ARK: Survival Ascended - ARK: Survival Evolved

PLACEHOLDER OPENER



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As the aroma of Thanksgiving feasts leaves the air, we're excited to bring it back in the form of murderous turkeys! Our Turkey Trial event is now live until Monday, December 18th!


  • From the Main Menu, select the mod tab.
  • Search for Turkey Trial in the ARK Mod list and Install it.
  • After it's installed, go back to your game setup screen and select 'Mod Settings'
  • You will see Turkey Trial and any other mods you've downloaded in 'Available Mods'
  • Select Turkey Trial and activate it.



  • If you would like to enable Turkey Trial on your private servers, please add -mods=927083 to your server command-line launch arguments. No other changes should be necessary to activate the event

  • PVP/PVE: 1.5x Harvesting, Taming, and Experience + 1.5x Breeding
  • Small Tribes: 4x Harvesting, Taming, and Experience + 3.5x Breeding
  • ARKpocalypse: 4.5x Harvesting, Taming and Experience + 4.5x Breeding

*Event-specific recipes are now on the Smithy instead of the Cooking Pot

  • Bonnet Hat Skin
  • Dodo Pie Swim Bottom Skin
  • Dodo Pie Swim Top Skin
  • Dodorex Swim Bottom Skin
  • Dodorex Swim Top Skin
  • Dodorex-Print Shirt Skin
  • Meat Swim Bottom Skin 
  • Meat Swim Top Skin
  • Murder Turkey Swim Bottom Skin
  • Murder Turkey Swim Top Skin
  • Murder-Turkey-Print Shirt Skin
  • Pilgrim Hat Skin
  • Pitchfork Skin
  • Turkey Hat Skin
  • Turkey Leg Skin
  • Turkey Swim Bottom Skin
  • Turkey Swim Top Skin
  • Ugly Cornucopia Sweater Skin
  • Ugly Trike Sweater Skin
  • Turkey Costume Skin
  • Pumpkin Pie Hat *new*
  • Full-head Cooked Turkey Hat *new*
  • Wreath-like Forest Crown Hat *new*
  • Cornucopia-inspired Feeding Trough *new*
  • Turkey Deep Fryer Cooking Pot *new*

  • Belly Rub Emote
  • Food Coma Emote
  • Hungry Emote
  • Touchdown *new*
  • Friends Gesture *new*

  • Super Turkey *new*

  • Orange
  • Medium Autumn
  • Light Autumn
  • Burnt Sienna
  • Brown
  • Light Brown
  • Dark Magenta
  • Dark Violet
  • Vermillion
  • Red
  • Dark Red
  • Dino Dark Red
  • Midnight Blue
  • Black Sands
  • Dark Blue
  • Near Black
  • Black
  • Dino Darker Grey
  • Dino Albino




Download & play new custom content created by players, including new maps, creatures, items, and game modes, through a dedicated new Mod-bowser directly within the game. Enjoy an endless stream of new ARK content as the creativity and talent of the community is fully unleashed for the first time across gaming platforms and stay tuned as we spotlight more Cross-Platform Mods each week!

This video features:
Arkitect Structures Remastered by Gimilkhad
https://www.curseforge.com/ark-survival-ascended/mods/arkitect-structures-remastered

"Axeman Chibi" by DevAlpha
https://www.curseforge.com/ark-survival-ascended/mods/axeman-chibi-mod

"Cliffans Backpacks" by Cliffan
https://www.curseforge.com/ark-survival-ascended/mods/cliffan-backpacks

"RR-star farm animals" by Naneya
https://www.curseforge.com/ark-survival-ascended/mods/rr-starfarmanimals

"RR-star seahorse" by Naneya
https://www.curseforge.com/ark-survival-ascended/mods/rr-starseahorse

"RR-Medieval Roleplay Deco Beta" by Naneya
https://www.curseforge.com/ark-survival-ascended/mods/rr-medievalroleplaydeco

"Tameable Bosses" by RyanLucas007
https://www.curseforge.com/ark-survival-ascended/mods/tameable-bosses

