Unofficial field indexUpdated for v0.4.0.115 — checked 17 Sep 2026
Guide / How Active Matter plays
How Active Matter plays
What kind of game it is
Active Matter is a buy-to-play PvPvE extraction shooter. You take a loadout into a hostile zone, complete objectives, harvest a resource called active matter, and try to leave before the zone closes or another player kills you. What you carry out is yours; what you carry in and lose is gone. It draws openly on the STALKER lineage — anomalies, a shattered exclusion zone, creatures that do not behave like ordinary enemies — while keeping the gear-and-extract structure of the extraction shooter genre.
One raid, start to finish
- Choose the raid. The raid list shows the zone, the variant, and the conditions you will meet — including which anomalies are present — before you commit.
- Choose a mode. Open Raid drops you into a PvPvE session; Isolated Raid is the PvE-only route; the separate arcade PvP mode is the no-loot-risk option.
- Build a loadout. Everything you take is at risk. Empty-handed runs are possible and are how a wiped account gets back on its feet.
- Work the objectives. Quests and investigations give you specific things to do inside the zone. Some must be finished before you can extract.
- Harvest active matter. The red resource nodes are the point of the trip and convert to currency at the end.
- Extract. Extraction points can be dynamic, the area around them is contested, and some raids end with a collapsing boundary that shrinks the map and forces the issue.
- Keep what you extracted. Survive and your loot banks; die and your carried gear does not.
The hideout is the Monolith
Between raids you are in your hideout, which is also the game's progression spine. It is your stash, your crafting hub, your shooting range for testing builds, and the place where missions are accepted and handed in.
The Monolith itself has access levels. Each stage has requirements you must meet to advance, the requirements get harder as you climb, and one recurring requirement is spending Monolith tokens on the Monolith — a design that pushes you to unlock new equipment rather than hoard. Unlocking a node on the tree gives you the item and its blueprint, and a blueprint makes that item craftable in your workshop for as long as you keep it. Alongside equipment, the tree unlocks investigations, which are the end-of-raid quest line.
The currencies
| Currency | Where it comes from | What it buys |
|---|---|---|
| Credits | Raids and missions | Ordinary gear purchases |
| Monolith tokens | End-of-raid quests and investigations, on both PvE and PvP — PvP pays more | Monolith access requirements, equipment nodes, blueprint unlocks, and skipping certain requirements |
| Crystallized active matter | Investigations and a highlighted daily objective in the raid list | Special items such as secure containers and respawn beacons |
| Prime | Editions only, granted once | Credits, Monolith access levels, additional secure containers, respawn beacons. It does not reset after a harmonization |
| Merits | Objectives in the 1.0 Harmonization Cycle | Introduced with the first Harmonization Cycle; the reward rates circulating in community guides are not treated here as official figures |
Swipe the table sideways to read every column
A conversion between Monolith tokens and crystallized active matter is widely used by players in the early version; the rate reported by community guides is not confirmed by a first-party source, so we do not print it as fact.
Death, risk and wipes
- Death costs you the gear you carried in. That is the core tension of the genre and it applies here.
- Secure containers are the exception: they protect a small amount of what you bring.
- There are no scheduled seasonal wipes. Instead, at the top of the Monolith you can choose to harmonize — a voluntary prestige reset in exchange for a permanent reward of your choice. Community guides describe the reset as returning you to starter equipment with your blueprints intact and a permanent reward granted; treat the exact retention rules as build-dependent and check them in game before you pull the trigger.
- The full release did not wipe anything. Early-version progress carried over.
How combat feels different
Three systems separate this from a standard shooter, and they are the ones new players notice first:
- Heart rate instead of stamina. Your heart rate governs how steadily you aim and how fast you can run. There is no stamina bar that refills and lets you sprint again — you pace yourself.
- Arm stamina. You can only hold a weapon steady in aim-down-sights for so long before sway and recoil control degrade. You have to come out of the sight to recover, which means you cannot hold an angle indefinitely.
- Limb health and shock. Damage is tracked per limb. Damaged arms make your aim unsteady, damaged legs slow you down, and a hit to the head is usually fatal. The healing set is deliberately small — ampoules you can stack inside a medkit container, a regenerator gel that heals over time, and a painkiller that suppresses shock — rather than a long list of condition-specific items.
Gear and weapons
- Weapons are real-world-modelled, and modifications are currently limited to muzzle devices and optics; community-relayed developer answers describe lasers, grips and skins as planned and rule out weapon disassembly.
- There is no separate weapon or character skill progression: the stat differences come from items and from the game's enhance/boost items rather than from levelling a gun.
- Ammunition is simplified — generally one load per calibre rather than several grades — and community-relayed developer answers describe more ammunition variety as in the works rather than shipped.
Modes
| Mode | Player count | What it is |
|---|---|---|
| Open Raid | PvPvE, solo or squad | The main mode: other players and AI in the same zone. Squads queue separately from solo players |
| Isolated Raid | PvE only, solo or up to three | The dedicated PvE route |
| Arcade PvP | Team-based PvP | A no-loot-risk team mode with pre-built loadouts, closer to a fast arena shooter than to a raid |
Swipe the table sideways to read every column
Things players consistently praise and consistently complain about
- Praise: the atmosphere and the zone design; how much quality-of-life work went into inventory, healing and keybinds; the fact that editions are not power; the pace of updates.
- Complaints: creature tuning, particularly enemies that absorb a lot of damage; solo PvE ammunition economy; the depth of weapon customisation; launch-window bugs.
Both lists come from dated community writing and are attributed as such on the review page.