Strong squads can clear a single boss inside the first 5 to 7 minutes, after which the map has nothing worth contesting and most teams extract early.
Two bosses spread across the map keep the final 15 to 20 minutes meaningful, and force squads to either split up or pick one target. Of the two exclusive conditions, this one has the better odds of travelling, since multi-boss content has already turned up in global datamines.
| Map condition | PvP state | Main change |
|---|---|---|
| Rebellion | Off until opted in | Higher loot and blueprint density |
| Dual Boss | Normal | Queen and Matriarch plus extra airdrops |
Weapon attachments made from ARC parts, and weapon skins
Firearm gadgets in the Chinese build are assembled from salvaged ARC components, turning machine parts into functional attachments rather than a separate purchasable category. Testing footage also showed an Extended Fast Magazine for Cattle weapons, which cuts reload time by roughly 30 percent and slightly increases capacity, and a Scavenge MK. 2 (Stealth) augment that shrinks ARC detection range.
Cosmetic weapon skins are a full system there, which the global client has never had. Shown examples include Anvil, Full Red River, an Arpeggio assault rifle skin unlocked at level 11, and a Renegade Lemon skin tied to a Daily Lemon quest. Because ARC Raiders is third-person, weapons only fill the screen while aiming or during specific animations, so skins compete for attention with outfits, backpacks and face customization that are visible constantly.
Loadout presets, Trials rework and the reward track
The quality-of-life additions are the ones global players will probably envy most. A preset manager saves full gear sets and auto-equips them before a raid, highlighting anything you are missing in red so you never drop in under-geared by accident. The weekly Trial system has been rebuilt around an exchange shop where you spend earned currency on cosmetics and items instead of taking fixed rewards.
- A reward track running from level 1 to 75, mixing craftable items, schematics and cosmetics
- Quick Refurbishment Kit pages that unlock blueprints such as Anvil, Defibrillator, Hullcracker and Jupiter
- Gear and Weapons Workbench upgrades up to level 5, gated behind rare ARC materials
- Achievement rewards including a lunar outfit skin
Homebase, collectibles and the NPC appreciation system
Base customization and mixtapes
Homebase gets furniture, decor and room layout options, plus a tape deck that plays mixtapes you find out in the world. It is a straightforward personalization layer, but it gives found items a use beyond selling them.

Hidden markings and figurines
Overworld crates carry concealed markings that feed into environmental puzzles. Solving them pays out figurines and lore items rather than combat gear, which makes them a reason to slow down and read the map instead of sprinting between loot rooms. A camera utility item also lets you take photos and capture highlight clips during a run.

Behaviour that NPCs notice
A growth incentive system watches for specific player behaviours and rewards them. Do the thing an NPC cares about often enough and you unlock rewards tied to that character, which nudges players toward habits like searching untouched containers or helping downed Raiders rather than pure kill counts.

What the global version is getting instead
The diary closed with an interview segment featuring Embark executive producer Aleksander Grøndal, covering the Frozen Trail update due in October. That brings a mountain pass map, new ARC enemy types and the Outpost system to global servers. Embark has moved to two large updates a year, so Frozen Trail carries a lot of weight.

Embark has not committed to bringing any of the China-exclusive conditions across. The studio has been consistent about protecting the tension of a lobby where shots can start at any moment, and its own figures put roughly 30 percent of players in peaceful lobbies, 30 percent actively hunting PvP and 40 percent somewhere in between.
When the Chinese version tests next
A major closed beta for the Chinese client is targeted for the fourth quarter. No specific date has been confirmed beyond that window, and everything shown in the diary remains test content until it ships in a live build.
What makes the Chinese version worth watching is not any single mode but the fact that two teams are now iterating on the same game under different constraints. Safety Protocol answers the PvE argument without deleting PvP, Dual Boss fixes an endgame that empties out too fast, and weapon skins test a monetization lane global has never opened. Whether any of it makes the trip west is still an open question — but the experiments are running, and the results will be public.






