EFT: Arena is a multiplayer first person shooter set in a hardcore universe inspired by Escape from Tarkov. It does not require roaming the forest, yet players must clear the map of opposing agents at game start. By the end of the year a two mode structure will launch, with one variation resembling Team Deathmatch named TeamFight. In December developers from Battlestate Games outlined this mode more fully. Shootout was planned but not shown to the press at the last moment.
PvP in Tarkov
Hardcore is the defining feature of EFT: Arena. It is described as the central element meant to attract fans of the original and draw new players who want challenging gunplay rather than quick, easy battles.
All current eSports titles are seen as less demanding. The team emphasizes bringing over the authentic mechanics from Escape from Tarkov and applying them to Arena. In this mode every encounter ends with a high level of intensity. Armor, weapons, and ammunition are complex and demanding to manage, mirroring the depth of the original game.
The main markets for the game are the United States and Europe. Russia follows in audience size, with Asia trailing behind.
The maps are larger than typical arena shooters, but still compact enough to keep players from getting lost. This design minimizes long stretches where battles pause and keeps action continuous and consequential. A stray bullet can reach a player quickly anywhere on the map.
The TeamFight mode is essentially a rounds based Team Deathwatch with a twist that adds a point capture objective. The goal is to prevent players from camping and to keep the action moving as soon as a point becomes active.
Even players who have spent many hours in other PvPvE games will need to relearn many mechanics in Arena. Those with EFT experience will have a familiar feel for weapon physics, though fresh players will face a steeper learning curve.
Have you tried the original Escape from Tarkov?
The second mode promised at launch is Shootout. In this format several teams take turns competing and a short tournament structure is planned.
We are making space for something new, a big experiment. The goal is to preserve the deep mechanics of EFT while wrapping them in fast session style team battles. The result should feel like Tarkov with a focus on quick suspenseful rounds.
In short, the team aims to let everyone join the chaos and have fun.
— Nikita Buyanov, game director of EFT: Arena
And what else?
No classic Tarkov survival mode will exist in Arena. The looting of every stump and long forest treks are intentionally removed. The midcore audience that wants fast paced online play will find Arena suits their taste. The focus is pure gunfights without extra fluff.
Battlestate Games is pushing hard toward eSports and wants Arena to become a recognized global discipline.
The original EFT feedback informs Arena. Players in EFT can transfer presets between games, and the Arena profile can be used within EFT. The presets and progress travel between worlds.
Where EFT lacked matchmaking, Arena builds its own. New players should not be dropped into a field with top ranked veterans. The matchmaking system is designed to keep matches balanced and fair.
Armor, grenades, first aid kits and specialized equipment all affect speed. Appearance has no direct influence, though color choices can help blend into environments when moving through maps.
Presets will grow over time. Each new preset opens up with practice ranges that become progressively tougher. The addition of special equipment keeps players engaged and learning. The goal is to avoid making the game too easy and to maintain curiosity as players improve.
The weapon can jam, especially if it overheats, and future EFT features will migrate into Arena as the two projects evolve together.
PvE with bots is planned for a later stage. Bots will not be available at launch; players will need real opponents from the start and must adapt quickly to live combat dynamics.
Prep training will not be a mandatory requirement at launch. A training area may eventually appear in Escape from Tarkov itself to help players prepare for Arena alike experiences.
Presets, ranks, a seasonal system and rating tables are promised. One mode may include a dynamic preset change during a fight, though details are not yet revealed for that mode.
About a year after Arena launches, a zombie mode is planned. The developers envision a full lineup of modes, possibly up to seven, including PvE, duels and boss battles, along with additional experimental formats.
It is anticipated that separate Arena quests will exist within the main game. Donations and paid skins are not planned. The team emphasizes cosmetics that are tasteful and non intrusive, avoiding the typical monetization concerns found in other titles.
Even with new challenges, the anti cheat in Arena will build on EFT foundations, with updates. Gamepad support will not be offered due to control complexity. Some players have even joked about driving a vehicle with a steering wheel to play the game.
Long term plans include a console release for both titles, though no concrete dates are given. Arena is expected to arrive before the New Year holidays, with early access often prioritized for the most comprehensive package purchasers.
Source: VG Times