Tuesday, October 13, 2026

AI Couldn’t Have Made Star Wars: Galactic Racer’s Biddy Blas

This is an IGN opinion piece from Mat Jones. He loves weird little guys in video games.

If your social feed is anything like mine, it’s been overtaken by a weird little crocodile man that’s knee-high to a Tauntaun and has an unresolved rage twelve times his size. His name is Biddy Blas, he’s one of Galactic Racer’s supporting cast, and he’s the best new thing to happen to Star Wars since Andor.

Give an AI as long a time as it needs: it couldn’t have made Biddy Blas.

With every new day, the ground underneath video games as a medium, one where professional creatives are valued and capable of negotiating an honest living, feels more and more unstable. Perfectly good studios are shutting in the name of brand restructuring. Electronic component prices have no incentive to reduce. The cost of producing anything is rising due to the precarious supply of energy and the push to end physical ownership. It’s hard to imagine what the future of the medium looks like, regardless of AI’s role to play in it.

But look, I’m not a doomer – games continue to exist in spite of these truths because of the passion of the people involved. They’re also often better than they’ve ever been. Star Wars: Galactic Racer is a highlight for the under-served genre of arcadey high speed racer, with surprisingly in-depth vehicle customisation, heat management and opponent rivalry systems.

It’s hard not to think about how good it is in the context of Epic Games’ apparent push for an "AI first" production model. Such a pivot has reportedly delayed a secret Star Wars and Marvel crossover shooter, which will apparently be developed with AI tools on both the coding and art sides of the project.

I can’t speak to the quality of a supposed game that is an indefinite time away from release, especially one that no one outside of the Epic offices has seen a frame of, but I can’t see this approach being able to emulate Galactic Racer’s secret weapon. For all the arguments of efficiency, accuracy, and speed, I don’t think a Large Language Model has the capability to create a breakout character. AI cannot make a Biddy Blas.

Blas is an icon. He’s the perfect example of what Star Wars fans have dubbed a “Glub Shitto”; not important enough to the narrative to be a main character, but so arresting in their limited screen time that they become your favorite anyway.

At this point you may be thinking, “Surely a bit of computer code could come up with an angry crocodile in a hat?” And maybe it could. Arguably the main thing that makes Blas so perfect is his ridiculous voice, and AI companies have gone to great lengths to ensure its products can do voices. But, as The Blood of Dawnwalker’s lead actor Will de Renzy-Martin put it on a recent episode of My Perfect Console, “the least interesting thing about what I do is the way my voice sounds.”

"[AI]’s not replicating my personality and the things that I do when I'm in the room, and the choices that I make, which is all the reasons that a director or a producer would want to work with me” said the actor behind Dawnwalker’s protagonist, Coen. "Actors are pretty cheap in the grand scheme of things. And if you end up with an AI that can produce the right noises, you're going to need somebody who can interact with it and get the performance that you want attached to those noises – and they're going to be much more expensive than an actor is."

To put it another way: an AI might have been able to write a nonsense Huttese catchphrase, but only Galactic Racer’s specific writers could have decided one of those sounds was “Scrib Doon,” and only Biddy Blas’ performer, Richard Summers-Calvert, could make the inspired decision to deliver the line as ridiculously as he did. And it’s that combination of creative human decisions, that living understanding of what’s genuinely funny, that turned Biddy Blas from a collection of script and polygons into an icon.

No one can prove a counter-factual, sure; I don’t see the same outpouring of love happening if we outsourced seemingly small decisions like these to the computer. As an anecdote, there’s no reality where my partner would be interested in having a Star Wars racing game hogging the home telly; the Biddy Blas game is an entirely different proposition.

Maybe Epic’s new production pipeline makes sense for a company that has spent the past decade turning Fortnite into a platform more than a game, one that increasingly eschewed creative flair and originality as a driving force (a much ruder critic would say this has never been the ambition at all). The Fortnite of today is now primarily a hub for other brands to throw their licenses at. If the priority of Epic is to focus on streamlining the production process for cramming in things which already exist, an “AI-first” approach might seem obvious. If you’re making a Star Wars and Marvel shooter, there are plenty of reference materials for both of those properties to train an AI on. I would simply argue there weren’t reference materials for either… before they existed.

It’s not just Star Wars that needs Weird Little Guys created by Actual Cool People. Players are picking up Valve’s hybrid MOBA-shooter Deadlock in record numbers following its most recent patch, inspired largely by the exciting amount of creative flair displayed by the new inhabitants of the increasingly graphically realised cursed New York City. Characters like the Rat King, who has hundreds of individually written and performed dialogue barks naming a different one of his rodent subjects for every time one of his abilities is used, or the Chess-hustler Solomon, whose weapon is a board showing historically important endgames chosen by the design team which change depending on the maximum amount of ammo in his magazine. Without people making deliberate decisions, having completely original character ideas, people would not have the same incentive to log in daily to go 0-8 in lane. (Although I hate being in games with these powerful new characters, so maybe this is actually a bad example.)

