The ANCIENT cheat for ARC Raiders covers a rare combination: a complete feature set at the lowest price in our catalog for this game. For $4 a day you get an aimbot with two aim types, ESP with separate colors for visible and hidden targets, a built-in radar and a Loot ESP split into six item categories. A week costs $20, a month $40. At the time of testing, ANCIENT holds undetected status, and we rate the build's reliability as excellent.
We put it through the situations people actually install a cheat for in ARC Raiders: a Stella Montis run with a route from Sandbox to Seed Vault, clearing the multi-level ruins of Buried City, the last sprint to the hatch with a full backpack while someone is already camping the exit. We also watched how the build behaves around mechanical ARC, because a Tick swarm and flying Wasp units break any ESP logic that cannot separate targets by color. Below is a walkthrough of every menu tab with screenshots, the honest downsides and the scenarios where this software fits, plus the cases where another catalog entry makes more sense.
How we tested ANCIENT
Launching only worked through Steam and only in windowed mode: that is a hard requirement of the build, and there is no way around it. We played several evenings in a row, alternating solo runs with squad raids to see both quiet looting and the fights over an extraction point. Most of the testing happened on Stella Montis, where the map holds roughly 721 markers and a single mistake costs the most, plus a few trips into Buried City for the narrow corridors and vertical construction.
The anti-cheat here is built differently from what players of other extraction shooters expect, and that changes the testing method itself. On top of kernel-level EasyAntiCheat, Embark runs machine learning models over a stream of player telemetry: in their official fair play material, input telemetry analysis is named one of the most effective detection methods, and a partnership with the company Anybrain is mentioned in the same text. What gets analyzed is not files in memory but how your mouse moves and how fast you react when a target appears. So we had two questions: does a feature work technically, and can it be tuned so the crosshair movement does not look machine driven.
ANCIENT features: a hands-on walkthrough
The ANCIENT aimbot: Mouse versus Memory
The main decision is made on the very first line of the Aim tab: the Aim Type parameter switches between Mouse and Memory. Mouse moves the cursor the way a live player would, and that is the mode we kept on for most of the test. Memory locks harder and more precisely, but it produces the most recognizable signature in input telemetry, which is exactly what ARC Raiders reads, so that mode belongs to an empty lobby rather than a raid with a full backpack.
After that comes the fine tuning. The Smooth slider stretches the lock over time: at low values the crosshair snaps to the target, at high values it drifts in smoothly, losing fractions of a second but looking natural. Draw FOV paints the capture circle on screen, FOV Radius sets its size, and in Buried City we kept the radius small, because targets in corridors are close anyway and a wide circle keeps grabbing the wrong one. Max Aim Distance cuts off far silhouettes so the aim does not drag toward someone three hundred meters away while a raider twenty meters out is already shooting you.
Prediction together with the Prediction Dot solves a problem you feel in the first firefight: weapons here have bullet travel time, and at range you simply miss a running target without a lead. The dot shows where the build is aiming with the lead applied, and that beats guessing by eye. Target Line draws a line to the selected target, Target Lock keeps it while it repositions, Vischeck filters out everyone behind a wall, and Target Bones sets the priority bone. On live raiders we used the head, on mechanical ARC we switched to the body: on a flying Wasp the small upper point keeps slipping out from under the crosshair, while the large body stays steady.

ESP in ANCIENT: separate colors for visible and hidden targets
The ESP tab follows an "every element on its own" logic: Name, Box, Skeleton, Squad, Distance, Health and Armor toggle independently of each other. But the important part of this tab is elsewhere: every element takes two colors, one for targets in direct line of sight, another for the ones behind a wall. That sounds like a detail right up until your first run through Buried City.
In vertical construction you get five or six silhouettes hanging on three levels at once, and without a color split you burn a second working out who you can actually shoot right now. With a split palette it reads instantly: red boxes behind cover, green ones in the open. We set a contrasting pair and never once fired into a wall at a hidden target over a whole evening, which is more than we can say about builds that use a single color for everything.
The rest of the tab covers the usual ground. Max Distance trims the draw range, and on Stella Montis that saves the screen from turning into mush, because the map is small and dense. Squad marks team membership, which matters when you are in a squad yourself and risk opening fire on your own. Health and Armor tell you whether to finish someone off or break away, and Distance removes the eternal question of whether your gun reaches. Skeleton is most useful in fog and in night map conditions, when the box is there but the target's pose is not readable from it.

Radar, direction arrows and Battle Mode
Beyond the standard visuals, the build ships a built-in radar with adjustable scale and a Max Show Distance parameter. A radar pays off more in ARC Raiders than in shooters on compact arenas: the maps are large, the routes are long, and knowing that a second squad is heading for the same supply station saves you an entire raid. We kept the scale wide while moving and narrowed it before entering a building.
