In Left 4 Dead and Diablo-influenced space shooter Jump Ship, you can wreck yourself by making pizza
The game formerly known as Hyperspace reannounced for 2024 early access release

Image credit:Keepsake Games

In Keepsake’s co-op four-player space game Jump Ship , née Hyperspace, you can scuttle your own vessel by overcooking a pizza. There’s a cooking minigame in your ship’s canteen which grants a health boost if you nail the timing, and sparks off a fire if you don’t.
It’s a pretty minor fire, mind you. A combusting deep dish doesn’t place very highly on the list of possible ship emergencies next to, say, your reactor coughing up nuclear rods, or your engines running out of juice because some oaf hooked up too many turrets to the aforesaid reactor. But if you leave the fire unchecked, perhaps because you’re busy disposing of radioactive waste or vengefully unplugging half the point defences, it’ll eventually singe your ship’s health to nothing - insert appropriate Steam achievement pun and/or Klingon proverb. It’s an agreeable little note of idiocy in a game that takes cues from Valve’s timeless anecdote generator Left 4 Dead , Sea Of Thieves, FTL and, perhaps most surprisingly, Diablo.

We first covered Jump Ship back in 2020, with a Sin Vega classic majestically subtitled “The Brief Life and Tragical Death of Captain Farts” which, according to the developers themselves, earned Jump Ship a lot of early interest on Discord. The game began life as a side project from Filip Coulianos, one of Hazelight’s founders. It’s since evolved to include a 5-10 person team of industry veterans, with former Mojang business director Daniel Kaplan presiding as Keepsake CEO.
For all that, Jump Space still has the limber focus of a tech demo somebody threw together in their spare time. It’s defined above all by quick player movement into, around and out of your vaguely Millennium Falcon-esque starcraft as it zips from mission map to mission map. There’s a familiar division of labour between one player piloting the vessel, others scurrying about installing and repairing systems, and the remainder venturing outside to complete objectives as best they can.
The Diablo comparisons apply exclusively to your ship itself, which is the only part of the game that levels up. You can garb your character in different equipment for limited boosts, but only your vessel undergoes continuous evolution, even as different groups of co-op partners come aboard, polish the furnishings or make a mess of things. “The ship is basically our collective Diablo character,” Coulianos told me during a GDC demo. “We upgrade the components and it persists, so the stuff we upgrade today will stay when we play tomorrow.”
While Keepsake haven’t implemented anything remotely like this as yet, I love the idea of an upgradeable craft that can be transferred between different owners, becoming a legend in its own right within the Jump Ship community. In the shorter term, applying progression exclusively to your ship strikes a balance between the sense-of-investment games now trade (rely?) on, and the immediacy of a game without grinding. “We don’t believe in classes or skill trees or anything like that,” Coulianos adds. “You can unlock armour and stuff like that which has some impact - maybe if you get like, the marine suit or the footsoldier suit, you have a little bit more ammo in your pocket, or if you unlock the engineer suit, you’re going to be able to do repairs for a little bit less resources.
“But we want to keep the fact that you can dynamically switch roles, depending on what’s going on in the ship, and we don’t want to lock down players to do a certain thing. We also kind of want the players to feel like, ‘Hey, I’ve played 50 hours - you’re new, but in the game, we’re still equal’. I think a big pro is that sure, the ship could be level 50, but you as a new player can still contribute when we’re playing together. So there is a little bit of individual progression, but the main thing is the ship.”

Image credit:Keepsake Games
The full game will offer different varieties of ship, some larger and tougher or better-armed, some smaller and more agile. You can easily customise ships while travelling around in them by socketing coloured components into a board, rather than having to affix them directly to the associated bulkhead or socket. When components are damaged, you might need to rearrange the pieces on the grid to keep the ship powered, fully-functioning and unexploded. It’s almost as though they replaced the USS Enterprise warp core with a giant, free-standing game of Battleships.
Each game session sees you travelling between branching hyperspace nodes, completing missions such as raiding a freighter, flying through an asteroid storm, or investigating one of sci-fi’s many abandoned outposts. Shorter campaigns with a handful of jump points may take around 30 minutes, but longer excursions might last three or four hours. Missions are tiered by difficulty, but there are also modifiers that, say, make enemies - which in my demo, consisted purely of flying robots - deal 10 times the damage while earning you 10 times the rewards. These rewards include gems that burst open into credits, blueprints (shared between all players) and raw materials for new ship components.
Mission maps themselves are individually designed rather than being generated, each a “5-10 kilometre bubble”, with terrain and hazards and objectives laid out to ensure it’s not just 15 minutes of flying in a straight line. Mission goals often encourage or require some players to leave the ship to plunder or investigate a structure, and much of the drama naturally arises from your noble vessel getting its head kicked in while you’re off enjoying the bracing fresh air or marvelling at the endless void.

