Homeworld 3 review: a lavish and often gripping RTS that is overly reliant on playing the hits

I was tempted to exclusively call it the ‘mommy ship’ so consider yourselves lucky

An enemy ship gets a good lasering in Homeworld 3 - 1

Image credit:Blackbird Interactive/Rock Paper Shotgun

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  • Developer: Blackbird Interactive
  • Publisher: Gearbox Publishing
  • Release: May 13th 2024
  • On: Windows
  • From: Steam , Epic Games Store
  • Price: £50 /€60 /$60
  • Reviewed on: Intel Core i5-8600K, 16GB RAM, Nvidia RTX 2070, Windows 10

Spacefaring RTS Homeworld 3 is good sci-fi. Monolithic structures scorched with plasma burns. Sleek spacecraft. Alien sunrises. It’s also good sci-fi because its characters converse through reams of inscrutable but cool-sounding space science, and at no point does a grinning quipster tell a scientist: “Whoa there, professor. Why don’t you try saying that again… but in English!” Basically, if your wishlist for Homeworld 3 has tone and atmosphere at the top, rest easy. At no point did I get the sense that Blackbird ever took making the first proper Homeworld in eight years lightly.

Homeworld 3 is also, on balance, a good time. I say ‘on balance’ because it took me about two-thirds of the 13-mission campaign to start comfortably navigating the controls, by which time other, more fundamental issues started to crop up. Unit disposability and clickmania eventually takes over from the measured tactical play these wonderful ships deserve. Also, the ‘normal’ campaign is mostly a glorified tutorial, which means some story beats didn’t hit as hard. (“The mothership can’t take another hit like that!” command screams, as an asteroid knocks off roughly 3% of my total health.)

Through all this, though, Homeworld 3 never failed to keep me pacified with dramatic, lengthy cutscenes, incredible vistas, gripping moments, and thoughtful details. It all left me with a solid appreciation that didn’t quite translate to a rip-roaring videogame time, but I’ll get into all that in a bit.

The game begins as scientist Imogen S’Jet is preparing to enter the Hiigaran mothership, Khar-Kushan, as its navigator. This is a process where she’ll effectively become one with the enormous vessel, both physically and through a psychic link to the entire fleet. A Bad Space Happening known as ‘The Anomaly’ is spreading, disrupting gate travel and destroying ships. Now, previous Homeworld navigator Karan S’Jet has gone missing. Well, don’t just sit there like a 2D chump! Get out there and command some ships to move around in 3D space and find out what’s happening.

A dogfight takes place around ancient structures in Homeworld 3 - 3

Dogfights are spectacular, but tactics can give way to reaction speed. |Image credit:Blackbird Interactive/Rock Paper Shotgun

It’s this 3D movement that, alongside your fleet of units carrying over between missions, differentiated the series from its contemporaries back in ‘99 when the first game released. Asteroid coming your way? A foolish flat-plane dwelling Warcraft orc would have to work-work on their headbutting skills, but you can just swoop underneath. Outnumbered in a dogfight? Ambush the fleet from above to get at those vulnerable topsides. This extends to formations, too, where command groups can be set to fly and fight as spheres or defensive walls. Later, you’ll unlock minelayer frigates, able to lay diamonds or boxes of explosives to secure chokepoints on multiple elevations.

Of the 13 missions, one is a tutorial and introduction, but none of the other twelve fall back on the RTS skirmish staple of defending a base until you’ve built up a force, then sallying out to crush the enemy. I actually wouldn’t have minded this at least once, since such missions are a good sandbox to try out different fleet compositions, but I think their absence comes down to providing tension in a series where you don’t actually build a base in any traditional sense. You’ll have up to five resource gatherers and your mothership for unit production, and any sort of defensive perimeter comes down to making sure none of them get blown up. Otherwise, missions usually offer up some twist on point capture, frequently with a big showdown at the end. There are hard limits on both individual ship type and ship classes, like frigates or strike craft. So resource management and high level tactics are often focused on how to effectively split your fleet to cover objectives, defense, and regular assaults so you don’t get overwhelmed.

