Arc Raiders' Biggest Security Problem: Out-of-Bounds Cheating Ruins Competitive Play
Imagine loading into a multiplayer match, ready for a solid 20 minutes of tactical gameplay. You're pushing toward an objective when suddenly you're taking fire from literally nowhere. The enemy team is positioned behind geometry you can't reach, safe inside the map's geometry itself. You're stuck. They're not. You die.
This is the nightmare that's been plaguing Arc Raiders' Stella Montis map for months now.
Out-of-bounds exploits have become one of the most frustrating issues in the free-to-play tactical shooter, turning what should be a level playing field into a broken mess where certain players can exploit map geometry to gain unfair advantages. The problem isn't new, but it's persistent. Embark Studios released patch 1.12.0 targeting these exact issues, yet community feedback suggests the developer's fix only scratched the surface.
The core problem is simple but devastating: players are finding ways to clip through walls, squeeze into unreachable corners, and position themselves outside the intended play area while still being able to shoot enemies who have no way to retaliate. It breaks the fundamental trust between players that the game world is fair and functional.
What makes this particularly frustrating is that Arc Raiders is a genuinely solid tactical shooter. The gunplay feels responsive, the map design is thoughtful, and the core gameplay loop keeps players coming back. But these exploits are eroding that goodwill faster than Embark Studios can patch them.
The real question isn't whether the latest patch helped. It's whether Embark Studios has a plan to actually stop this from happening again.
Understanding Out-of-Bounds Exploits: How Players Break Map Geometry
Out-of-bounds exploits aren't unique to Arc Raiders. Nearly every competitive multiplayer game has dealt with them at some point. But understanding how they work is crucial to understanding why they're so hard to fix.
Map geometry in games like Arc Raiders is built in layers. There's the visual geometry you see (walls, buildings, terrain), collision geometry that determines where bullets and players can go, and often a third invisible boundary layer that marks the "playable space" beyond which players shouldn't venture.
The magic happens when those layers get misaligned or when players find tiny gaps between them.
In Arc Raiders, particularly on Stella Montis, players have discovered specific spots where collision geometry has gaps. A player can squeeze through a crack in a wall, clip through a floor, or find a corner where the invisible boundary doesn't quite connect. Once they're out, they're essentially in a separate space from the rest of the map.
The devastating part? They can still shoot back into the playable area.
Here's why that's so dangerous: the developers need to balance map connectivity. Too many invisible walls and barriers, and the map feels claustrophobic and broken. Too few, and you get exploitable gaps. When you have a game like Arc Raiders where tactical positioning is paramount, even a single exploitable corner can determine match outcomes.
The patch 1.12.0 notes mention fixing "various out of bounds map locations on Stella Montis," but here's what players experienced: some exploits went away, but others persist. A player posted on the official Discord about a wall glitch in the lobby area. Another reported getting killed by three players hiding inside the seed vault extract location.
This suggests Embark Studios fixed maybe 30-40% of the exploitable locations, but missed others entirely or didn't understand the full scope of the problem.


Large studios like Activision-Blizzard can distribute resources more evenly, while smaller studios like Embark Studios may allocate more towards exploit fixing due to limited resources. Estimated data.
The Stella Montis Map: Why This Specific Location Became an Exploit Hotspot
Stella Montis isn't a bad map. In fact, it's one of Arc Raiders' most interesting designs. The map features multiple extraction points, varied terrain, and interesting vertical gameplay with buildings and elevated positions.
But all those features create complexity. Complex maps have more geometry. More geometry means more potential gaps.
Stella Montis' layout includes several distinct areas: the lobby zone where players start, the seed vault where players extract, urban sections with buildings, and open spaces with sight lines. Each area has its own geometry puzzle, and collectively, they've created a Swiss cheese effect where enterprising players can find holes.
The map's design philosophy seems to be about openness and exploration, which creates natural chokepoints and tactical positions. But that same openness creates opportunities for clipping and geometry issues.
What makes Stella Montis particularly vulnerable is its size and the way certain structures are built. The vault extraction area, for instance, has been a recurring problem spot. Multiple players have reported exploits in that location, suggesting it's either poorly optimized or has fundamental geometry issues that are hard to solve without a complete rebuild.
