Project Zomboid (PZ) is an Early Access, isometric post-zombie apocalypse survival game set in Kentucky. While the pared down graphics and isometric camera might give one pause, I was fairly excited to give the game a try. What I discovered is possibly one of the more “realistic” survival games out there… and that realism is way overrated. And less fun to play.
Honestly, I was actually surprised how much I disliked PZ almost immediately. After character creation, you take control inside the one for-sure non-zombie house – your own. From here, you go through houses and find… normal stuff. Fully stocked refrigerators and freezers. Ovens to cook raw meat. Working lights. Faucets that deliver fresh water directly to your mouth. While your character starts with no skills, you are fully capable of surviving quite a while just fine doing nothing.
That does not last for long, of course. Within a month or so, both the electricity and water will shut off permanently. So the game’s central conceit reveals itself: how long can you survive?
In the abstract, this is not dissimilar to, say, Oxygen Not Included, wherein there is no win condition per se. Nevertheless, I was surprised to find myself immediately repulsed by PZ, conceptually. When you wake up naked on a beach in ARK, there is a very obvious, grokkable progression path towards survival. All of that is turned on its head with PZ. I found myself ransacking houses for supplies, and then asking myself why.
The answer is supposed to be “to prepare for self-sufficiency and safety after the lights and water turn off,” but that feels like such a weird, abstract endgame. It’s definitely unique in this particular genre, don’t get me wrong, but I feel like it’s probably unique for a reason, e.g. it feels bad. You aren’t building up to self-sufficiency, you’re building down. It is also harder to feel any particular sense of urgency without metagaming the entire experience.
I dunno. There is technically a starting game mode which takes place 6 months after the start of the zombie apocalypse, which features the water and lights already off, and most things already looted. In other words, a more typical survival game experience. But after spending a few hours with the base game, I don’t know that I feel it.
This is definitely going to be one of those Early Access titles that needs more time in the oven.
After becoming a bit impatient with Oxygen Not Included, I decided to buck my principles and buy the never-on-sale RimWorld. Technically though, I did get a discount through the Humble Store (10% off), so that’s the way I’d recommend going.
If you have not heard of it before, RimWorld is a sort of colony-management game in the vein of Dwarf Fortress, with the visuals of Prison Architect. In the default scenario, you pick three survivors of a starship crash, and shepherd them through the trials and tribulations of life on a titular RimWorld. There is technically an end-goal of researching technology/production far enough to send at least one person back into space, but it’s a bit more of a sandbox than that.
Much like with Oxygen Not Included, your colonists are basically controlled via a granular priority system, augmented by their own mood and predilections. You can request that trees are cut down and the wood used to build a new room, for example, but it’s possible your colonists will start playing horseshoes or lay down on your solar panels to gaze at the clouds.
They can and will also do things like plop down a stack of turkey leather right in the doorway to your freezer, letting out all the cold air and potentially ruining your entire meat supply. There’s no real way to force a person to do one particular thing (aside from Drafting them for combat) – the best you can do is prioritize one thing to the maximum level, disable everything else, and hope for the best.
If the above examples seem silly… that’s kind of the point. Each colonist has an entire background narrative, with expanding needs and desires that influence their actions at any given point. Romances will form between two people, then a break-up, and suddenly one or both might experience a mild (or major) psychotic break due to the mood penalty said break-up causes.
Well, that social interaction plus seeing the colony pet terrier get killed by a Cobra, the fact that their bedroom is too small, and a number of other interactions over the last few days. Butchering the dead dog for its meat and then turning the leather into a hat probably also didn’t help things.
The emergent narrative formed by these random, interacting systems is the heart of RimWorld.
Speaking of “random,” at the beginning of the game you get to choose the AI Storyteller and difficulty of your game. The default AI will throw increasingly difficult encounters your way (modified by game difficulty), ensuring that you never reach a point at which you become entirely stable. The other two AI choices give longer periods of calm, and completely random ones at random intervals, respectfully. I can appreciate the transparency of the system, even though it makes things… a bit game-y, I suppose.
In any case, I am enjoying my time thus far. There are still a lot of game elements that do not make complete sense – the Research system in particular is difficult to wrap my head around – but the sort of little narratives that emerge are pretty interesting. So, we’ll see.
Oxygen Not Included (ONI) is a base-building and resource management game currently in Early Access, in the vein Dwarf Fortress and RimWorld. At least, that is what people tell me, as I have not played either one of those. What I have played is Craft the World (pt1, pt2), and ONI is basically that, minus the dwarves and goblins.
The premise of ONI is actually kind of compelling. After picking three Duplicants from a roster of randomly generated ones, they appear in the middle of an asteroid. The ostensible goal is to survive as long as possible using what resources you have available. Instead of controlling them directly, you the player can generate and prioritize tasks like digging out certain squares, constructing machines, etc, and your Duplicants will work to make that happen. Contrary to the title, some basic oxygen is included in the form of oxygen-generating rocks, but it is not nearly enough to last long-term.
Indeed, oxygen-management is indicative of what you will be working on over the arc of the entire game. In the beginning, you will create machines that convert algae (mined from special squares) into oxygen to supply your base. However, your Duplicants exhale CO2, and that will gradually accumulate in the lower reaches of your base (science!). So, eventually, you are going to need to either research technology to convert that CO2 into some other form, or at least pipe it elsewhere. Meanwhile, you also have to grow food, find water, and research some method of disposing of all the poop (or polluted dirt, if you prefer) your Duplicants generate. Have I mentioned there are germs and stress to worry about too? And the fact that you are in the middle of an asteroid, so the whole “pump the CO2 elsewhere” is really just delaying the problem for another day?
As of right now, I do not believe there is a story or “campaign mode” for ONI, and I do not know if there is any planned either. The goal is to survive as long as possible, and there are some very optimized base configurations out there to ensure that is the case. However… I’m not sure that is enough for me, game-wise. Klei’s other popular game, Don’t Starve, also features an implicit goal of surviving as long as possible against escalating threats. The end-state of death there though, usually comes from violence or mistakes rather than slowly running out of finite resources. I felt much more agency in Don’t Starve, in other words, even if the outcome was very similar.