Arrows adds direction markers along the screen edges and has its own range setting. It starts to matter at the moment you are already running for the hatch and cannot afford to swing the camera: an arrow on the side of the screen tells you someone is coming in from behind on the right, and that is enough to make a decision. Battle Mode sits on a hotkey and strips away the clutter with one press, leaving only what a firefight needs. We kept it on a side mouse button: looting with the full picture, fighting with a clean screen.

Loot ESP: six categories, each configured on its own
The most detailed part of the menu sits in the World section. The world is split into categories: Crates, Dropped items, Corpse, Salvage, Carryable and Supply Station. Each one is configured separately and in the same depth, with Draw Dot, Draw Name, Color, Draw Distance, Limit Distance, Max Distance and a Show In BattleMode flag.
In practice that means you assemble the picture for a specific run instead of borrowing someone else's preset. Loot spawns in ARC Raiders are randomized, the same house gives you either a full backpack or nothing, and the blueprint list has passed seventy entries, with some of them sitting only in specific locked rooms. When the run is about blueprints, it makes sense to leave Crates and Supply Station at a long range while pulling Salvage and Carryable in close so junk stops flooding the screen.
Corpse deserves a separate mention. In an extraction shooter another player's body is often worth more than any container: it holds everything the person walked in with plus everything they managed to pick up. A dedicated category with its own draw distance means that after a firefight you see the body marker from across half the map instead of running circles through bushes. And the Show In BattleMode flag lets you clear loot out of view for the length of the fight and bring it back with one press once the shooting stops.

Configs: Add, Load and Share
There are so many toggles in this menu that without presets the first minutes of every run would go into clicking settings back into place. Three buttons handle that: Add saves the current set, Load pulls a saved one back, Share passes a config outward so you can hand it to a squadmate.
We ended up living with two presets. The first one for looting: wide draw distances across every World category, radar at a small scale, aim with high Smooth and a modest FOV just in case. The second one for fighting: World mostly switched off through Show In BattleMode, ESP down to Box, Health and Squad, aim with a shortened Max Aim Distance. Swapping between them takes a couple of seconds in the menu, and that beats rebuilding everything from scratch after each patch.
Built-in spoofer and OBS streamproof
The spoofer ships with the build and costs nothing extra, which at a $4 daily price is closer to an exception than a rule. Its point in ARC Raiders is direct: bans here run on a three step ladder, 30 days first, then 60, then permanent, and the largest single wave took out around 15,000 accounts in a day. A spoofer works on hardware traces rather than on the game itself, and you need it for the case where an account does get banned and you come back on a new one.
Streamproof hides the cheat window from OBS recording. This one is practical and underrated in this game: ARC Raiders has proximity voice chat on by default, people clip and stream straight out of a raid constantly, and one overlay accidentally caught on tape costs more than a monthly subscription. We checked this literally: the screen capture was running, and the menu never made it into the frame.
ANCIENT in real ARC Raiders situations
A feature list says little until you hold it against an actual raid, so here are four situations where the build showed its character.
Stella Montis, unlocked at level 25, is the smallest and the most expensive map in the game, and people go there for specific loot. We ran the route from Medical Research toward Assembly Workshops. Loot ESP decides everything here: a dense map carries almost seven hundred markers, and without category filtering the screen turns into noise. We disabled Salvage entirely, kept Crates and Supply Station at long range, and the route turned from wandering into a straight line between points. The second effect is less obvious: when you are not searching empty corners, you spend less time on the map overall, which means fewer encounters with other squads.
Buried City reads differently. Urban ruins with narrow corridors and multi-level construction are the worst case for any single color ESP: silhouettes stack on top of each other vertically, and there is no way to tell who is on your floor and who is behind a ceiling. The split palette does half the work for you here. We tightened the aim through FOV Radius, because targets in corridors appear right on top of you and a wide circle grabs random models.
The final sprint to the hatch is its own discipline. The backpack is full, there is plenty to lose, and someone is almost always waiting at the extraction point. The pairing of direction arrows and radar gives you exactly what is missing: you keep running without swinging the camera and still see which side the intercept is coming from. Battle Mode on a side button clears loot off the screen in one press once it becomes clear that a quiet exit is off the table.
Mechanical ARC break your usual settings more often than live players do. A Tick swarm makes noise and pulls other people's attention onto you. A Wasp hovers and keeps shifting while a Rocketeer hits an area from range, and each of them wants different settings. For robots we switched Target Bones to the body and raised Smooth a little: a hard lock onto a small flying target looks unnatural on tape, and input telemetry gets a close look in this game. On top of that, a Queen or a Matriarch is barely killable solo, and here ESP beats the aimbot: you see them early and simply route around.
