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Extinction Chronicles V Next Week Developer Diary!
On October 16th Extinction Chronicles V will be released on all platforms. As usual survivors can expect a new tek dino, new Explorer Notes, a new cosmetic, increased level cap, and special colored dinos on all ARKs!
This weeks diary entry is brought to you by Lead Programmer, Chris Willoughby. This weeks dev diary is about undermeshing, a hot button issue within our official server community. Rest assured that were listening and are hard at work on the issues that you have surfaced through our various channels. We thought it would be worth taking an opportunity to share our thoughts on the issue, some of the reasons it exists, and why its so challenging to resolve.
[quote]Undermeshing refers to the ability to get to where you aren't supposed to by moving outside of the playable space. Almost every game is susceptible to undermeshing in some form. Most speed runs rely on undermeshing, for example. It's effectively impossible to solve completely, at least automatically. The approaches taken to prevent it are usually a tradeoff between how much freedom you want the player to have, how complex your world is, and how much processing time you can afford to spend on physics. Generally, when there's an instance of meshing, it's caused by bad collision setup, improper level geometry (holes), or a problem with the algorithm used to move the character through the world. In some instances, you place kill volumes in locations that you want to guarantee that the player doesn't end up, but that isnt a global solution. The collision setup for our objects varies based on their complexity. For very simple objects, we use a basic primitive shape (box, sphere, capsule) that matches the shape of the object. It's very good if you're able to take this approach, because natively the physics system can treat that individual object as water tight - ensuring that another physical object will never end up inside of it, and that you'll always detect it if you're already inside. When constructing a modern game, however, it's very likely that you need to use shapes that are more interesting to look at and interact with than a simple box or sphere - so you use mesh based collision. Mesh collision treats the surface of the mesh as the collideable surface, but it cannot be treated as watertight, and the physics system cannot guarantee that you don't pass through it. You might ask why, then, don't you try to represent that larger object as a bunch of smaller watertight ones? We do that in a small number of instances, but quantity of primitives is also a major concern, so it is not feasible to do this for the entire world. Take the ground under your feet, for example, at any given moment you'd be surrounded by thousands of primitives to approximate the surface of a natural looking ground, and yet it'd be less smooth than the pure mesh shape. In addition, a guarantee to not end up inside of a single body isnt a guarantee that you wont end up between them even if theyre tightly clumped, leading to more instances of getting stuck. When we lay out our levels - we construct them in the way that is interesting and optimize them for efficiency so that we can maximize quality and quantity. What that means is generally the world outside of the space you're meant to play in is empty - we spend our resources on the spaces where players are at. In addition - we reuse assets many, many times - rotating a rock different ways to make it look different before shoving it into the terrain at various depths to mask the reuse and keep it visually pleasing. Technically, the physics for these objects overlaps, and if you get past the surface of one, you'll stand on the next one down. While that sounds like it would help, its actually the meat of the problem. Adding more meshes doesnt help, because once you can get past one, you can get past the next one. That said, there have been many instances where weve flagged the collision on an object incorrectly, or left a minute hole that we can and do address through Level Design. Nearly every game uses custom physics for characters. Much of ours is built on the out of the box simulation that you get from UE4. Fortunately for our players, our game is one where the world is vast and complex, and players have the freedom to build many objects and have many dinos. Unfortunately for us, this pushes all of these algorithms to their breaking point. We've had to augment, rework, and add additional tests in many places that affect the simulation to improve our core player experience. In addition, we've built many gameplay mechanics that don't exist out of the box. Wall climbing, for example, requires a completely new set of physics tests to understand and hug the wall surface. When we set these up, we build them to be as flexible as possible, but it can be difficult to predict how the player base will use something when they get it in their hands. In many cases, this is a good thing - were delighted with the creative things that our players do, but sometimes theyre able to abuse mechanics in unintended ways. When we find problems with them, we have to find solutions that won't break the mechanic completely for the many other use cases, sometimes an impossible feat! This is also why we arent quick to completely