Embark Studios could solve this in several ways. They could subdivide the map into smaller sections with stricter collision zones. They could add additional invisible barriers. They could rebuild problem areas entirely. But each solution comes with trade-offs.
Redoing entire sections of a popular map could alienate players who like current gameplay. Adding too many invisible walls might create frustrating moments where players feel "stuck" in legit positions. Finding the right balance is harder than it sounds.
Patch 1.12.0: What Embark Studios Actually Fixed
Let's break down what the patch actually addressed, because there's a meaningful difference between what the patch notes claim and what players are experiencing.
The official patch notes list these relevant fixes:
Fixed some cases where players were able to damage others from behind geometry. This is broader than just out-of-bounds exploits. It includes situations where players could shoot through walls or around corners where collision didn't properly block line-of-sight. The word "some" is doing a lot of work here. It's not "all cases," just "some cases."
Fixed various out of bounds map locations on Stella Montis. Again, "various" doesn't mean "all." It means Embark Studios identified specific exploitable locations and fixed them, but likely didn't solve the systematic issue causing exploits to exist in the first place.
When patch 1.12.0 rolled out, initial community response was cautiously optimistic. Players thought maybe, just maybe, Embark Studios had finally nailed it. But within hours of the patch going live, players found new exploits or confirmed that old ones still worked.
This is a common pattern with map exploit fixes. You fix the most obvious ones, but the underlying issue persists because the root cause (geometry layering problems, misaligned collision zones) isn't addressed. You're treating symptoms instead of the disease.
The fact that Embark Studios is acknowledging the issue publicly and iterating on fixes is positive. The developer isn't trying to hide the problem or claim it's solved when it isn't. But the gap between acknowledging a problem and fixing it is where trust erodes.


The primary reason for not rebuilding Stella Montis is gameplay disruption (40%), followed by developer resource constraints (35%) and maintaining player engagement (25%). Estimated data.
Player Frustration: Reading Between the Discord Lines
When patch 1.12.0 released, Embark Studios devs posted on the official Discord expecting maybe some appreciation. What they got instead was immediate pushback from the community.
"There is still a wall glitch in Stella (somewhere in the lobby area)," one user wrote. That's not angry or confrontational. It's exhausted. It's the tone of someone who expected this to be fixed and is disappointed it wasn't.
"So, I guess they didn't fix wall glitches because I just got killed by 3 people inside the seed vault extract in Stella Montis," another player added. This one's more frustrated. The player encountered the exact problem the patch supposedly fixed, within what was probably minutes or hours of the update going live.
These Discord messages tell a story. Players aren't saying "this game is broken." They're saying "I hoped this would be fixed and it wasn't, and I'm tired of hoping."
That's potentially more dangerous than anger. Anger is reactive. Resignation is when players start uninstalling.
The community is clearly invested in Arc Raiders. They want it to work. They're reporting issues in detail. They're giving feedback. But they're also running out of patience for half-measures.
Embark Studios' response was solid from a communication standpoint. Devs acknowledged the ongoing issues and committed to more fixes "over the next few weeks." That's honest. But it's also a tacit admission that 1.12.0 didn't solve the problem, which undermines the purpose of the patch in the first place.
Why Map Exploits Are Harder to Fix Than You'd Think
Here's where game development gets genuinely complicated: fixing map exploits isn't as simple as "rebuild the geometry." There are multiple technical, design, and organizational reasons why exploits persist.
Technical Reasons: Different game engines handle collision differently. Some engines use simple bounding boxes, others use complex shape-based collision. In Arc Raiders' case, the problem likely involves multiple overlapping collision systems that occasionally misalign. When you have dynamic destruction elements, moving obstacles, or level-of-detail systems that change geometry at distance, it gets exponentially harder to ensure perfect collision everywhere.
Design Reasons: Maps need to support multiple playstyles and tactics. What looks like an exploit from one angle might be an intentional sightline from another. Fixing one exploit without breaking intended gameplay requires deep understanding of every possible approach and angle on the map. Developers need to think in three dimensions and account for every possible player position.
Testing Reasons: You can't catch every exploit before launch. The community is essentially free QA. Millions of players exploring every inch of the map will find gaps that internal testing missed. But once you know exploits exist, reproducing them reliably is the first step to fixing them. Community reports need to be detailed enough for developers to find and verify the issues.