Remember Beat Saber ? I bring it up because it’s my go-to example of a control system so recognisable and straightforward that anyone, whether or not they’ve held a controller before, can enjoy themselves with it in about fifteen seconds. Homeworld 3 is whatever the opposite of that is: a control system utterly specific to itself. It’s not unintuitive in the sense of being confusing or superfluous, it’s just, well, not intuitive. Understandably so, in some ways, since it must support an unusual set of actions. This isn’t a negative assessment, it’s just a new experience that will trip you up for a few hours, maybe longer.

When I did finally get proficient, using the default ‘modern’ control scheme, it was hard not to lean into the fantasy of flicking levers and and turning dials at the helm of some gargantuan battleship. Homeworld 3 makes you use your mouse and keyboard differently. It’s neat in a “this is the closest I’ll ever come to owning the Steel Battalion controller without selling a kidney” way. It’s just not immediately natural. Or, eight-hours-in natural, really. So, there’s your value proposition: you get two campaign playthroughs. One on normal to enjoy the story and learn the controls, one on hard to actually play the game.

Choosing an artefact upgrade in Homeworld 3's War Games mode - 4

Rougelike co-op ‘War Games’ mode lets you pick upgrades between missions. |Image credit:Blackbird Interactive/Rock Paper Shotgun

Is it a bad thing to have a game’s controls constitute part of its challenge, especially if you’re effectively playing a character taking on the terrible psychic weight of controlling an entire fleet of unbelievably advanced ships? That asteroid field, for example, would be even less of an issue if navigation was so user-friendly it wasn’t even a consideration. Something to ponder, maybe, while you’re grappling with the often useless ‘click on empty space to bring up a 3D radial thing’ because ‘empty space’ is hard to find in a pinch due to all the background terrain. The ‘movement plane’ grid, which gives you a flat adjustable surface to vector movement across, is often the only reliable option.

I won’t reduce the tonal pros and usability cons of these controls to a flat ‘neutral’. Each represents something notable. Controls all learnt, though, I’m not convinced there’s all that much depth in combat, or enough depth so tactical decisions seem like a priority over reaction speed. Maybe I’m asking too much here. RTS combat more or less always orbits some form of rock, paper, scissors, and Homeworld 3 has more incentive than most to play the hits. But the game offers such a convincing and absorbing simulation elsewhere that it primes you for a similar level of involvement where plasma meets hull. Yet I got through normal difficulty with the same tactics I developed for Warcraft 2 when I was ten: overwhelm with a big ball of units, and if you’re up against something particularly nasty, focus fire it down. Hard difficulty feels more substantial, as other mission objectives become more of a challenge with deadlier foe compositions.

There is some nuance to the clicking. Queuing the movement vectors for bombing runs is demanding in the heat of battle, and satisfying when pulled off. Each ship class has a hotkey ability that can transform an engagement when timed correctly, and arranging multiple command groups in different formations can be hugely powerful. I think a big issue here is that anything smaller than frigate class tends to start dropping like space flies a few seconds after starting a dogfight, which makes complicated maneuvers feel a bit pointless. Early on, when you only have a few ships available, you fight a frigate with tiny strike craft, and you’re told the armour on the back is weaker. You micromanage a few attack runs, therefore, and feel like a space genius. But things soon get far too hectic for this to be realistic unless you want to be paused all the time - and since pause isn’t available in roguelike co-operative Wargames or PVP modes, I got the sense it’s just a concession for the campaign. Relying on it feels like a crutch.

A strike craft prepares for an attack run in Homeworld 3 - 5

You’ll want to take any opportunity to zoom right in to individual ship’s views of the action. |Image credit:Blackbird Interactive/Rock Paper Shotgun

Another issue with ‘playing the hits’ is that it passes up the opportunity to meaningfully evolve the things that made previous Homeworlds special. Take that contiguous fleet: why not develop your relationship with them further through things like experience levels and promotions? I’ll get to this in a moment, but the plot here is so focused on a few characters to the detriment of the Hiigarans as a people that your little pilots just end up feeling disposable. There’s an early scene where Imogen first realises she can feel the pain of every pilot in the fleet that dies in battle. I’d love to feel that too, but I’m having trouble summoning up empathy for any of the dozens of identical recon ships. A bit more survivability on both sides so dogfights lasted longer would make individual losses feel a lot more consequential. I’d love to tell your family what happened, firstname bunchahullpoints, but I’m afraid I have no idea how you died.