disable a feature - we evaluate how much harm versus good it is doing across the entire experience. We do use kill volumes at a broad scale - usually high in the air, or far below the surface. Far outside of the playspace, to segment specific areas. The reality, though, is that when someone is meshing, they're usually not out in that empty space around the world, they're running around on the insides of overlapping shapes or physical surfaces that are just below the real surface. In order to implement kill boxes in these places, we'd have to go back to every location in the map and place a kill volume just below the surface that will kill someone that touches it. As with the terrain example above, it would require entirely too many objects to cover the entire world in these accurately. In addition, a major downside to this approach is also the fact that it will detect and kill something that may have a good reason to be below the mesh - on a Basilisk? You just got killed by the kill volumes. Misjudge where the surface is, and a bunch of players are being killed erroneously and losing their stuff. As with all aspects of making a game, it's all a balancing act. We try to spend our time on the things that are most valuable to as many of our players as possible - which means attacking holes in the world in waves and making algorithm changes when it's become obvious that they're having a large enough negative effect on the experience for our players. The reality is that there is no silver bullet, no automatic solution - so it continues to be a problem that our game (and many others) continue to fight throughout their lifetimes. Recently, weve fixed a bunch of holes across all of the maps and did a pass at removing Climbing Pick exploits. Going forward, our best bet is to remain diligent about resolving issues as they arise and improving the experience over time. The good news is that we like solving hard problems - and exploits like these are some of the more interesting ones to try and tackle![/quote]
Today marks the start of a two-week streaming schedule to spotlight all of the mods entered into the contest. You can vote now for your favorite mods as they compete for a Grand Prize of $15,000! https://survivetheark.com/index.php?/modding/voting/ You can follow the rankings with hourly updates as well! https://survivetheark.com/index.php?/modding/contest-home/ Meanwhile, I will be streaming from the ARK twitch channel showcasing all of these mods, every weekday for the next two weeks! You can find the full schedule here: https://survivetheark.com/index.php?/forums/topic/371532-ark-modding-contest-stream-schedule-october-2018/ Come check out some mods and support your fellow community members that give so much of their time to make these fantastic creations!
This Thursday October 11th the community team will be doing another biweekly livestream! During these livestreams Zen Rowe, Chris, and Jen bring you ARK news, celebrate modding, and the community as a whole every other week. We mix it up between playing ARK, showing off mods, and showing off your community creations for all to see. Survivors are invited to join us in the chat (and sometimes even in-game) to play and talk with the community team. https://steamcommunity.com/sharedfiles/filedetails/?id=1391754339 We are accepting any type of ARK related fanart to be featured in the showcase section of the stream and entries are always open. This can be drawings, videos, builds, ANSEL screenshots, handmade crafts, anything ARK related! You can submit your ARKwork to our streaming email address: arkfans@studiowildcard.com Be sure to follow us on our Twitch page so you don't miss a stream! twitch.tv/survivetheark We'll be hosting our next Community Live Stream on Thursday, October the 11th at 1pm EST! We hope to see you there :)
https://steamcommunity.com/sharedfiles/filedetails/?id=1532287707
Survivors across ALL Platforms will be receiving a special Evolution Event perk this weekend! It will be active from Friday the 12th of October at 1 PM EST until Monday the 15th of October at 3 PM EST. All Official Servers across each platform will be undergoing this evolutionary change which includes: 2x Harvesting Rates 2x Taming Rates 2x EXP Rates That's it for this post guys! As always if youve got anything to share please get in touch and be sure to follow us on: Community Hub: www.survivetheark.com Twitter: twitter.com/survivetheark Facebook: facebook.com/survivetheark Reddit: reddit.com/r/playark Instagram: instagram.com/survivetheark Twitch: twitch.tv/survivetheark Youtube: youtube.com/survivetheark
[ 2018-10-09 00:09:42 CET ] [ Original post ]
Extinction Chronicles V Next Week
On October 16th Extinction Chronicles V will be released on all platforms. As usual survivors can expect a new tek dino, new Explorer Notes, a new cosmetic, increased level cap, and special colored dinos on all ARKs!
Developer Diaries!
This weeks diary entry is brought to you by Lead Programmer, Chris Willoughby. This weeks dev diary is about undermeshing, a hot button issue within our official server community. Rest assured that were listening and are hard at work on the issues that you have surfaced through our various channels. We thought it would be worth taking an opportunity to share our thoughts on the issue, some of the reasons it exists, and why its so challenging to resolve.
