The Arc Raiders Shared Watch Event Guide covers everything you need to complete the gameβs first PvE-focused live event. Learn how the merit system works, how many merits are required to unlock all 21 rewards, and the fastest ways to earn progression by fighting ARC enemies. This guide also breaks down the full Shared Watch rewards trackβincluding the Blue Glow and Grey Yellow Slugger variantsβthe Vulpine βHuntsmanβ set, Cold Snap mechanics, and key Patch 1.15.0 changes so you donβt miss a single reward before the event ends.
Patch 1.24.0 is live. Riven Tide drops April 28th. Here’s what changes, what kills you, and how to survive it.
Riven Tide is bringing the first true coastal map to ARC Raiders β and itβs not just a visual change. This brand new map introduces open shoreline combat, vertical industrial zones, dynamic map conditions, and a boss-tier threat that forces players to rethink how they move, fight, and survive.
In This Guide, We’ll Cover:
- Riven Tide map overview β all biomes, zones, and how the new coastal map is structured
- Key locations and POIs β including the Exodius Hotel, port structures, and high-risk zones
- Map flow and movement β how to rotate, where players die, and how to avoid it
- Gameplay changes β what you need to do differently compared to previous maps
- Audio and stealth mechanics β how water zones and open areas affect detection
- New boss (Large ARC) β how encounters work and why theyβre so dangerous
- Best loot zones β where to farm, what to prioritize, and safe vs high-risk routes
- Best loadouts β weapons, gear, and meta picks for the Riven Tide map
- Map conditions β tides, storms, and how they change routes mid-raid
- Common mistakes to avoid β what gets players killed most often
- Preparation tips β what to do before the Riven Tide release

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What Is Riven Tide?
Riven Tide update, scheduled release date around April 28th β and it’s the first significant new ARC Raiders map expansion since Stella Montis. This isn’t a balance pass or a loot reshuffle. It introduces a brand-new coastal theme map, a boss-tier “Large ARC” enemy, a new map condition affecting the entire expedition window, and enough environmental variety to make the current meta feel like a training ground by comparison.
The update marks a deliberate pivot in how ARC Raiders plays. New biomes, new threats, new systems β and a world that will actively punish the habits you built on every map before it.
If you’ve been playing on autopilot, Riven Tide is coming to collect.
Map Overview: Biomes and Setting

| Zone | Key Features | Combat Style | Risk Level | Best Use |
| Camer Coast | Open shoreline, seawalls, flooded checkpoints | Long-range | High | Rotations (with cover) |
| Sand Dunes | Minimal natural cover, exposed terrain | Long-range / repositioning | High | Movement only |
| Exodius Hotel | Multi-level interiors, dense layout | Close-quarters (CQB) | Very High | High-value loot |
| Port & Cranes | Elevated platforms, wide sightlines | Vertical / sniper | Very High | Position control |
| Volcano Rise | Industrial ruins, lava terrain | Mixed combat | Medium | Mechanical loot farming |
| Residential Coast | Low-density structures | Mixed / low-pressure | LowβMedium | Safe farming |
The Riven Tide map is set along a coastal region southwest of Buried City. It’s not a single-texture environment β multiple distinct biomes make up the playable space, each with its own traversal profile and threat level. Early concept art shows elements like partially submerged structures, massive industrial wreckage, and even a massive rocket ship lying along the coastline
- Camer Coast and destroyed shoreline β the dominant biome. Seawalls, flooded checkpoints, and open shoreline stretches form the spine of the map. This is the wide-open, exposure-heavy terrain that defines Riven Tide’s identity.
- Sand dunes β natural terrain that offers the illusion of cover but rarely delivers it. Expect to be silhouetted against the skyline if you’re not thinking about your profile.
- Volcano Rise β an inland volcanic zone suggesting lava-scorched terrain and industrial remnants. The combination of heat-scorched ruins and coastal geography gives the map a striking visual range and, more importantly, distinct combat geometry depending on which biome you’re fighting in.
