Workshop Upgrades and Where to Get Upgrade Items in ARC Raiders
Upgrading the Workshop in ARC Raiders is the core of your long-term progression. Every station in the Raider Den unlocks new weapons, mods, grenades, medical tools, and utility items, and each can be upgraded to Level 3. However, most guides make one major mistake: they tell you to start with the Gunsmith or Medical Lab.
The truth is that the Refiner should always be upgraded to level 2 first.
The Refiner is the backbone of the entire system because it allows you to convert basic materials into rare components. Items such as Mechanical Components, Electrical Components, Crude Explosives, Advanced Components, and even ARC Circuitry can all be crafted through the Refiner as soon as the station is leveled up. This removes the early-game bottleneck where players are forced to hunt for random loot spawns or hope for lucky drops.
Once the Refiner is upgraded, every other Workshop station becomes dramatically easier to progress. The Gunsmith, Gear Bench, Medical Lab, Explosives Station, and Utility Station all require items that can be crafted directly from Refiner recipes. This means fewer farming runs, fewer dead maps, and a much smoother progression curve.
This guide covers every station, every upgrade level, and every required item. All locations and item sources have been verified and corrected to avoid the misinformation that appears in many early guides.
Refiner Station: Requirements, Unlocks, and How to Get Every Item
The Refiner is the most important early upgrade in the Workshop. Once it reaches level 2, it can produce many of the rare components required for every other station. This is why upgrading the Refiner first will save you significant time and reduce the amount of random scavenging you need to do.
Refiner Upgrade Requirements and Unlocks
Level
Materials Needed
Unlocks
1
60 Metal Parts, 5 ARC Powercells
Crude Explosives, Electrical Components, Mechanical Components
2
3 Toasters, 8 Fireball Burners, 5 ARC Motion Cores
Advanced Components, Gun Parts, ARC Circuitry
3
3 Motors, 6 Bombardier Cells, 10 ARC Circuitry
Power Rods, Mod Components
How to get all required materials
Metal Parts
Very common and found in nearly every industrial interior. Search garages, tool rooms, storage shelves, and mechanical work areas. Scrappy can also gather them.
ARC Powercell
Dropped by every ARC unit. Any robot you destroy can drop a Powercell. High density ARC areas naturally yield the most.
Toaster
Found reliably in residential and apartment interiors. Pattern House on the Dam Battlegrounds map is one of the best places to farm them. Search refrigerators, kitchen shelves, cabinets, and small kitchen storage areas.
Fireball Burner
Dropped by Fireball enemies. These appear most often
* inside buildings in Buried City
* occasionally in interior rooms in Dam Battlegrounds and Spaceport
Fireballs roll quickly and try to ignite you at close range, so take them out before they close the distance and loot their husk.
ARC Motion Core
Found on larger ARC units and inside ARC Probes and ARC Couriers.
Motor
A rarer industrial item. Found most reliably in large industrial buildings such as the Primary Facility on Dam Battlegrounds. Look on shelves, in storage containers, and inside mechanical workshops. Can also be found underneath the hood of random cars.
Bombardier Cell
Dropped by Bombardiers. Consistent places to find Bombardiers include
* Water Treatment to Loading Bay on Dam Battlegrounds
* Marana Park, Santa Maria Houses, and Plaza Rosa in Buried City
ARC Circuitry
Dropped by many ARC enemies, especially mid tier and heavy units such as Surveyors, Rocketeers, and Bombardiers. Once the Refiner reaches Level 2, it becomes craftable, which makes farming much easier.
Gunsmith Station: Requirements, Unlocks, and How to Get Every Item
The Gunsmith is one of the most valuable stations in the Workshop because it unlocks new weapons, higher-tier attachments, and late-game firepower. However, upgrading the Gunsmith becomes much easier once the Refiner is already leveled, since several required components can be crafted directly at the Refiner.
