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ARC Raiders’ New Era: Fixing Stella Montis, Rethinking Late Spawns, And Aiming At Year Two’s Bigger ARC War

ARC Raiders’ New Era: Fixing Stella Montis, Rethinking Late Spawns, And Aiming At Year Two’s Bigger ARC War
The Completionist
The Completionist
Published
1/21/2026
Read Time
5 min

Embark’s latest ARC Raiders updates tackle the infamous Stella Montis boundary exploits, clamp down on cheats, and double down on a controversial late-spawn system the devs insist is secretly lucrative. Here’s what the new patch cycle and Year Two vision mean for both fresh raiders and extraction veterans.

ARC Raiders has quietly slipped into a new phase. The wild launch rush and frantic hotfixes are slowing down, replaced by targeted updates that say a lot about where Embark wants the game to go.

Recent patches hit three pressure points at once: the notorious Stella Montis boundary exploits, a renewed focus on anti-cheat, and the hugely divisive late-spawn system that drops fresh players into raids already on fire. All of it feeds into a longer-term Year Two vision that leans harder into larger, more present ARC threats and a slightly more measured live-ops cadence.

The rats in the walls of Stella Montis

If you have spent any time in Stella Montis, you have heard the term “rats.” They are the players who slip out of bounds, wedge into bad geometry and take potshots from angles you cannot realistically fight back against. At launch this became a defining frustration of the map, and for a while it felt like every hotfix named some new hole that had been quietly sealed up.

The latest update finally goes at the heart of the problem instead of just swatting symptoms. A notorious zipline that let raiders fling themselves straight out of the intended play space has been removed. Several collision flaws that let players clip behind walls or into rock pockets have been corrected. Patch notes and follow-up coverage also mention fixes for instances where you could damage other players from behind geometry, something that goes directly against ARC Raiders’ otherwise readable, line-of-sight gunfights.

Yet even with the patch live, player reports talk about “rats still in the walls.” That is the reality of a vertical, multi-layered map built for parkour and traversal. Every time you close one exploit, clever players will stress-test the next edge of the playspace. The shift here is less about stamping out every single rat hole and more about signaling a design boundary: if you leave the intended sightlines to farm helpless players, you are on borrowed time.

For new players this is important. Stella Montis is one of the game’s marquee locations, and it needs to feel lethal because of its AI, weather and other players, not because someone is hidden in untextured stone with a scoped rifle. Choking off the most abused escape ramps makes the map read more like a carefully tuned PvEvP arena again instead of a geometry puzzle.

Late spawns and the invisible economy

In the middle of the exploit talk, Embark’s design lead Virgil Watkins lit a different kind of fire by talking openly about late spawns. According to internal data, players who spawn into a raid late “economically profit way more” than those who have been there from the opening minute.

On paper, that tracks. By the time you drop in mid-raid, the loudest fights have already happened. Bodies are on the ground, ARCs have been partially cleared, and high-value areas have churned through multiple pushes. If you arrive with a fresh kit and a bit of map knowledge, you are often sweeping through leftovers, third-partying weakened squads, and picking off big drones that others softened up. In pure risk-versus-reward terms, you can make a lot of money per minute.

The problem is that players do not feel rich when they arrive late. They feel shortchanged. When you spawn with twenty minutes left on the clock and a full, self-funded loadout, you immediately start thinking about everything you cannot reasonably do. Long-form objectives and more demanding trials feel out of reach. You know that some of the obvious loot routes have already been hit. You know that a good chunk of PvP may already be settled. If you are used to extraction shooters where getting in early is a big part of the fantasy, it feels like someone forcibly sat you at the kids’ table.

Embark has been surprisingly blunt about that. Watkins essentially concedes that the experience of spawning late can suck while insisting the underlying economy is in your favor. The numbers say late spawns are lucrative. The community says they are demoralizing.

Why Embark is clinging to late joins

So why keep it? The short answer is population health.

Extraction shooters live and die on raid density. Too many players and the map feels like a deathmatch server where PvE barely matters. Too few and you get long stretches of dead air, predictable loot routes, and that awkward feeling of playing a co-op shooter with one random sniper somewhere on the horizon.

ARC Raiders’ answer has been to continuously backfill slots with late spawns so raids do not hollow out halfway through. On a spreadsheet, that gives players more contacts, more dynamic encounters with ARCs and humans, and better odds that something interesting is happening no matter when you spawn.

The friction comes from how those late spawns are integrated. Reports from Stella Montis in particular describe full trios spawning a stone’s throw from entrenched teams that have already spent resources, set traps and cleared a district. One player describes clearing a compound, placing mines, and rotating to cover angles only to have a fresh squad pop in “50 feet away,” bypassing all their preparation and turning the fight into a lopsided ambush.