I see the continued use of AI in ideation and initial production as an existential issue for the medium that we’ll one day be course-correcting away from in the same way it would have seemed obvious to CEOs to chase the seemingly inevitable draw of live-service, online passes and on-disc DLC. For all of the efficiencies in the process, for all the promise of profitability, I’m not sure how you can actually sell any of this stuff without the unique spark of newness. I’m talking about this from a purely cynical marketing perspective: If I’m just going to get stuff I’ve already seen, it’s stuff I already have.



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Monday, October 12, 2026

A New '3 for 2' Board Game Sale Is Now Live at Amazon and Target

If you’ve been eager to build up your tabletop collection for some fall game nights, you’re in luck: Target and Amazon are both running hefty ‘3 for 2’ sales on board games, puzzles, and toys.

I took some time to compare selections between the two sales, and Target actually comes out on top in terms of just how many options are includedin the deal. However, if you’re looking for a specific game, you may find a better individual discount at Amazon. The massive retailer just had its October Prime Day sale last week, and some discounts haven’t gone away just yet.

'3 for 2' Board Game Sales at Amazon and Target

Both sales work in the same way: Add three eligible items to your cart, and the cheapest of the three will be automatically discounted to $0 at checkout. I’d recommend some strategy around the price of the three items you include to maximize that “cheapest item” discount. The deal also stacks, so you’ll get one free game or puzzle for every three you add to your cart.

Both sales include a mix of both traditional tabletop and more quick-playing card games. If you don’t already have something in mind, I’d think about whether your collection is missing something quick and casual or a longer campaign for a more dedicated group. If you’re just trying to build up a solid collection, you’ll never regret picking up classics like Catan.

There’s also a splattering of themed editions. These include, of course, ridiculous amounts of Monopoly variants, though you also have entirely new franchise releases like the Fourth Wing board game. As someone who gets way too much satisfaction out of knowing the Pokedex, I’d personally recommend the Pokemon edition of Guess Who.

Why do I think Target takes the win on this one? Well, besides including classics like Clue that Amazon skipped out on, Target is also including tons of expansions. So instead of getting three separate games, you could get Cards Against Humanity plus two of its expansions. Or you could just invest in a bunch of expansions for games you already own.

The Sale Also Includes Tons of Puzzles

Both sales also include tons of jigsaw puzzles from major companies like Ravensburger, RoseArt, and theory11. Sure, these might not offer the same level of competition as a board game, but they still offer an opportunity for some social collaboration.



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Doom 2016 Composer Mick Gordon Says "F##k AI"

Aussie composer Mick Gordon is highly regarded for his experimental approach to musical composition. For 2013's Killer Instinct he employed a kangling, a Tibetan instrument traditionally carved into a human femur or tibia, to build a theme for the skeletal Spinal character out of actual bones. For 2016's Doom he famously sampled real chainsaw noises to pull off the unique guitar riffs that elevated the game's soundtrack into a heavy metal masterpiece. However, when asked if he's considered incorporating any form of generative AI into his creative process, Gordon doesn't mince his words. To paraphrase the late Meatloaf, Gordon will do anything to create a great soundtrack, but he won't do that.

"F##k AI," said Gordon, during an interview with IGN at PAX Australia 2026.

Gordon can next be heard in Warhammer 40,000: Boltgun 2 when it's released on October 14, since he's contributed another bone-shattering banger to score the first-person shooter's final boss fight (which you can get a taste of in the trailer below). He's also still hard at work on the soundtrack to Defect, the cyberpunk-themed squad-shooter that's being developed by a team composed of veterans of the Doom and Call of Duty games. Fans can rest assured that in both instances, Gordon's music is coming straight from the metal-loving maestro's mind (and fingers) rather than the result of a ChatGPT prompt.

"Generative AI is always going to be behind where humans are because it's going to be inherently trained off stuff that humans have already created," explained Gordon. "It creates a large database of what [it's] been trained on, and then it draws a very logical conclusion on whatever that dataset is. It's always going to be limited by its dataset, though. It's never going to be in a state where it's going to predict the next thing, the new thing, whatever humans can come up with. It's always going to be behind just by the nature of the way that these things work."

Gordon remains optimistic that audiences are always going to be drawn to the work of other humans, rather than machines.

"Humans are always going to want to interact with other humans. Always," said Gordon. "And I feel this AI stuff is just giving people more reason to abandon this digital infection that we have with our lives now."

"I feel that humans are always going to chase that human connection."

UK-based fans of Gordon's work will be able to make a human connection with the man himself when he takes the stage as the headline act at 2027's RADAR festival, where he is set to perform music from his Doom and Doom Eternal soundtracks live with a full band for the very first time.



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Sunday, October 11, 2026

Doom 2016 Composer Mick Gordon Says He'd Return to the Doom Series "In a Heartbeat"

Mick Gordon, the legendary Aussie composer who brought a headbang to every headshot in 2016's Doom and its 2020 follow-up Doom Eternal, has told IGN that he's open to the idea of contributing to future instalments in id Software's iconic shooter series. During an interview conducted at this weekend's PAX Australia, Gordon seemed to indicate that his involvement with Doom isn't necessarily done for good, despite the very public falling-out that occurred between the composer and Doom Eternal's development team in the wake of its release.

"There are a lot of dominoes that would have to fall in a very specific way for that to occur," said Gordon. "If those dominoes ever fell in that way, I would. Of course. Within a heartbeat."

