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!
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
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.
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.
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.
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.)
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.
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!
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
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.