Gunsmith upgrade requirements and unlocks
Level
Materials needed
Unlocks
1
30 Rubber Parts, 20 Metal Parts
Basic weapons and early attachments
2
3 Rusted Tools, 5 Mechanical Components, 8 Wasp Drivers
Expanded weapon roster and improved attachment options
3
3 Rusted Gear, 5 Advanced Mechanical Components, 4 Sentinel Firing Cores
Elite weapons, tier 3 attachments, and top tier performance mods
How to get all required materials
Rubber Parts
Very common. Found in many residential and industrial interiors. You can also obtain Rubber Parts by recycling household items, buying from Celeste when available, or from Scrappy.
Metal Parts
Widespread in mechanical, garage, factory, and storage areas. Any industrial zone is likely to have some. Scrappy also collects them over time.
Rusted Tools
Found inside toolboxes, garages, construction interiors, and mechanical workshops. Dam Battlegrounds has the highest density of toolboxes, especially in industrial clusters. You can also find these in broken down buses.
Mechanical Components
Found in mechanical workshops and industrial interiors on every map. Dam Battlegrounds is one of the most consistent places to farm them early. You can also craft Mechanical Components once the Refiner reaches Level 1.
Wasp Driver
Dropped by Wasp ARCs. They spawn everywhere, but especially in open zones and colored danger areas. Good farming locations include:
* rooftops and elevated areas on all maps
* high alert or yellow zones
* outskirts of Buried City
Rusted Gear
A rare industrial salvage item. Found in the same locations as Motors and large mechanical scrap. Dam Battlegrounds and Spaceport are the best maps for finding Rusted Gear. Check heavy machinery rooms, industrial shelves, and equipment storage. Like, rusted tools, you can also find them in broken down buses, but at a lower appearance rate.
Advanced Mechanical Components
Dropped by mid and high tier ARCs. Good sources include
* Bombardiers
* Surveyors
* Bastions
You can also craft Advanced Mechanical Components once the Refiner reaches Level 2.
Sentinel Firing Core
Dropped by Sentinel turrets. They appear most often on rooftops, elevated ledges, and long-range vantage points. Consistent farming spots include:
* Research and Administration building in Dam Battlegrounds
* rooftops in Buried City
* high elevation perches overlooking chokepoints
Medical Lab Station: Requirements, Unlocks, and How to Get Every Item
The Medical Lab unlocks healing items, restoratives, and advanced medical tools. Higher levels give access to stronger healing options and faster recovery tools.
Medical Lab upgrade requirements and unlocks
Level
Materials needed
Unlocks
1
6 ARC Alloy, 50 Fabric
Basic medical items and early healing tools
2
8 Tick Pods, 2 Cracked Bioscanners, 5 Durable Cloth
Advanced healing recipes
3
5 Surveyor Vaults, 3 Rusted Shut Medical Kits, 8 Antiseptic
Instant healing and high-end medical items
How to get all required materials
ARC Alloy
Dropped by nearly every ARC unit. Any robot you destroy has a chance to drop Alloy. Farming high-density ARC areas will naturally build up large amounts.
Fabric
Common in residential interiors, clothing areas, offices, and abandoned apartments. Scrappy also gathers Fabric once upgraded.
Tick Pod
Dropped by Tick enemies. They usually appear in
* abandoned indoor structures
* basements and underground spaces
* dark corners of buildings in Buried City
* yellow and red high-risk enemy zones
Ticks cling to walls and ceilings, so check your surroundings and listen carefully for ticking sounds.
Cracked Bioscanner
Found inside medical buildings, especially
* the Hospital in Buried City
* clinic rooms on all maps
* medical storage areas and treatment rooms
Look at hospital beds, metal trays, and medical carts.
Durable Cloth
Created by refining Fabric at the Refiner or found rarely in residential interiors.
Surveyor Vault
Dropped by Surveyors. These large rolling ARCs are most common in
* swamp regions on Dam Battlegrounds
* flat open roads
* scattered high-risk patrol paths in Buried City and Bluegate
Surveyors emit a tall blue scanning beam that makes them easy to spot.
Rusted Shut Medical Kit
Found exclusively in medical interiors. The most reliable location is the Hospital in Buried City. Search patient rooms, supply rooms, treatment floors, and cabinets.