Gordon didn't elaborate on exactly what those "dominoes" might be, but it's possible that disputes between the composer and Doom Eternal's executive producer Marty Stratton have yet to be fully resolved. In a lengthy 2022 post on Medium, Gordon accused developer id Software of failing to pay him for half of his work on the Doom Eternal soundtrack, and singled out Stratton as being a recurringly abusive presence throughout his work on the score and the OST. However, it certainly seems as though the experience hasn't dimmed Gordon's love for Doom itself.

"I had a whole list of ideas where I wanted to go with Doom," explained Gordon. "And I'd love to explore that one day, for sure."

What the future of Doom looks like with or without Gordon's involvement is another story. id Software was one of the many studios heavily impacted by Microsoft's ongoing cuts to its Xbox business, with 136 members of staff at the Doom developer affected by layoffs in July. At the time, lead services programmer Chris Hays was quoted as saying, "It's hard to make a game that is AAA, that's like we've done before, with half the people. And by hard, I mean impossible."

In the meantime, Gordon has been keeping busy with a variety of projects. He's contributed the theme music for the final boss fight in Warhammer 40,000: Boltgun 2, which will be released on October 14. He's also still actively at work producing the full soundtrack for Defect, the squad-based cyberpunk shooter developed by veterans of Doom and the Call of Duty series. In 2027, he's set to return to Doom at least in a performance sense, as the headliner at the UK's RADAR music festival where he'll be performing the music he composed for Doom and Doom Eternal with a full live band for the first time.



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New NetEase FPS Sparks Warzone 'Rip-Off' Claims, But Some Call of Duty Fans Are Happy to See It

Call of Duty fans are torn about NetEase Games' ECC: Redline, a new FPS that many have called a "rip-off" with the power to fill the void for frustrated Warzone players.

NetEase called its new shooter a "self-developed extreme-sports tactical shooter" when revealing it just days ago. It's yet another big swing from the China-based tech company that boasts breakneck gameplay on PC via Steam and mobile devices, but in the hours since its big debut, it's also been called a "1:1 rip" of Activision's Call of Duty: Warzone, and it's not too hard to see why.

Viewers say guns look, kick, and move in a way that seems familiar, but the similarities don't stop there. Everything down the UI is being investigated by FPS enjoyers, too, with things like the sound effects also evoking the same kind of gritty action Call of Duty is known for. Even the way the first-person camera blurs when dropping from heights might feel familiar to fans of Warzone and other shooters. Even with characters that present their own unique abilities and gadgets, ECC: Redline has had a hard time escaping the comparisons online.


"Warzone + Delta Force + Blood Strike = ECC: Redline," one YouTube comment left on NetEase's official upload said.

"It’s 1-to-1 Warzone, hilarious s**t," another commenter on Reddit said.

"Literally the first thing that popped into my head was wow they have no shame," another replied, "straight copied COD even down to the UI and emblems etc."

Meanwhile, Call of Duty has faced its own struggles in the six years since the Call of Duty: Modern Warfare reboot introduced Warzone in 2019. Like so many other popular ongoing FPS experiences, the battle royale offshoot's popularity has ebbed and flowed, with many of its millions of fans often still calling back to its launch build and its first map, Verdansk, as the glory days.




Activision has returned to Verdansk in an attempt to recapture that magic, but it's done little to calm those nostalgic for the past. As the broader Call of Duty brand goes through its own struggles, some players – even those willing to admit NetEase may have gone too far in a few places – say a polished-looking shooter like ECC: Redline could scratch a pretty specific itch. Some even believe the NetEase shooter could give Call of Duty a run for its money.

"If ECC: Redline actually has good servers, movement, AND listens to its community… COD might finally have to start trying again," one post on X/Twitter said.

"Close enough, welcome back OG Warzone," another player said, acknowledging the similarities before saying the NetEase game "looks better tbh."




"I LEGIT thought it was WZ at first because i didn't check the title," one social media user said, adding a crying emoji.

NetEase has faced criticism regarding its approach to previous games in the past. A less extreme example is Marvel Rivals, a comic book hero shooter that exploded with popularity – and also managed to pick up some comparisons to Blizzard Entertainment's Overwatch – when it launched in 2024. On the other hand is Hyper Front, a 5v5 tactical shooter that Riot Games launched a lawsuit against after it drew comparisons to Valorant.

ECC: Redline currently has no release date but is being billed as a free-to-play game. Warzone, meanwhile, is slated to receive a slew of new updates when Call of Duty: Modern Warfare 4 launches later this month.



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Marvel Tokon DLC Roadmap Reveals First Look at Jane Foster Thor, Venom and Jubilee Coming in 2027

Marvel Tokon: Fighting Souls will continue its Year 1 DLC roadmap with Thor (Jane Foster) this winter, with two more characters coming in 2027.

Developer Arc System Works confirmed the lineup alongside Evo France 2026. The Jane Foster version of Asgard's God of Thunder is now officially set to follow Phoenix Cyclops after he releases November 2, 2026, with today's announcement coming with both a sneak peek at her Marvel Tokon model in Odin's Vault on Asgard.