- Port and industrial zone β crane structures and elevated platforms overlooking the shoreline. Vertical combat space with long sightlines reaching across multiple biomes.
Together, these zones create a map that forces you to switch playstyles mid-run rather than applying one approach to everything.
Key Locations
Based on current teasers and Field Observation reports, these locations are strongly indicated but not fully confirmed by Embark Studios.
- Exodius Hotel (Panorama Azurro) β the central POI and the beating heart of Riven Tide. This is a derelict beachfront luxury resort with multi-level interiors, crumbling staircases, and dense indoor environments. The surrounding area includes tennis courts and residential-style rooms. Environmental storytelling is layered throughout: disco posters on the walls, “Do Not Disturb” signs, hotel room keys, and β notably β graffiti reading bugiardi, Italian for “liars.” Fitting for a game with Italian-inspired lore. Expect close-quarters combat inside and full exposure the moment you step outdoors.
- Port and industrial zone β the “Crane Operator Key” found in teaser content confirms a port area with cranes and elevated platforms. This is the overwatch zone. Players who control these structures have long sightlines over the coast and flanking angles on anyone rotating through the open. Expect this area to be fiercely contested in the first few minutes of every raid.
- Arnold’s Vault (unconfirmed β teaser-based) β a location referenced in teaser content that appears to function as a high-tier loot zone. Treat this as speculative until Riven Tide launches, but keep it in mind as a priority destination if confirmed.
Map Flow and Movement Patterns

Movement on Riven Tide is deliberate, not fluid. You don’t rotate here β you commit to a route and accept the consequences if it goes wrong. Here’s how each zone plays out in practice:
- Beach and coastline β wide-open danger. Minimal cover, maximum exposure. Long-range engagements only; rushing across open sand is asking to get clipped from three different angles simultaneously.
- Flooded checkpoints and bridges β movement here is predictable, which makes it contested. Smokes are the difference between rotating alive and handing someone a free kill. Every bridge is an ambush waiting to happen.
- Exodius Hotel β the map’s fulcrum. High player density, close-quarters interior fighting, and immediate outdoor exposure the moment combat spills onto the tennis courts or hotel grounds. High risk, highest reward.
- Port and cranes β vertical control zone. Elevated platforms provide overwatch on large portions of the map. Get here early, hold it, and you dictate engagement distance across multiple zones. Getting caught below these positions without cover is a death sentence.
- Volcano Rise β inland industrial terrain. Lava-scorched ruins change the cover geometry compared to the coastline. Expect different combat rhythms here and a shift in the loot profile toward mechanical parts.
- Residential coast β lower traffic, consistent mid-tier loot. A reliable place to resupply or avoid the opening chaos, but don’t mistake quiet for safe.
The core movement principle: plan before you move. Know where you’re going, what covers the route, and have a fallback. Improvised rotation is how you become someone’s highlight clip.
Raid Flow: Early, Mid, Late Game
- Early Game: Secure position, not kills. Prioritize reaching a strong zone (hotel, port, or safe residential routes) before committing to fights. Early deaths here usually come from bad positioning, not bad aim.
- Mid Game: Control space and rotate deliberately. This is where most fights happen β around bridges, checkpoints, and POIs. Avoid unnecessary exposure and only take fights you can finish quickly.
- Late Game: Extract or escalate. Decide whether youβre committing to a boss fight or playing for survival. Late rotations are the most dangerous due to reduced options and increased player density.
How Riven Tide Changes Gameplay (What You Need to Do Differently)

This is where most guides get polite and vague. We’re not doing that.
The habits that kept you alive before will get you killed here. The coastal environment eliminates the forgiving cover geometry players have leaned on. Moving between zones currently involves walls, containers, and corners that break line of sight. On Riven Tide, open beach, exposed bridges, and flooded approaches mean bad positioning is punished immediately β not eventually.