Antiseptic
Found inside pharmacies and medical storerooms. The best location is the Pharmacy in Buried City. Antiseptic can also appear in scattered clinic rooms across other maps. You can also craft these when you get Refiner level 2
Gear Bench Station: Requirements, Unlocks, and How to Get Every Item
The Gear Bench is responsible for crafting shields and Raider augment suits. Upgrading this station unlocks stronger shields and higher tier augments that significantly improve survivability and utility.
Gear Bench upgrade requirements and unlocks
Level
Materials needed
Unlocks
1
30 Fabric, 25 Plastic Parts
Light Shield, Medium Shield, basic augments
2
5 Hornet Drivers, 3 Power Cables, 5 Electrical Components
Heavy Shield and Mk. 2 augments
3
6 Bastion Cells, 3 Industrial Batteries, 5 Advanced Electrical Components
Mk. 3 augments
How to get all required materials
Fabric
Common in residential zones, clothing shops, and abandoned apartments. Scrappy also gathers Fabric.
Plastic Parts
Found in residential and office interiors, especially kitchen areas, storage rooms, and utility closets. Refined from basic items or collected by Scrappy.
Hornet Driver
Dropped by Hornet ARCs. These appear frequently in
* red and yellow danger zones
* open rooftops and elevated areas
* mixed ARC patrol groups with Wasps
Aim for the rear thrusters to bring them down quickly.
Power Cable
Power Cables spawn in electrical and industrial facilities. The best location is the Power Generation Complex in Dam Battlegrounds. Search drawers, cable racks, maintenance benches, and control room interiors.
Electrical Components
Found in many industrial and technological interiors. You can also craft Electrical Components using basic materials once the Refiner is upgraded.
Bastion Cell
Dropped only by Bastions. They spawn consistently in
* the north side of Piazza Roma in Buried City or Hydroponic Dome Complex in Dam Battlegrounds.
* certain high-value ARC zones on all maps
* industrial or fortified patrol areas
Climb rooftops to fight them safely and use cover to block attacks.
Industrial Battery
Appears in electrical and tech-heavy interiors. These rooms often contain server racks, computer clusters, or large generators. You can also buy them from Celeste for seeds.
Advanced Electrical Components
Found in technological buildings and high-tier loot rooms in Bluegate. You can also craft these using Wires and Electrical Components once the Refiner reaches level 2.
Explosives Station: Requirements, Unlocks, and How to Get Every Item
The Explosives Station unlocks grenades and specialized explosive tools. Higher levels grant access to fire effects, heavy fuze grenades, and utility explosives that are essential for both ARC combat and PvP.
Explosives Station upgrade requirements and unlocks
Level
Materials needed
Unlocks
1
6 ARC Alloy, 50 Chemicals
Gas Grenade, Light Impact Grenade
2
5 Pop Triggers, 3 Synthesized Fuel, 5 Crude Explosives
Fire-based explosives
3
3 Laboratory Reagents, 3 Rocketeer Drivers, 5 Explosive Compounds
Heavy Fuze Grenade and advanced explosive tools
How to get all required materials
ARC Alloy
Dropped by nearly every ARC enemy. Small, medium, and heavy ARCs all have a chance to drop Alloy. You will naturally accumulate a large supply while doing regular ARC farming.
Chemicals
Found in residential cleaning closets, industrial storerooms, and chemical supply areas. Chemicals can also appear in garages and utility rooms. Scrappy can also gather them for you.
Pop Trigger
Dropped by Pop enemies. Good locations include
* underground walkways in Bluegate
* interior homes in Bluegate
* small clusters inside buildings on Dam Battlegrounds
Pops move fast, explode on contact, and often appear in groups.
Synthesized Fuel
Purchased from Celeste starting at level 12. You can also find Synthesized Fuel in technical interiors, especially in the Water Treatment Control in Dam Battlegrounds or storage rooms in industrial facilities.
Crude Explosives
Found in industrial interiors and storage rooms across all maps. You can also produce Crude Explosives at the Refiner once you have enough Chemicals.
Laboratory Reagents
A rare scientific material found mostly in lab environments. Reliable spots include
* laboratory interiors in Dam Battlegrounds
* hospital and research wings with medical or chemical markers
Search shelves, metal tables, and lab benches.
