Arc Raiders is the live service success story nobody saw coming. Embark Studios launched their sci-fi extraction shooter on October 30, 2025, and by November 10, just 11 days later, the game had sold over 4 million copies worldwide. That’s not just impressive for a new IP in a niche genre. It’s Nexon’s most successful global launch in the publisher’s entire history. The game peaked at over 700,000 concurrent players across all platforms this past weekend, with Steam alone hitting 462,000 simultaneously. It held the number one spot on Steam’s global sales rankings for two straight weeks, briefly surpassing Battlefield 6 on the platform.
This is the same genre where most games die within weeks. Extraction shooters are brutally competitive, heavily skill-based, and notoriously difficult to break into. Escape from Tarkov owns the hardcore audience. Call of Duty’s DMZ mode brought mainstream attention but eventually got shuttered. The Cycle: Frontier launched with hype and died faster than anyone expected. Into this graveyard of failed attempts, Embark Studios dropped Arc Raiders with minimal pre-launch marketing, reasonable pricing, and apparently the right combination of accessibility and depth to make the genre click for millions of players who previously ignored it.
The Numbers That Prove This Isn’t Hype
Nexon announced the 4 million sales milestone through their quarterly earnings report and a press release translated from Japanese. Nexon CEO Lee Jeong-hun issued a statement extending heartfelt congratulations and gratitude to Embark Studios for achieving the most successful global launch in Nexon’s history. That’s significant because Nexon publishes MapleStory, Dungeon&Fighter, and other massive titles primarily in Asian markets. For a Western-developed shooter to become their biggest global launch ever says something about Arc Raiders’ universal appeal.
The concurrent player numbers tell an even better story about health and retention. Over 700,000 players were online simultaneously across PlayStation 5, Xbox Series X and S, Steam, Epic Games Store, and GeForce NOW this past weekend. On Steam specifically, the all-time peak reached 462,488 players just two days before the announcement. Current player counts on Steam hover around 200,000 to 380,000 depending on time of day. Those aren’t just launch curiosity numbers. They’re sustained engagement that suggests people are sticking around.
Comparing to Other Recent Launches
Putting 4 million sales in two weeks into perspective requires comparison to other major releases. Battlefield 6 sold over 7 million copies in three days, which is more impressive on raw numbers but also had the advantage of being an established franchise with massive marketing budgets and EA’s distribution power. Arc Raiders is a new IP from a relatively small studio with nowhere near that level of promotional support. The fact that it briefly beat Battlefield 6 on Steam rankings despite launching a week earlier shows genuine organic interest rather than just marketing-driven hype.
Embark’s previous game, The Finals, had a strong launch but faced challenges maintaining momentum through its first year. Arc Raiders appears to be learning from those lessons, with more robust content plans and better communication about post-launch support. Early estimates suggested Arc Raiders sold 2.5 million copies in its first week, meaning it added another 1.5 million in the second week. That acceleration is rare for games that aren’t viral phenomena, suggesting word-of-mouth is driving continued growth rather than just day-one purchases.

What Makes Arc Raiders Different
Arc Raiders is a PvPvE extraction shooter built by former Battlefield developers. You drop into a hostile zone with up to two teammates, gather resources and loot, complete objectives, and try to extract alive before ARC machines hunt you down. The twist is those machines aren’t just environmental obstacles. They’re the primary threat that escalates the longer you stay in a match. Small drones harass you. Medium mechs require tactics to defeat. Massive boss-level machines like the Queen can flatten entire squads in seconds if you’re not prepared.
The player-versus-player element exists but takes a backseat to survival against the machines. You can fight other squads for their loot, but doing so exposes you to machine attacks and wastes time you could spend extracting safely. This creates interesting risk-reward calculations where aggressive PvP isn’t always optimal. Casual players who hate getting destroyed by sweaty tryhards in traditional extraction shooters can focus on PvE content and avoid fights. Competitive players can hunt both machines and other teams for maximum rewards.
