Game Updates

You'll Hear It Coming: Embark's "Detail Obsessed" Audio

Sound isn't background—it's a strategic pillar of Arc Raiders, built on authentic recordings and responsive systems you can learn.

Arc Raiders sound design deep dive
6 min readGame Updates

In the high-stakes world of an extraction shooter, information is the most valuable resource. Knowing where your enemy is, what they're doing, and what you're up against can mean the difference between a successful run and a trip back to Speranza with empty pockets. In their latest behind-the-scenes post, Embark Studios has revealed just how deep their commitment to providing that information goes, and it all comes down to one thing: sound.

In a detailed message from the dev team, they unveiled their core audio philosophy, and it’s clear they view sound not just as background noise, but as a primary pillar of gameplay and immersion. Their goal is ambitious and exciting: to create an environment you can understand "even with your eyes closed, simply by listening."

Grounded in Reality, Perfected by Code

How do they achieve this? It starts with authenticity. The team explains that the majority of sounds in Arc Raiders, from the crack of a rifle to the boom of an explosion, come from live recordings. They go to painstaking lengths to capture this audio, placing microphones at various distances to perfectly replicate how sound travels in the real world.

"When things sound plausible and grounded, you start to believe all the unbelievable things that are happening around you."

But the real magic happens when these live recordings are combined with dynamic, procedural game systems. The audio team has created hundreds of rules that bring the world to life based on your situation. Rain will patter differently on a metal car versus the dirt next to it. The wind will change as you gain altitude. The chirping of birds or the croaking of a toad will tell you what kind of environment you're in without you ever needing to look. This isn't a static soundscape; it's a living, breathing world that reacts to you.

Sound as a Strategic Tool

For the tactical player, this update is a goldmine of information. The most crucial takeaway is how sound directly impacts gameplay, particularly when dealing with the game's robotic antagonists.

"Each ARC machine has its own unique sound pattern. These sounds change depending on its state, whether the ARC is searching for something, is in combat, or just rolling around and minding its own business."

This is a game-changer. It means that an attentive Raider will be able to identify the type of ARC unit ahead, know if it's on high alert, and make a strategic decision to engage, bypass, or set an ambush before ever making visual contact. Mastering this audio language will be a hallmark of a top-tier player. Stealth-focused builds, in particular, will benefit immensely from this, as listening becomes a primary tool for infiltration and survival.

The Definition of "Detail Obsessed"

Just how deep does this commitment to audio go? The team shared a few examples that are nothing short of incredible:

  • Inventory Foley: Every single item has its own unique, foley-recorded sound effect when moved in your inventory.
  • Backpack Weight: Your backpack will sound different depending on how full it is.
  • The Knee Distance Delta: They are literally tracking the distance between your character's knees as they walk to ensure footstep audio is as realistic as possible.

This level of detail is a testament to Embark's philosophy: "No sound should ever take you out of the experience."

This deep dive proves that Embark is crafting Arc Raiders with an artisan's care. The world they are building for us to explore on October 30th is being designed to be felt and heard, not just seen. So get your best headset ready, Raiders. In the Rust Belt, listening will be surviving.

Don't just read about it—hear it for yourself in the behind-the-scenes video:

Whether you're hunting down ARC behemoths or outsmarting human rivals, ARCRaiders.build is your strategic advantage.