Rocketeer Driver
Dropped by Rocketeer units. Rocketeers commonly appear in
* northwest Dam Battlegrounds near multiple husk spawns
* South Swamp Outpost
* Old Battleground
* Ben Welder’s Sunroof on Bluegate
Rocketeers hover in place and fire tracking missiles, so fight them from cover.
Explosive Compound
Found in industrial sections, particularly the industrial zone of Dam Battlegrounds and at workshops and refineries with chemical or hazard signage. The Explosive Compound will appear in crates, shelves, and supply racks. You can also make these at the Refiner.
Utility Station: Requirements, Unlocks, and How to Get Every Item
The Utility Station crafts tactical tools that support scouting, flanking, stealth, and team coordination. Higher levels unlock powerful gadgets like the Snap Hook and Tagging Grenade, which improve movement and situational awareness.
Utility Station upgrade requirements and unlocks
Level
Materials needed
Unlocks
1
6 ARC Alloy, 50 Plastic Parts
Binoculars, Smoke Grenade, Door Blocker
2
2 Damaged Heat Sinks, 6 Snitch Scanners, 5 Electrical Components
Lure Grenade
3
3 Fried Motherboards, 4 Leaper Pulse Units, 5 Advanced Electrical Components
Snap Hook, Tagging Grenade
How to get all required materials
ARC Alloy
Dropped by all ARC units. Any robot you destroy has a chance to drop Alloy. High-density ARC areas naturally yield more.
Plastic Parts
Found in residential interiors, office spaces, kitchens, and utility storage rooms. Many household items can be recycled into Plastic Parts. Scrappy also collects them once upgraded.
Damaged Heat Sink
Found in electrical and technological interiors. The most reliable location is the Control Tower in Spaceport. Search cabinets, tool trays, desks, and shelving units inside server-filled buildings.
Snitch Scanner
Dropped by Snitch drones. Snitches appear frequently in
* open sky paths above most maps
* scouting routes near ARC patrol groups
* elevated airspace paths in Bluegate and Dam Battlegrounds
Shoot the thrusters to down them, then loot the Scanner.
Electrical Components
Found in industrial and tech-heavy interiors. Electrical Components can also be crafted at the Refiner once you have the required base materials.
Fried Motherboard
Found in buildings marked with technological signage. Common locations include, server rooms, computer labs, electronic storage interiors across all maps. Search shelves, tables, and breachable tech compartments.
Leaper Pulse Unit
Dropped by Leapers. These enemies appear most often in
* high-risk zones on Dam Battlegrounds
* the area between Water Treatment and the Research and Administration building
* fortified spots on Buried City and Bluegate
Approach carefully, as Leapers are fast and deal heavy damage.
Advanced Electrical Components
Found in tech-heavy interiors and high-tier loot rooms. A reliable farming spot is Pilgrim’s Peak or Reinforced Reception in Bluegate. You can also craft Advanced Electrical Components at the Refiner.
ConclusionUpgrading every station in the Workshop is the core of long-term progression in ARC Raiders. Each bench expands what you can craft, improves the power of your gear, and gives you the tools needed to handle tougher ARC units and higher-risk zones. By starting with the Refiner and working through each station in a logical order, you reduce grinding, save rare materials, and make every raid more efficient.
With the right routes and an understanding of where each material comes from, you can reliably gather everything you need without wasting time searching in the wrong places. Whether you are crafting stronger shields, unlocking elite weapons, or preparing advanced medical supplies, a fully upgraded Workshop ensures you always have the gear to survive, extract, and take on the biggest challenges the ARC throws at you.
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How to Level Fast in ARC Raiders (Best EXP Methods)
If you want to level fast in ARC Raiders, you need to understand how EXP actually works. The game doesn’t explain its systems very clearly, and a lot of players end up wasting time on low-value activities without realizing there are far better ways to grind. This guide breaks down how EXP is earned and highlights the most efficient methods to farm it, whether you’re playing solo, duo, or with a full squad.
How EXP is gained in ARC Raiders
Leveling in ARC Raiders comes from a mix of time spent on the surface, successful extractions, looting, completing objectives, and landing kills or assists on both players and ARC units. The game does not always show exact numbers, so here is the full breakdown of what gives you EXP and how much each source rewards.