Resource Reasons: Fixing map exploits requires pull-through resources. Level designers need to identify the problem, determine the best fix, implement the solution, and then coordinate with programmers and QA. On a smaller team or with competing priorities (new features, balance patches, seasonal content), map fixes might not be top priority.
Embark Studios is being transparent about needing "the next few weeks" to fix issues. That suggests they're aware of multiple exploits and working through a queue of fixes. It also suggests the patch 1.12.0 represents their first pass, not a complete solution.
The Competitive Integrity Problem: Why Out-of-Bounds Exploits Kill Games
Out-of-bounds exploits aren't just annoying. They actively destroy the premise of a competitive game.
Competitive multiplayer games are built on a fundamental social contract: everyone plays by the same rules in the same space. The map is deterministic. If you know the map well, you can predict where enemies might be. If you find a tactical advantage, you can execute it consistently. Skill matters because everyone has access to the same tools and spaces.
Out-of-bounds exploits completely break that contract.
When a player finds an exploit, they have asymmetric information. They know the exploit exists and they can use it. Most players don't. This creates a tier system where some players are literally playing a different game than others.
For a competitive shooter, this is catastrophic.
New players experience exploits as "this game is unfair." Experienced players experience exploits as "should I memorize these glitches to stay competitive, or do I want to play the game as designed?" Neither experience is good.
Top-tier competitive games (like Counter-Strike, Valorant, or Apex Legends) invest heavily in exploit prevention specifically because they understand that exploit-free gameplay is table stakes for competitive credibility. They have dedicated teams that regularly sweep maps for geometry issues. They release patches between major seasons specifically to address discovered exploits.
Arc Raiders is free-to-play and newer, so it doesn't have the same resources as established franchises. But that's exactly when competitive integrity matters most. New games need to prove they're worth the community's time investment. Exploit-ridden maps make that hard.
Embark Studios' commitment to fixing these issues is necessary, not optional. It's not nice-to-have. It's fundamental.

Estimated data suggests that approximately 35% of out-of-bounds exploits were fixed in patch 1.12.0, while 65% remain unfixed, highlighting ongoing challenges in addressing map geometry issues.
Community Reports: The Real Bug Tracker
The most fascinating part of the Arc Raiders exploit situation is how the fix process actually works. Players discover exploits. They report to Discord. Embark Studios monitors Discord and extracts bug reports. Developers reproduce issues. Fixes get implemented. Patches deploy. Players immediately find new exploits or confirm old ones persist.
It's a continuous cycle, and the community is essentially the primary QA team.
This is actually normal for online games. Big studios use community reports as a significant portion of their bug intake. The difference is usually one of pace: bigger teams can iterate faster and push hotfixes more frequently.
For Arc Raiders, the challenge is that Discord reports need to be good enough for developers to reproduce issues. "There's a glitch somewhere in Stella" isn't useful. "In the seed vault, you can clip through the left wall corner if you jump at exactly frame 47 and land on the invisible geometry" is useful.
Some players are providing detailed, reproducible reports. Others are just venting frustration. The developers need to sort through the signal and noise, then prioritize which exploits to fix first.
Publicly acknowledging that fixes are coming "over the next few weeks" is actually smart communication strategy. It sets expectations. It's honest. But it also implicitly says "we're not done yet, your frustration is valid, and we're working on it."
The real test is whether Embark Studios follows through and whether the patches actually address the root causes or just keep playing whack-a-mole with surface-level fixes.

Alternative Solutions: Beyond Just Patching
Embark Studios could solve the out-of-bounds problem through several different approaches, each with different trade-offs.
Option 1: Comprehensive Map Rebuild The nuclear option. Take Stella Montis offline temporarily, completely rebuild the geometry and collision systems, and relaunch it as "fixed." Pro: actually solves the problem. Con: players lose the map for weeks or months, which kills momentum. Also expensive in developer time.
Option 2: Invisible Boundary Redesign Add or reposition invisible boundaries that prevent players from reaching exploit locations entirely. Pro: relatively fast to implement. Con: can create false "walls" that feel buggy to legitimate players who accidentally hit them.
Option 3: Aggressive Anti-Cheat Enhanced detection that identifies when players are operating outside expected map bounds and automatically flags or bans them. Pro: discourages exploit usage through punishment. Con: requires extremely precise implementation or you'll false-flag legitimate players.