Stability and launching ANCIENT
The requirements are short and strict at the same time. You need a Steam client, windowed mode, an Intel or AMD processor, Windows 10 build 1903 or newer, or Windows 11. There is no dance with BIOS, Secure Boot or disk partitioning here, and against some neighbors in the catalog that is a noticeable plus: the loader starts, you enter the game, the menu opens.
Windowed mode needs a separate word, because it is the most common disappointment among buyers. Fullscreen and borderless are not supported at all, and on some setups windowed mode brings slightly higher input latency and less usable screen area. Stretching the window to nearly fill the monitor fixes most of it, but if you play exclusive fullscreen on principle, you will have to adjust.
As for stability, we had no crashes during testing. The status on the product page gets updated on facts: the build stayed current after Live Update 1.42.0 from 18 August 2026, the one that brought the Phantom Targets event and regional map condition scheduling. Check the status on the card before paying anyway, because any software can go into maintenance after a major patch.
ANCIENT strengths and weaknesses
Pros:
- $4 a day with the full feature set, nothing in the ARC Raiders cluster goes cheaper.
- Separate ESP colors for visible and hidden targets, a detail you notice in every fight.
- Loot ESP with six independent categories and its own draw distance for each.
- Spoofer and OBS streamproof included in the base price.
- Battle Mode on a hotkey, which genuinely fixes the overloaded screen problem.
Cons:
- Windowed mode only, fullscreen and borderless are not supported.
- Steam client only, owners of another store's version are out of luck.
- The menu is dense, and without presets a newcomer drowns in World settings on the first run.
- Aim Type Memory is better left alone, which means half of the advertised aim flexibility stays decorative.
ANCIENT price and how to buy
There are three plans: $4 a day, $20 a week and $40 a month. The pricing logic is obvious from the numbers: a day costs about as much as one round of drinks, a week beats five separate days, a month beats two weeks. We usually suggest taking a day first to look at the menu and the windowed mode in person, then moving to a month if the picture works for you. Checkout and payment sit on the product page: buy ANCIENT.
If you want to compare it with the neighbors, the catalog has pricier entries and differently specialized ones: private builds, external radars without an aimbot, DMA solutions for a second machine and entries priced in rubles. They all sit on one page with statuses and prices, where you can browse ARC Raiders cheats and pick from there.
Questions about setup, statuses and compatibility get answered fastest in our community: Telegram (200+ members) and Discord (637+ members). Buyers also post there about how the software behaves after fresh updates, which is often quicker than any product card.
Who ANCIENT suits
There is no universal answer, because people play ARC Raiders in very different ways and one build does not close every task at once.
If price matters most: this is the cheapest entry into the game with a full aimbot and visuals. A day at $4 lets you try it without commitment, and a month at $40 stays inside almost anyone's budget.
If safety matters most: the bundled spoofer, OBS streamproof and adjustable Smooth give you the tools to play carefully. Keep in mind that input telemetry is analyzed separately from files, so an aimbot at maximum stiffness stays your personal risk.
If you play for loot: this is where ANCIENT is strongest. Six World categories with individual draw distances and a dedicated Corpse category turn a random spawn into a predictable route.
If you want the maximum and price is secondary: look at DMA solutions or private builds in the catalog, where a second machine and separate hardware buy you more safety margin.
Frequently asked questions about ANCIENT
Is ANCIENT detected or undetected right now?
As of publication the build holds undetected status and is compatible with EasyAntiCheat. We update the status on the product card the moment the developer takes the software down for an update after a patch, so always check the mark on the product page before paying rather than trusting an article.
How much does ANCIENT for ARC Raiders cost?
Three plans: $4 a day, $20 a week, $40 a month. That is the lowest price in our catalog for this game with a full feature set. The spoofer and streamproof are already inside the price and are not billed as a separate line.
ANCIENT will not launch, what should I do?
Start with the obvious: the game is running in windowed mode and bought on Steam, the system is no older than Windows 10 build 1903, the antivirus has not eaten the loader. If all of that checks out and the menu still does not open, write to our Telegram, where cases like this get sorted through launch logs.
Do I need a spoofer alongside ANCIENT?
You do not need to buy one separately, it is built in. Turning it off makes no sense either: bans in ARC Raiders climb a ladder from 30 days to permanent, and once a permanent lands, the only working way back into the game is a new account with clean hardware traces.
How does ANCIENT differ from other ARC Raiders cheats?
Most of the questions we get about it come down to the price. The difference is in the mix: a full aimbot, detailed ESP and a deeply configurable Loot ESP for money that usually buys visuals alone. In exchange you put up with windowed mode and a Steam lock.