Core EXP Sources
Action or Source
Typical XP Reward
Time spent on the surface
181 XP per minute
Successful extraction (Safe Return Bonus)
1,000 to 2,000 XP
Searching standard containers or lockers
200 XP each
Searching high-value containers or airdrops
500 XP each
Looting a Raider or player body
500 XP
Assist on Raider (PvP)
250 XP
Raider kill or knockout
~500 XP plus damage XP plus 500 XP for looting
Scanning or looting probes or special objects
500 to 700 XP
Mid to late game quests
5,000 to 30,000+ XP
ARC Enemy EXP Chart
Fighting ARCs is one of the most reliable ways to level up in the game. You gain EXP for destroying each unit, for looting its parts, and a considerable amount from dealing damage, especially when breaking multiple armor plates or fighting high-health enemies.
Low-Tier ARCs
Enemy
XP for Destroying
XP for Looting
Wasp
100
200
Hornet
150
250
Snitch
100
200
Tick
50
100
Pop
50
100
Fireball
50
100
Turret
100
200
Spotter
100
200
Mid-Tier ARCs
Enemy
XP for Destroying
XP for Looting
Surveyor
200
300 for core, 100 per extra part
Sentinel
200
300
Shredder
200
250
High-Threat ARCs
Enemy
XP for Destroying
XP for Looting
Rocketeer
500
500 per part
Leaper
500
600 for core, 500 per part
Bastion
500
500 for core, 250 per part
Bombardier
500
300 per part
Event and Boss ARCs
Enemy
XP for Destroying
XP for Looting
The Queen
1,000
1,000 for core, 500 per part
Harvester
—
500 per part
Matriarch
1,000
1,000 for core, 500 per part
Best EXP farming methods in ARC Raiders
Now that you understand how EXP is earned and how much each activity and ARC enemy provides, it is time to turn that knowledge into practical leveling strategies. While ARC Raiders offers many small ways to earn XP, only two approaches truly stand out. One method delivers massive bursts of XP and credits if you are willing to take on danger, and the other gives steady, reliable progress with almost no risk at all.
Below are the two most effective ways to level quickly in ARC Raiders.
Method 1: Hullcracker Big ARC Hunt (high risk, high reward)
This is one of the fastest ways to gain huge XP and credits in ARC Raiders. The idea is straightforward:
Bring a Hullcracker, bring ammo, and spend the raid hunting Bastions and Bombardiers.
These two ARCs drop the most parts, give large destroy XP, and generate massive damage XP. With several big ARC kills, a single run can reach 50,000 to 80,000 XP and 100,000 to 150,000 credits worth of loot.
How to run it
* Bring a Hullcracker with around 50 launcher rounds.
* Equip Looting Mk. 3 (Survivor) to get* three safe pockets for banking ARC cores, and
* self-revive, which makes failed fights far less punishing.
* Rotate between known big ARC spawn locations.
* Use solid cover when fighting Bastions, and fight Bombardiers from underneath a roof so Spotters cannot mortar you.
* Drop smoke grenades on the body to loot safely, using ziplines for fast entry and escape.
* Kill smaller ARCs along the way for extra XP and avoid PVP
* Extract late or via a Raider Key hatch for maximum safety.
You keep all XP even if you die, and because your pocketed cores cover most of the run’s cost, you only need to extract successfully one time to break even on money you spend on the Hullcracker, launcher rounds, and Looting Mk. 3 (Survivor).
Method 2: The Loot Goblin Run (low risk, steady XP)
If you want consistent XP without fighting big ARCs or gambling your gear, this method is the easiest in the game. The idea is simple:
Search everything. Every container, every locker, every crate, every ARC body, every probe, even if someone else already opened it.
ARC Raiders still gives you XP for searching objects that another player has looted, so you are constantly earning progress just by interacting with anything marked “searchable.”
Searching stacks incredibly fast because the numbers are generous:
* Standard containers: 200 XP each
* High-value containers: 500 XP each
* ARC bodies: 200 to 700 XP each
* Probes or special world objects: 500 to 700 XP each
A single run filled with aggressive looting often reaches 15,000 to 20,000 XP, even if you barely fight anything.
