Arena Breakout: Infinite is an extraction shooter: you take a kit into a map with other squads and AI, loot, fight if you must, and leave through an exit. The only thing that counts is leaving. Kill a whole squad and die on the way to the exit and you have lost the fight; loot nothing, extract, and you have won the raid. If you keep that one rule in your head, the rest of this page is detail.
The game is free on PC — Steam, Epic or the official launcher — and there is no console version.
The loop
1. Kit up in the lobby: weapon, ammo, armour, helmet, rig, backpack, meds. Everything you bring can be lost.
2. Queue for a map and a difficulty tier.
3. Loot and move. Containers, safes, weapon boxes, medical spots, the occasional high-tier case.
4. Extract through an exit that is open for you before the raid clock ends. How extraction works covers the exit types; it is the first thing to learn on any map.
5. Sell, repair, restock, run missions for the traders, repeat.
Die at step 3 or 4 and the kit stays on the map, minus whatever you put in your secure case.
Where to start: Farm, in PvE
Farm is the beginner map by design and by data: it has more positioned containers, weapon boxes and medical spots than any other map we track, twelve extractions, and a compact layout. Learn its extractions first and its loot spots second.
Do the learning in a mode where losing costs nothing. Hostile Sector on Farm is pure PvE with reduced death penalties; Solo Infiltration is the solo version; No Man's Land gives you a fixed loadout and tickets. When you can reach two different exits without opening the map, move to normal raids.
Health, in one paragraph
Your operator has 440 HP split across seven body parts (head 35, chest 85, abdomen 70, each arm 60, each leg 65). Head or chest at zero is death; the others cripple you — arms shake your aim, legs slow you down. Bleeds need bandages or a kit, fractures need a splint or surgery, pain needs painkillers. Carry a bandage, a painkiller and a first-aid kit at minimum, and read the health system guide before you go to a Lockdown tier, where injuries bite harder.
Traders, missions, and why you do them
Eight contacts sell gear and buy loot — Joel and Vladlen for guns and ammo, Evita (now Lyle Moreno) for meds, Deke Vinson for armour and backpacks, and so on. Their missions are the early-game economy: they pay Koen and XP, raise your standing so the trader's commission drops, and unlock better stock and barters. The contacts guide introduces each of them; the missions database has every contract with its objectives and map. The Evita chain that starts with a medical-supplies search is the traditional first one — low risk, and it opens the medical barters.
Secure cases
The secure case is the exception to "you lose everything". Items inside survive a death. The Reinforced Case (two slots) is free through login trial cards; the Titanium Case (nine slots) is earned through seasonal missions, not bought. High-pen ammo, a surgical kit and painkillers are what experienced players keep in it; the secure cases guide has the sizes and the current way to get each.
Difficulty tiers
Normal, Lockdown and Forbidden. Each raises the AI quality, the loot, and the entry bar — Lockdown needs a loadout worth 100,000 Koen and a 20,000 entry fee, Forbidden 300,000 and 50,000, per the difficulty guide. From Season 7 the tiers also cap ammo and gear: T4 and below in Normal, T5 and below in Lockdown. Stay in Normal until your stash can absorb losing a Lockdown kit twice.
What to bring in week one
Cheap and forgiving. A shotgun or an SMG with a reflex sight, class 3 armour and helmet, a mid-size backpack, meds. The weapon classes pages call out the most controllable gun in each class from real handling stats, and every weapon has a best-ammo page built from its caliber ladder — the round matters more than the gun at this stage. The loadout-by-difficulty guide has a full Normal-tier kit.
Twelve Mastery points are yours over the first 26 levels; spend them, they respec for free.
The mistakes that cost kits
The common mistakes guide goes through them; the short list: bringing gear you cannot afford to lose, looting past the point where you have a route to an exit, fighting when you could leave, and treating the raid clock as a suggestion. Every one of them is a habit, and the PvE modes are where you break them.