Zoom out, though, and Homeworld 3’s tone and atmospheric mix of somber duty and awed wonder is quite the special thing. Sci-fi storytelling always has a bit of a challenge in avoiding the cerebral becoming sterile. The Homeworld setting has a little of the space feudalism and techno-spirituality of Battletech, but it also strikes me as too interested in the how of it all, the technology, to fully slip into science fantasy. That intangible loneliness is still there though. That Homeworld feeling of being the head of a fleet of hundreds of vessels of unfathomable size, but still being very small and very alone in a vast unknowable space. As one cutscene captures masterfully, it evokes the more terrestrial wonder of deep ocean exploration.

The actual plot, while frequently gripping, triumphant, and tense, is missing something: Homeworld told the story of an entire people. This tells the story of, like, four people. They’re a likable bunch, well acted, but they’re cast in what’s ultimately a fairly rote heroes vs. villains plot. I’d have liked to play a story less character-driven, more about the ‘what’ and ‘why’ than the few heroic ‘who’. This would have allowed space for little story snapshots of some individual pilots, and for tragedy and death and real stakes. Here, you meet the main characters at the beginning, and none of them really go through any sort of growth. It lacks the somber poetry I associate with the series.

Imogen S'Jet prepares to navigate the mothership in Homeworld 3 - 6

Imgogen S’Jet is a strong protaganist, but the story’s focus on just a few characters weakens it. |Image credit:Blackbird Interactive/Rock Paper Shotgun

This isn’t to say I disliked everything about your tiny pilots. I’m a fan of how mid-mission chatter is handled, for one. I’m told Deserts of Kharak did this too, but Homeworld 3 gives you little pockets of conversation from your ships, updating you on how their thrusters are performing or other such minutiae. Some of these lines are designed to give you vital information during battle, such as if you set command groups, and one of them starts losing ships, you’ll get a “group 4 is in trouble” voice line. It gets pretty extensive. Although I could do without being told “group 1 is taking heavy losses” when really all they’ve lost is two of the cheapest ships. The dramatic advisor that cried wolf, and all that.

Homeworld 3 leaves me in the strange position where I want to play more of it, but I’ve basically had my fill of the campaign, I’ve got no interest in PvP, and War Games mode is silly difficult in single player. It’s like having a set of really nice brushes but no canvas, so to speak. I guess this is probably where mods come in - the game is supposed to be launching with built in support and tools on day one. I get that “It’ll be great with mods” doesn’t come across as a ringing endorsement, but to reiterate: Homeworld 3 is a pretty good time in a very good sci-fi setting. I can’t recommend it wholeheartedly, but I’m also hoping it finds enough of an audience that it paves the way for a more experimental sequel or expansion in the future - and if you’ve been longing for 21 years for a followup to Homeworld 2 , I can’t see you being too disappointed.

This review is based on a review build of the game provided by the developer.

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All 75 Arc Raiders Blueprints and where to get them

These areas have the highest chance of giving you Blueprints

An establishing shot of the Blue Gate map in Arc Raiders, with a blueprint grid and a Vulcano shotgun superimposed over the centre of the screenshot. - 10

Image credit:Rock Paper Shotgun/Embark Studios

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Looking for more Arc Raiders Blueprints? It’s a special day when you find a Blueprint, as they’re among the most valuable items in Arc Raiders. If you find a Blueprint that you haven’t already found, then you must make sure you hold onto it at all costs, because Blueprints are the key to one of the most important and powerful systems of meta-progression in the game.

This guide aims to be the very best guide on Blueprints you can find, starting with a primer on what exactly they are and how they work in Arc Raiders, before delving into exactly where to get Blueprints and the very best farming spots for you to take in your search.