What I will say is that Oxygen Not Included grabbed my attention very early with a compelling premise, and makes me wish there were more Terraria/Starbound/etc survival games out there that I haven’t already played . Hmm… maybe it’s time for RimWorld then…
Right from the start, let me say that No Man’s Sky is often intentionally vague in order to engender a sense of wonder and discovery. In that respect, the following Quick & Dirty guide might constitute spoilers because I will be explaining some of the game systems as they exist in version 1.38. If you feel like that might take away from your enjoyment of the game, by all means, stop reading.
For everyone else, let’s roll.
1. Land on planet
2. Collect resources
Seriously though, in the beginning, do not worry too much about anything in particular. A large part of this game comes down to Inventory Management, and you are never given enough space to collect all the things. If something seems like a super-rare thing, trust me, it’s not. You will find a planet with tons of it later on.
What you will want to keep an eye on though, at all stages of the game, are the following:
- Plutonium: It costs 50 to lift your Starship off the ground.
- Zinc: Basic way to recharge your environmental protections, once crafted.
- Thamium9: Primarily for recharging Life Support, but used in Farms later on.
You will always want to keep a stack of those elements handy at all times, at every stage of the game. Once you get a decent Unit (e.g. cash) stream, all of them can be acquired quickly and in bulk by visiting a Trading Post on a planet in any economically successful system. We’re talking buying 1500+ at a time for like 40k Units. Much faster than farming, especially with Thamium9.
Walking, and even Sprinting, seems really slow and never gets much better.
The better way to get around is to Melee+Jetpack. Basically, start walking in a particular direction and press the Melee button (Q on PC) and your Jetpack (Space on PC) at the same time. If done correctly, you will surge forward a few steps, and meanwhile that faster momentum will carry over onto your Jetpack. For best results, start Sprinting (Shift on PC) before the Melee hit and you’ll be able to traverse wide swaths of the world, as long as your Jetpack lasts.
How Do I Upgrade X?
Personal Inventory: Drop Pods can be found on every planet, and are specifically searchable by building a Signal Booster. Enter the Pod and purchase the additional slot. Each Drop Pod is only usable once.
Keep in mind that there are three different player inventories. The General Inventory can contain both items and tech upgrades. The Technology Inventory can contain only tech upgrades. The Mass Inventory can only contain items, but at Starship-level stack sizes, e.g. 500 elements, or 5 items per slot. While the General Inventory is cheaper to expand at first, if you place too many tech upgrades in there, you are simply limiting your ability to store goods later on. Luckily, you can scrap tech upgrades and rebuild them when you unlock additional Technology Inventory slots.
Starships: You do not upgrade Starships – you buy new ones or fix ones you find.
To buy a Starship, you need to go up to one that has landed somewhere, like at a Space Station or Trading Post, talk to the owner, and then choose Buy Starship. At that point, you can see how many inventory slots it has, what techs might already be installed, and so on. If it looks good, and you have the cash to cover the difference in price between your current ride and the new one, it’s yours. The sale is not final until you take off though, so you have some leeway in attempting to move over inventory that might not have fit, or that you forgot to move in the first place.
Note: you do not get a cash refund for buying a lower-priced ship, so don’t bother.
The alternative method is to find a crashed Starship on a planet and then claim it. This method can allow you to significantly leap-frog any sort of Starship progression, insofar as you can find and claim a 48-slot Starship way before you would ever have enough Units to purchase one outright. The catch is that crashed Starships have broken inventory slots that can only be repaired via increasingly higher numbers of Units; the first slot might cost 33k to fix, but ten slots later the cost will exceed 1.5 million. The result ends up about the same, e.g. it costs X amount to fix everything, but this nevertheless allows you to “upgrade” your ship as money allows rather than needing a bulk purchase.
Finding crashed ships in the first place can be tricky though, as the “traditional” method involves discovering Communication Towers, solving a logic puzzle, and hoping it leads to a crashed ship. Alternatively… just fly around a planet and spam the 1 key, which is basically “target nearest ship.” While you will sometimes tag NPC ships flying around, especially near Trading Posts, this method otherwise allows you to comb a rather huge portion of the planet’s surface while flying around. If something pops up on your radar, fly down and take a peek.
Multi-Tool: Similar to Starships, you only ever find new ones.
While you can get new Multi-Tools from Monolith or creature interactions, the more common method is simply finding them out in the world in display cases. Curiously, these display cases still require you to “purchase” the new Multi-Tool, even when it doesn’t make a whole lot of sense.
How Do I Unlock Y?
AtlasPass v1: Follow the story and it will unlock for you.
AtlasPass v2/v3: Same as above, but you’ll need some achievements.
Farms: It’s the last in a series of quest-chains related to base-building.
Exocraft: It’s one of the first in a series of quest-chains related to base-building.
Blueprints: there are basically three methods. First, randomly as interaction rewards, from talking to people or Monoliths or crashed ships. Second, as rewards for certain Missions. Lastly, bought from Tech traders by using Nanoclusters – each Star Base has a slightly different list that focuses on Starships, Multi-Tools, or Exosuits.
Technically, there is a fourth method, which is via questing. Unlocking specific farming crops requires completing quests from the Farming Specialist in your base, for example. There are also some specific blueprints tied to the Atlas questline and achievements therein, just like with the AtlasPass v1.
What’s the Best Way to Get Units?
Sell things. That’s… basically it.
In the very early game, pretty much your first cash-crop, so to speak, is going to be mining and selling Emeril. You can sell pretty much anything, but Emeril goes for 200-300 Units apiece, is easy to find on many planets (mineral around sinkholes), and isn’t used for pretty much anything else. You can do the same thing with Gold later on, but Gold is used in a few recipes and is usually found on more hostile planets.
Also in the early game, go ahead and sell any weird items you might pick up. Neutrino Controllers, Gek Charms, whatever. While they have functions later in the game – from recipes to increasing Faction reputation – you will find plenty in your travels, and it’s not worth the precious inventory space when you’re slumming around with less than 20 slots.
Later on, you have more options and a few more considerations. Keep in mind though, that whenever you sell something on the market, you will get a worse price the next time you leave the screen. So when selling, do so in bulk.