"Klinger Additional Rustic Buildings" by Klinger
https://www.curseforge.com/ark-survival-ascended/mods/klinger-additional-rustic-building/

"Shiny! Dinos Ascended" by Nevcairiel
https://www.curseforge.com/ark-survival-ascended/mods/shiny-ascended

"Prehistoric Beasts" by Queen_Crysta
https://www.curseforge.com/ark-survival-ascended/mods/prehistoric-beasts]






We're excited to announce a special public PC beta branch featuring the next patch that will include the first look at Survival of the Fittest and the upcoming Cryopod update 😊! We’re eager to gather feedback for the upcoming patch, so If you're interested in participating, and on PC, we’d love for you to check it out soon!

You can use the instructions below to opt-in once we've sent out the beta branch name and server information via Discord!


You will need the Steam version of Ark Survival Ascended as you will be activating a beta branch of the game.
  • Open your steam Library and right click on Ark Survival Ascended, then click "Properties"
  • Navigate to the "Betas" tab on the menu that will have appeared.
  • Select the proper beta branch from the Beta participation drop-down.

Doing this will cause your game to download an update, which will patch and update your game. You would also need to follow these steps if you choose to leave the beta program.



We have a few servers that have been renamed due to having duplicate names on the Official Network.
  • EU-PVE-TheIsland5096 Renamed to EU-PVE-TheIsland5334
  • EU-PVE-TheIsland5102 Renamed to EU-PVE-TheIsland5336
  • NA-PVP-SmallTribes-TheIsland9091 Renamed to NA-PVP-SmallTribes-TheIsland9154




CurseForge is calling all ARK modders and game studios!

ARKathon is a massive ARK: Survival Ascended modding contest. Create and publish your best ARK: Survival Ascended mods for a chance to win big with $350,000 in rewards across two uniques tracks:

Modders Track:
  • Unleash your creativity to create new maps, skins, dinos, weapons and more.
  • Publish your mods cross-platform instantly
  • $50,000 worth of prizes
Studios Track:
  • It's time to dream big and aim high.
  • Curseforge is calling all studios to bring  their own content and IP to ARK in the form of DLC-level premium mods
  • 3 studios will win a $100,000 development grant each
Submissions have now begun!

For more info, visit this page!



We are overwhelmed with gratitude for your unwavering support during our 8th annual ExtraLife charity fundraiser. Your collective generosity has once again surpassed our expectations, allowing us to raise an astounding $118,138 in just 24 hours of streaming.

To see the full recap, click here.


Fan Art Gallery | Screenshot Gallery | Artist Feedback Form

Help us discover your talent by tagging your art with #ARKPhotoMode or #ARKFanart on social media!



Creator: Syntac
Syntac attempts to create an automated farm that produces organic polymer using Kairuku and Pelagornis.


Creator: Captain Fatdog
Captain Fatdog shows how to build a Rhyniognatha trap in ARK: Survival Ascended!




Wyvern and Sino by HungryDragonArts


Defense Unit / Isolation by Nalak-Bel


Woe, Survivor (and Anise the Therizinosaurus) be upon ye by charliebug3


Some quickie ark doodles by kkfenrir


Looks like a bucket of bolts has arrived! by scutalthelizard


We aren't meant to live forever by naeriie


Day 27 and 28 by Ampraeh




Here's the Extra Life Castle by @GGFizz41


Been really enjoying the new building system and pieces by @AlvarenMyras


Been playing around in photo mode by @Kiah0nFire


The backbreaker! by @Kaiser_Omen


It's not completed yet, but it looks like we have a base by @Oyumi_maruOgame


Enjoy your weekend!
Studio Wildcard

Twitter: twitter.com/survivetheark

Discord: discord.com/invite/playark

Reddit: reddit.com/r/playark

Instagram: instagram.com/survivetheark

Twitch: twitch.tv/survivetheark

Steam: steamcommunity.com/app/346110

Youtube: youtube.com/survivetheark

Facebook: facebook.com/survivetheark

Threads: threads.net/@survivetheark

Official Wiki: https://ark.wiki.gg/wiki/ARK_Survival_Evolved_Wiki


Mind Over Magic Playtest - Sparky-Jason
- Fix to some combats crashing while equipping potions.
Abtos Covert - GKarsa
Greetings soldiers! A new patch for Abtos Covert is now available.