How to run it
* Bring whatever gear you want, but it is better to use Looting Mk. 2, a cheap gun that’s good for PvP and PvE such as the Ferro or Anvil with a Sticher, and basic heals and shield rechargers. You can also run free loadout, but that heavily limits your loot stash.
* Run solo or with a group, it does not matter.
* Go to an area with large amounts of loot and search absolutely everything. Even if teammates or other squads searched it first, because the XP is awarded for the search, regardless of whether an item is in the box or not.
Example XP breakdown
A typical loot goblin run might look like this:
* 40 standard containers → 40 × 200 = 8,000 XP
* 5 high-value containers → 5 × 500 = 2,500 XP
* 4 ARC bodies → 4 × 500 = 2,000 XP
* 3 probes or special objects → 3 × 500 = 1,500 XP
Total: 14,000 XP, before counting time on the surface, random ARC kills, or extraction XP. Reaching 15,000 to 20,000 XP requires almost no risk.
Conclusion
Leveling quickly in ARC Raiders is all about choosing the approach that fits your playstyle. If you want explosive XP gains and high-value loot, the Hullcracker big ARC hunt can push your levels up rapidly with just a few successful kills. If you prefer a safer and steadier route, the loot goblin method turns every searchable object into free XP with almost no risk or investment.
Both methods work consistently, and both can be mixed into your regular raids depending on your gear, comfort level, and the map you are running. As long as you stay active, search everything you see, and take advantage of ARC XP whenever the opportunity appears, you will keep leveling efficiently no matter how you choose to play.
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EU Moves to Regulate Microtransactions in Games, Will They Succeed?
The European Union is considering sweeping new rules that could restrict or even ban microtransactions in video games, a move that has ignited fierce debate among developers, players, and regulators alike. These proposed changes stem from the EU’s Digital Fairness Act, which aims to eliminate manipulative in-game purchases and deceptive systems disguised as virtual currency.
What began with a complaint about the Swedish horse game Star Stable has evolved into a continent-wide discussion about transparency, consumer protection, and whether governments should decide how games make money. Supporters see this as a long-overdue pushback against pay-to-win mechanics, while critics warn that it could cripple Europe’s thriving game industry. As the EU moves closer to finalising the law, one question remains: can it actually succeed where others have failed?
What is the EU trying to do and why?
The European Union’s new proposal, introduced under the Digital Fairness Act, aims to reform how microtransactions are presented and purchased in video games. The goal is not necessarily to outlaw microtransactions entirely, but to prevent deceptive systems that disguise real-money spending through virtual currency such as gems, coins, or credits. Regulators argue that players, especially children, are often misled about how much they are truly spending when in-game purchases use indirect currencies instead of showing real prices in euros.
Under the proposed framework, all in-game purchases would need to clearly display their value in real money, provide accessible refund options, and remove manipulative elements such as “limited time offers” or fake discounts. The EU’s Consumer Protection Cooperation Network has specifically targeted practices that prey on player psychology, including pay-to-win systems where players gain competitive advantages through purchases.
According to EU officials, these rules are designed to protect consumers, particularly younger audiences, from being exploited by aggressive monetisation tactics. While few dispute the goal of consumer protection, the gaming industry warns that the proposed changes could upend how modern free-to-play games are designed and monetised across Europe.
How virtual horses started it all
The EU’s effort to regulate microtransactions began with an unlikely source: a Swedish online horse game for children called Star Stable. Parents complained that the game encouraged kids to buy in-game virtual currency without understanding how much real money they were spending. What looked like small digital purchases of “Star Coins” often turned into significant credit card bills, which prompted the EU’s Consumer Protection Cooperation Network to take action.
This case laid the groundwork for the Digital Fairness Act and its new focus on transparency. Lawmakers argued that if virtual currency can be exchanged for items or gameplay advantages, it should be treated as a financial transaction rather than a harmless feature. Their reasoning was simple: if players spend real money, they deserve the same clarity and consumer rights as any other buyer.