[quote]Undermeshing refers to the ability to get to where you aren't supposed to by moving outside of the playable space. Almost every game is susceptible to undermeshing in some form. Most speed runs rely on undermeshing, for example. It's effectively impossible to solve completely, at least automatically. The approaches taken to prevent it are usually a tradeoff between how much freedom you want the player to have, how complex your world is, and how much processing time you can afford to spend on physics. Generally, when there's an instance of meshing, it's caused by bad collision setup, improper level geometry (holes), or a problem with the algorithm used to move the character through the world. In some instances, you place kill volumes in locations that you want to guarantee that the player doesn't end up, but that isnt a global solution. The collision setup for our objects varies based on their complexity. For very simple objects, we use a basic primitive shape (box, sphere, capsule) that matches the shape of the object. It's very good if you're able to take this approach, because natively the physics system can treat that individual object as water tight - ensuring that another physical object will never end up inside of it, and that you'll always detect it if you're already inside. When constructing a modern game, however, it's very likely that you need to use shapes that are more interesting to look at and interact with than a simple box or sphere - so you use mesh based collision. Mesh collision treats the surface of the mesh as the collideable surface, but it cannot be treated as watertight, and the physics system cannot guarantee that you don't pass through it. You might ask why, then, don't you try to represent that larger object as a bunch of smaller watertight ones? We do that in a small number of instances, but quantity of primitives is also a major concern, so it is not feasible to do this for the entire world. Take the ground under your feet, for example, at any given moment you'd be surrounded by thousands of primitives to approximate the surface of a natural looking ground, and yet it'd be less smooth than the pure mesh shape. In addition, a guarantee to not end up inside of a single body isnt a guarantee that you wont end up between them even if theyre tightly clumped, leading to more instances of getting stuck. When we lay out our levels - we construct them in the way that is interesting and optimize them for efficiency so that we can maximize quality and quantity. What that means is generally the world outside of the space you're meant to play in is empty - we spend our resources on the spaces where players are at. In addition - we reuse assets many, many times - rotating a rock different ways to make it look different before shoving it into the terrain at various depths to mask the reuse and keep it visually pleasing. Technically, the physics for these objects overlaps, and if you get past the surface of one, you'll stand on the next one down. While that sounds like it would help, its actually the meat of the problem. Adding more meshes doesnt help, because once you can get past one, you can get past the next one. That said, there have been many instances where weve flagged the collision on an object incorrectly, or left a minute hole that we can and do address through Level Design. Nearly every game uses custom physics for characters. Much of ours is built on the out of the box simulation that you get from UE4. Fortunately for our players, our game is one where the world is vast and complex, and players have the freedom to build many objects and have many dinos. Unfortunately for us, this pushes all of these algorithms to their breaking point. We've had to augment, rework, and add additional tests in many places that affect the simulation to improve our core player experience. In addition, we've built many gameplay mechanics that don't exist out of the box. Wall climbing, for example, requires a completely new set of physics tests to understand and hug the wall surface. When we set these up, we build them to be as flexible as possible, but it can be difficult to predict how the player base will use something when they get it in their hands. In many cases, this is a good thing - were delighted with the creative things that our players do, but sometimes theyre able to abuse mechanics in unintended ways. When we find problems with them, we have to find solutions that won't break the mechanic completely for the many other use cases, sometimes an impossible feat! This is also why we arent quick to completely disable a feature - we evaluate how much harm versus good it is doing across the entire experience. We do use kill volumes at a broad scale - usually high in the air, or far below the surface. Far outside of the playspace, to segment specific areas. The reality, though, is that when someone is meshing, they're usually not out in that empty space around the world, they're running around on the insides of overlapping shapes or physical surfaces that are just below the real surface. In order to implement kill boxes in these places, we'd have to go back to every location in the map and place a kill volume just below the surface that will kill someone that touches it. As with the terrain example above, it would require entirely too many objects to cover the entire world in these accurately. In addition, a major downside to this approach is also the fact that it will detect and kill something that may have a good reason to be below the mesh - on a Basilisk? You just got killed by the kill volumes. Misjudge where the surface is, and a bunch of players are being killed erroneously and losing their stuff. As with all aspects of making a game, it's all a balancing act. We try to spend our time on the things that are most valuable to as many of our players as possible - which means attacking holes in the world in waves and making algorithm changes when it's become obvious that they're having a large enough negative effect on the experience for our players. The reality is that there is no silver bullet, no automatic solution - so it continues to be a problem that our game (and many others) continue to fight throughout their lifetimes. Recently, weve fixed a bunch of holes across all of the maps and did a pass at removing Climbing Pick exploits. Going forward, our best bet is to remain diligent about resolving issues as they arise and improving the experience over time. The good news is that we like solving hard problems - and exploits like these are some of the more interesting ones to try and tackle![/quote]
Mod Community Updates!