Patch Notes:

  • Resolved initial save bug: tapes now properly appear in levels and menus, addressed issues where the game started muted and with a distorted Field of View (FOV).

Enjoy the game, and keep us updated on the Steam Community and our Discord for further support.

Thank you!
Mabinogi - Arciellia


Join Community Manager Arciellia as she goes over the details of the upcoming December content update, Arcana: Dark Arts! Join us on our Twitch.tv channel, Tuesday, December 12th at 2:00 PM PST (5:00 PM EST). As always, there will be giveaways throughout the stream.

Don't miss out on the fun. See you Tuesday!
Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer patch 0.24.3 is now available! This patch has a handful of bug fixes and quality-of-life improvements.

We're still of course working on bigger features as well. Specifically, we're shooting for the next update in a couple of weeks to have a new "Build & Battle" PvP multiplayer mode as well as larger hyperdrives. And work on Career 2.0 is progressing but still a ways off. Thanks for your patience!

Enjoy!

  • Updated translations for all languages.
  • Added 3 new Monolith defense platforms: Chaingun, Deck Cannon, and Railgun.
  • Added 1 new Cabal combat ship: Mebsuta.
  • Added 3 new Cabal defense platforms: Dual Ion, Heavy Laser, and Point Defense.
  • Added 1 new Imperium trade station: Large Imperium Trade Station II.
  • Added 1 new Imperium defense platform: Heavy Laser.
  • Added 2 new Fringe defense platforms: Flak and Large Cannon.
  • Added the 12 winning ships from the Oct. 2023 design contest: Chainbound, Combination, Echo of the Abyss, Empyrean Augur, Man O War, Missus Ket, Mister Rock, Omnipresence, Pandaemonium, Quartz, Superconductor, and Zhe Yu. (These ships do not yet spawn in Career mode but can be spawned in Creative mode.)
  • Miscellaneous updates and tweaks to existing built-in ships.
  • Crew will no longer be automatically unassigned from their bunk rooms if the path back to their room gets disconnected.
  • Delivering resources to a station before accepting a delivery mission will now count those resources towards completion of that mission.
  • Ships with diagonal flight directions should now be much better at strafing.
  • Ships without an operational control room are now able to hail other nearby ships or stations up to 400 meters away.
  • Point Defense turrets now have collision. (They are also slightly heavier as a result.)
  • The "Any unsaved progress in the current game will be lost" confirmation dialog will now show how long it has been since the game was last saved and will also explain that Auto Save and Quick Save slots are shared between all game modes, are not synced to Steam Cloud, and will eventually be overwritten.
  • The number of active mods will now be displayed in green on the "MODS" button on the title screen.
  • New Creative Mode games now default to the starry black background, which will improve creation/load times.
  • Cosmoteer will now wait for any in-progress Steam Workshop downloads to finish before loading game data. This should hopefully make it possible to use mods when playing on Geforce Now.
  • The health bars in Elimination mode now looks less janky.
  • The various part-specific tutorials (such as the cannons tutorial) will now only appear once the player has defeated their first enemy.
  • The game speed can now be adjusted using hotkeys while the game is being saved.
  • Bugfix: Crash if an explosion damages a shield and somehow destroys the shield generator itself on the very same tick. (Probably only possible with mods.)
  • Bugfix: Crash if a saved game file was selected to load in multiplayer but was deleted outside of Cosmoteer before launching the game. An error message will now be shown instead.
  • Bugfix: Redeeming multiple missions in rapid succession could cause the credits display to show more credits than the player actually has if any of the redeemed missions caused the player's faction reputation to rank up.
  • Bugfix: Right-clicking on an enemy ship and dragging away from it to set a distance/direction would cause the rotation to be automatically changed even if a specific rotation was saved using "Save Attack Defaults".
  • Bugfix: Command adjustment handles were clickable even when underneath other U.I. elements.
  • Bugfix: Railguns were unwilling to shoot at junk ships and asteroids.
  • Bugfix: Railguns were unwilling to shoot at structure tiles of enemy ships even when those structure tiles were explicitly targeted.
  • Bugfix: Shields could sometimes fail to block a portion of sun damage.
  • Bugfix: Resource delivery missions could be exploited by buying the required resources from the station *before* accepting the mission and then selling those same resources back to it after accepting the mission.
  • Bugfix: Loading a Creative Mode game in multiplayer, saving over that saved game file, returning to the game setup screen, and relaunching without changing the saved game file would cause it to load the old original game data from before the file was overwritten.
  • Bugfix: A recent Discord change broke the ability to drag ships straight from Discord into Cosmoteer. This should now work again.
  • Bugfix: Typing long messages into text boxes and then deleting that text could cause the text insertion caret and any subsequently typed text to become offset.
  • Bugfix: Minor graphical glitches caused by asteroid/megaroid 1x1 wedge tiles.
  • Bugfix: The crew priority for delivering Tritanium to storage bays was missing. (It was using the Iron priority.)
Star Trek: Infinite - Saerenne
Stardate: 23954.9