Option 4: Iterative Patching Keep identifying specific exploits, fixing each one in patches. This is what Embark Studios is currently doing. Pro: low disruption to players. Con: can feel like a losing battle if new exploits keep appearing.
Option 5: Competitive Integrity Rules In ranked modes specifically, implement stricter boundaries or detection that prevents out-of-bounds play entirely, even if it's possible. Keep casual modes looser. Pro: protects competitive integrity where it matters most. Con: complexity managing different rulesets.
Most successful games use a combination of these approaches. They do iterative patching for discovered exploits, they invest in anti-cheat systems that include boundary detection, and they periodically do larger map revisions to address systematic issues.
Embark Studios' roadmap for the "next few weeks" likely includes patches (Option 4) and possibly boundary redesigns (Option 2). Whether they're planning for more comprehensive solutions isn't clear from public statements.
The Patch Deployment Process: Why Fixes Take Weeks, Not Days
When players see exploits in Discord and then see patches not deploy immediately, they get frustrated. "Just fix it," they think. "Can't be that hard."
But game patch deployment involves way more than identifying a problem and writing code.
Reproduction: First, a developer needs to actually reproduce the exploit themselves. Community descriptions are sometimes vague. They need step-by-step confirmation that the bug exists and behaves consistently.
Root Cause Analysis: Once reproduced, developers need to understand why the bug exists. Is it a collision geometry issue? A physics system problem? An engine limitation? Different root causes require different solutions.
Solution Design: The fix needs to be designed carefully. Changes to map geometry can have cascading effects on gameplay, sightlines, and balance. A developer can't just delete a wall; they need to understand how that wall affects the game's flow.
Implementation: Someone codes the fix. Maybe it's a one-line change. Maybe it requires modifying multiple systems.
Internal Testing: Before the patch goes live, it gets tested on internal servers. Developers play the map, try to reproduce the exploit, verify it's actually fixed, and confirm no new problems were introduced.
Quality Assurance: Separate QA teams systematically test the patch to catch issues before release. They're looking for new bugs, performance problems, and unintended side effects.
Deployment Preparation: Patches need to be packaged, staged, and prepared for deployment across multiple platforms. There's infrastructure and scheduling involved.
Documentation: Patch notes need to be written, localized, and reviewed. Players need to understand what changed.
Deployment: The patch actually rolls out. This can take hours across different regions and platforms.
Post-Deployment Monitoring: Once live, developers watch for issues. If critical bugs emerge, they might need to deploy a hotfix.
From initial report to deployed patch, this process typically takes 1-3 weeks for most games, even for relatively simple fixes. Major map fixes can take longer.
Embark Studios' "next few weeks" commitment is actually realistic timeframing for a multiple-exploit fix cycle.


Estimated data shows that Quality Assurance and Root Cause Analysis are the most time-consuming stages in the patch deployment process, each taking several days.
The Bigger Picture: Is Arc Raiders Worth Playing Right Now?
Here's where we need to be honest: the out-of-bounds exploit situation matters, but it's not necessarily a deal-breaker.
Ark Raiders is still fun. The core gunplay is solid. The map design (exploits aside) is interesting. The extract shooter formula is engaging. If you're playing casually, you'll probably encounter exploit users rarely enough that it doesn't ruin every session.
But if you're trying to climb ranked or take the game seriously, the exploit situation creates doubt.
You're going to lose matches to players using exploits sometimes. You're going to wonder if you lost a fight because the other player was better or because they had a positioning advantage you literally couldn't counter. That uncertainty erodes trust in the game's competitive fairness.
For a free-to-play game, losing player trust in fairness is a death spiral. Players won't invest time if they don't believe the field is level.
The fact that Embark Studios is acknowledging the problem and committing to fixes is positive. It shows the developer understands the issue and is prioritizing it. But talk is cheap. Patches need to actually fix things.
If patch 1.12.0 represents the beginning of a genuine fix effort and subsequent patches actually improve the situation noticeably, Arc Raiders can recover. If these problems persist for months while Embark Studios cycles through ineffective patches, the game's competitive credibility dies.
We're probably 2-4 weeks away from knowing which outcome is more likely.