Accessibility Without Dumbing Down
One recurring theme in player testimonials is that Arc Raiders feels more accessible than Escape from Tarkov or Hunt: Showdown without sacrificing depth. The game explains its systems clearly, provides multiple difficulty tiers so new players aren’t thrown into the deep end immediately, and allows solo queue players to find teammates through matchmaking rather than requiring pre-formed squads. You can play cautiously and extract with modest loot, or push deeper into dangerous zones for rare items that unlock progression faster.
The $40 price point hits a sweet spot between premium and budget. It’s cheaper than full-priced AAA releases but expensive enough to deter the worst cheaters and hackers who plague free-to-play shooters. Embark explicitly designed Arc Raiders as a premium product rather than free-to-play specifically to improve community quality and reduce cheating concerns. That decision appears vindicated by the sales numbers proving millions of players will pay upfront for quality live service games if they trust the developer.
The Content Roadmap That Matters
Embark Studios CEO Patrick Söderlund joined Nexon’s conference call and laid out the studio’s plans for Arc Raiders going forward. Söderlund stressed the explosive launch response wasn’t luck but the result of hard-won lessons from The Finals and clear strategy. The same team that built Arc Raiders will continue supporting it, and Embark may even grow the team rather than scale it down to deliver more frequent updates. Two to three patches have already gone out in the first two weeks addressing bugs and balance issues.
Meaningful content updates are coming fast. Later in November, the Stella Montis map launches alongside new ARC machines including the Matriarch and Shredder enemies. Additional weapons, quests, and vehicles arrive throughout the month. December brings Snowfall, a new map condition that changes weather and presumably enemy behavior, plus a community event, a new Raider Deck for character progression, and more items. Embark internally considers Arc Raiders a 10-year game with ambitious post-launch plans extending through 2026 and beyond.
Why Live Service Keeps Failing and Why This Might Not
The live service graveyard is full of games that launched strong and died within months because developers couldn’t maintain momentum. Players get bored, move to the next new thing, and the community collapses before the studio can deliver on content promises. Anthem, Babylon’s Fall, Suicide Squad: Kill the Justice League, XDefiant, the list of catastrophic failures keeps growing. The common thread is either launching broken, failing to communicate roadmaps, or not delivering updates fast enough to keep players engaged.
Arc Raiders launched in a good technical state with minimal game-breaking bugs. The core gameplay loop works and feels satisfying enough that players want to repeat it. Embark is communicating clearly about what’s coming and when. They’re patching aggressively to address issues before they become community complaints. Most importantly, they’re committing resources to long-term support rather than the typical live service trap where studios pull back investment once launch hype fades. These are all positive signs, but the real test comes three to six months from now when novelty wears off and the game needs strong content updates to retain its audience.

The Game of the Year Debate Nobody Expected
Some corners of the gaming community are genuinely asking whether Arc Raiders should be in contention for Game of the Year discussions. That’s wild for a live service multiplayer shooter that launched less than two weeks before the question was raised. Traditionally, GOTY conversations focus on single-player narrative experiences, with multiplayer games getting relegated to separate categories. But Arc Raiders’ combination of commercial success, critical praise, player retention, and cultural impact is forcing people to reconsider.
The argument for Arc Raiders centers on execution. It’s a new IP that launched in excellent technical condition, found an audience immediately, and appears positioned for long-term success in a genre where most games fail spectacularly. It’s also genuinely fun to play, which sounds obvious but is surprisingly rare for extraction shooters that often prioritize punishing hardcore audiences over broader appeal. The argument against is that it’s too early to judge, live service games should be evaluated over years not weeks, and giving GOTY to multiplayer shooters creates precedent some critics find uncomfortable.
What Nexon Expects Next
Nexon CFO Shiro Uemura provided forward-looking guidance during the earnings call, stating that cumulative sales of Arc Raiders in Q4 are likely to be around 5 million units and could reach up to 5.5 million. That suggests Nexon expects the game to add another 1 to 1.5 million sales between now and the end of December 2025. Given that the holiday shopping season is approaching and word-of-mouth continues building, those projections seem conservative if anything.