We’ll also go over how to get Blueprints from other unlikely activities, such as destroying Surveyors and completing specific quests. And you’ll also find the full list of all 75 Blueprints in Arc Raiders on this page (including the newest Blueprints added with the Cold Snap update , such as the Deadline Blueprint and Firework Box Blueprint), giving you all the information you need to expand your own crafting repertoire.

In this guide:

  • What are Blueprints in Arc Raiders?
  • Full Blueprint list: All crafting recipes
  • Where to find Blueprints in Arc Raiders Blueprints obtained from quests Blueprints obtained from Trials Best Blueprint farming locations
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What are Blueprints in Arc Raiders?

Blueprints in Arc Raiders are special items which, if you manage to extract with them, you can expend to permanently unlock a new crafting recipe in your Workshop. If you manage to extract from a raid with an Anvil Blueprint, for example, you can unlock the ability to craft your very own Anvil Pistol, as many times as you like (as long as you have the crafting materials).

To use a Blueprint, simply open your Inventory while in the lobby, then right-click on the Blueprint and click “Learn And Consume” . This will permanently unlock the recipe for that item in your Workshop. As of the Stella Montis update, there are allegedly 75 different Blueprints to unlock - although only 68 are confirmed to be in the game so far. You can see all the Blueprints you’ve found and unlocked by going to the Workshop menu, and hitting “R” to bring up the Blueprint screen.

It’s possible to find duplicates of past Blueprints you’ve already unlocked. If you find these, then you can either sell them, or - if you like to play with friends - you can take it into a match and gift it to your friend so they can unlock that recipe for themselves. Another option is to keep hold of them until the time comes to donate them to the Expedition.

Full Blueprint list: All crafting recipes

Below is the full list of all the Blueprints that are currently available to find in Arc Raiders, and the crafting recipe required for each item:

BlueprintTypeRecipeCrafted At
BettinaWeapon3x Advanced Mechanical Components 3x Heavy Gun Parts 3x CanisterGunsmith 3
Blue Light StickQuick Use3x ChemicalsUtility Station 1
AphelionWeapon3x Magnetic Accelerator 3x Complex Gun Parts 1x Matriarch ReactorGunsmith 3
Combat Mk. 3 (Flanking)Augment2x Advanced Electrical Components 3x ProcessorGear Bench 3
Combat Mk. 3 (Aggressive)Augment2x Advanced Electrical Components 3x ProcessorGear Bench 3
Complex Gun PartsMaterial2x Light Gun Parts 2x Medium Gun Parts 2x Heavy Gun PartsRefiner 3
Fireworks BoxQuick Use1x Explosive Compound 3x Pop TriggerExplosives Station 2
Gas MineMine4x Chemicals 2x Rubber PartsExplosives Station 1
Green Light StickQuick Use3x ChemicalsUtility Station 1
Pulse MineMine1x Crude Explosives 1x WiresExplosives Station 1
Seeker GrenadeGrenade1x Crude Explosives 2x ARC AlloyExplosives Station 1
Looting Mk. 3 (Survivor)Augment2x Advanced Electrical Components 3x ProcessorGear Bench 3
Angled Grip IIMod2x Mechanical Components 3x Duct TapeGunsmith 2
Angled Grip IIIMod2x Mod Components 5x Duct TapeGunsmith 3
HullcrackerWeapon1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus ModulesGunsmith 3
Launcher AmmoAmmo5x Metal Parts 1x Crude ExplosivesWorkbench 1
AnvilWeapon5x Mechanical Components 5x Simple Gun PartsGunsmith 2
Anvil SplitterMod2x Mod Components 3x ProcessorGunsmith 3
????????????
Barricade KitQuick Use1x Mechanical ComponentsUtility Station 2
Blaze GrenadeGrenade1x Explosive Compound 2x OilExplosives Station 3
BobcatWeapon3x Advanced Mechanical Components 3x Light Gun PartsGunsmith 3
OspreyWeapon2x Advanced Mechanical Components 3x Medium Gun Parts 7x WiresGunsmith 3
BurlettaWeapon3x Mechanical Components 3x Simple Gun PartsGunsmith 1
Compensator IIMod2x Mechanical Components 4x WiresGunsmith 2
Compensator IIIMod2x Mod Components 8x WiresGunsmith 3
DefibrillatorQuick Use9x Plastic Parts 1x MossMedical Lab 2
????????????
EqualizerWeapon3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen ReactorGunsmith 3
Extended BarrelMod2x Mod Components 8x WiresGunsmith 3
Extended Light Mag IIMod2x Mechanical Components 3x Steel SpringGunsmith 2
Extended Light Mag IIIMod2x Mod Components 5x Steel SpringGunsmith 3
Extended Medium Mag IIMod2x Mechanical Components 3x Steel SpringGunsmith 2
Extended Medium Mag IIIMod2x Mod Components 5x Steel SpringGunsmith 3
Extended Shotgun Mag IIMod2x Mechanical Components 3x Steel SpringGunsmith 2
Extended Shotgun Mag IIIMod2x Mod Components 5x Steel SpringGunsmith 3
Remote Raider FlareQuick Use2x Chemicals 4x Rubber PartsUtility Station 1
Heavy Gun PartsMaterial4x Simple Gun PartsRefiner 2
VenatorWeapon2x Advanced Mechanical Components 3x Medium Gun Parts 5x MagnetGunsmith 3
Il ToroWeapon5x Mechanical Components 6x Simple Gun PartsGunsmith 1
Jolt MineMine1x Electrical Components 1x BatteryExplosives Station 2
Explosive MineMine1x Explosive Compound 1x SensorsExplosives Station 3
JupiterWeapon3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen ReactorGunsmith 3
Light Gun PartsMaterial4x Simple Gun PartsRefiner 2
Lightweight StockMod2x Mod Components 5x Duct TapeGunsmith 3
Lure GrenadeGrenade1x Speaker Component 1x Electrical ComponentsUtility Station 2
Medium Gun PartsMaterial4x Simple Gun PartsRefiner 2
TorrenteWeapon2x Advanced Mechanical Components 3x Medium Gun Parts 6x Steel SpringGunsmith 3
Muzzle Brake IIMod2x Mechanical Components 4x WiresGunsmith 2
Muzzle Brake IIIMod2x Mod Components 8x WiresGunsmith 3
Padded StockMod2x Mod Components 5x Duct TapeGunsmith 3
Shotgun Choke IIMod2x Mechanical Components 4x WiresGunsmith 2
Shotgun Choke IIIMod2x Mod Components 8x WiresGunsmith 3
Shotgun SilencerMod2x Mod Components 8x WiresGunsmith 3
ShowstopperGrenade1x Advanced Electrical Components 1x Voltage ConverterExplosives Station 3
Silencer IMod2x Mechanical Components 4x WiresGunsmith 2
Silencer IIMod2x Mod Components 8x WiresGunsmith 3
Snap HookQuick Use2x Power Rod 3x Rope 1x Exodus ModulesUtility Station 3
Stable Stock IIMod2x Mechanical Components 3x Duct TapeGunsmith 2
Stable Stock IIIMod2x Mod Components 5x Duct TapeGunsmith 3
Tagging GrenadeGrenade1x Electrical Components 1x SensorsUtility Station 3
TempestWeapon3x Advanced Mechanical Components 3x Medium Gun Parts 3x CanisterGunsmith 3
Trigger NadeGrenade2x Crude Explosives 1x ProcessorExplosives Station 2
Vertical Grip IIMod2x Mechanical Components 3x Duct TapeGunsmith 2
Vertical Grip IIIMod2x Mod Components 5x Duct TapeGunsmith 3
Vita ShotQuick Use2x Antiseptic 1x SyringeMedical Lab 3
Vita SprayQuick Use3x Antiseptic 1x CanisterMedical Lab 3
VulcanoWeapon1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus ModulesGunsmith 3
WolfpackGrenade2x Explosive Compound 2x SensorsExplosives Station 3
Red Light StickQuick Use3x ChemicalsUtility Station 1
Smoke GrenadeGrenade14x Chemicals 1x CanisterUtility Station 2
DeadlineMine3x Explosive Compound 2x ARC CircuitryExplosives Station 3
TrailblazerGrenade1x Explosive Compound 1x Synthesized FuelExplosives Station 3
Tactical Mk. 3 (Defensive)Augment2x Advanced Electrical Components 3x ProcessorGear Bench 3
Tactical Mk. 3 (Healing)Augment2x Advanced Electrical Components 3x ProcessorGear Bench 3
Yellow Light StickQuick Use3x ChemicalsUtility Station 1