Image credit:Keepsake Games
In the case of a mission in which part of the crew must investigate a buried structure, the Away Team might need to toggle jetpacks with shift key and rendezvous with their ship in flight, while it’s dogfighting with robot sentries - thankfully, you’ve got a set of magnetic boots that glue you to the hull when you’re not using your jetpack. Mission difficulties also scale up and down based on the number of players. It’s possible to solo Jump Ship - amongst other things, the game will tactfully reduce the odds of ship system failures during solo voyages, so that you don’t spend the whole time patching up the interior of a sitting duck - though it’s definitely at its best in co-op.
Ship combat is a nice play of scales, given a definition of “nice” that encompasses “nerve-wracking” and “a bit nauseating”. Being a crew member means seeing every movement of the pilot’s thumbs and every little tactical decision or error writ large in the bucking and heaving of the view through the portholes. You probably won’t have time to stop and stare, of course. In a larger engagement, you’ll have your hands full repairing things, including components on the hull exterior, to say nothing of redirecting power and extinguishing fires.
The on-foot combat, meanwhile, is first-person shooting with a dollop of support gadgets, modelled on Left 4 Dead. “One thing [that game] did really well is kind of encourage players to stick together,” Coulianos says. “There could be enemies that lock some players down, and then they need help. We have a lot of gadgets and items like a healing bot that heals everybody within a certain radius - just different gadgets that motivate us sticking together.” Heading off on your lonesome and getting dogpiled has more immediate repercussions than simply forcing somebody to come revive you. Respawns take a chunk out of your ship’s health via some unexplained flight-of-backstory, which naturally means that timing them badly can be catastrophic. If you’re down for the count, you should probably check that your pilot isn’t right in the middle of an exchange of broadsides before appropriating those precious hull points.

Image credit:Keepsake Games
Jump Ship’s ground-based objective design is also very Left 4 Deady, going by the single mission I’ve tried so far. Some missions might need you to start an autohack and fend off waves till it completes. Also as in Left 4 Dead, loot will move around between visits to an area, and enemy compositions will vary unexpectedly. There’s even an overarching ‘AI director’ of sorts, who may spawn environmental hazards such as solar flares and meteor cascades depending on your performance.
There’s no PvP, however, which partly reflects Keepsake’s limited resources. “If we have PvP, we have to make sure that for every shot, every bullet, the server confirms who did the most damage, blah blah blah, and prevent cheating,” Coulianos explained. “[Because we’re making] a co-op only game, we can focus on making it snappy and responsive. I shot the robot, I’m telling the server what happened, so it doesn’t have to double check anything.” Players may still hack Jump Ship to improve their odds, he adds, but Keepsake don’t have a problem with people bending the rules when they’re not in direct competition.

Image credit:Keepsake Games
Perhaps above all, Keepsake want Jump Ship to feel chaotic - see our 2020 write-up again - without being actively merciless. “It’s a very fine balance because it’s very easy for us to make a game that completely incapacitates you immediately,” Coulianos said. “Like, lose your engines and you’re goodbye. So we put in a lot of rules and mechanisms to make it feel like you’re about to die, all the time. But you still always have that sort of space in-between.
“So for example, you can have radiation leaks - suddenly, there’s a bunch of radioactive waste getting ejected into the ship, the generator is freaking out, and the feeling of that is, oh, my god, we’re about to die, wherever I’m standing there is this radiation indicator going up, and when it hits the max you’re down. So we have to take these radioactive rods and put them down the toilet or in a dispenser somewhere, one player has to do that, and the feeling is, of course, we’re about to die - but the ship itself isn’t going to die immediately.”
One of my great regrets, transcribing this interview, is that I forgot to ask whether you actually get to flush radioactive rods down the loo, or whether Coulianos was being whimsical. Given the potentially disastrous effects of making pizza, a bit of literal toilet humour would probably be right at home in Jump Space. We’ll find out for sure when the game launches into Steam early access later this year.