Anti-Cheat Systems and Out-of-Bounds Detection
Modern competitive games often use anti-cheat systems that monitor player positions in real-time. These systems can detect when a player is operating outside the expected play area and flag them appropriately.
Embark Studios likely uses some form of anti-cheat (probably a server-side system or middleware like EAC or Battl Eye, though this isn't publicly specified). The question is whether the anti-cheat specifically monitors for out-of-bounds positions.
Some anti-cheat systems focus primarily on aim assistance detection, wall-hacks, and obvious cheating tools. Others include behavioral analysis that flags suspicious play patterns. Detecting legitimate out-of-bounds placement (versus a player exploiting their way into an inaccessible area) requires the system to understand the map's intended boundaries perfectly.
If Arc Raiders' anti-cheat doesn't specifically flag out-of-bounds positions, that's a gap Embark Studios should close. It's not complicated technically. You establish a 3D boundary for each map section, and if a player's position falls outside it consistently, you flag them. They could potentially be legitimately glitched (stuck in geometry), but if they're actively firing from an out-of-bounds position? That's actionable.
Implementing out-of-bounds detection wouldn't solve exploits entirely (players could still glitch into spaces), but it would create consequences for using exploits, which is a deterrent.

The Economics of Exploit Fixing: Why Resources Matter
Small indie studios and large game publishers approach exploit fixing differently because they have different resources.
Activision-Blizzard, for example, employs hundreds of engineers and designers. They can assign multiple people to map issues continuously. They also have institutional knowledge from maintaining multiple successful competitive franchises.
Embark Studios is smaller. The team is talented and committed, but they have finite resources. Every engineer working on exploit fixes is an engineer not working on new content, balance changes, or performance optimization.
This creates a prioritization problem. Do you fix the exploit that affects 5% of players but completely breaks fairness for them? Or do you work on new features that attract new players?
Ideally, you do both. But with limited resources, trade-offs are inevitable.
This is why Embark Studios' public commitment to fixes is important. It signals that exploit fixes are a priority, not a nice-to-have. If the team follows through with consistent patches that actually reduce exploits, it demonstrates they're allocating resources to competitive integrity.
The danger is if patches roll out but don't significantly reduce exploits. Then players perceive the commitment as performative, and trust erodes even faster.

Technical challenges are the hardest to address due to complex collision systems, followed by design and testing difficulties. Estimated data based on common industry issues.
Looking Forward: What Embark Studios Needs to Do
Based on the community feedback and the persistent nature of exploits, here's what needs to happen for Arc Raiders to recover trust.
First, patch 1.12.0 was a start, but it's clear it didn't address all issues. Subsequent patches need to be more comprehensive or more frequent. Weekly hotfixes focused on exploits would signal serious commitment. Monthly patches suggest exploits are lower priority.
Second, Embark Studios should share the exploit fix roadmap publicly. Something like "We've identified 7 major exploit clusters on Stella Montis and are addressing them in this order over the next 4 weeks." Transparency builds trust.
Third, implement out-of-bounds detection in the anti-cheat system. Create consequences for exploit usage, even if the exploits aren't technically removed. Deterrence helps.
Fourth, consider a temporary competitive integrity mode on Stella Montis that uses stricter boundaries or detection. Show the community that you can create a truly fair experience, even if it requires trade-offs.
Fifth, do a post-mortem. Once exploits are fixed, publish a public analysis of how they happened, what went wrong, and what's changing to prevent similar issues. This is what Riot Games does after major security issues, and it builds tremendous goodwill.
Ark Raiders has the foundation to be a great competitive shooter. The exploit situation is real and frustrating, but it's fixable. The question is whether Embark Studios treats it as a priority or a side issue.
Early indications suggest it's a priority. But the community is watching. Trust, once lost, takes a long time to rebuild.

Comparing Arc Raiders to Other Tactical Shooters
How does Arc Raiders' exploit situation compare to competitors like Valorant, CS: GO, or Apex Legends?
Valorant had significant geometry issues at launch. Multiple maps had pixel-walk exploits and out-of-bounds positions. Riot Games treated this as urgent and released multiple patches addressing geometry issues in the first few months. By month 4-6, most known exploits were eliminated. Riot also continued to patrol maps for new issues throughout Valorant's entire lifespan.