The clip doesn't show too much, only teasing that we'll probably see Jane fight off Loki while wielding Mjolnir when a proper gameplay trailer premieres at a later date. Arc System Works said she's scheduled to launch in Marvel Tokon "winter 2027," so expect to see her arrival sometime before March of next year. Despite some concerns from players that poor sales could jeopardize the Marvel fighting game's future, at least two more characters will arrive in spring and summer 2027, too.

Yes, Spider-Man anti-hero and Symbiote menace Venom will finally join the roster in spring 2027. X-Men firecracker Jubilee will then follow in the summer of that year. While Cyclops and Thor are entering the fray as relatively lesser-known versions of themselves, Venom and Jubilee appear to be mostly straightforward.

That means Marvel Tokon players will get to see them fight the rest of the tag-team fighting with and against the game's roster – which includes characters like Doctor Doom, Iron Man, Carnage, Magneto, and more – in Arc System Works' heightened style. Although the details surrounding each DLC release are unclear, the reveal trailer did at least confirm that Venom will also come with a stage based on the Symbiote home world of Klyntar.

It's all part of the Year 1 Character and Stage Pass, which costs $34.99. A roadmap with some of the most beloved characters from Marvel history would usually be enough to have comic book and video game fans frothing at the mouth, but uncertainty surrounding the project might have some looking at the Evo announcement in a different light.

Marvel Tokon: Fighting Souls launched to strong reviews (a 9/10 from IGN) in August, but at least on PC, players have struggled. Its Steam launch brought mixed reviews from fans who complained of widespread technical issues and PlayStation Network requirements. Even as the developers almost immediately promised to investigate the issues, it didn't take long for the backlash to swell to the point that famed fighting game community member Maximilian Dood wrote off playing the PC version altogether.

It only took a few days for Arc System Works to push out a fix for most players' issues, but as Steam player numbers still struggle to break even 1,000 concurrent users (via SteamDB), even the developers have admitted earning back trust will be "extremely challenging." While Marvel Tokon's presence on PlayStation 5 seemed to go over well, director Kazuto Sekine eventually went on to apologize for the PC launch.

The developers clearly have a game plan for at least up until summer 2027. While we wait to see how characters like Thor, Venom, and Jubilee will punch and kick their way into Marvel Tokon, you can read about the characters dataminers were expecting to see first.



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Saturday, October 10, 2026

Arc Raiders' 2.0 Update and 'Spider-Man' Grappling Hook Drive Player Count to Reach 7-Month High

The new Arc Raiders 2.0 update has triggered a seven-month high for its concurrent player count on Steam as fans show up for its "Spider-Man" grappling hook, a new map, a free weekend, and more.

Embark's once-viral extraction experience has had a rough few months. As the studio slowed down updates and vowed to rework its divisive Expedition prestige system, Arc Raiders players have largely left it behind, hoping to one day return to Speranza should more enticing updates arrive.

After reaching an all-time peak of nearly 500,000 players on Steam (via SteamDB), it's consistently struggled to reach more than 35,000 players on PC since July. It was a fall from grace that's left fans missing the honeymoon phase, but the Frozen Trail update, which launched two days ago, October 8, across PC, PlayStation 5, and Xbox Series X/S, has almost immediately brought back some of that hype.

In September, Arc Raiders reached a player count low of just 10,000 on Steam. As of the publication of this story, 166,670 people are logged onto Arc Raiders on the PC platform alone, and it looks like it could keep climbing. It's a number Embark hasn't hit since early April, and although it's too soon to tell if these are the kind of results needed to give it a proper second wind, it does mark the first time the game has achieved a notable spike since December 2025.

It's all thanks to Frozen Trail and the free weekend that helped usher it in. The update, which brought the first substantial changes Arc Raiders has received since Riven Tides in April, introduced a collection of game-changing content. Its crown jewel is Pendola Pass, a snowy mountainous region located beyond Raiders' usual home in the Rust Belt. New buildings to loot and shoot through would surely be enough to bring fans back, but it's really just the tip of the iceberg.

New Arc threats like the Bully, Skulker, and Hydra have shaken up combat encounters. The Tether Launcher, which can tie enemies to objects against their will, and the Grappling Hook have given players new tools to experiment with. That aforementioned free weekend, meanwhile, which runs from October 8 – 12, has allowed even newcomers to check out how Embark has changed Arc Raiders for the better. Individually, these are updates that would pique the interest of even the most casual fan, but the only reason so many are installing the game again is because of how these tweaks add new toys to the sandbox.

"I was not a believer," one popular post on Reddit said. "This is one of the best updates ever in a video game."

The same post continued, first praising Frozen Trail's scale. They admitted to being a lapsed Arc Raiders fan, explaining that the mix of Embark's new elements not only got them to return but also has them looking forward to what's next.

"I absolutely loved Arc Raiders for its first 6 months but I got frustrated with it since they announced the twice a year update," they said. "I quit playing, said that these devs don’t know what they’re doing, they fumbled, etc. I know it probably won’t reach the popularity and number of players it had in December but that doesn’t matter to me, what matters to me is that I was flat out wrong about these devs and their ability to update the game. What they did here is special and I just wanted to come out and admit I was wrong and give them their flowers. I’m now extremely excited for the future of this game."