Missions: these are the Radiant-style random quests you can pick up from the Mission NPC on every Star Base. Each time you successfully complete a Mission, you get faction reputation and the stated reward. If the reward is a Blueprint you already own, you’ll get ~88k Units instead. The other items you receive are a bit esoteric and usually vendor trash, but sometimes can be worth a surprising amount of Units.
No matter what method you end up doing, I recommend filling your Log with Missions at each Star Base you encounter. Many of them can overlap, such that you can fulfill several at once from the same activity (e.g. killing Sentinels, etc), and you can turn in successful Missions at any Mission NPC. Plus, as you move up the reputation ranks, the standard Mission starts awarding 250k Units by itself and the items can be worth several million.
Farming: This is pretty much the ultimate source of Units in the game. The idea is build a base, plant some crops, harvest said crops, and then turn the material into more expensive things that you then sell. Example:
- 100 Frost Crystal + 200 Solarium = Heat Capacitor.
- 100 Cactus Flesh + 200 Star Bulb = Poly Fiber
- Heat Capacitor + Poly Fiber = Circuit Board
- Sell Circuit Board for 1 million+ Units apiece.
If you’re looking for a more in-depth guide, see this Reddit thread. Circuit Boards aren’t the priciest item you can create, or the easiest for that matter, but that’s the basic idea.
Trading: If you have a lot of starting capital, a LOT of free inventory space, an Economy Scanner, and plenty of Warp Cells, you can make some money buying vendor trash from one system at a discount and selling to another at a profit.
Next time you’re at a Trade terminal, look at what items are for sale. At the top of the list are likely some random items with a little green Unit symbol and the text that they are -X% cheaper than the market average. These items have tool tips which then tell you which systems need them more, e.g. will sell for over the market average price. So, buy as many as your Starship will hold, fly over to the target system, and sell them all. Then at this new system, buy the next set of goods, and sell at the next system. Wash, rinse, repeat.
Scanning: this is more of a side-hustle than anything else, but Units are Units. Basically, each time you touch down on a new planet, go ahead and scan as many plants and animals as possible.
With zero upgrades, you only get about 200ish Units for each discovery. With two Scanning upgrades though, suddenly each new plant will give you 20k and animals will sometimes break 100k apiece. I have as yet to find the third upgrade for either Scanner, but I’m looking forward to the boost in income from doing something I was going to do anyway.
Gathering Kelp: While you can grow or purchase pretty much anything you might need for crafting purposes, the exception are Kelp Pods. For these, you need gather them manually, and they only exist on planets with water.
The best way I have found to gather them is using a Nomad, aka hoverbike:
As pictured, drive over the water on the Nomad and use it’s mining laser to collect the Kelp. This method is significantly faster than trying to use the Roamer to drive along the bottom, and much better than the default method of actually swimming around.
Before its release in August 2016, the hype train for No Man’s Sky was insane. Something like 17 trillion different planets in a vibrant galaxy full of procedurally-generated lifeforms. Do anything, go anywhere! Reality hit people hard, including me, even though I did not buy the game at release.
I did buy the game a week or so ago though, and I can say that after a year of actually substantive updates, No Man’s Sky is almost ready for its debut. Mostly.
The first hour or so of gameplay is not that great, and can be worse depending on the randomly generated planet you start on. The vast majority of planets have hostile weather that necessitates the constant recharging of suit protections, driving you to seek shelter in your ship or a cave or farming Zinc from plants. Your ship needs Plutonium to lift off the ground each time, and your Life Support systems can only be charged with Thamium9. And you have to juggle all of these competing element requirements with a micro-inventory that gets worse before it gets better.
That’s really the summary for the game: No Man’s Sky gets worse before it gets better. Mostly.
After getting a few upgrades here and there, especially getting a better ship, the game opens up tremendously. You still need all the survival elements, but you have the space and cash to stockpile a few stacks. Then there is the forward momentum that comes from the primary quests, assuming you did not choose to free-roam. Things progress quite nicely, especially after unlocking your base and assorted goodies like Exocraft, e.g. vehicles.
Here’s the thing though: the core gameplay loop is incredibly tiny. On each non-lifeless planet, there will always be the following: Life Pods, Habitable Buildings, Trade Posts, Crashed Ships, Monoliths. All of them will look the same, although there are a few different types. All of them will be randomly scattered around, but the scattering itself will be very uniform across the entire surface of the world. By all measures you can actually fully upgrade your Exosuit before leaving the original planet you spawned on (assuming you somehow got the cash).
Planets are literally the size of real planets, but everything you could really ever need on any individual one of them will exist within 10km of wherever you land. Each star system has a Space Station, and each Space Station is set up exactly the same way. You can accept “missions” from an NPC there, and these missions are essentially Radiant Quests ala Skyrim. Kill X number of Y, collect Z resource, kill some space pirates, deliver this item, etc. As you increase your reputation, more lucrative quests unlock, which feature harder to find Z resources, or tougher pirates.
Some of the gameplay elements remain half-baked. Early on, you will find many rocks that contain Deuterium, which you are unable to mine. After unlocking Exocraft, e.g. vehicles, you can finally mine them. I was pretty excited… up until the moment I realized Deuterium is only used for Exocraft upgrades. Once you install the ones you want, the element has no purpose anywhere else in the game. The same applies to another element that comes from “raiding” (read: blowing up) protected silos. Why would you ever mine Deuterium or raid the other element again? It not being used for anything other than the thing it was needed for seems comically short-sighted.
It’s not obvious at first, but No Man’s Sky is more of a game about economics than anything else. Each plant or creature you scan gives you Units. Some elements exist only to be mined and sold as vendor trash. Completing missions gives you Units, and unlock better missions that grant more Units. Some of the base-building requires specific elements, but for the most part its Iron which is everywhere. Pretty much the biggest reason to have a base at all is so your can start a Farm, which lets you “grow” special elements. That you then turn into unusable-but-very-sellable items. So you can eventually buy a Freighter for 186 million Units… to have more inventory space. For Units.
I’m at over 50 hours at this point, and I have no idea why I still find this fun, but I do.