While Star Stable may have triggered the debate, the idea of charging players for digital extras is nothing new. The first major example was the Oblivion Horse Armor DLC released in 2006, when Bethesda offered a small cosmetic upgrade for $2.50. It was mocked at the time, yet it opened the door for a business model that evolved into modern microtransactions, loot boxes, and pay-to-win systems.
From a children’s horse game to a continent-wide legislative push, the history of microtransactions shows how quickly small design choices can reshape an entire industry.
How the EU gaming industry is responding
Europe’s gaming industry has not taken these proposals lightly. Major developers, including Supercell, have warned that the new rules could fundamentally change how free-to-play games operate in the region. In an open letter, Supercell’s CEO argued that the Digital Fairness Act would “break how many games fundamentally work” by forcing companies to replace token-based economies with real currency listings for every in-game item.
Developers say the shift would not only complicate the player experience but also harm one of Europe’s few global tech success stories. They argue that systems using virtual currency, such as buying tokens in bulk, exist to make transactions smoother and to reduce repeated small payments. In their view, the new system would require constant parental approval, individual pricing for every transaction, and an unrealistic level of compliance for developers.
Several major trade bodies, including the European Game Developer Federation, have echoed these concerns. They warn that excessive regulation could hurt smaller studios that lack the resources to adapt, leaving only large publishers able to comply. Critics also worry that this could push developers toward other forms of monetization such as in-game advertising, which may create new problems for user privacy and enjoyment.
Despite these warnings, few in the industry deny that something must change. Even companies opposed to the proposals admit that the current model of psychological triggers, time-limited offers, and opaque pricing has gone too far. The question now is how to reform these systems without stifling creativity or driving developers out of Europe altogether.
What gamers think about it
Public opinion among gamers has been far more divided. Many players welcome the EU’s intervention, seeing it as a long-overdue step toward curbing manipulative design and pay-to-win mechanics. For years, players have criticized how modern games pressure users into spending money through fake discounts, fear-of-missing-out events, and hidden costs behind virtual currencies. These systems often blur the line between entertainment and exploitation, especially in mobile and free-to-play titles.
At the same time, some gamers worry that government regulation could overreach and limit creative freedom. They argue that not all microtransactions are harmful and that optional purchases, such as cosmetic skins or expansion packs, help developers fund ongoing support for their games. Others note that some of their favorite titles, like Clash of Clans, might not survive if every purchase required direct euro pricing and new layers of legal approval.
Across forums and social media, the debate reflects a growing tension between fairness and freedom. Players are frustrated with the state of monetization, yet cautious about what happens when politicians step in to “fix” it. While many still remember the backlash to the Oblivion Horse Armor DLC as the moment this issue began, few can agree on what a fair system looks like today. For most gamers, the hope is simple: more transparency, less manipulation, and a gaming experience that rewards skill rather than spending power.
Will the EU actually succeed?
Whether the EU can successfully eliminate or regulate microtransactions remains uncertain. The Digital Fairness Act is still moving through consultation stages, and several EU bodies disagree on how to define virtual currency in the first place. Some legal experts argue that in-game tokens should be treated as digital goods, similar to downloadable content, while others want them classified as a financial instrument subject to the same scrutiny as real money. Until that distinction is clear, enforcement will remain inconsistent across member states.
Even if the Act passes, implementation could take years. Large publishers like Supercell and Ubisoft have the resources to adjust, but smaller studios may struggle to comply with complex transparency and refund requirements. This could lead to fewer indie releases and even drive some companies to withdraw from the European market altogether. A similar pattern occurred after the introduction of GDPR, when compliance costs forced many small websites and services to shut down within the EU.
Despite these challenges, the pressure for reform is unlikely to fade. The rise of manipulative monetization and pay-to-win systems has already eroded public trust in many gaming companies. If the EU’s efforts can restore that trust by making microtransactions clearer, more honest, and less exploitative, it may set a new global standard for digital consumer protection. However, if the legislation becomes too burdensome or fragmented, it risks repeating the same mistakes, a well-intentioned policy that ends up punishing both players and developers.
For now, the debate over microtransactions continues to reflect a broader question facing the gaming world: should fun be earned through gameplay, or bought with money disguised as gems and tokens?
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