While not everyone is willing to go as far as to call it an all-time great video game update, it's hard to find anyone being too critical of what Embark had to offer. Pendola Pass' size seems to be an especially notable bright spot, with others mentioning the new UFO-style Arc ship known as the Frigate as another big highlight.


"Just played an hour before work, and I couldn't even explore more than 15% of the map," one player said. "There were so many things to check out and explore, this time they really delivered a big map!"

"I agree, not to mention the new weapons, skills, weapons mods, it’s hard to believe they did all this in less than 6 months. Frigate is so damn cool," another said.

With such a drastic and sudden increase in attention, more highlight reels have started to find their way back to social media, too. New tools like the Grappling Hook come with obvious opportunities for shareable clips, as it allows Raiders to attach to everything from steep cliffs to flying Arc. Others can't help but draw comparisons to how the toy allows players to swing through maps like "Spider-Man."

"I was going to get that," one fan said, referring to a new wall-running skill, "but then I remembered grappling hooks exist now. It's sooo much more fun to swing around like Spider-Man and then run around at 100mph with no stamina usage."

There's also the new Advanced Camera. It works exactly how you'd expect, giving players the tech to capture memories, all with the click of a button. Considering Arc Raiders has thrived on the comedy presented by its in-game systems, a camera has really only given that chaos another chance to shine.




Arc Raiders is having a bit of a moment, but we'll have to see if it has truly managed to recapture the magic that made it such a hit at launch. Up next is testing for a dedicated PvE mode, something fans have begged to see implemented since launch. Embark is certainly at least trying, with the game also available for 50% off on all platforms as players flock to its free weekend.

IGN gave Arc Raiders a 9/10 review when it arrived almost exactly one year ago, saying, "With polished gunplay and an irresistible grind, Arc Raiders sets a new standard for extraction shooters." Even if Embark can't entertain a consistently high number of players, it's clear the studio has more plans for the IP in the future. Both it and the studio's game-show-inspired FPS, The Finals, are set to receive TV show and movie adaptations at some point in the future.

Frozen Trail brought more new content to Arc Raiders than we could list. You can see the full patch notes below.

Arc Raiders Frozen Trail Update 2.0 Patch Notes

Raiders!

The cold has arrived, and it's brought a lot with it. Frozen Trail is our biggest update since launch, packed with new features, fresh challenges, and a long list of fixes and improvements.

We've been working on this one for a while, and we couldn't be more excited to finally put it in your hands. Whether you're here for the new content or just want to know what we've fixed, there's something for everyone. Grab something warm, settle in, and read on for the full breakdown.

Thank you for playing, for reporting bugs, and for sticking with us.

Highlights

  • New Map - Pendola Pass
  • New Map Conditions - Frigate & Redirection
  • New Enemies - Bully, Skulker, Hydra
  • New Weapons - Bantam & Stiletto
  • Amplified Weapons
  • Revamped Skill Tree
  • New Items - Grappling Hook, Basic & Advanced Cameras, Tether Launcher, Yank Grenade, Mountaineer’s Detector, Banjo & Harmonica
  • The Outpost, including a new Research Bench
  • Lootable “Design” items that unlock craftable Outpost furniture
  • Quest System improvements, 22 new quests added
  • New Reward Pass system
  • Weapon Stencils
  • Updated default gamepad mapping
  • Reworked Map Selection screen, including visual and usability improvements
  • Collector DLC is available now
  • Max Stash Size increased by 2 new levels (328 Max without Expedition bonuses)

Skill Tree Revamp

Changes to the Raider Skill Tree include new skills and improvements to existing skills, enabling players to better embellish their playstyle with more impactful skill choices.

We've heard the comments (and seen in the data) that the Skill Tree was not living up to its role in offering sufficiently interesting ways of building your character to better define and refine your playstyle. The goal of the Skill Tree revamp is twofold: to look at under-performing skills, modify or replace them, and to get closer to the goal of making choice and expression a more core feature of the Skill Tree.

Alongside some new skills and a reshuffling of the layout, new functionality has been added to replace the previous 'large' nodes at the middle and end of the branches. Now, for the middle of each branch, instead of having two selectable skills and two 'paths', there is one path where the node is a binary choice between two skills. You can only choose one; you will be able to make the choice again when you reset your skill tree. At the end of each branch are two nodes where you must make a choice out of three skills. Here, you can choose up to two of the three, after reaching the required skill point investment.

As this is a fairly big reimagining of the Skill Tree, there will likely be more tweaks and updates in the near future, to existing and new skills, as we see how you are engaging with it.

Weapon Stencils

The Frozen Trail update introduces Weapon Stencils, a new cosmetic option that lets players personalize the look of their weapons with a range of stencil patterns. Note that stenciled weapons can still be lost like any other weapon: if you're downed, other Raiders can loot your weapon along with its stencil.

  • 14 Weapon Stencils:
    • 5 Stencils are exclusive to Frozen Trail Premium Pass
    • 1 Stencil is exclusive to DLC
    • 8 Stencils can be found Topside

Stencils are similar to blueprints, once learned you can apply them to compatible weapons. Applying Stencils requires Stencil Parts, which can be found Topside.

Outpost

New Outpost can be unlocked by completing a project.

  • Remember to accept the quest and bring your camera!
  • Outpost can be expanded with different modules
  • Unlocking the outpost will unlock access to the research station

Furniture Designs:

Similar to blueprints, they can be learned and used to craft different furniture for your Outpost.