The key, I think, is to temper your expectations. This is not Minecraft in space. This is not 3D Starbound/Terraria. I’m not even sure if it’s all that good for Explorers, given that procedurally-generated terrain/plants/creatures generally all look the same after a while. That said, I do find the Primary quests to be interesting, and I very much enjoy the ability to just fly around and do whatever. Want to stop what you’re doing and warp to a different star system? You can. Want to just make a bee-line to the center of the galaxy? Go do that. Want to make the perfect farm so you can mass-produce Circuit Boards and sell them for 1 million Units apiece? Yeah, I’m on it.
No Man’s Sky has gotten a lot of updates since release, and it seems as though more might still be on the way. I ended up buying my copy for $20, and at that price I feel like I got my money’s worth already. In a few months, it might even be cheaper with more content and better gameplay loops. We’ll have to see.
I may have mentioned it before, but I really enjoy Survival games. For the most part.
I am currently playing The Flame in the Flood, which is a Survival roguelike, and not at all a catchy Vance Joy song. The experience was immensely frustrating for my first run, as I felt like I never had enough of any supplies, and was about to uninstall and set the category as Finished in Steam. The second run, which I have been playing for the last five hours or so, has reached that point beyond which eventual victory is all but assured. Nevertheless, I hit up every single location I can, hoarding ever-greater numbers of probably unnecessary supplies for some kind of nightmare scenario. Which kinda makes sense in the vague, post-apocalypse setting.
Hitting that equilibrium moment in Survival games though is bittersweet. It’s like the middle of every Civilization game I have ever played – the game part is over, and now you must go through the motions towards inevitable victory. Ideally, you would want the challenge of the game to match up with the game’s end, and not midway. Some games like 7 Days to Die will try extending the challenge with escalating enemies, but there comes a moment when the escalation outstrips the whole Survival aspect and the underlying game becomes something different entirely, e.g. a shooter.
Then there is the opposite problem, in which the game’s challenge doesn’t ever really end, and part of the reason I added the “for the most part” caveat. I have not played it since its release from Early Access, but I never felt good in The Long Dark. There never seemed to be enough food, or fuel, or supplies. You were always on the precipice. And that’s the goal, right? The precipice is where all the fun is had. But while the surviving part is fun, I feel like there’s an invisible Anxiety Meter that fills up for me, and once it tops off the fun drops to zero.
Plus, sometimes Survival games are bullshit. I frequently found dead bodies in The Long Dark, searched them for candy bars, but could not, you know, take their clothing. I get it, things are simplified and balanced accordingly. Still, it gets a bit annoying when you come across dozens of boarded-up buildings in The Flame in the Flood, but “Old Lumber” is a relatively scarce resource you have to specifically loot from places. Or that Flint is a consumable resource for making a Campfire. Or that nothing could be salvaged from a sprung trap you just made.
Makes me wonder though. Would a more “realistic” Survival game be any fun? Seems like the more realistic it is, the less the game could actually be about Survival. At least, unless you set it out in the straight wilderness. Which kinda brings you back to The Long Dark.
A lot of the fun of survival games is learning from your early pain and suffering, figuring out how everything works, then coming back and steamrolling those same challenges. If you are just looking for some early-game direction, I recommend reading the Spoiler-Free Beginner’s Guide. It gives you a leg up, but not the whole body.
The rest of this guide? The whole damn body. Read at your own risk of adventure.
General Base Considerations
First things first: build two beds. You can stick two practically on top of each other, while still fitting in a 1×1 Thatch hut. Beds have a ~5 minute respawn cooldown, but it’s per bed, so having two will effectively remove the cooldown. This is a good idea whether you’re at an outpost or your main base.
Second… go ahead and double or triple up on everything, wherever you are. A stack of 200 Metal Ore takes over 30 minutes to smelt in one Refining Forge. Split that stack across two Forges, and now it only takes 15 minutes. Chances are good if you managed to collect a whole stack of Metal Ore, the extra 125 Stone and 65 Hide for Forge materials are not going to be a limiting factor here.
Similarly, if you’ve unlocked the Preserving Bin and have a dino capable of harvesting a bunch of meat, go ahead and throw down 3-4 Campfires at a time and light them all up. Stacks of Cooked Meat are always going to be useful, either as general walking-around food or Cooking Pot materials, and the collected Charcoal will useful for Gunpowder.
Third, take a moment to reflect on your base layout and location. How far are you from water? Are there strategic resources nearby? Is this area defensible? There is nothing particularly stopping you from recreating a primary base elsewhere… other than the logistics of either moving all your old stuff and/or tamed dinos. Better to get it right the first time though.
As far as layout goes, there are some obvious-in-retrospect ways of arranging things. For example, you are going to want most of your crafting stations and containers within reaching distance of each other without moving – this will allow you to move hundreds of pounds of resources between containers, e.g. double your max carrying capacity. Likewise, you will want there to be room for you to do the same thing when removing items from tamed dinos to your containers.
This was my base setup originally:
While everything was within reach, I actually had to hop over my Smithy to get out of the circle, and I was constantly running out of room for stuff. After watching some Youtube videos of other setups though, I realized that yeah, you can arrange your Large Storage Containers like this instead:
Four times the storage and more room to move around. I removed the Refining Forge entirely, because my main base is nowhere near natural Metal deposits, and it’s much more efficient smelting on-site, and either bringing back the Metal Ingots or finished products.
Speaking of that, where should you be building a base? The answer is: wherever you want.
But, really, here are some other considerations:
The above map displays Metal Nodes around The Island map, along with the Obelisks. No matter what you plan on doing in Ark, you will need Metal eventually, for weapons, ammo, structures, tools, or even just saddles. It’s not impossible to build your main base over near, say, the Red Obelisk, but you will be performing some serious long-distance trucking to get those ingots.
Another consideration? Check where beacons come down. That’s right, there are specific, set locations where beacons spawn on the regular. Most of them will be filled with garbage, especially if you build up in the southern areas of the Island. But, hey, free is free. If it’s all the same to you, I’d suggest going over to that next ridge where they spawn before setting down roots.
Finally, consider where some more esoteric resources might be available. Giant Beaver Dams, for example, are great sources of Cementing Paste and Wood. While the specific spawn locations are not fixed, there are some rough guides. Giant Bee Hives can spawn pretty much anywhere, and can technically be moved, but if you manage to find one near a potential base location, that area should be considered prime real estate. Oh, and if you’ll be needing Sap, maybe choose something closer to the Redwood Forest area.
