We’re ready to reveal ARK's roadmap for the next year, covering various game-related initiatives, new platforms, and media. The community’s support continues to be incredibly humbling and inspiring for the team, and that enthusiasm helps drive us toward creating the ultimate survival franchise. What we’ve planned has changed due to many shifting factors, but we believe it will ultimately provide the most fun and excitement for everyone who enjoys ARK.
We know you’re eager for the lowdown on our plans and more transparency regarding what’s behind the curtain, what’s evolved, and what has sprung anew, and we’re ready to share that with you… But before starting, we want you to meet our new friend!
And now, for the roadmap…
After careful consideration, we have decided to delay the sequel's launch to the end of 2024, when it will still launch exclusively on Xbox, Game Pass, and Windows distribution platforms (Steam/PC). We’ve put much thought into delaying ARK 2 for the betterment of the final product and the team's well-being. This news will be disappointing to many - we feel it too - but we’re confident this heavy decision is the right one.
So why the delay? Our goal is to make ARK 2 the best game it can be and provide a truly exceptional and rewarding experience for players. Unreal Engine 5 is incredibly new technology to us (and all developers), and we aim to use this cutting-edge tech to its fullest potential while creating a game with never-before-achieved scope at Studio Wildcard. As we learn more about the engine and develop the sequel, we have adapted our workflows and adjusted our pipelines to accommodate this new next-generation paradigm, and because of everything that involves, we need more time for development.
We sincerely apologize for this delay and genuinely appreciate your understanding. Your support and passion are vital to us, and we will continue to work intensively to deliver the ultimate next-gen dinosaur survival experience. With that in mind, we do not plan to showcase any gameplay/screenshots/videos of ARK 2 this year; however, we intend to keep you informed and engaged in the development process by regularly showcasing more ARK 2 assets in the months ahead, leading to our gameplay reveal next year.
But! Our desire to push the boundaries of what ARK 2 is on a next-generation platform has led us to the decision to create an intermediary Unreal Engine 5 ARK product utilizing some of the new technology we are building, allowing us to further our mastery of the new engine and ultimately battle-test some of our riskier technical advancements. We’ll gain a deep understanding of how well the rendering and lighting techniques work on console, what performance will be like, whether we can optimize and deliver interactive water and foliage on a widescale basis, and much more. We will deliver cross-platform modding, cross-platform multiplayer & a new account system, informing us about other changes we should consider for ARK 2. Due to the scope of all the technical and QOL changes required for such a next-gen experience, it is not feasible to make this new version of ARK backward compatible, which led us to conclude that this would need to be a separate product.
We also recognize that ARK 2 has some pretty significant design changes from the original game, which may not make it as appealing to everyone (looking at you, Souls-like combat, primitive-only weaponry, and strict third-person mechanics – and an overall “very serious” tone), which is why we feel it is essential to provide players with a fully next-gen version of the original experience to ensure that fans can continue to enjoy the ARK they know for years to come.
We’re thrilled to share this new ARK journey with you this year -- bringing players from PC, Xbox, and PlayStation together in a next-generation version of the game you love, topped off with revolutionary cross-platform modding.
ARK: Survival Ascended is a next-generation remaster of our beloved ARK: Survival Evolved, harnessing the power of Unreal Engine 5. It will be released on Xbox Series S/X, PC (Windows/Steam), and PlayStation 5 by the end of August 2023. The base game will include The Island, SOTF, and all the “Non-Canon” DLC maps (which will be added to ASA over time).
Xbox Series S/X and PC players will only be able to get it via an ultimate-value bundle known as the ARK Respawned Bundle. This bundle includes ownership of both ARK: Survival Ascended AND ARK 2 and will be priced at $49.99. This bundle will be available to purchase from the end of August for up to 1 year (after which ARK: Survival Ascended and ARK 2 will be sold separately). Additionally, the bundle will provide players access to an exclusive 1-month closed-beta to ARK 2 in 2024 before the rest of the general public can play ARK 2.
PlayStation 5 users will be able to get their hands on ARK: Survival Ascended as a standalone next-gen game at launch in August 2023 for $39.99.
All the expansion packs will be sold separately on all platforms:
$19.99 for Explorer’s Pass, which includes Scorched Earth, Aberration (Q4 2023), and Extinction (Q1 2024).
$19.99 for Genesis Pass, which includes Genesis Part 1 (Q1 2024) and Genesis Part 2 (Q2 2024).
At ARK: Survival Ascended’s launch, players will have access to The Island, Scorched Earth, and the new revamped game mode, Survival of the Fittest.