  • 100 Furniture Designs have been added to the game
  • 4 Furniture Designs are exclusive to Frozen Trail Pass
  • 1 Furniture Design is exclusive to DLC
  • 73 Furniture Designs can be found Topside
  • 22 Furniture Designs are unlocked by upgrading the Outpost

Reward Pass

The Reward Pass is our new progression system and the evolution of Raider Decks. Alongside this change, Cred has been removed from the game and replaced by Reward Points, a new currency that's automatically applied toward your progress on whichever pass you currently have active.

The first new pass is the Frozen Trail Pass, featuring 60 levels across a Free and a Premium track.

Your existing Raider Decks haven't gone anywhere. They've been moved into the new Legacy Pass, and any rewards you've already unlocked are kept and will appear as granted. You can continue progressing through the Legacy Pass at any time by setting it as your active pass. Note that only one Reward Pass can be active at a time, so your Reward Points will go toward whichever pass you've selected.

Feats Rework

Feats are now split into 3 different categories: Easy, Medium and Hard.

  • Easy: 15 Reward Points, +1 weekly milestone progression
  • Medium: 25 Reward Points, +2 weekly milestone progression
  • Hard: 50 Reward Points, +3 weekly milestone progression.

Weekly milestones are granting 250 Reward Points each, there are 3 of them available per week:

  • Milestone 1: Get 4 weekly milestone progress
  • Milestone 2: Get 8 weekly milestone progress
  • Milestone 3: Get 12 weekly milestone progress

After completing your weekly milestones, you can keep completing Feats, but no major milestone rewards will be granted until the weekly timer is reset.

Twitch Drops

You can grab some new backpack attachments by watching your favorite streamer play ARC Raiders! You’ll need to watch at least 60 minutes to receive the Oxygen Respirator, and 120 minutes for the Mailbox. These drops will be live between October 8 - November 4, 2026.

Content and Bug Fixes

Animation

  • Knockback animations now align with the actual direction you’re pushed in.
  • Fixed an issue where, after reconnecting and being revived, your character could jitter and display broken animations while moving.
  • Fixed an issue where you could get stuck on small obstacles when sliding.
  • Added animations to show the player interacting with their map and inventory.
  • Added mouth animation for when players are talking in proximity chat.
  • Added new contextual character animations; like exhaustion when running out of breath for a while and brushing off dust after sliding.
  • Fixed an issue where players kept some items in their hands during the knockout animation or during some interactions.
  • Additional animation polish and tweaks.

ARC

  • Adjusted the multi-target laser from the Vaporizer to give players a clearer window for dodging with fast traversal and dodge mechanics.
  • Added fire status effect visuals for ARC drones.
  • Moved higher tier loot from the armor pieces of the legs to the legs pieces for Queen and Matriarch.
    • The armor plates are supposed to protect the legs, so it made sense to relocate the loot to the protected area. Having the loot inside the armor took away from the experience and was inconsistent with how other ARC work. Armor pieces can still contain some loot.
  • Improved AI sight handling to prevent rare detection errors in enemy awareness.
  • The Matriarch can once again use all of its ranged attacks.
  • Rebalanced physical force effects against certain ARC enemies.

Audio

  • Adjusted how character sounds are occluded by walls and obstacles for more natural audio positioning.
  • Added more variations to metal groan sound effects to improve environmental ambience.
  • Added missing sound effects to the Snap Hook for attaching, detaching, and rope movement to improve audio feedback.
  • Updated the sound for Skill Tree unlocks and added a hold-interaction audio cue in the UI.
  • Fixed an issue where some weapon sounds could fail to play.
  • Improved the quality of the Raider Voice model, providing a higher fidelity of voice conversion.

Cosmetic

  • Updated Celeste’s appearance.
  • Added an Emissive Toggle for backpacks with light sources. That means you can now turn off the lights from your favorite backpacks to go full stealth mode.
  • The Zenith Outfit now has all of its intended toggles. Players who own the outfit will receive the missing toggles shortly.

Gameplay

  • “Solo vs. Squads” is no longer available in the matchmaking options.
    • We want players to have a proper incentive to use all of the available matchmaking settings, which Solo vs. Squads currently lacks. To that end, we're taking time to re-evaluate its role in the game.
  • Reworked the explosive damage formula for ARC. In practice this means that explosive weapons like the Hullcracker will deal over 50% more damage against armor plates but around 30% less damage against more fragile parts.
    • The intention is to make explosive damage feel more consistent across the board as well as increasing its effectiveness against heavy armor. Since most ARC are heavily armored and we want the numeric damage output to be more consistent this also means that its effectiveness against weak points is slightly reduced.
  • Made certain changes to skills that were in the previous Skill Tree iteration to fit them better within the new one:
    • Stamina gained from Fight or Flight increased by ~25% per level.
    • Stubborn Mule stamina regen values increased by ~33%.
    • Increase Back on Your Feet healing from 30 to 40.
  • Added more contextual Ping information for ARC and various objects.
  • The Stash can be upgraded further, by two tiers. The new maximum (without Expedition rewards or acquired Nomadic Envoy space) is 328 slots.
  • You can now drop loot to the ground directly from containers
  • You can no longer sprint-climb ladders when exhausted
  • Addressed some instances where vaulting onto destroyed ARC parts or other movable surfaces could unexpectedly launch or shove the player.
  • Weapon slot weight reduction now applies only to the loadout; other containers and sub-containers are unaffected.
  • You can now open the map while downed.
  • Improved hit registration when shooting while on top of ARC.
  • Heavy Shield: reduced durability decay from 0.20 to 0.15 and decreased movement penalty while equipped from 15% to 10%.
  • Added Scrambling. Sprinting at steep slopes will allow you to scramble up them for a short time.
  • You now automatically enter a sliding state after tumbling for too long.