As we are wrapping up this year, we are also capping off the weekly patches. Last week's 1.0.7 patch was our last planned weekly patch for this year.

With the patch we closed off our top rated bugs and cleared out a huge backlog of minor issues.

We are now in discussions on what our future roadmap looks like, what the game needs and what type of resources we need to hit those goals. We are still in the early stages of this discussion however and don’t have any information to release at this time.

But one thing I wanted to dive a bit more into was a minor point in this week's patch notes:

  • Cerritos and California class ships' 3d models were adjusted to follow the lore more closely.

This was something we had been working on in the background for a while, and I wanted it as an example of how development works and give everyone a peek behind the scenes.

When we initially launched, our approval of the Cerritos had gone a bit fast. We aligned on the ship in early August, and had a model up and running for mid-late august. Lots of time before the October release right.

Problem was, we needed everything ready for our Game Feature and Pre-Purchase bonus video that went live on September 7th. The date was important to hit, as it was supposed to align with the release of Season 4 of Lower Decks, and hit the day before Star Trek Day. This was to get into the water before the wave of Trek news hit on the 8th.

It was a solid plan until the morning of September 7th, when we got a notification that there was a blocker for our video, it could not be released. Major issue:
The ship was missing the registry number.

The scene we had at 0:43 was supposed to mimic the Lower Decks opening credits, with an over the ship arc shot. The camera ends up behind the ship before it goes into warp.



After a few minutes of freaking out and a few calming coffees, we did a call with our trailer team and we got an alternative shot that loses the iconic shot. This prevents the blocker we had for missing the registry by doing the arc shot underneath the ship instead of over, but now it was not a reproduction of the shot from Lower Decks. - A stressful few hours indeed.

At this point, we get the registry added and lock the game code for release.

Another problem then came along a few days later, several points on the model were incorrect, and needed to be updated. - The team had just had code freeze, and we would not be able to do anything until we had a day 1 patch.

Launch day comes along, and as you might remember it was not the smoothest launch. With everything on fire, fixing the Cerritos was not high on our priority list.

However, with Patch 1.0.7 we finally got around to implementing the fixes that needed to be done, but what changed?

Let’s take the biggest most obvious change:

We went from this:


To this:


Differences are huge, I know, but let's get into the details.

Running Lights
  • Top of the ship, we now had the green and red running lights to the right and left of the primary hull.
Bussard Ramscoop
  • Added an extra detail on the protection layer, and moved the details on front into the Bussard Ramscoop itself

Old:


New:


Deflector Dish
  • Updated Deflector Dish to have in-world accurate color
Old:


New:



Hopefully everyone is happy with the changes made to the Enterprise of support ships.

All Good things come to those who wait.
Dec 8, 2023
只有向下 Only Down - TomSawyer
Add Q key slow time function, while the character does not slow down themselves
Midair 2 - AkRo

Grab a key in our discord to play now! https://www.midair2.gg/discord

Servers for Midair 2 Playtest are live until early morning NA, Monday, December 10th (~6 am EST)

Happy Friday!