What specifically changes for you:
- Positioning matters more than reflexes. You can have the fastest hands in the session and still die crossing open ground. Threat assessment before movement is no longer optional β it’s the entire game.
- Fights run longer. More engagement distance means more ammo burned, more accuracy required, and a longer window for third parties to arrive. If you’re not managing resources going into every fight, you’ll run dry mid-engagement.
- Vertical exposure is constant. The cranes and hotel rooftop create elevated angles on anyone in the open. If you’re not accounting for what’s above you, something will remind you.
- PvE and PvP pressure overlap. The new Large ARC boss creates situations where you’re managing a high-health mechanical threat in terrain where other players can freely approach. That’s a specific kind of hell β and the map is designed to put you in it.
The autopilot dies here. Riven Tide is a map that rewards preparation and punishes routine.
Audio, Stealth and Detection
- Movement across water and flooded terrain increases noise, making stealth approaches significantly harder.
- Open environments amplify audio exposure β footsteps, gunfire, and ability usage travel farther with fewer obstacles to block them.
- Storm conditions may mask sound temporarily, but also reduce your ability to track enemy movement.
- Silent rotations become less reliable; positioning and timing matter more than pure stealth.
New Boss ARC: What to Expect

Riven Tide introduces a “Large ARC” β a boss-tier enemy comparable to the Matriarch or the Queen. Based on the coastal setting, this unit is likely designed for shoreline or water-based combat scenarios, which creates a very specific problem: you’re fighting a high-durability mechanical threat in terrain that offers almost no cover.
- The arena problem. Unlike indoor boss encounters where you can duck behind structure, a shoreline fight leaves you fully exposed for the duration. There’s nowhere to hide while you reload.
- Unique crafting materials. Boss encounters are expected to drop rare materials tied to new weapon blueprints and high-tier gear crafting. This is worth doing β but the risk profile is significant.
- Third-party pressure is extremely high. Any sustained boss fight is a beacon. Assume someone is watching from the port cranes the moment you engage. The optimal play involves clearing the immediate area of other players first, then pulling the boss toward more defensible terrain if the layout allows it.
- Solo vs squad viability. Solo players are going to find this encounter significantly more dangerous than groups. Managing a tanky mechanical threat while also watching flanks in open terrain is a two-person job at minimum. If you’re running solo, clearing the surrounding area before engaging isn’t optional β it’s survival.
Best Loot Zones
| Location | Loot Type | Risk Level | Priority |
| Exodius Hotel | Civilian materials, high-value loot | Very High | High |
| Port / Industrial | Mechanical parts, upgrades | High | High |
| Residential Coast | Mid-tier materials | LowβMedium | Medium |
| Arnoldβs Vault (unconfirmed) | High-tier loot | Very High | Situational |
| Boss (Large ARC) | Rare crafting materials | Extreme | Endgame |
- Exodius Hotel β primary civilian loot source. Cleaning supplies, chemical components, high-value crafting materials. “Room 204” and similar locked locations are likely mission objectives or high-tier reward nodes. The competition for this building will be intense; have a plan for entering and clearing before you start looting.
- Arnold’s Vault (unconfirmed) β flagged in teaser content as a potential high-tier loot zone. If confirmed, this becomes an immediate priority destination β and an immediate PvP magnet.
- Port and industrial zone β mechanical parts, upgrade materials, crafting components for late-game builds. This is your Volcano Rise and port farming route if you’re building toward high-tier gear.
- Residential coastal areas β consistent mid-tier density with lower competition. Good volume of crafting materials for players who want to grind resources without fighting over them. A reliable second-priority route if the hotel is a warzone.
- Boss drops β the Large ARC introduces rare materials unavailable elsewhere. If new weapon blueprints are gated behind these drops, this becomes the most important farming activity on the map β risk profile and all.
- Priority route: Hotel β port industrial β residential. Boss as a bonus if you have the team and position to do it safely.