CS: GO is older and uses different technology, but it's had periodic geometry updates specifically to address exploits. The community identifies exploits quickly, and Valve deploys fixes, though sometimes slowly.
Apex Legends has fewer map exploit issues proportionally, probably because EA/Respawn had experience from Titanfall and applied lessons. But exploits do exist and get patched.
Ark Raiders' situation isn't unusual for a newer game, but it is a test. Newer games are judged on their responsiveness to issues more harshly than established titles. Players might tolerate exploits in a 5-year-old game that's otherwise polished. They won't tolerate exploits in a game promising competitive balance.
Embark Studios is basically in a "prove yourself" moment. The next 4-6 weeks of patches will determine whether the community thinks the developer cares about fairness or not.
The Cheating Ecosystem: Exploits as a Gateway
One often-overlooked aspect of exploits: they create a cultural gateway to cheating.
When exploits are widely known and rarely punished, it normalizes unfair play. Players who wouldn't consider using aim-assist cheats might think "well, everyone's using the wall glitch, so it's fair game."
This creates a cheating ecosystem where the boundary between "exploits" and "cheating" blurs. Once that boundary is fuzzy, it becomes easier for players to justify progressively worse behavior.
Riot Games has been very explicit about this. They maintain that even minor exploits are unacceptable in competitive games specifically because they shift cultural norms around fairness. Each exploit that goes unpunished makes the next level of cheating feel more acceptable.
This is why Embark Studios' response matters beyond just fixing the immediate issue. The developer is essentially setting the cultural tone for what's acceptable in Arc Raiders. If exploits persist and players using them face no consequences, the community learns that "anything goes." If exploits get fixed and cheaters get detected, the community learns that fairness is non-negotiable.


Comprehensive Map Rebuild is the most effective but also the most complex solution. Iterative Patching is the least complex but less effective in the long term. Estimated data based on typical industry insights.
Technical Deep Dive: Why Stella Montis Specifically?
Why is Stella Montis worse than other Arc Raiders maps for exploits?
Likely explanations:
Complexity: Stella Montis is the largest or most complex map in Arc Raiders. More geometry means more potential gaps. It's a classic game design problem: detail creates beauty but also creates bugs.
Recent Addition: If Stella Montis was added more recently than other maps, it might not have had as much playtesting time. New maps often have more undiscovered exploits simply because fewer eyeballs have scrutinized them.
Community Attention: Once a few exploits became known on Stella Montis, the community focused on finding more. Now there might be a self-reinforcing cycle where the map gets disproportionate attention from exploit hunters.
Engine or Tools Issues: It's possible that Stella Montis was built with a version of the game engine or mapping tools that had a specific bug. Other maps might have been built before or after that bug existed.
Without seeing Embark Studios' internal telemetry, it's impossible to know exactly. But the concentration of exploits on one map suggests something specific about that map's design or creation process.
If Embark Studios wanted to be really transparent, they could share a technical breakdown: "Stella Montis exploits fall into three categories: collision misalignment (5 locations), asset placement errors (3 locations), and boundary definition gaps (7 locations). We're fixing categories 1 and 2 in this patch, category 3 requires engine changes and will take longer."
That level of detail would be remarkable and would show genuine transparency.
The Community Sentiment: Reading the Mood
The Discord messages quoted in coverage about patch 1.12.0 reveal community sentiment, but they're also easy to misinterpret.
Yes, players are frustrated. But they're not saying "Arc Raiders is dead" or "I'm uninstalling." They're saying "I hoped this would be fixed and it wasn't, but okay."
There's a difference between frustrated and resigned. The community hasn't given up yet. But frustration can turn to resignation quickly if subsequent patches don't show progress.
Embark Studios has maybe 2-3 more patches to show meaningful improvement before community sentiment shifts from "hopeful but disappointed" to "this game doesn't take competitive integrity seriously."
Once sentiment shifts to that level, it's harder to recover. Neutral players will think twice before investing time. Competitive players will look at alternatives.

Moving Forward: What Players Should Do
If you're playing Arc Raiders and encountering exploit users, here's what actually helps:
Report with video evidence. Submit clips showing exactly how the exploit works. This is more valuable to developers than any amount of complaining.