Jump Ship
PC
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All 75 Arc Raiders Blueprints and where to get them
These areas have the highest chance of giving you Blueprints

Image credit:Rock Paper Shotgun/Embark Studios

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

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:
| Blueprint | Type | Recipe | Crafted At |
|---|---|---|---|
| Bettina | Weapon | 3x Advanced Mechanical Components 3x Heavy Gun Parts 3x Canister | Gunsmith 3 |
| Blue Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Aphelion | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Matriarch Reactor | Gunsmith 3 |
| Combat Mk. 3 (Flanking) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Combat Mk. 3 (Aggressive) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Complex Gun Parts | Material | 2x Light Gun Parts 2x Medium Gun Parts 2x Heavy Gun Parts | Refiner 3 |
| Fireworks Box | Quick Use | 1x Explosive Compound 3x Pop Trigger | Explosives Station 2 |
| Gas Mine | Mine | 4x Chemicals 2x Rubber Parts | Explosives Station 1 |
| Green Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Pulse Mine | Mine | 1x Crude Explosives 1x Wires | Explosives Station 1 |
| Seeker Grenade | Grenade | 1x Crude Explosives 2x ARC Alloy | Explosives Station 1 |
| Looting Mk. 3 (Survivor) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Angled Grip II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Angled Grip III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Hullcracker | Weapon | 1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus Modules | Gunsmith 3 |
| Launcher Ammo | Ammo | 5x Metal Parts 1x Crude Explosives | Workbench 1 |
| Anvil | Weapon | 5x Mechanical Components 5x Simple Gun Parts | Gunsmith 2 |
| Anvil Splitter | Mod | 2x Mod Components 3x Processor | Gunsmith 3 |
| ??? | ??? | ??? | ??? |
| Barricade Kit | Quick Use | 1x Mechanical Components | Utility Station 2 |
| Blaze Grenade | Grenade | 1x Explosive Compound 2x Oil | Explosives Station 3 |
| Bobcat | Weapon | 3x Advanced Mechanical Components 3x Light Gun Parts | Gunsmith 3 |
| Osprey | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 7x Wires | Gunsmith 3 |
| Burletta | Weapon | 3x Mechanical Components 3x Simple Gun Parts | Gunsmith 1 |
| Compensator II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Compensator III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Defibrillator | Quick Use | 9x Plastic Parts 1x Moss | Medical Lab 2 |
| ??? | ??? | ??? | ??? |
| Equalizer | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen Reactor | Gunsmith 3 |
| Extended Barrel | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Extended Light Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Light Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Extended Medium Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Medium Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Extended Shotgun Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Shotgun Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Remote Raider Flare | Quick Use | 2x Chemicals 4x Rubber Parts | Utility Station 1 |
| Heavy Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Venator | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 5x Magnet | Gunsmith 3 |
| Il Toro | Weapon | 5x Mechanical Components 6x Simple Gun Parts | Gunsmith 1 |
| Jolt Mine | Mine | 1x Electrical Components 1x Battery | Explosives Station 2 |
| Explosive Mine | Mine | 1x Explosive Compound 1x Sensors | Explosives Station 3 |
| Jupiter | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen Reactor | Gunsmith 3 |
| Light Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Lightweight Stock | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Lure Grenade | Grenade | 1x Speaker Component 1x Electrical Components | Utility Station 2 |
| Medium Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Torrente | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 6x Steel Spring | Gunsmith 3 |
| Muzzle Brake II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Muzzle Brake III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Padded Stock | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Shotgun Choke II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Shotgun Choke III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Shotgun Silencer | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Showstopper | Grenade | 1x Advanced Electrical Components 1x Voltage Converter | Explosives Station 3 |
| Silencer I | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Silencer II | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Snap Hook | Quick Use | 2x Power Rod 3x Rope 1x Exodus Modules | Utility Station 3 |
| Stable Stock II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Stable Stock III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Tagging Grenade | Grenade | 1x Electrical Components 1x Sensors | Utility Station 3 |
| Tempest | Weapon | 3x Advanced Mechanical Components 3x Medium Gun Parts 3x Canister | Gunsmith 3 |
| Trigger Nade | Grenade | 2x Crude Explosives 1x Processor | Explosives Station 2 |
| Vertical Grip II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Vertical Grip III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Vita Shot | Quick Use | 2x Antiseptic 1x Syringe | Medical Lab 3 |
| Vita Spray | Quick Use | 3x Antiseptic 1x Canister | Medical Lab 3 |
| Vulcano | Weapon | 1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus Modules | Gunsmith 3 |
| Wolfpack | Grenade | 2x Explosive Compound 2x Sensors | Explosives Station 3 |
| Red Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Smoke Grenade | Grenade | 14x Chemicals 1x Canister | Utility Station 2 |
| Deadline | Mine | 3x Explosive Compound 2x ARC Circuitry | Explosives Station 3 |
| Trailblazer | Grenade | 1x Explosive Compound 1x Synthesized Fuel | Explosives Station 3 |
| Tactical Mk. 3 (Defensive) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Tactical Mk. 3 (Healing) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Yellow Light Stick | Quick Use | 3x Chemicals | Utility 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.

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.

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.

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.

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.

ARC Raiders
PS5 , Xbox Series X/S , PC
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