When you are just starting out, just about everything is scary and can kill you. Once you figure out “the trick” for specific tiers of dinos though, they start becoming speed bumps instead of brick walls. Less scary, but can still kill you if you’re sloppy.
Here are the tiers:
Slingshot: This tier encompasses any dino encounter that can be defeated by simply backpedaling at normal speed. This includes any passive creature like the Dodo, but also more dangerous ones (once provoked) like the Trike and Turtle (Carbonemys), provided they could catch you. Which they shouldn’t be able to.
Spear: The simple spear provides enough knockback to keep the target at bay until death. Quintessential example being the Dilo (Dilophosaurus), aka the spitting one. Insects and most fish belong to this group too. Troodan, notably, do not, since they can leap back at you.
Bola: Too fast or large to be affected by the spear’s knockback, but small enough to be rooted by a Bola. Most common contender in this tier is the Raptor. While the Bola can trivialize encounters with these dinos, keep in mind that it takes a few seconds to wind up the throw, and most of these dinos are especially dangerous if they get the jump on you on the ground.
Platform: Encompassing the rest of Ark’s carnivores unaffected by the Bola, you will likely need to be on a platform (e.g. cliff face, rock, structure) in order to safely take it out. Alternatively, sometimes a platform can be substituted with a Wooden Spike Wall instead. This works well with creatures like the otherwise deadly Therizinosaur, who will happily attack the 3500 HP wall while you re-feather its head with arrows.
All of the above assumes you are trying to take down a dino unassisted, using common weapons around the level of the beast you are encountering. Facing down a Carno on foot with nothing but a Crossbow is scary. Doing so while wielding a Pump-Action Shotgun and 400+ HP with armor? Much less so. Hell, add two Trikes to your bodyguard detail and you can take out a large chunk of the food chain using just a Spear yourself.
Taming Dinos and Utility
It always bear repeating: Ark is a dinosaur taming game. What balance exists in the game is dependent upon it; a lone survivor isn’t one for long. Here is some early-game progression:
- Unlock the Slingshot at level 5. Go tame a few Dilos.
- Unlock the Wooden Club at level 8 and Bola at level 9. Tame some Raptors.
- Farm Hides for a while, using your Bow (level 10) and/or dino buddies.
- Unlock the Trike Saddle at level 16, craft it, and go tame a Triceratops.
- Unlock Mortar and Pestle (level 6) if you haven’t already, and use the Trike to collect hundreds of nacroberries in less than a minute so you can turn them into Narcotics.
- Tame another Trike, and leave both parked in your base for protection.
- Unlock Tranquilizer Arrows at level 21. Enjoy your ability to tame damn near anything.
Along with their normal characteristics, many dinos have “secret” talents that elevate their value far beyond normal. For the most part, you will need to have a saddle created for the dino in order to take advantage of their skills, but sometimes you do not. Here is a non-exhaustive list, based on the level at which you can craft a saddle for them:
- (Lvl 6) Phiomia: Force-feeding Stimberries will create Medium Feces on demand.
- (Lvl 16) Trike: Excellent tank/base defense, gathers 100s of berries at a time.
- (Lvl 18) Raptor: Best early-game mount, and protector while exploring.
- (Lvl 20) Equus: e.g. wild horse, has reduced Stone weight and is fast. Saddle acts as Mortar & Pestle.
- (Lvl 30) Iguanodon: Infinite Sprint on four legs, high jumping on two. Can turn plant into seeds.
- (Lvl 31) Mammoth: Wood gathering machine, and makes Wood weigh 75% less.
- (Lvl 34) Doedicurus: Stone gathering machine, and makes Stone weigh 75% less.
- (Lvl 36) Ankylo: Metal gathering machine, and makes Metal weigh 75% less.
- (Lvl 37) Sabertooth: Efficient at gathering Hides, Chitin, and Keratin. Decent speed.
- (Lvl 38) Pteranodon: First flying mount. Pretty speedy too. Can grab tiny dinos.
- (Lvl 40) Beelzebufo: e.g. giant toad, huge jumps, turns insects into Cementing Paste, fast in water.
- (Lvl 43) Pelagornis: Flyer that can land on water. Harvests fish easily. Fishing Pole from saddle.
- (Lvl 61) Castoroides: e.g. giant beaver, Wood gathering machine, gathering Wood automatically while Wandering. Wood, Stone, Thatch, and Fiber weigh 50% less. Fast swimmer. Saddle is mobile Smithy.
- (Lvl 62) Argentavis: Fantastic flyer with lots of Stamina and Carry Weight. Can pick up most medium-sized dinos, including Raptors, Titanboas, etc. Best everyday flying mount.
- (Lvl 69) Therizinosaur: Insanely versatile, bordering on OP. High health, high DPS. Left-click harvests Meat and Wood incredibly fast. Right-click harvests 100s of Fiber from bushes. C attack harvests Hide and Chitin from corpses, Berries from bushes. Each level-up also allows greater specialization in harvesting types (Delicate vs Power) via Interact Menu.
As you might expect, higher levels give you access to better options. Do note however, that your ability to actually find and/or tame these dinos are not assured at the level you could. For example, while you unlock the saddle at level 34, the Doedicurus curls up into a defensive ball after losing health, which makes knocking them out difficult without having Tranq Darts (unlocked at level 62). One of the few ways around that is to use a Beelzebufo’s attack, which adds Torpor while dealing little damage. But even then, the Beelzebufo saddle is only unlocked six levels after the other one.
Then there is the matter of finding these dinos. The Mammoth and Equus are relatively low level tames, but they are not commonly found in the South, which is where you might be spawning as a newer player. So, if you want to be taming creatures when you unlock their saddle, you might have to, ahem, hoof it yourself and find them.
Cooking Like a Pro
There are two types of recipes: Standard and Custom. It’s a good idea to utilize both.
All recipes below require there to be water in the cookpot, in form of a filled waterskin.