In addition to many other new features, ARK: Survival Ascended will feature the following improvements and enhancements:
Unreal Engine 5 Overhaul with Nanite, Lumen and RTXDI
Nanite Rendering Engine
Dynamic Water
Interactive Foliage
Unreal Engine 5 performance gains: instanced-rendering (large-bases etc.), threaded server networking, and native physics engine
Cross-platform Multiplayer: This includes cross-platform accounts and cross-progression, cross-voice chat & friends, etc. No matter what platform you start playing on, you can access your account, character, dinos, and items on a different platform for the ultimate cross-platform experience.
Cross-platform Anti-Cheat
Art Assets are being upgraded throughout the entire game
Newly-designed holiday events take advantage of the next-gen pipeline, released as mods, so they’re always available to play!
Cross-platform Modding:
We recognize the power of giving players the tools and capability to define their survival experience, so we want to take cross-platform one step further by working with Overwolf to introduce an industry-first cross-platform modding experience where mods created on PC are delivered directly to end-users’ consoles from a custom modding backend.
The modding capability will include FULL blueprinting support ;), stacked mods, and maps. Everything that is currently possible on the Steam version of ARK: Survival Evolved and more will be possible on the new system and be available for end-users to play on consoles in all modes.
Premium Mods: Reviewed by Overwolf and Wildcard for quality control and value, Mod authors will optionally be able to specify price points for their Mods (with 50% of the price point going to the Mod author). This is necessary to pay for the custom infrastructure required for Overwolf to support, administrate, and deliver Mods to the console.
We plan on streamlining the process of upgrading legacy ARK: Survival Evolved mods to the next-generation platform. We plan to reach out to current/former sponsored modders in preparation for the launch of ASA with the tools they need to get their mods ready before the launch.
Survival of the Fittest:
SOTF will be integrated into the main product as a new fully-supported game mode. It will have a dedicated team that will continue to work on more gameplay changes, mechanical improvements, quality of life, maps, and balance adjustments. The initial mode will be revamped with an exclusive ARK: Survival Ascended update, including:
Upgraded to Unreal Engine 5 with complete cross-platform and cross-modding support (the SOTF UE5 source content will be released for modders to utilize as they wish within ASA)
Scorched Earth SOTF Map
Matchmaking queue
Character and Creature customization with cosmetics
Local Lobby where you can group up with your friends, configure the look of your survivor and dinos, and queue up for lobbies together
Lots of bug-fixes and balance and functionality improvements
New content, QOL improvements, balance, and gameplay changes, including but not limited to:
Updated mini-map (pan, zoom, pings, etc – similar to the SOTF mini-map)
New structures (display cases, smaller TEK Teleporters) & building QOL improvements (snap fixes, increased foundation support, foundation height adjustments, and more)
Queueing System
New third-person camera (with the option to opt out)
…and more! (seriously, a lot more, this list isn’t exhaustive, but it’ll get super long if we list everything, and there’s more we’ll decide to do between now and launch too)
We understand there will be questions regarding LiveOps for the product, so we’ll review some key areas now.
Final Content Update: In June for ARK’s 8th Anniversary, we’ll release ARK: Survival Evolved’s final content update, which includes the fan-voted Rhyniognatha!
Cross-platform: It’s important to note that ARK: Survival Evolved (ARK:SE) and ARK: Survival Ascended (ASA) will coexist but will not support crossplay between the two games. ASA will have undergone profound functional changes which prevent it from being compatible with the previous game.
Holiday Events: We plan to develop and release ASA-exclusive holiday content that takes advantage of the next-gen pipeline released in mods, so they’re always available to play!
Official Servers: With the launch of ASA at the end of August, we will be taking down all Official Servers on Xbox, PlayStation, and PC for ARK: Survival Evolved – at that time, the final save-datas from the ARK: Survival Evolved Official Servers will be uploaded for players to re-host on their own servers or play in singleplayer/non-dedi, as well as slightly earlier snapshots. You will still be able to play on single-player, non-dedicated, player-dedicated, and unofficial servers. ARK: Survival Ascended will have it's own fully supported Official Network for all platforms.
Feature Sunset: With the launch of ASA, we will be ending official support for Primitive+, Split Screen, and Procedurally Generated Maps. These aspects of the game will not be ported to the new Unreal Engine 5 version.
We will look into releasing the source files for Primitive+ for those that wish to repurpose aspects of it for mods.
ARK: Survival Ascended Updates: The remaster will have regular updates to resolve bugs, introduce new content, balance changes, and quality-of-life improvements for years to come.
ARK: Survival Evolved Updates: will be limited to crashes and critical bug fixes.
We plan to release a new canonical-story expansion pack for ARK: Survival Ascended that will be available in Q4 2023. This DLC will feature four new creatures, which we’ll share more details about later this year!
ARK: The Animated Series has completed the animation and cast recordings of all its 14 initial episodes, which are currently in post-production (VFX, sound mix, etc.). We're delighted with how the show turned out -- it's an epic melodramatic love letter to dinosaurs, fantasy/sci-fi, and of course ARK itself -- though we have not placed it yet with any platform, hence the lack of news in that area. So as soon as there's more to report, we will let you know!