Note: The missing Blueprints in this list likely have not actually been added to the game at the time of writing, because none of the playerbase has managed to find any of them. As they are added to the game, I will update this page with the most relevant information so you know exactly how to get all 75 Arc Raiders Blueprints.

Where to find Blueprints in Arc Raiders

Below is a list of all containers, modifiers, and events which maximise your chances of finding Blueprints:

  • Certain quests reward you with specific Blueprints .
  • Completing Trials has a high chance of offering Blueprints as rewards.
  • Surveyors have a decent chance of dropping Blueprints on death.
  • High loot value areas tend to have a greater chance of spawning Blueprints.
  • Night Raids and Storms may increase rare Blueprint spawn chances in containers.
  • Containers with higher numbers of items may have a higher tendency to spawn Blueprints. As a result, Blue Gate (which has many “large” containers containing multiple items) may give you a higher chance of spawning Blueprints.
  • Raider containers (Raider Caches, Weapon Boxes, Medical Bags, Grenade Tubes) have increased Blueprint drop rates. As a result, the Uncovered Caches event gives you a high chance of finding Blueprints.
  • Security Lockers have a higher than average chance of containing Blueprints.
  • Certain Blueprints only seem to spawn under specific circumstances: Tempest Blueprint only spawns during Night Raid events. Vulcano Blueprint only spawns during Hidden Bunker events. Jupiter and Equaliser Blueprints only spawn during Harvester events.
A raider in Arc Raiders kneels down in the grass and opens a grey raider cache container. - 13

Raider Caches, Weapon Boxes, and other raider-oriented container types have a good chance of offering Blueprints. |Image credit:Rock Paper Shotgun/Embark Studios

Blueprints have a very low chance of spawning in any container in Arc Raiders, around 1-2% on average. However, there is a higher chance of finding Blueprints in particular container types. Specifically, you can find more Blueprints in Raider containers and security lockers.

Beyond this, if you’re looking for Blueprints you should focus on regions of the map which are marked as having particularly high-value loot. Areas such as the Control Tower in Dam Battlegrounds, the Arrival and Departure Buildings in Spaceport, and Pilgrim’s Peak in Blue Gate all have a better-than-average chance of spawning Blueprints somewhere amongst all their containers. Night Raids and Electromagnetic Storm events also increase the drop chances of certain Blueprints .

In addition to these containers, you can often loot Blueprints from destroyed Surveyors - the largest of the rolling ball ARC. Surveyors are more commonly found on the later maps - Spaceport and Blue Gate - and if one spawns in your match, you’ll likely see it by the blue laser beam that it casts into the sky while “surveying”.

Surveyors are quite well-armoured and will very speedily run away from you once it notices you, but if you can take one down then make sure you loot all its parts for a chance of obtaining certain unusual Blueprints.

Blueprints obtained from quests

One way in which you can get Blueprints is by completing certain quests for the vendors in Speranza. Some quests will reward you with a specific item Blueprint upon completion, so as long as you work through all the quests in Arc Raiders, you are guaranteed those Blueprints.

Here is the full list of all Blueprints you can get from quest rewards:

  • Trigger Nade Blueprint: Rewarded after completing “Sparks Fly”.
  • Lure Grenade Blueprint: Rewarded after completing “Greasing Her Palms”.
  • Burletta Blueprint: Rewarded after completing “Industrial Espionage”.
  • Hullcracker Blueprint (and Launcher Ammo Blueprint): Rewarded after completing “The Major’s Footlocker”.