- Enduro Stew (+melee, +healing): Mejo (10), Carrot (5), Potato (5), Stimulant (2), Cooked Meat (9)
- Focal Chili (+crafting, +movement): Mejo (10), Yellow/Blue/Red (20), Lemon (5), Cooked Meat (9)
- Lazarus Chowder (+underwater): Mejo (10), Corn (5), Potato (5), Narcotic (2), Cooked Meat (9)
- Calien Soup (+hot area): Mejo (10), Yellow/Red (20), Lemon (5), Stimulant (2)
- Fria Curry (+cold area): Mejo (10), Blue (20), Corn (5), Carrot (5), Narcotic (2)
- Medical Brew (+40 HP): Red (20), Narcotic (2)
- Sweet Vegetable Cake (special): Fiber (25), Corn (2), Carrot (2), Potato (2), Stimulant (4), Sap (4), Giant Bee Honey (2)
As you might expect, the feasibility of having a ready stock of most of these items is dependent on having a robust Greenhouse situation and/or playing on a server with Crop Growth cranked up. Medical Brew is the exception, needing only some Narcotics and 20 Tintoberries, both of which can be harvested enmass by a Trike or other herbivore. The catch is the 2 hour spoilage timer, although it lasts longer when refrigerated.
While custom recipes might sound both cool and complicated, it is really neither. The steps are:
- Craft a blank Note.
- Place Note and ingredients in Cooking Pot.
- Click Make Recipe
- Ensure Recipe note is in Cooking Pot with ingredients, then start fire.
The final output is an item with a percentage of the effects of the individual ingredients. What percentage that ends up being is based on your Crafting Speed stat at Step 3 only. A full optimization would require a level-capped player to consume a Mindwipe Tonic, place all of their upgrades in Crafting Speed, consume a Focal Chili, and then pen some recipes before using another Mindwipe Tonic to get their stats back. Thereafter, whoever uses that recipe will get the full benefits no matter their Crafting Speed. Because that makes sense.
For the rest of us, the “hidden” benefits of custom recipes (with the help of Focal Chili) still makes things worthwhile. For example, a custom recipe for 20 Raw Meat creates an item that grants 43 Food and 32 HP. That may seem pitiful considering a single piece of Cooked Meat restores 20 Food and 8 HP. The upside is that the custom recipe doesn’t need to be cooked, weighs 0.3 pounds, and lasts for 48 hours in your inventory, rather than 20 minutes.
So, really, custom recipes are mainly about saving space and avoiding spoilage. Did your Mammoth get bogged down with hundreds of pounds of berries when it was harvesting lumber? A 10 lb stack of Tintoberries can get refined down to a 1.1 lb paste that grants you 53 Food and 15 HP.
Bonus tip: Stimberries and Stimulants are great for giving a Stamina boost at the expense of thirst. Cut out the downside by creating a custom food (as opposed to drink) recipe of, say, 50 Stimberries. That’ll give you 27 Food, 8 HP, and ~89 Stamina back without the thirst. Just note that these gains are capped at basically 1/second, but it should still aid in your sprint out of danger.
Harvesting Specialty Resources
Beyond the basic building resources like Stone and Wood, there exists a lot of specialty resources to craft more advanced items. Gathering these special resources is sometimes a pain, depending on the method. Here are some of the best.
The default method of creating Cementing Paste is x4 Chitin/Kreatin + x8 Stone. This is incredibly inefficient though, as it would require 200 Chitin/400 Stone for an Assault Rifle, or even 2400 Chitin/4800 Stone for a Wooden Tree Platform.
The best and easiest source are wild Beaver Dams. These are built by Castoroides, and are located on land or in the water. While accessing the inventory of a Beaver Dam will cause all nearby Castoroides to go hostile, each one usually contains 150+ Cementing Paste. Since items do not respawn inside containers, it’s best to loot (and drop) the rest, so that the Beaver Dam collapses and another one can spawn later.
The second best source is from the Beelzebufo mount. Using Right-Click against insects will result in 5-15 Cementing Paste apiece, along with some Chitin. The biggest challenge is finding a stable enough insect population. The good news is that the mount is adept at navigating the same areas where Beaver Dams spawn, so one can double-dip in farming.
Third, there is a “passive” form of collection: from tamed Achatina, e.g. giant snail. These creatures will slowly accumulate both Achatina Paste (same properties as Cementing Paste) and Organic Polymer up to 100 apiece in their inventories. The catch is that Achatinas only eat Sweet Vegetable Cake, which requires both Sap and Giant Bee Honey, which are themselves specialty resources.
The default method of Polymer production is x2 Cementing Paste + x2 Obsidian. This isn’t too terrible by itself, although it requires the construction of a Fabricator, which uses Gasoline as its fuel. Organic Polymer can be substituted for Polymer in all situations, and the Ghillie Suit actually requires Organic Polymer specifically in its construction.
Note: You will want a Wooden Club or Metal Sword for harvesting Organic Polymer. A tamed Pelagornis will also work effectively. Hatchets or Picks will give you none.
The best and easiest farming target are Kairuku, aka penguins. Each iceberg in the NW corner of the Island has a dozen or so, and they react basically like the Dodo when attacked or threatened. Tragically, the babies have the most Organic Polymer, so club them first.
If you are far from the North, the alternative source will be from Hesperornis, aka duck-like birds. You can typically find them swimming around shorelines and rivers hunting for fish. While they have zero offensive capabilities, note that that they frequently exist in otherwise dangerous areas. Keep an eye out for Sarcos, Spinos, and other river terrors.
Considering that Organic Polymer spoils extremely quickly (~30 minutes) and is unaffected by most preservation techniques, be sure and have the other materials/blueprints ready to go for when you collect this resource. The last thing you want to happen is collecting a bunch and then scrambling to find the other materials.
Black rocks on mountains. Go mine them.
There are several different sources of Oil in Ark, with different levels of ease of acquirement.
The first would be the Oil Rocks up in the NW corner of the Island, and scattered about in other snowy regions. While the environment is hostile, mining them is almost as easy as clubbing seals for Organic Polymer. The tricky part is actually traveling all the way up there, so be sure to stock up via boat or wagon train once you’ve made the effort.