Thank you everyone for reading through this substantial write-up, and stay tuned for more information on the ARK: Survival Ascended in the months ahead toward its August launch!
Studio Wildcard
Conquest servers are being re-introduced for a new season by Snail Games. To kick things off, our current Classic PvP season will end, and servers will be wiped shortly before the new Conquest begins on April 25th. Classic PvP servers will wipe on April 25th, 5pm Pacific Time.
Experience gain, taming, gathering have been tripled compared to our standard Official Servers (3x)
Breeding, hatching, and raising rates have been tripled compared to our standard Official Servers (3x)
No tribe limit
Tribe alliances are disabled, though informal alliances are allowed
Servers have a maximum player count of 100
No Aberration map
All other maps excluding Gen1&2 and Extinction will be available.
The following TEK engrams/items will be available:
TEK Replicator
TEK Transmitter
TEK Turret
TEK Hatchframe
TEK Door
TEK Foundation
TEK ladder
TEK Pillar
TEK Ramp
TEK Trapdoor
TEK Wall
TEK Doorframe
TEK Windowframe
TEK Window
Sloped TEK Wall Left
Sloped TEK Wall Right
TEK Staircase
Sloped TEK Roof
TEK Railing
TEK Fence Foundation
TEK Generator
TEK Trough
TEK Teleporter
Megalodon TEK Saddle
Vacuum Compartment
Vacuum Compartment Moonpool
Cloning Chamber
Tapejara TEK Saddle
TEK Fence Support
Large TEK Wall
TEK Stairs
TEK Triangle ceiling
TEK Triangle foundation
Survivors on all platforms will be receiving an EVO Event! It will be active until Monday, the 3rd of April. All Official Servers across each platform will be undergoing this evolutionary change which includes:
*Note that these bonuses are multiplicative of the game's standard 1x rates.
Official Servers: 2x XP, Harvesting, Taming and Breeding (imprint, maturation, hatch/gestation), 0.5x Mating Interval, 2x Hexagon Bonus
Small Tribe Servers: 4.5x XP, Harvesting, Taming and Breeding (imprint, maturation, hatch/gestation), 0.5x Mating Interval, 2x Hexagon Bonus
Fan Art Gallery | Screenshot Gallery | Artist Feedback Form
Creator: Sypher Sam In this speed build tutorial, Sypher Sam teaches you how to build an Elven-style PvE house inspired by the Lord of the Rings' architecture. No mods were used. Plus, it can be built on consoles & PC!
Creator: Raasclark (featuring CaptainFatdog) In this short, Raasclark and Captain Fatdog attempt to knock out a wyvern with a mantis! Will they succeed?
Favorite color tek Parasaurolophus by @Mio301130
Snow Owl by mendozian
Lights off! by @WolfTek7
Hugs! by @ScutalTheLizard
Warm your heart and body together by @rianeko_mabi
Delivering Spring by @falco_luna
Ferox by @k3zk_627
Recreation of Japanese Waterfall Castle in survival by @KiriiAndrew
Beautiful postcard by @RikerPlays
Do I love the Equus? Yes, not even gonna try lying about it by u/Fit-Photograph7844
Just a quick note on the update which will be releasing today. A re-work to Aiko's and Freya's phase 1 routes, plus minor bug fixes.
Hello Volunteers! As the title suggests this is just an announcement on a small update releasing today. This isn't going to be nothing big, nor any new content, but it is a re-work to both Aiko's and Freya's phase 1 renders; meaning all of phase 1 main stories have now be re-rendered. Also there's a few minor bug fixes and spelling errors being fixed in this update.
So yeah, isn't much more I can say here. Phase five is still in the works and progress is going good. I'll have more information on that as it becomes available. Below I'll put a few of the new renders compared to the old ones, old ones on top, plus a showcase of the phase 5 outfits.
Thanks again Volunteers! Dr Alleyne will hopefully see you all soon for Phase 5 of Anna: The Series Test.
This update was rather focused on performance rather than content since it is currently the biggest known issue of the game. However, it is still a content update, so I included a few things from the feature pool and a few suggestions from the community.
Changes with ⬡ icon were suggested by the community.
Additions
Reworked Ruins
⬡ Ruins now contain parts of deactivated bases, ready to be reclaimed Some deactivated bases contain buildings never seen before, keep an eye on those! They host the once forgotten Data Centers, which contain special equipment that you can obtain if you finish a mission after reclaiming them
Database
This a place where you can find a ton of information about enemies, biomes, and planets
Notifications
⬡ The game now notifies you when a large wave spawns or when you find a data center
Map Mode
If you zoom away far enough, the game will enter the map mode, so that you can see the shape of your enormous bases
New Equipment
New equipment is found if you win a game with a Data Center alive, these include:
⬡ More Slots
⬡ Rerolls
⬡ Upgrade Rarity
Double Specialization
New Upgrades
Tombstone
Purple upgrade
When an enemy is killed, there is a 10% chance of a building being put there
Toggleable
Jack of all Trades
Purple upgrade
Every 15 seconds, generate a random white upgrade
Pandora's Box
Yellow active upgrade
Unleashes a random calamity into the selected area.