The more important metric will be player retention and engagement. Selling 5.5 million copies is impressive, but if 80 percent of those players quit within three months, the live service model fails. Embark needs sustained player counts to justify ongoing development costs and maintain healthy matchmaking populations. The current trajectory looks good with concurrent players remaining strong after the initial launch spike, but the real test comes when the first major content drought hits or when a competing game launches and splits attention.
FAQs
How many copies has Arc Raiders sold?
Arc Raiders has sold over 4 million copies worldwide as of November 10, 2025, just 11 days after its October 30 launch. Nexon CFO Shiro Uemura projects sales will reach 5 to 5.5 million units by the end of Q4 2025 in December.
What platforms is Arc Raiders available on?
Arc Raiders launched on PlayStation 5, Xbox Series X and S, and PC via Steam, Epic Games Store, and GeForce NOW on October 30, 2025. All platforms support crossplay, allowing players on different systems to team up together.
How many concurrent players does Arc Raiders have?
Arc Raiders reached over 700,000 concurrent players across all platforms this past weekend. On Steam specifically, the game peaked at 462,488 players, with current player counts typically ranging between 200,000 and 380,000 depending on time of day.
Is Arc Raiders an extraction shooter?
Yes, Arc Raiders is a PvPvE extraction shooter where you drop into zones, gather loot and resources, complete objectives, and extract alive while fighting both ARC machines and potentially other player squads. The game emphasizes PvE survival against robots over pure PvP combat.
How much does Arc Raiders cost?
Arc Raiders is a premium title priced at $40, positioning it between budget and full AAA pricing. Embark Studios chose paid rather than free-to-play to improve community quality and reduce cheating, a decision that has proven successful with 4 million sales.
Who developed Arc Raiders?
Arc Raiders was developed by Embark Studios, a team founded by veteran Battlefield developers including CEO Patrick Söderlund. Embark previously created The Finals and is owned by Nexon, which publishes Arc Raiders globally.
What content updates are coming to Arc Raiders?
November 2025 brings the Stella Montis map, new ARC machines including the Matriarch and Shredder, additional weapons, quests, and vehicles. December adds Snowfall map condition, community events, a new Raider Deck, and more items. Embark considers Arc Raiders a 10-year game with extensive post-launch plans.
Did Arc Raiders beat Battlefield 6 on Steam?
Yes, Arc Raiders briefly surpassed Battlefield 6 on Steam’s concurrent player rankings and held the number one spot on Steam’s global sales charts for two straight weeks after launch. While Battlefield 6 sold more copies overall at 7 million in three days, Arc Raiders’ performance is remarkable for a new IP.
Conclusion
Arc Raiders selling 4 million copies in less than two weeks represents one of 2025’s biggest gaming surprises. In a year where live service games continued their trend of catastrophic failures, Embark Studios launched an extraction shooter that immediately found a massive audience and shows every sign of maintaining momentum. The 700,000 concurrent players, sustained engagement on Steam, and number one sales ranking for two straight weeks prove this isn’t just launch hype but genuine player enthusiasm for a game that makes the notoriously difficult extraction shooter genre accessible without sacrificing depth. Nexon’s projection of 5 to 5.5 million sales by year’s end seems conservative given current trajectories, and the aggressive content roadmap with new maps, enemies, and features arriving monthly demonstrates Embark’s commitment to long-term support rather than the typical live service abandonment that kills so many games. Whether Arc Raiders deserves Game of the Year consideration is debatable, but there’s no debate about commercial success. This is Nexon’s biggest global launch ever, it beat Battlefield 6 on Steam rankings, and it’s giving millions of players their first positive extraction shooter experience. The real test comes in months three through six when novelty wears off and the game needs strong content updates to retain its audience, but right now, Arc Raiders is doing everything right in a genre where almost everyone does everything wrong. For Embark Studios, this validates their decision to charge premium pricing, focus on PvE alongside PvP, and build extraction shooters that welcome casual players instead of gatekeeping behind brutal difficulty. For the extraction shooter genre, it proves that accessibility and depth aren’t mutually exclusive if developers are willing to make smart design choices. And for live service skeptics tired of watching promising games crash and burn, Arc Raiders offers a rare example of a studio that might actually pull off the 10-year vision they’re promising.