Second would be the Oil nodes located in many places in the ocean. These are usually closer to home, but often require long dives in hostile waters. Cook some Lazarus Chowder and bring a dino that can breathe underwater. Underwater caves are another source, but chances are that you won’t be needing this guide if you are advanced enough to be plumbing those depths.
Third, is from killing/harvesting Trilobites and Leeches. You actually get a respectable amount of Oil from each kill, but the trouble is actually finding a suitable amount of targets. In that regard, be sure and stop what you are doing and kill them if you happen to spot any, no matter what else you might have been doing.
Finally, there is a quasi-passive source: Dung Beatles. These animals have to be tamed and brought out of the caves they inhabit, then be fed a constant source of Feces (tame a Phiomia) before it is turned into Fertilizer and a bit of Oil. While it ain’t nothing, Medium Animal Feces is turned into x2 Fertilizer and x4 Oil after 15 minutes. This might be enough Oil to keep the lights on (via Gasoline), but not for those endgame Industrial stations that need 400+ to craft.
Sap/Giant Bee Honey
These are combined because the only real reason you might need either is for Sweet Vegetable Cake, so they go hand-in-hand.
For Sap, there is no reasonable way to avoid crafting at least one Tree Sap Tap. Then you have to specifically place them high up in a Redwood Tree. Being able to collect the Sap will require either a Wooden Tree Platform (600 Cementing Paste!) or constructing your own janky scaffolding out of Wooden Pole and ladders. Once that’s done, visit it periodically to collect your 20 Sap.
Giant Bee Honey can be harvested from Giant Bee Hives, tamed or wild. The taming process to set up your own Hives in convenient locations is quite difficult, and requires a lot of prep work – Bug Repellent, Ghillie Suit, hand-feeding Rare Flowers to the Queen Bee, etc. If you don’t need a constant source of Sweet Vegetable Cake, it might be better to just note the locations of wild hives and swipe their honey when needed; a Ghillie Suit and fast escape mount are recommended.
Ark is a fascinating sandbox experience, even when just played in Single-Player. No matter how powerful you end up feeling, the game world is ready to remind you to take it seriously or suffer the sometimes absurd consequences. While even a low-level Argentavis mount can effectively (albeit slowly) murder the meanest Alpha predators with impunity, all it takes is one Microraptor sailing out of trees to knock you off your mount into a pool of Megapiranha before you realize how dangerous the world still is.
Hopefully the above guide is enough to give you the edge necessary to survive out there. Or at least live that much longer.
Maybe there was some fanfare somewhere, but it came as a complete shock to me that Ark came out of Early Access this past week. As in, it’s fully released. It even has a Big Boy Pants price going on:
Deleted my prior saved game and started fresh on a “Single Player” server. The results were… rough.
The early-game in Ark is essentially broken as shit. I spawned in the “Easy 3” section of the default Island, which puts me on a beach. The first few minutes is the traditional Minecraft experience of punching trees to create tools. As you gain levels, you can spend Engram Points to purchase schematics according to your level, which kinda allows you to differentiate yourself between a builder or scavenger or whatever. Which is fine, but particularly sucks in single-player considering that I’m level 10 but still can’t build a Thatch house (since I went for weapons).
The real problem though is the absurd difficulty spikes. The beach where I spawned has a cliff face blocking access to the interior of the Island, and the water is filled with massive sharks. No matter which direction you travel down the beach, there are extremely aggressive raptors essentially trapping you in a corridor of death. You can respawn after being eaten, but whatever items you were carrying will have been dropped, and the dinosaur responsible will still be by your corpse.
Oh, and your items despawn after 15 minutes.
In other words, in the early game, consider your former items to be permanently lost. Which wouldn’t be too bad if not for the fact that getting back to some baseline of combat readiness requires you to punch trees, craft a Pick, mine some stone, create a Hatchet, gather some wood, then make some Spears. Oh, and hold E down when near about two dozen bushes so you can craft some clothes. All so you can maybe engage some raptors that you cannot outrun and will likely kill you. So you can do the whole thing over again. And by the way, you can actually spawn into the game right next to a raptor or T-Rex and start getting eaten before you even have full control of your character.
If you make it past this early game though, you can craft a house and a bed that will let you respawn at a stationary location. And perhaps build some storage containers filled with surplus equipment, so that you aren’t starting from zero every time.
This terrible beginning experience will not deter my Sisyphean struggle however. Part of the reason I stopped playing Ark 1.5 years ago was the terrible optimization that caused my PC to run it at 24 FPS max. With some settings tweaks, the game runs basically around 50 FPS at all times now. I’m hesitant to say everything is fixed on this front though, because I have a GTX 1060 now instead of a 970, so your frames might vary.
In any case, what I’m curious about is how the single player portion will play out. Supposedly there is an actual storyline involved, rather than this being a pure sandbox experience. [Fake Edit: Nope, no story] I routinely boot up 7D2D despite there not being any particular narrative, but the fundamental fact is… I like these sort of survival games. Ark scratches that “collect hundreds of Wood to build things” itch, in spite of being unbalanced as hell thus far. So, I will persevere. And should the boulder roll back down, I shall smile as I walk back down to push it up again.
At least, unless I spy a more interesting boulder somewhere else.
The experimental version of Alpha 16 for 7 Days to Die (7DTD) came out over the weekend, and I have sunk close to a dozen hours into it already. Much as I was hoping before, the changes have revitalized my interest in the game generally. However, some of the same changes exacerbate underlying design problems with character progression.
Character progression in 7DTD has never really been smooth. Starting from Stone tools, you eventually craft a bow, some arrows, and a wooden club for defense. From there, the next “tier” requires the creation of a Forge, which requires a Bellows, which requires Leather and a Short Iron Pipe. The Leather can be collected by skinning animals you kill or breaking down leather couches in buildings. The Short Iron Pipe though, is either found as random loot or crafted. In a Forge. That you are trying to build.
The game is actually riddled with these regressive, bootstrap requirements. The Workbench is a necessary structure to craft mid-to-late tier items, and requires a Wrench to be consumed in the construction. Meanwhile, the Wrench can only be constructed with Forged Steel, which is an endgame resource material that requires a high player level. Oh, and a Workbench. You need a Workbench to create a Wrench so you can craft a Workbench. But hey, sometimes you can find a Workbench out in the world, so you can dismantle it and place it back at your base… provided you have a Wrench.
