ARC Raiders’ new update 1.3.0 is live on all platforms, appearing as version 1.000.010 on consoles. It is a classic mid‑season balance pass: no new map or mode this time, but a lot of tuning around the in‑raid economy, explosives, a dominant sidearm, and several important bug and map fixes. There is also a quiet cosmetic surprise waiting back in Speranza.
Version numbers and rollout
| Platform | Download name | In‑game version label |
|---|---|---|
| PlayStation | 1.000.010 | 1.3.0 |
| Xbox | 1.000.010 | 1.3.0 |
| PC (Steam, Epic, Nexon) | — | 1.3.0 |
Once the patch is installed, the title screen shows version 1.3.0 across every platform.
Item economy changes (Deadline, Power cell, launcher ammo)
The biggest mechanical shifts sit in the item layer: prices and crafting costs that directly affect how squads gear up between runs.
| Item | Change type | Old value | New value | Practical impact |
|---|---|---|---|---|
| Deadline | Buy price | 8,100 Coins | 15,000 Coins | Much more expensive to purchase outright from traders. |
| Deadline | Sell price | 3,000 Coins | 5,000 Coins | More profitable to offload if you don’t run it. |
| Deadline | Crafting recipe | 2 Explosive compound + 1 Synthesized fuel | 3 Explosive compound + 2 ARC Circuitry | Heavier pull on mid‑tier ARC materials; fewer cheap Deadlines in circulation. |
| Deadline | Trader stock | 3 copies | 1 copy | Limits how many Deadlines a single player can buy per reset. |
| Power cell | Sell price | 640 Coins | 270 Coins | Farming and flipping Power cells is much less lucrative. |
| Launcher ammo | Buy offer | 10 rounds for 6,000 Coins | 6 rounds for 4,500 Coins | Each shot costs more; resupplying launchers via traders is pricier. |
| Launcher ammo | Sell price | 200 Coins | 250 Coins | Marginally better returns if you sell spare launcher ammo. |
| Launcher ammo | Crafting recipe | 6 rounds for 4 Metal parts + 1 Explosive Compound | 6 rounds for 1 ARC Motion Core + 2 Crude Explosives | Shifts demand onto ARC Motion Cores and basic explosives instead of common scrap. |
Launcher ammo is also now craftable at the Workbench without needing to unlock a separate blueprint. That makes keeping a launcher in your kit less dependent on RNG, though the new recipe leans harder on ARC‑specific components.
Overall, the patch makes “premium” tools like Deadline and launchers more of a deliberate investment and tones down a few simple money‑making routes like bulk‑selling Power cells.
Venator pistol nerf
Venator, the blue‑tier pistol that quickly became a staple secondary, receives direct tuning. Fully upgraded, it was out‑trading full squads running close‑range primaries, mostly thanks to extreme fire‑rate scaling and low weight.
| Aspect | Old | New | What it does in practice |
|---|---|---|---|
| Fire‑rate bonus from upgrades | 22% / 44% / 60% | 13% / 26% / 40% | Lowers peak spam speed; rewards paced, aimed shots instead of mag‑dumps. |
| Weight | 2 | 5 | Brings encumbrance in line with other pistols; less “free” mobility when stacking heavy gear. |
Damage and accuracy stay intact. The pistol is still a high‑skill, high‑reward sidearm, but it no longer erases the trade‑offs of running heavier primaries.
Explosive damage rework and Hullcracker adjustments
Explosives now behave more predictably on ARC enemies. Before 1.3.0, blast damage was overlapping on multiple armor segments, letting weapons like Hullcracker delete big drones faster than intended.
- Explosive damage vs ARC has been recalculated for consistency across enemy types.
- Smaller enemies such as Turrets are almost unchanged.
- Larger machines like Bastion generally take less total damage from a single blast.
Hullcracker itself has been re‑balanced to fit this new model. The weapon still hits hard, but it now expects more precise shots onto weak points instead of splash‑damage shredding entire frames. Players relying on explosive crutches for Bastions and other boss‑type enemies will feel this immediately.

ARC behavior and Shredder tuning
On the PvE side, several AI quirks get ironed out, especially around the newer Shredder enemy introduced with the North Line update.
| ARC system | Fix or change | Effect on raids |
|---|---|---|
| Reinforcement calls | ARC no longer spawns reinforcements outside the playable map area. | Prevents invisible or unreachable squads of machines spawning beyond boundaries. |
| Shredder + Lure Grenades | Shredder now reliably detects and moves toward Lure Grenades. | Makes crowd‑control tools more trustworthy when kiting or isolating Shredders. |
| Shredder handling | Turn speed slightly reduced; braking, suspension and impact reactions tightened. | Less erratic bouncing and spinning, more readable movement in combat. |
| Shredder navigation | Pathfinding improved around corners and tight spaces. | Fewer cases of Shredders getting stuck while charging players. |
| Enemy ground detection | Grounding logic improved on steep or angled surfaces. | Reduces jittery pathing when ARC units traverse hills and slopes. |
The intent is clear: fewer immersion‑breaking glitches, and fewer situations where an enemy is technically alive but effectively out of play.