Today marks the start of a two-week streaming schedule to spotlight all of the mods entered into the contest. You can vote now for your favorite mods as they compete for a Grand Prize of $15,000! https://survivetheark.com/index.php?/modding/voting/ You can follow the rankings with hourly updates as well! https://survivetheark.com/index.php?/modding/contest-home/ Meanwhile, I will be streaming from the ARK twitch channel showcasing all of these mods, every weekday for the next two weeks! You can find the full schedule here: https://survivetheark.com/index.php?/forums/topic/371532-ark-modding-contest-stream-schedule-october-2018/ Come check out some mods and support your fellow community members that give so much of their time to make these fantastic creations!
Community Livestream #9 This Thursday!
This Thursday October 11th the community team will be doing another biweekly livestream! During these livestreams Zen Rowe, Chris, and Jen bring you ARK news, celebrate modding, and the community as a whole every other week. We mix it up between playing ARK, showing off mods, and showing off your community creations for all to see. Survivors are invited to join us in the chat (and sometimes even in-game) to play and talk with the community team. https://steamcommunity.com/sharedfiles/filedetails/?id=1391754339 We are accepting any type of ARK related fanart to be featured in the showcase section of the stream and entries are always open. This can be drawings, videos, builds, ANSEL screenshots, handmade crafts, anything ARK related! You can submit your ARKwork to our streaming email address: arkfans@studiowildcard.com Be sure to follow us on our Twitch page so you don't miss a stream! twitch.tv/survivetheark We'll be hosting our next Community Live Stream on Thursday, October the 11th at 1pm EST! We hope to see you there :)
Fanart of the Week!
https://steamcommunity.com/sharedfiles/filedetails/?id=1532287707
ARK: Evolution Event!
Survivors across ALL Platforms will be receiving a special Evolution Event perk this weekend! It will be active from Friday the 12th of October at 1 PM EST until Monday the 15th of October at 3 PM EST. All Official Servers across each platform will be undergoing this evolutionary change which includes: 2x Harvesting Rates 2x Taming Rates 2x EXP Rates That's it for this post guys! As always if youve got anything to share please get in touch and be sure to follow us on: Community Hub: www.survivetheark.com Twitter: twitter.com/survivetheark Facebook: facebook.com/survivetheark Reddit: reddit.com/r/playark Instagram: instagram.com/survivetheark Twitch: twitch.tv/survivetheark Youtube: youtube.com/survivetheark
[ 2018-10-09 00:09:42 CET ] [ Original post ]
ARK: Survival Evolved
Studio Wildcard
Developer
Studio Wildcard
Publisher
2017-08-29
Release
FREE
Game News Posts:
346
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(529376 reviews)
The Game includes VR Support
Keyboard & mouse: 1
Gamepad support: 1
Seated: 1
Available DLCs:
- The Center - ARK Expansion Map
- Primitive+ - ARK Total Conversion
- ARK: Scorched Earth - Expansion Pack
- Ragnarok - ARK Expansion Map
- ARK: Aberration - Expansion Pack
- ARK: Extinction - Expansion Pack
- Valguero - ARK Expansion Map
- ARK: Genesis Season Pass
- Crystal Isles - ARK Expansion Map
- Lost Island - ARK Expansion Map
- Fjordur - ARK Expansion Map
As a man or woman stranded naked, freezing and starving on the shores of a mysterious island called ARK, you must hunt, harvest resources, craft items, grow crops, research technologies, and build shelters to withstand the elements. Use your cunning and resources to kill or tame & breed the leviathan dinosaurs and other primeval creatures roaming the land, and team up with or prey on hundreds of other players to survive, dominate... and escape!