Best Loadouts for Riven Tide (Weapons, Gear & Meta Picks)

| Slot | Recommended | Why It Works |
| Primary Weapon | Long-range rifle (high magnification) | Controls open sightlines |
| Secondary Weapon | SMG / Shotgun | Covers CQB (hotel, interiors) |
| Utility | Smoke grenades | Essential for safe rotations |
| Mobility | Ziplines / reposition tools | Needed for vertical movement |
| Playstyle | Hybrid (range + CQB) | Adapts to all zones |
The meta is shifting. A loadout that dominated on previous maps will underperform here. Here’s how to adapt:
- Primary weapon β long-range rifles with high-magnification optics are now essential. Extended sightlines across the beach and port mean a close-range-only loadout is a liability from the moment you land. You need to be able to threaten targets before they can close ground.
- Secondary weapon β don’t drop close-range capability. The Exodius Hotel interior and Volcano Rise ruins mean SMGs and shotguns still have a place. A two-weapon setup covering both ranges is stronger here than anywhere in the current meta.
- Utility β smokes are mandatory. Exposed rotations across bridges and open sand are not survivable without the ability to break line of sight on demand. Treat smokes as core kit, not a situational pick.
- Mobility tools β ziplines and repositioning gadgets are critical for navigating crane structures, hotel floors, and volcanic terrain. Getting to height quickly, or escaping a bad position before it closes, is worth a dedicated slot.
The meta shift in one sentence: range control over aggression. You want to dictate engagement distance, not react to it.
New Map Conditions
Riven Tide introduces a new global map condition into the expedition system β and it could meaningfully reshape individual runs depending on when it activates. Full details aren’t confirmed, but the coastal and volcanic setting points toward:
- Storm-based visibility reduction β lowering effective engagement range and giving aggressive players windows to close ground they normally couldn’t cover. This inverts the usual long-range advantage of the open coastline.
- Tidal shifts β potentially opening or blocking entire routes mid-raid. Flooded checkpoints that are passable at low tide might become walls at high. Knowing the map under both conditions will separate prepared Raiders from dead ones.
- Environmental hazards β dynamic weather and water interaction could introduce route changes that aren’t optional. You’ll need to read conditions as you go, not just at expedition start.
If implemented as expected, map conditions on Riven Tide go beyond “here’s a buff/debuff for this run” β they change the geometry. Raiders who memorized one set of routes are going to get caught out.
How Riven Tide Changes the Current Meta

The transition away from Flashpoint-era patterns is significant and deliberate. The current meta rewards players who know aggressive close-range routes and can chain engagements quickly. Riven Tide inverts several of those advantages:
- Slower, more deliberate pacing. The players who will perform best are those who treat movement as a decision, not a reflex. Fast rotators who rely on speed over positioning are going to struggle.
- Long-range dominance over close-quarters. A player with better positioning and a longer-range weapon wins more fights on this map than the player with faster hands and a shotgun β except inside the hotel, where the calculus flips.
- Resource management becomes a differentiator. Longer engagements at range burn ammo faster and increase the cost of each fight. Raiders who pushed with leftover supplies in Flashpoint will run dry here.
- Vertical play is rewarded like never before. The crane structures and hotel upper floors create angles that simply didn’t exist on previous maps. Players who actively seek and hold high ground will have a consistent advantage that compounds over the course of a run.
The meta is shifting toward tactical, range-conscious, position-first play. If that’s not currently your style, start practicing now.
Is Riven Tide Beginner-Friendly?

No β not immediately, and probably not for a while.
The combination of limited cover, high-exposure traversal, overlapping PvE and PvP pressure, and dynamic map conditions creates a genuinely punishing environment for players still developing map awareness. Newer Raiders will die to sightlines they didn’t know existed and bridges they thought were safe to cross.
That said, residential coastal areas are lower-traffic and forgiving enough to farm without constant threat. The hotel interior, while dangerous, is at least geometrically familiar β CQB is CQB. If you’re newer, build your map knowledge in lower-pressure zones before committing to hotel runs or port fights.