15 seconds cooldown
Airborne static
When hit, enemies have a chance of electrifying other enemies around
Eletronic Cooling
Yellow upgrade
When an enemy hits your building, it has a chance of being slowed.
Frostbite
Slowed enemies take damage every second
⬡ Accelerated Projectiles
White upgrade
Increases projectile speed by 40%
New Music
2 new tracks were added and will play randomly as the game progresses
Balance Changes
Equipment Changes
Buffed passive experience and resources equipment to scale with your level
Upgrade Changes
⬡ Upgrade rarities now match the level-up bar color
Smite now deals 1% of the sum of all barriers per stack as damage
Smite cooldown reduced from 30s to 15s
⬡ King of the Hill now affects damage, attack speed, projectile speed, and turn rate
⬡ King of the Hill now only dispels the buff from buildings that have an identical neighbor
Scan now can always be launched if the central tile is revealed
Nuke now can always be launched if the central tile is revealed
Stronger Gears now also affects building reclaim speed
Death mark no longer affects rocks and ice spikes
Enemy Changes
Spawn waves now try multiple times before failing
Reduced enemy health growth from 20% to 15% per level
When the enemy count is near the mobcap, enemies can spawn enlarged or hasted to make up for the missing enemies
Reduced enemy resource gain
The enemy level is now always shown on the UI, along with the current time
Building Changes
Ghost buildings are no longer enough to prevent you from losing
Ghost buildings now show the icon of the building they are supposed to be
⬡ Selected Buildings always show their tooltip
⬡ Increased behemoth maximum range from 1 to 1.25
QOL/Aesthetic changes
Smite upgrade now uses a forked lightning instead of several bolts of lightning coming from the same point
⬡ End screen is now instant
Changed telescope description to always tell about the extra range
Lag reports should now be nicer to look at. To generate these, it is still ctrl+p
Optimizations
Added a limit to smoke particles
Capped auto-cast internal radius to 15
Reduced auto-cast attempt frequency from 1/frame to 1/tick
Reduced draw times for when the camera is zoomed too far back
Big explosions no longer use a heatmap to determine hits
Optimized large-scale rendering
Optimized turret and missile target acquisition
Ice spikes now form in clusters of 7 tiles instead of one by one
Heavily optimized damage numbers
Removed tile entities from enemies which did not need that(looking at you, ice spikes and rocks)
Barrier drawing further optimized
Bug Fixes
Fixed unusual lubricant not updating smite cooldown
Fixed unusual lubricant sometimes nuking your own buildings
Fixed nuke acting unpredictably if you hit your own buildings with Out With A Bang
Rocks and trees can no longer spawn on top of buildings
Fixed a bug where the level 1 upgrade would not account for your equipment
Fixed turrets stretching back with high enough attack speed
As I begin work on 1.8 (check out the Starmap) , I find that I can't quite let go of 1.7 yet...
This main-branch update fixes some typos and other little nagging issues, like the amount of cargo space not updating in real time when you salvage something, or space stations spawning out-of-depth ships to kill their enemies in the early game...
Should missiles be individual entities that track their targets for several turns, separating them further from other kinds of "direct fire" weapons like rail guns and proton beams?
There's a quick implementation of this potential feature, and you can play it right now in the beta branch. In addition, you can even *vote* right in the game for whether you'd like missiles to behave in this new way, or you just want them to remain a type of instantaneous weapon like everything else.
Play it this weekend because I'll be counting the votes on Monday ;)
We have started Early Access and had a day to rest and see how it goes. Thank you so much to those who have already purchased, those who were curious and DL'd the trial version, and those who talked about it. We were simply happy.
I would like to talk about the future development of Binary.
The developers have a lot of ideas to make the game cool and interesting, such as new actions and enemies that we are warming up to, but as you can see in the Early Access section of the Steam page, we want to reflect your feedback in the game.
If you've played the Demo version or Early Access, please let us know what you think on our forums or dedicated Discord server.
- Removed Timer from Play Vs Bot mode - Added a SFX to match starting screen - Fixed Bug where challenge message gets sent after a challenge match is over - Fixed Bug where previous versions can match with newest version
- Removed Timer from Play Vs Bot mode - Added a SFX to match starting screen - Fixed Bug where challenge message gets sent after a challenge match is over - Fixed Bug where previous versions can match with newest version