The following features are in the game on its Day-1 Early Access release. We have many more aspects and refinements planned for the long-term development roadmap, and here's what you get to experience right now in ARK:
Dinosaurs, Creatures, & Breeding! -- over 60+ currently at Early Access and 100+ planned for final release -- can be tamed using a challenging capture-&-affinity process, involving weakening a feral creature to knock it unconscious, and then nursing it back to health with appropriate food. Once tamed, you can issue commands to your Pet, which it may follow depending on how well you’ve tamed and trained it. Pets, which can continue to level-up and consume food, can also carry Inventory and Equipment such as Armor, carry prey back to your settlement depending on their strength, and larger pets can be ridden and directly controlled! Fly a Pterodactyl over the snow-capped mountains, lift allies over enemy walls, race through the jungle with a pack of Raptors, tromp through an enemy base along a gigantic brontosaurus, or chase down prey on the back of a raging T-Rex! Take part in a dynamic ecosystem life-cycle with its own predator & prey hierarchies, where you are just one creature among many species struggling for dominance and survival. Pets can also be mated with the opposite gender, to selectively breed successive generations using a trait system based on recombinant genetic inheritance. This process includes both egg-based incubation and mammalian gestation lifecycles! Or put more simply, breed & raise Dino Babies!
You must eat and drink to survive, with different kinds of plants & meat having different nutritional properties, including human meat. Ensuring a supply of fresh water to your home and inventory is a pressing concern. All physical actions come at a cost of food and water, long-distance travel is fraught with subsistence peril! Inventory weight makes you move slower, and the day/night cycle along with randomized weather patterns add another layer of challenge by altering the temperature of the environment, causing you to hunger or thirst more quickly. Build a fire or shelter, and craft a large variety of customizable clothing & armors, to help protect yourself against locational damage & extreme temperatures using the dynamic indoor/outdoor insulation calculation system!
By chopping down forests full of trees and mining metal and other precious resources, you can craft the parts to build massive multi-leveled structures composed of complex snap-linked parts, including ramps, beams, pillars, windows, doors, gates, remote gates, trapdoors, water pipes, faucets, generators, wires and all manner of electrical devices, and ladders among many other types. Structures have a load system to fall apart if enough support has been destroyed, so reinforcing your buildings is important. All structures and items can be painted to customize the look of your home, as well as placing dynamically per-pixel paintable signs, textual billboards, and other decorative objects. Shelter reduces the extremes of weather and provides security for yourself and your stash! Weapons, clothing & armor gear can also be painted to express your own visual style.
Pick seeds from the wild vegetation around you, plant them in plots that you lay down, water them and nurture them with fertilizer (everything poops after consuming calories, which can then be composted, and some fertilizer is better than others). Tend to your crops and they will grow to produce delicious and rare fruits, which can also be used to cook a plethora of logical recipes and make useful tonics! Explore to find the rarest of plant seeds that have the most powerful properties! Vegetarians & vegans can flourish, and it will be possible to master and conquer the ARK in a non-violent manner!
By bringing sufficient rare sacrificial items to special Summon locations, you can capture the attention of the one of the ARK’s god-like mythical creatures, who will arrive for battle. These gargantuan monstrosities provide an end-game goal for the most experienced groups of players and their armies of pets, and will yield extremely valuable progression items if they are defeated.
Create a Tribe and add your friends to it, and all your Pets can be commanded by and allied to anyone in your Tribe. Your Tribe will also be able to respawn at any of your home spawn points. Promote members to Tribe Admins to reduce the burden of management. Distribute key items and pass-codes to provide access your shared village!
All items are crafted from Blueprints that have variable statistics and qualities, and require corresponding resources. More remote and harsh locales across the ARK tend to have better resources, including the tallest mountains, darkest caves, and depths of the ocean! Level-Up your player character by gaining experience through performance actions, Level-Up your Pets, and learn new "Engrams" to be able to craft Items from memory without the use of blueprints, even if you die! Customize the underlying physical look of your character with hair, eye, and skin tones, along with an array of body proportion modifiers.
Everything you craft has durability and will wear-out from extended use if not repaired, and when you leave the game, your character remains sleeping in the persistent world. Your inventory physically exists in boxes or on your character in the world. Everything can be looted & stolen, so to achieve security you must build-up, team-up, or have pets to guard your stash. Death is permanent, and you can even knock out, capture, and force-feed other players to use them for your own purposes, such as extracting their blood to for transfusions, harvesting their fecal matter to use as fertilizer, or using them as food for your carnivorous pets!