Items

  • Increased Flame Spray range to better match its visual effect and improve usability.
  • Ziplines now break when intersecting something after being placed.
  • Reduced Snap Hook range from 20m to 18m, increased durability consumption from 2% to 4% per use, and raised power cost from 50 to 60.
    • As we added more personal mobility items, it became clear we needed to begin differentiating them to a greater degree. While the Snap Hook has previously been a ‘general use’ mobility gadget, with the introduction of the Grappling Hook, we felt the need to give them their own identity outside of a ‘linear upgrade’ path. With these changes, we aim to make the Snap Hook better fit its role as being a burst mobility gadget; something that is used to quickly close distance or traverse a location, but with more commitment when doing so. The power cost increase will still allow for multiple uses within a short time when at full power, but will no longer allow for immediate back-to-back uses.
  • Fixed an issue where items were appearing outside their intended areas or containers. These items will now only be available within their designated locations.

Weapons

  • Updated Anvil’s rarity from Green to Blue.
    • The Anvil has been a tricky weapon to evaluate. It comes with a versatility that allows it to effectively take on both Raiders and ARC alike, and is outperforming weapons both within and above its own level of rarity. But it is also a fan-favourite and a staple of the game in its own way. We felt that increasing the rarity level for it would put it in a better place within the economy, while still maintaining the gameplay and power that we know and love. In its place, the Bantam will take the role of the uncommon hand cannon, with a balance that is more suitable for the role.
  • The Anvil Splitter is no longer usable as a mod, and it has now become an improved upgrade option for the Amplified Anvil. We have also removed the Tech Mod slot from the Anvil to reflect this. The item itself should no longer drop, but will remain in the game for a while, allowing players to sell or recycle it into Amplified Fragments used for repairing Amplified Weapons.
  • Fixed an unintended behavior where the Jupiter's damage would propagate twice to ARC parts behind its intended target. As a result, the Jupiter is now stronger against armor, but slightly weaker against weak spots.
  • The Hullcracker will no longer appear incomplete when inspected in the menu.
  • Fixed an issue where the Dolabra would not destroy the yellow weak points inside the Harvester.
  • Fixed an issue where weapons picked up from the ground appeared without their attached parts.

Maps

  • Improved alignment of Doorblockers (now vertical) for small side-sliding-doors.
  • Improved texture quality on several maps, resolving blocky and inconsistent visuals.
  • Fixed areas on several maps where players could get stuck on terrain while in a Downed state.
  • Some areas on the edges of maps are darker than intended.
Blue Gate
  • Adjusted lighting on Blue Gate, refining exposure, color grading, and atmosphere.
  • Fixed some spots on Blue Gate where players could get stuck.
Buried City
  • Fixed the Hospital Roof not being climbable.
  • Restored ray-traced lighting on boarded window shutters in Buried City.
  • Fixed a lighting issue in Buried City where illumination bled into an interior space.
Pendola Pass
  • As we’ve mentioned during our latest Q&A, we will be testing out a Dynamic Loot Zone system, currently exclusive to Pendola Pass. The intent is to make the loot values of certain areas vary from raid to raid, thus making “routes” less predictable and scavenging more dynamic. An important distinction to make is that zones will not change their inherent loot type (therefore, Residential loot areas remain Residential loot areas no matter what), but rather, one such area may yield more value one Raid, and less value on another raid.
Riven Tides
  • Increased overall loot value on Riven Tides by approximately 15%.
  • Fixed some spots where environmental objects could float unintentionally.

Performance

  • Implemented various optimizations related to memory usage, general performance and stability.
  • Optimized character customization replication, fixing a bug where different players could sometimes see different outfits.
  • Reduced memory usage for enemies to improve stability and performance in busy encounters.
  • Fixed a crash that could occur when changing graphics settings.
  • Upgraded to AMD FSR version 4.1.1.

Traders

  • Trader offers have been updated:
    • Celeste now trades new materials used in crafting furniture and newly introduced gameplay items.
    • Tian Wen will no longer sell Anvil and Hullcracker offers. They will, instead, be part of the weekly Nomadic Envoys rotation.
    • Launcher Ammo and Energy Clips have a daily purchase limit.
    • Shani's offers are now Coin based and include Cameras, Light Sticks and other social items.
    • Apollo has had a set of Epic Augments added to the offers.
  • Living up to their reputation, the Nomadic Envoys have allowed Ermal to go back on the trail and have, instead, brought in Cassio, who will continue to trade for valuables, but also ask friendly Raiders for help with certain quests.