Alas, that’s only 4 Blueprints out of a total of 75 to unlock, so for the vast majority you will need to find them yourself during a raid. If you’re intent on farming Blueprints, then it’s best to equip yourself with cheap gear in case you lose it, but don’t use a free loadout because then you won’t get a safe pocket to stash any new Blueprint you find. No pain in Arc Raiders is sharper than failing to extract with a new Blueprint you’ve been after for a dozen hours already.

The Weekly Trials screen in Arc Raiders, with the five trials of the week shown as having been completed to three-star quality. - 14

One of the best ways to get Blueprints is by hitting three stars on all five Trials every week. |Image credit:Rock Paper Shotgun/Embark Studios

Blueprints obtained from Trials

One of the very best ways to get Blueprints is as rewards for completing Trials in Arc Raiders. Trials are unlocked from Level 15 onwards, and allow you to earn rewards by focusing on certain tasks over the course of several raids. For example, one Trial might task you with dealing damage to Hornets, while another might challenge you to loot Supply Drops.

Trials refresh on a weekly basis, with a new week bringing five new Trials. Each Trial can offer up to three rewards after passing certain score milestones, and it’s possible to receive very high level loot from these reward crates - including Blueprints. So if you want to unlock as many Blueprints as possible, you should make a point of completing as many Trials as possible each week.

Best Blueprint farming locations

The very best way to get Blueprints is to frequent specific areas of the maps which combine high-tier loot pools with the right types of containers to search. Here are my recommendations for where to find Blueprints on every map, so you can always keep the search going for new crafting recipes to unlock.

An image showing two Raiders from Arc Raiders aiming their weapons and looting. - 15

Image credit:Rock Paper Shotgun/Embark Studios

Dam Battlegrounds

The best places to farm Blueprints on Dam Battlegrounds are the Control Tower, Power Generation Complex, Ruby Residence, and Pale Apartments . The first two regions, despite only being marked on the map as mid-tier loot, contain a phenomenal number of containers to loot. The Control Tower can also contain a couple of high-tier Security Lockers - though of course, you’ll need to have unlocked the Security Breach skill at the end of the Survival tree.

There’s also a lot of reporting amongst the playerbase that the Residential areas in the top-left of the map - Pale Apartments and Ruby Residence - give you a comparatively strong chance of finding Blueprints. Considering their size, there’s a high density of containers to loot in both locations, and they also have the benefit of being fairly out of the way. So you’re more likely to have all the containers to yourself.

Buried City

The best Blueprint farming locations on Buried City are the Santa Maria Houses, Grandioso Apartments, Town Hall, and the various buildings of the New District . Grandioso Apartments has a lower number of containers than the rest, but a high chance of spawning weapon cases - which have good Blueprint drop rates. The others are high-tier loot areas, with plenty of lootable containers - including Security Lockers.

Spaceport

The best places to find Blueprints on Spaceport are the Arrival and Departure Buildings, as well as Control Tower A6 and the Launch Towers . All these areas are labelled as high-value loot regions, and many of them are also very handily connected to one another by the Spaceport wall, which you can use to quickly run from one area to the next. At the tops of most of these buildings you’ll find at least one Security Locker, so this is an excellent farming route for players looking to find Blueprints.

The downside to looting Blueprints on Spaceport is that all these areas are hotly contested, particularly in Duos and Squads. You’ll need to be very focused and fast in order to complete the full farming route.

An establishing shot of the Blue Gate map in Arc Raiders, with grassy hills in the foreground and a large mountain range in the distance. - 16

Image credit:Rock Paper Shotgun/Embark Studios

Blue Gate

Blue Gate tends to have a good chance of dropping Blueprints, potentially because it generally has a high number of containers which can hold lots of items; so there’s a higher chance of a Blueprint spawning in each container. In my experience, the best Blueprint farming spots on Blue Gate are Pilgrim’s Peak, Raider’s Refuge, the Ancient Fort, and the Underground Complex beneath the Warehouse .

All of these areas contain a wealth of containers to loot. Raider’s Refuge has less to loot, but the majority of the containers in and around the Refuge are raider containers, which have a high chance of containing Blueprints - particularly during major events.