The mysterious ARK is a formidable and imposing environment, composed of many natural and unnatural structures, above-ground, below-ground, and underwater. By fully exploring its secrets, you’ll find the most exotic procedurally randomized creatures and rare blueprints. Also to be found are Explorer Notes that are dynamically updated into the game, written by previous human denizens of the ARK from across the millennia, creatively detailing the creatures and backstory of the ARK and its creatures. Fully develop your in-game ARK-map through exploration, write custom points of interest onto it, and craft a Compass or GPS coordinates to aid exploring with other players, whom you can communicate with via proximity text & voice chat, or long-distance radio. Construct & draw in-game signs for other players to help them or lead them astray... And yet.. how do you ultimately challenge the Creators and Conquer the ARK? A definitive end-game is planned.
On the 100+ player servers, your character, everything you built, and your pets, stay in-game even when you leave. You can even physically travel your character and items between the network of ARK's by accessing the Obelisks and uploading (or downloading) your data from the Steam Economy! A galaxy of ARKs, each slightly different than the previous, to leave your mark on and conquer, one at a time -- special official ARKs will be unveiled on
the World-map for limited times in singular themed events with corresponding limited-run items!
You can play single-player local games, and bring your character and items between unofficial player-hosted servers, back and forth from singleplayer to multiplayer. Mod the game, with full Steam Workshop support and customized Unreal Engine 4 editor. See how we built our ARK using our maps and assets as an example. Host your own server and configure your ARK precisely to your liking. We want to see what you create!
The over-the-top hyper real imagery of the ARK its creatures is brought to expressive life using a highly-customized Unreal Engine 4, with fully dynamic lighting & global illumination, weather systems (rain, fog, snow, etc) & true-to-life volumetric cloud simulation, and the latest in advanced DirectX11 and DirectX12 rendering techniques. Music by award-winning composer of "Ori and the Blind Forest", Gareth Coker!
The following features are in the game on its Day-1 Early Access release. We have many more aspects and refinements planned for the long-term development roadmap, and here's what you get to experience right now in ARK:
Dinosaurs, Creatures, & Breeding! -- over 60+ currently at Early Access and 100+ planned for final release -- can be tamed using a challenging capture-&-affinity process, involving weakening a feral creature to knock it unconscious, and then nursing it back to health with appropriate food. Once tamed, you can issue commands to your Pet, which it may follow depending on how well you’ve tamed and trained it. Pets, which can continue to level-up and consume food, can also carry Inventory and Equipment such as Armor, carry prey back to your settlement depending on their strength, and larger pets can be ridden and directly controlled! Fly a Pterodactyl over the snow-capped mountains, lift allies over enemy walls, race through the jungle with a pack of Raptors, tromp through an enemy base along a gigantic brontosaurus, or chase down prey on the back of a raging T-Rex! Take part in a dynamic ecosystem life-cycle with its own predator & prey hierarchies, where you are just one creature among many species struggling for dominance and survival. Pets can also be mated with the opposite gender, to selectively breed successive generations using a trait system based on recombinant genetic inheritance. This process includes both egg-based incubation and mammalian gestation lifecycles! Or put more simply, breed & raise Dino Babies!
You must eat and drink to survive, with different kinds of plants & meat having different nutritional properties, including human meat. Ensuring a supply of fresh water to your home and inventory is a pressing concern. All physical actions come at a cost of food and water, long-distance travel is fraught with subsistence peril! Inventory weight makes you move slower, and the day/night cycle along with randomized weather patterns add another layer of challenge by altering the temperature of the environment, causing you to hunger or thirst more quickly. Build a fire or shelter, and craft a large variety of customizable clothing & armors, to help protect yourself against locational damage & extreme temperatures using the dynamic indoor/outdoor insulation calculation system!
By chopping down forests full of trees and mining metal and other precious resources, you can craft the parts to build massive multi-leveled structures composed of complex snap-linked parts, including ramps, beams, pillars, windows, doors, gates, remote gates, trapdoors, water pipes, faucets, generators, wires and all manner of electrical devices, and ladders among many other types. Structures have a load system to fall apart if enough support has been destroyed, so reinforcing your buildings is important. All structures and items can be painted to customize the look of your home, as well as placing dynamically per-pixel paintable signs, textual billboards, and other decorative objects. Shelter reduces the extremes of weather and provides security for yourself and your stash! Weapons, clothing & armor gear can also be painted to express your own visual style.