[Fake Edit: Just kidding, Workbenches in the world can’t be dismantled anymore.]
These problems already existed in Alpha 15, but it’s kinda worse now. The devs introduced “Sleeper” zombies, which basically means they seeded every corner and basement of every building with zombies that can wake up while you’re trying to loot. This makes looting houses much more tense and exciting, for sure. However, they also reduced zombie loot without actually increasing it elsewhere. Ergo, you end up having to do more fighting with less rewards, while stuck with worse tools for longer.
Another example of regressive design? The devs reduced the amount of Wood gathered with Stone Axes, and eliminated the Last-Hit bonus (generally +20 Wood when a tree is finally felled). “Better tools result in better yields” makes sense, right? Sure, conceptually. The problem is that by the time you have a Forge up and running to craft an Iron Fireaxe, your need for Wood has considerably decreased. In fact, considering the rate that even a Stone Shovel gives you Small Stone and Clay, it’s actually easier to create a base out of Cobblestone than Wood.
Alpha is Alpha, of course. That said, I think there is a lot that the devs can do to bridge the progression gap and otherwise tighten up with the core gameplay loops. Some suggestions:
Introduce a Scrap Iron tier of weapons/tools.
The current progression path is Stone –> Forged Iron. That is quite the jump, especially with such considerable gaps in coverage in some areas. For example, your first knife is a Bone Shiv, and the next requires Forged Iron AND a Blueprint (Hunting Knife). You can craft Iron Arrowheads all day, no problem, but a sharp piece of a iron? Impossible.
I would also suggest making the Cooking Pot craftable with general Iron, rather than requiring a Forge. The Cooking Pot is just too integral to basic survival given that there are zero non-loot sources of fresh water in the game otherwise. Well, you can create Yucca Juice from harvesting cacti in a pinch, but you can’t cook/craft with that.
Perform a general sanity check on existing Blueprints
I am hoping that the current Blueprint system is a placeholder that eventually gets revisited, because it really makes zero sense sometimes. For example, the general progression of clubs is Wood Club, Iron Reinforced Club, and Spiked Club. You can craft the first two without Blueprints (although the Iron Reinforced Club requires a whopping 100 Iron), but the Spiked Club requires both Forged Iron and a specific Blueprint. For a piece of wood with spikes on it.
What makes the Spiked Club even more ridiculous is that you can craft Barbed Wire with simple Iron right from the beginning of the game. And Barbed Wire Fence for that matter. Barbed Wire + Wood is fine, but Barbed Wire wrapped around a piece of wood is way too complicated. Or using the Claw Hammer and some Nails on a piece of wood.
Reduce the Bootstrap Gating
I mean, I kinda get the thought process here. In crafting games like Terraria, Minecraft, and others, the limiting factor that gets you out the door of your base is resources: you need that Platinum/Diamond/Magic Ore/etc. Resources are needed in 7DTD too, but the overwhelming impetus to scavenge is the simple fact that you can’t just slowly work your way up the crafting tree. You need Short Iron Pipes to craft the Forge that makes Short Iron Pipes, and you need a Wrench to build a Workbench that can make Wrenches.
At the same time, the difference between finding a Wrench/Cooking Pot/etc on Day 1 and not finding anything for 7+ in-game days is enormous. Random loot is exciting, and there is absolutely still a place for that. But I think there should at least be the possibility of a bridge between Nothing and Everything. Perhaps a Crude Wrench, or Makeshift Cooking Pot. Make them have the chance for failure or ruined ingredients so that the Real Deal is still desirable, if no longer strictly required.
In any case, I still find the game to be quite entertaining, although I’m unlikely to derive the same 60+ hours of fun I did when everything was new. Which is likely good news to the people more interested in my potential thoughts on the upcoming FFXIV and Guild Wars 2 expansions.
It is not very common for me to succumb to a desire to play a particular genre over everything else, but I got hit by a “crafting survival” bug pretty hard on Memorial Day. I’m deep in Mass Effect: Andromeda, I’ve got FFXIV on my plate, and yet I wanted to collect things by punching them repeatedly something fierce.
The somewhat surprising problem is that I’ve already played most of them.
My go-to game in the the Crafting-Survival genre is 7 Days to Die. I could – and did – play that game all damn day, and it’s hard to really indicate why. I have more or less mastered the flow of the game, so technically I should be “done” with it. The extra issue is that the Alpha 16 patch should be out (Blizzard) Soon™ and it contains some pretty big feature sets, including auto-turrets and electricity and more traps and such. I’m worried that spending more time playing in Alpha 15 will result in me getting bored with the base game and thus miss out on all the new stuff.
Once 7 Days is off the table, I’m back to a weird state. Minecraft? That’s the quintessential hook for the genre, but I’ve long been done with the game. Terraria has had some updates since I last played, but no thanks. Starbound is done. I’m passing on Ark until they actually spend time optimizing their goddamn code. The Forest might be satisfying, but I’m not sure I want Survival-Crafting-Horror at the moment.
What else? The Long Dark was intriguing, but a bit too much on the “never be safe” side of survival. I have high praise for Subnautica and will definitely play again… once it gets out of Early Access. The vast majority of these games languish in Early Access for their entire duration, actually, which is only usually a problem when you get hooked on them. Don’t Starve was a fantastic game that graduated Early Access and even has two expansions. That said, I have spent considerable time playing it already and don’t have much of a drive to go back.
Okay… what’s left? I have zero interest in PvP-centric survival, which crosses off a lot of the more famous examples, like Rust or H1Z1. PlayerUnknown’s Battlegrounds actually popped up under “Crafting” for some reason, but no thank you. Craft the World? Played. Empyrion: Galactic Survival was actually on sale a while ago, but I’m not paying $20 for it now. Same with Rimworld.
What I ended up purchasing was Dig or Die, sadly at full price (8 whole dollars). It is still in Early Access (of course), but the description basically paints it more as a Tower Defense Terraria: build a base with turrets and defenses to survive the night. Except with more fluid physics, e.g. water and lava. We’ll see how it goes.