Suggestions from the community keep circling back to a Tarkov-style model. In that setup, players who invest in gear spawn at the start of the raid. Late spawns arrive as lower-stakes, “free” or semi-disposable characters that are balanced around scavenging what is left rather than dropping in as fully geared rivals. It preserves raid density without invalidating the early-game investment and pacing.

Watkins has not promised a copy of that system, but he has been open that the current model is under active scrutiny. Between acknowledging that the feel is off and publicly defending the economic upside, Embark is telegraphing a middle path. Expect tighter spawn rules, more conservative proximity checks near existing players, and potentially a rethink of what a late-join loadout looks like, rather than an outright removal of late joins.

For new players, the message is: do not panic when you see a shortened timer. There is more money in that run than it looks like, even if you need to adjust your expectations away from long-form objectives. For veterans, the hope is that the studio starts respecting your early-game investment more aggressively and stops spawning fully geared strangers on your doorstep.

Anti-cheat and the end of weekly firefighting

Any extraction title that catches on gets hit by the same wave. As soon as players realize there is a persistent economy to exploit, cheats, dupes and scripts trail in behind them. ARC Raiders has had its share of this, from the Stella Montis rats to more traditional item and ammo duplication.

The recent patch that went after out-of-bounds exploits also calls out two dupe methods now closed. Combined with invisible server-side anti-cheat work, Embark is clearly trying to shore up the game’s economic integrity at the same time it fixes the most visible map problems. Cheaters and exploiters do not just ruin individual raids. In a shared economy, they compress prices, flood the market with high-tier gear and quietly erode the feeling that risk really matters.

There is also a signal in how Embark talks about its update cadence. The studio has indicated it will step back from the early “weekly fix” tempo and move toward slightly larger, more considered patches. That pairs naturally with stronger automated anti-cheat. Instead of racing after each new exploit with a bespoke hotfix, the goal is to build systems that catch or at least throttle these behaviors without requiring a new client every Thursday.

For returning players, this is a double win. You can expect fewer wild balance swings from week to week, while still seeing the roughest edges of the meta sanded down. For anyone cheating, the window to abuse the economy before a ban hammer falls is getting narrower.

Year Two: bigger ARCs, broader pressure

All of this sifts into a clearer Year Two identity for ARC Raiders. The early months proved that the foundation works: sneaking and sprinting across devastated landscapes, skirmishing with other raiders while ARC machines loom like roaming world bosses. The lesson Embark seems to have taken is that the game is at its best when the machines feel as threatening and omnipresent as other players.

That is where the talk of “larger ARC threats” comes in. The studio has already dabbled in heightened map conditions and event-style encounters that change the risk profile of an entire raid. Pushing further in that direction means:

More raids where weather, signal interference or roaming ARC super-units force you to change your plan on the fly. More pressure to consider whether you want to tangle with another squad when you know a behemoth patrol path is cutting across the same valley. More systemic opportunities for late joiners to find meaningful work without needing a perfectly stocked loot route.

A heavier ARC presence also dovetails neatly with the anti-exploit work. If the machines are a constant, mobile threat with clear audio and visual tells, camping an out-of-bounds ledge for twenty minutes is not just lame, it is suboptimal. The more the game’s best rewards are tied to engaging with those large-scale threats, the less oxygen there is for boundary rats and pure PvP griefing.

What it all means if you are just dropping in

If you are new to ARC Raiders, the current patch window is actually a good on-ramp. Stella Montis is still dangerous, but far less likely to surprise you with someone literally shooting from inside a wall. Late spawns are still a thing, and you should expect to see that countdown timer reading under thirty minutes now and then, but the loot curve and enemy placement give you more value than the clock might suggest. Treat those runs as fast, opportunistic scavenges rather than long, methodical expeditions.

For extraction veterans coming from Tarkov, Hunt or DMZ, the big adjustment is philosophical. ARC Raiders is less interested in perfectly mirroring real-world timing or hardcore one-life tension and more focused on maintaining a lively atmosphere where PvE and PvP constantly rub against each other. That is why Embark is still defending late joins even as it tweaks the feel. The studio wants maps that stay busy, with ARCs and humans colliding right up until evac.

The encouraging part is that the latest updates show the team is willing to draw harder lines around what crosses from competitive into exploitative. Killing dupe glitches, closing off the worst boundary breaks and tightening anti-cheat while talking openly about the drawbacks of late spawns paints a picture of a studio that understands the pain points even when it disagrees with the community’s diagnosis.

As Year Two unfolds and larger ARC threats start to dominate the skyline, the real test will be whether all of these systems finally click into a single identity. If Embark can make late joins feel like a different kind of opportunity instead of a consolation prize, and keep the machines as the main villains rather than geometry rats or script users, ARC Raiders will be in a much stronger place than it was at launch.

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