Pick seeds from the wild vegetation around you, plant them in plots that you lay down, water them and nurture them with fertilizer (everything poops after consuming calories, which can then be composted, and some fertilizer is better than others). Tend to your crops and they will grow to produce delicious and rare fruits, which can also be used to cook a plethora of logical recipes and make useful tonics! Explore to find the rarest of plant seeds that have the most powerful properties! Vegetarians & vegans can flourish, and it will be possible to master and conquer the ARK in a non-violent manner!
By bringing sufficient rare sacrificial items to special Summon locations, you can capture the attention of the one of the ARK’s god-like mythical creatures, who will arrive for battle. These gargantuan monstrosities provide an end-game goal for the most experienced groups of players and their armies of pets, and will yield extremely valuable progression items if they are defeated.
Create a Tribe and add your friends to it, and all your Pets can be commanded by and allied to anyone in your Tribe. Your Tribe will also be able to respawn at any of your home spawn points. Promote members to Tribe Admins to reduce the burden of management. Distribute key items and pass-codes to provide access your shared village!
All items are crafted from Blueprints that have variable statistics and qualities, and require corresponding resources. More remote and harsh locales across the ARK tend to have better resources, including the tallest mountains, darkest caves, and depths of the ocean! Level-Up your player character by gaining experience through performance actions, Level-Up your Pets, and learn new "Engrams" to be able to craft Items from memory without the use of blueprints, even if you die! Customize the underlying physical look of your character with hair, eye, and skin tones, along with an array of body proportion modifiers.
Everything you craft has durability and will wear-out from extended use if not repaired, and when you leave the game, your character remains sleeping in the persistent world. Your inventory physically exists in boxes or on your character in the world. Everything can be looted & stolen, so to achieve security you must build-up, team-up, or have pets to guard your stash. Death is permanent, and you can even knock out, capture, and force-feed other players to use them for your own purposes, such as extracting their blood to for transfusions, harvesting their fecal matter to use as fertilizer, or using them as food for your carnivorous pets!
The mysterious ARK is a formidable and imposing environment, composed of many natural and unnatural structures, above-ground, below-ground, and underwater. By fully exploring its secrets, you’ll find the most exotic procedurally randomized creatures and rare blueprints. Also to be found are Explorer Notes that are dynamically updated into the game, written by previous human denizens of the ARK from across the millennia, creatively detailing the creatures and backstory of the ARK and its creatures. Fully develop your in-game ARK-map through exploration, write custom points of interest onto it, and craft a Compass or GPS coordinates to aid exploring with other players, whom you can communicate with via proximity text & voice chat, or long-distance radio. Construct & draw in-game signs for other players to help them or lead them astray... And yet.. how do you ultimately challenge the Creators and Conquer the ARK? A definitive end-game is planned.
On the 100+ player servers, your character, everything you built, and your pets, stay in-game even when you leave. You can even physically travel your character and items between the network of ARK's by accessing the Obelisks and uploading (or downloading) your data from the Steam Economy! A galaxy of ARKs, each slightly different than the previous, to leave your mark on and conquer, one at a time -- special official ARKs will be unveiled on
the World-map for limited times in singular themed events with corresponding limited-run items!
You can play single-player local games, and bring your character and items between unofficial player-hosted servers, back and forth from singleplayer to multiplayer. Mod the game, with full Steam Workshop support and customized Unreal Engine 4 editor. See how we built our ARK using our maps and assets as an example. Host your own server and configure your ARK precisely to your liking. We want to see what you create!
The over-the-top hyper real imagery of the ARK its creatures is brought to expressive life using a highly-customized Unreal Engine 4, with fully dynamic lighting & global illumination, weather systems (rain, fog, snow, etc) & true-to-life volumetric cloud simulation, and the latest in advanced DirectX11 and DirectX12 rendering techniques. Music by award-winning composer of "Ori and the Blind Forest", Gareth Coker!
MINIMAL SETUP
- OS: Ubuntu Equivalent Distro
- Processor: 2 GHz 64-bit CPUMemory: 4000 MB RAM
- Memory: 4000 MB RAM
- Graphics: OpenGL 3 Compatible GPU with 1GB Video RAM
- Storage: 20000 MB available space
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