Report the player through in-game systems. Most games (including Arc Raiders) have report features that feed into anti-cheat or moderation systems. Use them.
Give constructive feedback on the roadmap. When Embark Studios asks for community input, provide specific suggestions about which map areas need attention first.
Play other maps while Stella Montis gets fixed. Arc Raiders has other maps. Distributing player attention gives developers breathing room to focus fixes on problem areas.
Be patient but vocal. The community's voice matters. Continue expressing that exploits are a problem, but frame it constructively. "This is a priority for us" resonates better than "you're all terrible developers."
Support the game if you think the team is trying. If patches do start addressing exploits meaningfully, playing and perhaps supporting the game through cosmetics shows developers that competitive integrity work is valued.
The player community has power here. They can drive the conversation toward positive outcomes or toward resignation. Constructive engagement is more effective than burnout.
The Bigger Industry Conversation: Why This Matters
Ark Raiders' exploit problems aren't unique to Arc Raiders. They're part of a broader industry dynamic: games are becoming more complex, which makes them harder to quality-assure before launch, which means communities are expected to be QA testers.
This creates tension. Players want bug-free games at launch. Developers understand that's increasingly unrealistic for complex multiplayer games. Communities feel like they're paying to test games. Developers feel like they're managing impossible expectations.
The resolution is better communication and faster iteration. Games launch with known issues that are addressed through consistent updates. This works if and only if the developer prioritizes the right issues.
For competitive games, exploit fixing must be top priority. Cosmetics and new features are nice, but they don't matter if the fundamentals are broken.
Embark Studios' response to the Stella Montis exploit situation is a test of whether the studio understands this. The industry is watching. How the team handles this will influence whether players trust Arc Raiders, and it sends a signal to other developers about what competitive players expect.
If Embark Studios fixes exploits quickly and thoroughly, it builds credibility. If exploits persist, the game's competitive future is in doubt, regardless of how good the gunplay is.
We're basically at a pivotal moment for Arc Raiders. The next 4-6 weeks determine a lot.

TL; DR
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Patch 1.12.0 Fixed Some Exploits But Missed Others: The latest Arc Raiders update addressed some out-of-bounds glitches on Stella Montis, but community reports confirm multiple exploits still work, particularly in the lobby and vault extraction areas.
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Out-of-Bounds Exploits Destroy Competitive Fairness: Players positioned outside the map can shoot enemies who have no way to retaliate, creating fundamentally unfair gameplay that breaks competitive integrity.
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Map Exploit Fixes Take Weeks, Not Days: Developers must reproduce exploits, determine root causes, design solutions, test thoroughly, and deploy safely. The "next few weeks" promised by Embark Studios is realistic timeframing.
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Stella Montis Has Systematic Geometry Issues: The concentration of exploits suggests the map's collision and geometry systems have fundamental misalignments, not just isolated glitches. Comprehensive fixes might require rebuild or major redesign.
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Community Response Reveals Frustration But Not Abandonment: Players are disappointed that fixes didn't address all exploits, but they're still engaged and reporting issues. Trust is fragile but not yet broken.
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Next Patches Will Determine Game's Competitive Future: If subsequent patches show meaningful progress on exploit fixes, Arc Raiders can recover trust. If problems persist, the game's competitive credibility is at serious risk despite solid core gameplay.
FAQ
What exactly is an out-of-bounds exploit in Arc Raiders?
Out-of-bounds exploits occur when players find ways to position themselves outside the intended playable map area, typically by clipping through walls or squeezing through geometry gaps. The devastating part is that players can still shoot enemies in the normal play area from these protected positions, making them nearly impossible to counter. It's essentially creating a god-mode position where you can damage others but they can't damage you back.
Why hasn't Embark Studios just completely rebuilt Stella Montis to fix all exploits?
A complete map rebuild would require taking Stella Montis offline for weeks or months while developers redesign collision geometry and test extensively. This would severely disrupt gameplay and alienate players who want to continue playing. Instead, developers patch specific exploits iteratively, which takes longer but keeps players engaged. A rebuild might happen eventually if exploits persist, but it's a last resort due to the disruption and developer resources required.
How do players actually discover these out-of-bounds glitches?