Map knowledge is the real equalizer here. The players who study Riven Tide before they drop in will have a significant head start on everyone else.
Common Mistakes on Riven Tide
| Mistake | Why Itβs Dangerous | Fix |
| Crossing open sand | Full exposure | Use smokes / reroute |
| Ignoring high ground | Overwatch angles | Always scan vertically |
| Forcing boss fights | Attracts players | Clear area first |
| No fallback route | Trapped rotations | Plan exits |
| Playing like old maps | Punished instantly | Adapt playstyle |
- Crossing open sand without smokes. The beach is not a transition zone β itβs a firing range. If you donβt break line of sight, youβre dead before you reach cover.
- Ignoring vertical angles. Port cranes and hotel rooftops create constant overhead pressure. If youβre only scanning ground level, youβre missing the actual threat.
- Forcing boss fights in open terrain. Engaging the Large ARC without clearing nearby players turns the fight into a third-party magnet. Secure the area first or reposition the fight.
- Rotating without a fallback. Every route on Riven Tide needs a backup plan. If your path gets cut off β by players or map conditions β and you have nowhere to pivot, the run ends there.
- Treating it like previous maps. The habits that worked before β fast rotations, close-range rushing, reactive play β will get punished immediately.
How to Prepare Right Now

You have time before April 28th. Use it:
- Stockpile crafting materials. New weapon blueprints and gear tied to the Large ARC boss will have crafting requirements. Arriving at Riven Tide launch with a full stockpile means you can immediately chase new upgrades rather than spending the first week farming basics.
- Prioritize long-range weapons and optics. If you haven’t already invested in a long-range rifle and a high-magnification optic, now is the time. These will be the dominant weapons on the new map and you want them at tier before day one.
- Upgrade your mobility tools and utility. Ziplines, repositioning gadgets, and smokes are going from “useful” to “mandatory.” Get them upgraded now so you’re not gimped from the start.
- Practice deliberate movement. Riven Tide punishes improvised rotation. Even on current maps, start thinking about your routes before you make them β it’s a habit worth building before the map forces it.
Patch 1.24.0: What’s Fixed Right Now
Before Riven Tide arrives, Patch 1.24.0 is live. Restart your client to apply.
The patch resolves several crash sources, fixes the Vanguard set character model stretching bug (which was causing stretching visible to other players), and corrects blurry visuals when AMD FSR frame generation was enabled. Audio on Stella Montis is fixed β ARC units and players were sounding quieter than intended when out of line of sight, which is now corrected. An edge case where zip lines could be incorrectly placed on carryables near ledges is also patched, along with the hold-to-use bug where bandages would auto-activate if a quick slot swap was interrupted by the fire key.
One developer note: the High Gain Antenna project will expire before Riven Tide launches. If you contributed to the Weather Monitor Station project but couldn’t complete it, check your in-game inbox for information on compensation.
What’s New in the Store

- The current rotation includes the Nascosto set β a modular tactical gear collection with three color variants (orange/black, green/red, gray/yellow). Notably, it offers real customization: toggle the hood to reveal the balaclava, adjust the mouthguard, detach the front pads to expose the wiring underneath, and optionally attach a small flower strapped to the leg β a rare organic touch in an otherwise mechanical game.
- For companion fans, the Speckled set gives Scrappy a speckled chicken aesthetic, with a new backpack and a baby chick pendant included. The Radio Mountaineer set adds color variations and a black face paint option called “Painted Mask.”
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What to Expect This Week
No additional patches before Riven Tide β the team is heads-down on the April 28th launch. The store rotation continues as normal. Season 3 is closing in fast, and community interest in features like squad-access to the practice range continues to build.
The direction is clear: ARC Raiders is moving into more demanding, tactically complex territory. The time to build long-range loadouts, stockpile materials, and start practicing deliberate movement is now β not after the map drops and everyone else has already adapted.
Good luck, Raider. The tide is coming in.