We are now at 2 months of running weekend Steam Playtests, since our major update on October 20th. It's been quite the positive transition for us to a new phase of game development and community engagement.

If you last played Midair CE/Midair 2 before October 20th, we'd love for you to come back and check out the changes on Playtest, but broadly - keys are freely available, servers feel better, and public games are the focus!

We once again have a small patch notes this weekend as the focus continues to be on an engine upgrade (but we're just about done with it!). You can check them out here: https://store.steampowered.com/news/app/1469060/view/3900743724220032017

Also, we started a Patreon in late October. We are super grateful for all of our patrons! All revenue goes towards keeping the game and company running, helping to pay for basic operating services like servers and software. Thank you for your support whether you choose to be a patron or not <3

https://www.patreon.com/Midair2
-

Have a great weekend,

Vector Z Team
Team Fortress 2 - erics
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
  • Added missing 'No Glasses' style for The Dapper Dickens
  • Added missing strings for koth_krampus
  • Fixed name typo in map credits for koth_krampus
  • Fixed the Wanderer's Wool not being paintable
  • Updated cp_carrier to fix some visual issues
  • Updated Selfless Sensation to fix a rendering/brightness problem
  • Updated the Permafrost Essence Unusual effect to fix transparency issues in bright areas
  • Updated pd_galleria to fix broken cube maps
  • Updated pl_camber to fix a problem with RED spawn camping
  • Updated pl_emerge to fix missing .nav file
  • Updated cp_gravelpit_snowy to fix missing custom sounds
  • Updated pl_phoenix
    • Reduced Blu respawn wave time on A and C from 5 to 4
    • Increased Red respawn wave time on A and C from 6 to 7
    • Rollback zone on C now reduces the payload push speed by 50%
    • Locked door connecting B and C now opens when A is captured instead of B
    • Added a failsafe to prevent a case where the payload cart could get stuck at the base of the elevator finale
    • Various visual fixes and adjustments
    • Various pickup size adjustments
    • Various clipping adjustments
    • Performance improvements
    • Updated checkpoint names
Zorbus - Zorbus
Tournament

If you win a prize in the tournament, check the email that you set in the settings or accept a Steam friend invite from me, otherwise I can not send you the gift card. You can remove me after you've got the card. Alternative to the Steam gift card is an Amazon gift card.

Week 48 winner, character name "Corinel", Steam name "t*****", check your mail...

Changes

  • Fix: Potion of Martyrdom does not heal withered companions.

  • Fix: Ring of Bonding does not heal / restore a withered companion.

  • Fix: tiefling clones no longer spam the Fire Ray talent.

  • If you have the Morbid Fascination of Undeath talent, you'll get full experience from kills made by your undead companions. Currently kills made from non-undead followers too, as I didn't want to break save file compatibility just for this. Will eventually be changed at next full release.

  • A red notification in item descriptions of disallowed items when you have the Morbid Fascination or Soothing Solitude talent. Now on your items when trading in shops, too.

  • You can now change companion behavior / tactics in examine mode with the controller:
    • Press B when the cursor is on yourself to change behavior of all companions.
    • Move the cursor over wanted companion to change its behavior with B.
    • Select a target creature or an empty map tile and press B to set an attack target or a travel destination for all companions.
    • Press Y to change tactics. If the cursor is on yourself or an empty tile, tactics of all companions are changed.
    • Press right bumper to command only expendable creatures.
    • You can not set a target creature or a travel destination for just one companion with the controller.
  • You can set a travel destination for companions in the map / autopilot screen with the controller. On the autopilot screen, select a destination with the cursor, press left trigger (all companions) or right trigger (expendables only).

  • Clarification to the Holy Warrior talent: holy-damage bonus applies only when a weapon is used, not on unarmed / gore attacks.

  • Added skill point formula and talent progression chart to descriptions of the Great Mind I & II talents.

  • Notes for Soothing Solitude, Morbid Fascination, etc. added to local leaderboard too.
...