Players discover exploits through experimentation. They explore map boundaries, try jumping in unusual angles, test clipping into corners, and share discoveries on Discord and Reddit. Once one exploit is found, the community starts systematically looking for similar issues in other map areas. Competitive players particularly have incentive to find exploits because they provide unfair advantages. Communities essentially function as free QA testers, finding issues developers missed during internal testing.
What's the difference between an exploit and a regular bug?
An exploit is a bug that provides a gameplay advantage and is intentionally used by players to gain unfair benefit. A regular bug might be a visual glitch, a performance issue, or a mechanical problem that doesn't provide competitive advantage. Out-of-bounds positioning is an exploit because it gives the player who finds it a significant strategic advantage over opponents. Regular bugs are usually less urgent to fix unless they cause crashes or severely impact performance.
Could Embark Studios use anti-cheat systems to detect and punish out-of-bounds exploits?
Yes. Anti-cheat systems can monitor player positions in real-time and flag players operating outside defined map boundaries. This would create consequences for exploit usage even if the physical exploit isn't removed. Players would face bans or penalties if they're detected exploiting out-of-bounds positions. This would likely reduce exploit usage significantly. However, implementing this requires the anti-cheat system to understand each map's boundaries perfectly to avoid false positives.
How long will it take before Arc Raiders' exploit situation is actually resolved?
Based on how these situations play out in other competitive shooters, meaningful improvement probably takes 4-8 weeks of consistent patching. Complete resolution could take longer if exploits require major map redesigns. What matters more than the timeline is whether each patch shows demonstrable progress. If patch 1.12.0 was followed by patches that actually reduce exploit prevalence noticeably, the community will have patience. If exploits remain prevalent, trust erodes quickly even if developers claim to be working on fixes.
Why should I care about this if I don't play competitively?
Even casual players are affected by exploits. Encountering an exploit user ruins the fun, regardless of whether you're trying to climb ranks or just enjoy matches. But more importantly, exploit prevalence indicates a developer's commitment to fair gameplay. If Embark Studios doesn't take competitive integrity seriously, it signals potential problems for the entire game. Games that let exploits fester tend to stagnate and lose player communities.

Closing Thoughts
Arc Raiders finds itself at a critical juncture. The game has solid fundamentals. The gunplay works, the maps are interesting (exploits aside), and the extract shooter format is engaging. But competitive games live or die on fairness. When players can't trust that everyone's playing by the same rules, the whole experience falls apart.
Patch 1.12.0 was supposed to address this. It partially did, but community reports suggest the problem is broader than a single patch could fix. This actually makes sense from a technical perspective. Exploits often indicate systematic issues in map geometry or collision systems. A single patch fixing "various out of bounds map locations" isn't the same as fixing the root cause.
What happens next matters enormously. If Embark Studios maintains consistent focus on exploit fixes and each subsequent patch shows real progress, the community will rally. Players want to believe in the game. They're giving developers a chance to prove they can fix this.
But if the same exploits keep showing up in subsequent patches, or if fix efforts are inconsistent, trust evaporates. Once players stop believing developers care about competitive integrity, getting them back is brutally difficult.
The good news is the developer seems aware and committed. Public acknowledgment of issues and explicit promises of continued fixes are positive signals. Embark Studios isn't pretending the problem is solved or making excuses.
The hard part is execution. The next 4-6 weeks of patches will determine whether Arc Raiders becomes a respected competitive shooter or a case study in how not to handle exploit issues.
The community is watching. They're ready to be convinced. Embark Studios' move.
Key Takeaways
- Patch 1.12.0 only partially addressed out-of-bounds exploits; multiple glitches persist on Stella Montis according to community reports
- Out-of-bounds exploits destroy competitive integrity by allowing players to attack from positions that cannot be retaliated against
- Map exploit fixes require weeks of work including reproduction, root cause analysis, design, implementation, testing, and deployment
- Embark Studios' commitment to fixes in coming weeks is realistic, but execution matters more than promises for rebuilding player trust
- How the developer handles exploit fixes over the next 4-6 weeks will determine whether Arc Raiders becomes a trusted competitive shooter
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![Arc Raiders Out-of-Bounds Exploits: Why Players Still Can't Trust Stella Montis [2025]](https://tryrunable.com/blog/arc-raiders-out-of-bounds-exploits-why-players-still-can-t-t/image-1-1768991903666.png)