Quests

  • Completing quests and quest objectives now grants XP. Added XP as a visible reward in quest descriptions and on quest completion; XP is now shown alongside other rewards when claiming a completed quest.
  • Multiple older quests have been updated to require taking photos with the new camera to complete objectives that mentioned taking photos of something in the world.(The League, Reduced to Rubble, Life of a Pharmacist, Battening Down, Groundbreaking)

Social

  • Fixed party join not working sometimes when accepting game invites on XBOX.
  • Fixed an issue related to in-game Voice Chat not working in certain instances, particularly for PS5 and XBOX players.

UI

  • Updated quest list sorting, making progression easier to follow.
  • Fixed an issue where long lists could disappear while scrolling in the Settings menu.
  • Fix issue where the Nomadic Trader offers could appear when using the Acquire Resources menu.
  • Emote and Quick Wheels respond to mouse input more smoothly.
  • End-of-round screen now previews milestone progress and rewards earned this round, and milestone updates are shown in the in-round log.
  • Fixed an issue where learning certain recipes displayed an incorrect “unknown not installed” message instead of a proper unlock notification, including Snap Hook, Blaze Grenade, and Crash Mat.
  • Fixed formatting and text display for in-round daily quest notifications.
  • Store panels now scroll when content exceeds the screen and fixed an issue where the last toggle could be blocked and not selectable.
  • Fixed issue where not all data from a round would reliably show up in the End of Round Map screen.
  • Fixed a bug where closing the Inventory during matchmaking could disable gamepad navigation until switching screens.

VFX

  • Fixed an issue where burning visual effects could remain stuck on other players after the effect had ended.
  • Fixed an issue that could cause terrain textures to appear as blocky or mismatched squares on some maps when using higher graphics presets.

Dealing with Duplicated Items

We have recently begun taking further action to restrict accounts that store high amounts of duplicated items and remove items that were obtained through duplication from player inventories. This is done to help correct the in-game economy and clean up items that have appeared through past exploits.

Known Issues

Gameplay:

  • Weapon meshes can sometimes be partially invisible when equipped with weapon attachments.
  • In rare instances, vaulting onto destroyed ARC parts and similar movable surfaces can cause the player to be unexpectedly launched or shoved.
  • When swapping shoulders and sprinting, players’ footsteps can become inaudible.
  • Field Repair may sometimes be unavailable after unlocking. Restarting the game solves the issue and a fix is in the works.
  • The option to repair the Tether Launcher is currently unavailable. Will be fixed in the upcoming update.
  • Very rarely, some players may spawn into a lobby "invisibly”, unable to loot, use quick wheel items or interact with containers. They can still fire their weapon and take damage. Returning to Speranza should leave your loadout in the way it was before the “affected” match started.
  • The Hydra can detect and shoot players through walls in the Cargo area without being able to deal damage.
  • Standing on the side of the Cargo drop can result in being instantly eliminated. A fix is in the works.

Outpost:

(most fixes are already in the works and will be implemented in an upcoming Live Update)

  • In order to unlock the Outpost, the first step - “Research Topside Living Conditions” requires you to take a photo of a farmland house. The Camera can be purchased at Shani’s, crafted at the Workbench, or found Topside.
  • Some furniture might clip through the Outpost structure.
  • Some slots in the Outpost will be unselectable when they should be, if a piece of furniture is blocking it.
  • The camera sometimes gets blocked by furniture or the character model at certain angles.
  • Lighting in the main Outpost building is corrupted when the Shadow quality is set to Low in settings.
  • The camera defaults back to the base room when you leave the decorating view, even if you were in a different module.
  • If the Raider sits by a table with chairs, they will clip through the table.
  • The Raider steps back from the Customization view with a 10 second delay.
  • The Outpost tab lacks the orange dot indicator after completing first stage objectives to unlock it.

Quests:

  • The cinematic fails to trigger upon completing the 'Sizing Things Up' quest.
  • The quest 'Picking up the Pieces' cannot be completed on Pendola Pass, but works normally on other maps. This will be fixed in an upcoming update.
  • The 'Damage dealt using Light Impact Grenades' feat can be completed by using the Hullcracker.

Audio:

  • Rarely, some weapons may not play their firing sounds on low-spec PCs (particularly the Anvil).
  • Rubber Ducks can be squeezed when equipped, making noise without requiring them to be thrown.

UI:

  • Weapon meshes sometimes disappear partially.
  • Players that departed on the Expedition recently may have a notification dot on the Projects & Raider tab that does not disappear.
  • Keybinds are reset to default after each raid when using a non-English keyboard layout.
  • The Expedition screen can still be accessed through the Nomadic Envoys, though it is not functional.
  • The weight of the loadout can differ slightly when viewing it in Speranza vs. what it shows in-game.
  • When purchasing the Premium Reward Pass, the lock icon is still present on the premium rewards despite them being unlocked.
  • The loadout weight amount differs between Main Menu and In-Round.

Pendola Pass:

  • Various clipping and collision issues.
  • Vaulting onto some steep surfaces can occasionally cause players to slide back down.
  • Vaulting onto destroyed ARC parts or other movable surfaces could sometimes unexpectedly launch or shove the player.

See you on Pendola Pass,
The ARC Raiders Team



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