That covers thirteen of the nineteen raids. Five are PvPvE-only by design, two are PvE-only, and two of the daily objective tiers stay locked unless you go Open. What replaces the players is worse on some maps than the players were. Here is the whole list, what the mode locks out, and why the "Isolated Raid Passes" the wikis keep mentioning are not in the game. Checked on builds 0.4.0.148 and 0.4.0.156 (25 and 27 September 2026).
In the game, the mode is a tab on the deploy panel. Hover it and you get the whole rule:
"Your group" is up to two people you invite. There's no matchmaking on Isolated at all: the Matchmaking mode and Auto-fill squad controls only appear when Open Raid is selected. A PvE raid is you, or you and the people you brought.
The terminal lists nineteen raids across three regions, and the icons are the answer.
The five Open-only raids are a design position, not a gap Gaijin is filling. From the Q&A: "We believe that some raid designs simply aren't well-suited to certain modes. We do plan to expand the areas available for exploration, but this won't include making Unstable Zone modes playable in Isolated Raids, for example."
So a PvE-only player never sees the three Unstable Zones (Survive raids: outlast a collapsing zone, leave through a portal), never runs Gigastructure's Fragment research chain, and never sees Scrapyard at midnight. Every map and every region is yours. Five raids on them are not.
The other cost is on the objectives panel, and the game marks it with padlocks.
Progression holds up. The Monolith's gates are extractions, and Beta asks for one on Shegolskoe, Factory and Airport: all three have Isolated modes. Monolith Tokens come from objectives in both modes, but Open pays more of them and pays the two locked tiers on top. In the early version a full daily sweep paid about 14,300 tokens against about 11,000 for Isolated only. PvE is the slower climb, not a dead end. We haven't checked every gate above Beta for an Open-only requirement; if one exists, it goes here.
How many of them is the game's most argued-about setting. The most-replied thread on the Steam forums asks the developers to reduce the monster count, and on some maps a dozen converging on one building is not an exaggeration.
The extraction rates are the honest measure. From the terminal on 25 September:
Removing players roughly doubles a squad's odds on the same map. It does nothing for the two PvE-only raids, which are the two hardest in the game: Escape from Dogorsk is one device carried to one tunnel extraction across a map covered in creature markers, and Downtown: Collapse is a beacon defence with a 250-kill clearing objective. Pure PvE has a hard mode. It's just not other people.
On build 0.4.0.156 the Shop's Special tab, the only place the game sells anything for Crystallised Active Matter, lists seven items: the three safe containers, the Beacon, the Tactical Beacon, and two exchanges (10,000 Credits and 5,000 Monolith Tokens). No pass. The Isolated deploy panel shows no pass count, no cooldown and no daily limit, and we've run Isolated raids back to back since launch without meeting one.
Isolated raids are unlimited. Any wiki that says otherwise is describing a build that shipped before 1.0.
Loot extracted from an Isolated raid is yours in exactly the way Open loot is: same stash, same Refiner prices, and enriched items still teach the Replicator. Nothing about PvE loot is reduced or flagged.
A PvE squad is up to three and invite-only. There's no auto-fill on Isolated, so a duo stays a duo. The upside: Isolated raids support squads across PC, PlayStation 5 and Xbox Series X|S without the cross-platform opt-in Open raids ask for. A console player and a PC player can run PvE together straight away.