Stella Montis

On the whole, Stella Montis seems to have a very low drop rate for Blueprints (though a high chance of dropping other high-tier loot). If you do want to try farming Blueprints on this map, the best places to find Blueprints in Stella Montis are Medical Research, Assembly Workshop, and the Business Center . These areas have the highest density of containers to loot on the map.

In addition to this, the Western Tunnel has a few different Security Lockers to loot, so while there’s very little to loot elsewhere in this area of the map, it’s worth hitting those Security Lockers if you spawn there at the start of a match.

That wraps up this primer on how to get all the Blueprints in Arc Raiders as quickly as possible. With the Expedition system constantly resetting a large number of players’ Blueprints, it’s more important than ever to have the most up-to-date information on where to find all these Blueprints.

While you’re here, be sure to check out our Arc Raiders best guns tier list , as well as our primers on the best skills to unlock and all the different Field Depot locations on every map.

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Fantasy extraction game Dungeonborne was February’s most played Steam Next Fest demo

Stormgate, Pacific Drive, Homeworld 3 and Backpack Battles round out the top five

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February’s Steam Next Fest demo bonanza officially concluded on Monday, and Valve have now revealed the 50 most played games you all tucked into across the week-long event. Ordered by the number of unique players that spent time with them during Next Fest proper (meaning all those early demo plays from earlier in the month haven’t been counted), the most popular game of the lot was one that was only formally announced right at the end of January. So congratulations Dungeonborne - your blend of PvPvE dungeon crawling and fantasy skelly monsters clearly struck a chord with this year’s Next Festers.

Valve don’t provide any extra context or numbers to show exactly what it takes to rise to the top of the Next Fest charts, but according to developers Mithril Interactive, they had over 19K concurrent players during their Next Fest playtest - a feat that’s helped catapult them from the top 500 of Steam’s most wishlisted games right into the top 50, all in the space of two weeks since it was first announced.

“This playtest has affirmed that our vision for Dungeonborne is on the right track,” the devs wrote in a Steam blog post on Monday. “Armed with your insights, we’re prepared to address the challenges identified during this test, such as balancing classes and gear disparity, enhancing anti-cheat measures, and polishing other gameplay details. Rest assured, every piece of feedback will be thoroughly reviewed and combined with our data analysis to guide our future development plans and release strategy.”

As for the rest of the top 50, which you can see in full here , you’ll find several familiar names in the list - many of which we clocked early in our team recommendation list , as well as many of our other demo posts we’ve written over the last few weeks.

Starcraft spiritual successor Stormgate came in at number two, followed by first-person car roguelike Pacific Drive , the recently delayed space epic Homeworld 3 and the indie autobattler Backpack Battles . Elsewhere in the top ten, I’m also pleased to see that poker roguelike Balatro and Paradox’s Civ-rival Millenia made the cut, as well as the Hollow Knight -esque Deviator .

It’s a pretty stacked list all told - clearly a sign that Next Festers have pretty good taste at the end of the day, though the fact that everyone ignored the beautiful Until Then is a crime I will never forgive (I’m sure it’s no.51). The demo’s still live, too, so you simply have no excuse. Go get it played.

In fact, most Next Fest demos still seem to be going strong at the moment, so if you’re wondering what all the fuss is about with some of these chart toppers, then there’s a good chance you still have time to find out.

Katharine Castle avatar - 22 Homeworld 3 review: a lavish and often gripping RTS that is overly reliant on playing the hits - 23

Backpack Battles

PC

Homeworld 3 review: a lavish and often gripping RTS that is overly reliant on playing the hits - 24

Dungeonborne

Video Game

Homeworld 3 review: a lavish and often gripping RTS that is overly reliant on playing the hits - 25

Homeworld 3

PC

Homeworld 3 review: a lavish and often gripping RTS that is overly reliant on playing the hits - 26

Pacific Drive

PS5 , PC

Homeworld 3 review: a lavish and often gripping RTS that is overly reliant on playing the hits - 27

Stormgate

Video Game

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