Map exploits and collision fixes
A large chunk of the patch focuses on plug‑ging geometry exploits that granted unfair access to loot rooms or let players shoot through what looked like solid cover.
| Location | Issue | Fix | Why it matters |
|---|---|---|---|
| All maps | Barricades could be placed overlapping the player model. | Overlap placement disabled. | Prevents clipping through walls or phasing into locked rooms using deployables. |
| The Dam Battlegrounds – Control Tower | Players getting stuck in the elevator shaft. | Geometry adjusted around the shaft. | Removes a high‑risk soft‑lock spot around a key objective. |
| The Dam Battlegrounds – Control Tower locked room | Door could be bypassed without the proper key. | Access path corrected. | Makes keys meaningful again; suppresses “free” high‑tier loot entries. |
| Spaceport – Hidden Bunker staircase | Missing collision on staircase walls and ceiling. | Collision added. | Stops players slipping out of bounds above the bunker routes. |
| Spaceport – Launch Tower ramp wall | Wall could be entered from the ramp side. | Wall collision tightened. | Removes wall‑breach ambush angles near a key extraction zone. |
| Blue Gate – railings | Some rail props were blocking bullets. | Rails now correctly let shots pass through. | Makes sightlines and cover behave as they visually appear. |
| Stella Montis – Train Station (terrain) | Players could fall through the ground. | Terrain collision fixed. | Prevents run‑ending falls into the void on the newest map. |
| Stella Montis – Train Station (corner) | Specific spot where players could get stuck. | Geometry cleaned up. | Reduces random, unrecoverable traps in a busy hotspot. |
| Stella Montis – player spawns | Two spawn points too close to ARC spawn areas. | Those spawns removed. | Reduces immediate spawn pressure from nearby enemy patrols. |
| Stella Montis – Business Center | Walls lacked “visibility collision”, allowing bullets through. | Bullet‑blocking volume added. | Stops players getting shot through what looks like solid cover. |
With North Line bringing Stella Montis and the Hidden Bunker condition to the forefront, these fixes are as much about fairness in PvP as they are about stability.
Weapon fixes: Aphelion and Stitcher
Two specific weapons get smaller but important clean‑ups.
| Weapon | Change | Effect on use |
|---|---|---|
| Aphelion | Tracer visuals adjusted so they do not bloom into overly bright streaks at distance. | Improves visibility for players under fire at long range; less screen‑filling light spam. |
| Aphelion | Blueprint drop rates increased. | Makes it easier to actually unlock and craft the weapon instead of relying on lucky drops. |
| Stitcher | Displayed reload scaling corrected across upgrade levels. | Stats now match real behavior; no more misleading UI around reload investment. |
These changes don’t fundamentally alter weapon roles, but they reduce friction around both unlocking and reading them.
Audio adjustments
Explosions in ARC Raiders are loud and frequent, and the game leans heavily on tinnitus and concussion effects to sell their impact. Those effects now fall off less aggressively with distance.
- Explosion‑related tinnitus and concussive audio no longer get muted as harshly by attenuation.
- The goal is clearer soundscapes during chaotic fights, without losing the sense of shock.
The patch also refines breathing and helmet sound design in earlier updates; 1.3.0 mainly focuses on the heavy ordnance end of the mix.
Crashes, AMD driver recommendation, and other stability fixes
A handful of crash bugs are addressed, especially around voice chat and reconnect flows.
| Area | Issue | Fix |
|---|---|---|
| Raider Voice (proximity chat) on some PCs | Crash on systems lacking AVX2 CPU instruction support. | Voice handling adjusted so those PCs can use proximity chat without fatally erroring. |
| Session reconnect + surrender | Crash when a player rejoined a session and then surrendered. | Flow hardened to handle reconnect‑then‑surrender correctly. |
| Shredder salvage | Invisible collision left behind after stripping parts. | Collision now matches visible geometry after scavenging. |
| Trials weekly rollover | Celebration animation showing an outdated rank and temporary UI mismatch. | Rollover now shows the current rank and keeps UI consistent during cooldown. |
| AMD GPUs | Recent crash issues on some configurations. | Recommended driver updated to AMD version 25.11.1 to reduce instability. |
Players on AMD hardware should update to the latest Radeon driver through the standard driver tool or from AMD’s support site before chasing down more exotic workarounds.
The “ducked out” Raider Den
The patch notes close on a short line: “Your Raider Den has been ducked out.” The game has leaned into small, seasonal gags since launch; this one points to a cosmetic tweak in your Den. Expect to see new duck‑themed touches when you load back into the hub, in keeping with ARC Raiders’ habit of pairing serious balance passes with light‑hearted flourishes.
The tweak has no gameplay impact, but it gives regulars a fresh visual anchor in between raids and ties into Embark’s broader effort to keep Speranza feeling like a living space rather than a static menu room.
Patch 1.3.0 lands only a week after the North Line content drop that brought Stella Montis, the Matriarch and Shredder, and a raft of new gear. Where that update expanded the game’s edges, this one focuses on smoothing out the core: fairer explosives, a saner pistol meta, more honest geometry, and fewer crashes. If you rely on Venator or Hullcracker, or if your money printer was Deadline and Power cells, the meta has shifted under your feet—and the surface above Speranza is a little less exploitable as a result.