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Frequently Asked Questions
When does the Riven Tide map release in ARC Raiders?
The Riven Tide map is expected to release around April 28 alongside Patch 1.24.0. This update marks the next major content drop and introduces a brand-new coastal environment.
What is the Riven Tide map in ARC Raiders?
Riven Tide is a new coastal map that introduces open shoreline combat, vertical industrial zones, and dynamic environmental conditions. It significantly changes how players approach movement, combat, and survival.
Where is the Riven Tide map located in ARC Raiders?
The Riven Tide map is located southwest of Buried City on the in-game map. It sits along the edge of the Rust Belt, combining coastal terrain with nearby volcanic zones.
Is Riven Tide the first new map in ARC Raiders since launch?
Riven Tide is the first major map expansion since Stella Montis. It introduces new biomes and gameplay systems rather than just updating existing areas.
What makes the Riven Tide map different from other ARC Raiders maps?
Riven Tide features large open areas, limited cover, and dynamic map conditions like tides and storms. This creates a more punishing environment where positioning and planning matter more than raw aim.
How do tides and weather affect gameplay in the Riven Tide map?
Tides and weather can change routes mid-raid by flooding or exposing key areas. Storms may also reduce visibility, forcing players to adapt their positioning and timing.
Does water level change during a raid in Riven Tide?
Yes, the map is expected to feature dynamic water levels that rise or fall during a raid. This can block paths, open new routes, or force players into contested areas.
How does sound and stealth work on the Riven Tide map?
Water and open terrain increase noise, making stealth movement much harder. Footsteps, gunfire, and movement are easier to detect due to fewer obstacles blocking sound.
Why is positioning more important on the Riven Tide map?
The lack of cover and long sightlines mean bad positioning is punished instantly. Players who control high ground or plan their routes carefully have a major advantage.
Is Riven Tide more difficult than other ARC Raiders maps?
Yes, Riven Tide is generally more punishing due to exposure, vertical threats, and overlapping PvE and PvP pressure. It rewards experienced players who can manage positioning and map awareness.
What is the new Large ARC boss in Riven Tide?
The Large ARC is a boss-tier enemy similar to the Matriarch or Queen. It is designed for large-scale encounters and is expected to appear in open coastal areas.
How do you fight the Large ARC boss in Riven Tide?
Fighting the boss requires managing both the ARC and surrounding player threats. Clearing nearby enemies first and using terrain for cover is essential for survival.
Does the Riven Tide boss spawn additional enemies during fights?
Yes, boss encounters may include additional ARC units that pressure players during the fight. Managing these adds is critical to avoid being overwhelmed.
Is it worth fighting the boss in Riven Tide for loot?
The boss drops rare crafting materials needed for high-tier gear and weapon blueprints. However, the risk is extremely high due to exposure and third-party players.
Where are the best loot locations on the Riven Tide map?
Top loot locations include the Exodius Hotel, port structures, and potential high-tier areas like Arnoldβs Vault. These zones offer valuable materials but attract heavy player traffic.
What is the best route to farm loot in Riven Tide?
A common route is Hotel β Port β Residential areas for balanced risk and reward. This allows players to secure high-value loot early and rotate into safer zones later.
Is the Exodius Hotel the best loot location in Riven Tide?
The Exodius Hotel is one of the highest-value loot zones but also the most dangerous. It offers top-tier rewards but is heavily contested in most raids.
What are the best weapons and loadouts for the Riven Tide map?
Long-range rifles are essential due to open sightlines, while SMGs or shotguns cover close-quarters combat. Utility like smokes and mobility tools are also critical for survival.
How should you rotate safely on the Riven Tide map?
Safe rotations require planning routes in advance and using smokes or terrain to avoid exposure. Crossing open areas without cover is one of the most common ways players die.
What are the most common mistakes players make on Riven Tide?
Common mistakes include crossing open terrain, ignoring vertical threats, and forcing fights in bad positions. Treating the map like previous ones often leads to quick deaths.
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