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What actually raises the cap
ARK does not raise the cap because of a single “maximum level” number in the configuration. The server reads the ordered entries in LevelExperienceRampOverrides and uses them as the experience thresholds for the configured progression. The documented form is:
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LevelExperienceRampOverrides=(ExperiencePointsForLevel[0]=<points>,ExperiencePointsForLevel[1]=<points>,ExperiencePointsForLevel[2]=<points>,...)
Each indexed value is part of one continuous sequence. Indexing starts at zero, so there can be no skipped index between the first entry and the final level you intend to expose. A short list does not mean “keep the normal progression and add a few more levels”; it ends the custom sequence at its final indexed entry. To create a higher cap, provide the complete sequence from index 0 through the last desired index.
Put the directive in the game-mode section of Game.ini:
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The technical reference describes this setting as configuring “the total number of levels available to players and dinosaurs and the experience points required to reach each level.” The first LevelExperienceRampOverrides occurrence is used for players. A second occurrence can be used for dinosaur levels.
Choose the correct configuration file
Dedicated servers keep the game-mode overrides in Game.ini, not in GameUserSettings.ini. The path depends on the operating system running the server.
| Server operating system | File to edit |
|---|---|
| Windows | ShooterGame/Saved/Config/WindowsServer/Game.ini |
| Linux | ShooterGame/Saved/Config/LinuxServer/Game.ini |
Those paths are relative to the server installation directory. A rented-server control panel may expose a text editor instead of the physical file. In that case, use the panel’s Game.ini editor and inspect the generated file after the next restart. Some panels regenerate configuration files and can overwrite a manual change made elsewhere.
Back up before changing the file
- Stop the server before editing so it cannot write an older copy over your changes.
- Save a copy of the existing
Game.ini, including its current game-mode section. - Record the current player-level and engram settings if you may need to roll back.
- Check whether the host panel has a separate save or apply button in addition to the text editor.
Build a complete experience ramp
Use one line for the full override unless your host explicitly documents a different parser format. The values below show the required shape only; they are illustrative numbers, not a recommended progression and not ARK defaults.
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[/script/shootergame.shootergamemode]
LevelExperienceRampOverrides=(ExperiencePointsForLevel[0]=1,ExperiencePointsForLevel[1]=5,ExperiencePointsForLevel[2]=10,ExperiencePointsForLevel[3]=20,ExperiencePointsForLevel[4]=35)
How to extend the sequence
- Decide how many player levels the server should expose after all normal and custom progression rules are considered.
- Write an
ExperiencePointsForLevel[0]value, then continue with[1],[2], and so on. - Keep the indexes strictly sequential. Do not omit an index or start the custom list at the first extra level.
- Place every entry in the same parenthesized directive and keep that directive on one line when the host parser requires one-line INI values.
- Make the values an intentional progression. The technical references define the syntax, but they do not prescribe a universal XP curve for every ARK edition, map, patch, or mod combination.
If the final entry is ExperiencePointsForLevel[39], the override contains entries indexed from 0 through 39. Do not expect a level beyond that final indexed entry unless the sequence is extended and the server is restarted.
Do not paste only the extra levels
A common mistake is to append a handful of high-index values while leaving out the earlier entries. The server expects a complete ordered list. Re-create the entire sequence, including the thresholds for the levels you want to retain, then add the new entries at the end. This also makes later auditing easier because the file itself shows the progression from its first threshold to its final one.
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XP thresholds and engram rewards are separate settings. The XP ramp determines when a level is reached; OverridePlayerLevelEngramPoints determines the engram points granted at each configured player level.
OverridePlayerLevelEngramPoints=5
OverridePlayerLevelEngramPoints=8
OverridePlayerLevelEngramPoints=8
OverridePlayerLevelEngramPoints=10
OverridePlayerLevelEngramPoints=10
Add one line for every configured player level, in order. If the player ramp contains 20 levels, provide 20 corresponding OverridePlayerLevelEngramPoints lines. A server can therefore allow an additional level without awarding the engram points the player expects if these entries are missing or do not cover the same number of levels.
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Keep the two lists aligned
- Count the indexed
ExperiencePointsForLevelentries in the player ramp. - Count the
OverridePlayerLevelEngramPointslines. - Make the counts match for the player progression you intend to use.
- Choose each engram value deliberately; the references establish that the setting controls rewards but do not provide a universal reward schedule.
Engram points are not required for the XP override to load. They are required when your design calls for a defined engram reward at every player level.
Configure dinosaur levels separately
The first LevelExperienceRampOverrides line configures player levels. A second occurrence can configure dinosaur levels. Treat the two sequences as independent: each needs its own ordered ExperiencePointsForLevel indexes and its own intended XP curve.
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[/script/shootergame.shootergamemode]
LevelExperienceRampOverrides=(ExperiencePointsForLevel[0]=1,ExperiencePointsForLevel[1]=5,ExperiencePointsForLevel[2]=10)
LevelExperienceRampOverrides=(ExperiencePointsForLevel[0]=1,ExperiencePointsForLevel[1]=4,ExperiencePointsForLevel[2]=9)
The example demonstrates the two-line shape only. It does not establish which values are appropriate for a particular creature progression. If you want to change player levels but leave dinosaur levels governed by the server’s existing behavior, do not add a second override without understanding how your edition and host interpret it.
Restart and verify the live server
Saving the file does not reload the game mode. Stop and fully restart the dedicated server after editing. A simple connection reset or map change may not be enough if the process has not reread Game.ini.
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- Save the edited file or apply the hosting panel’s configuration change.
- Start the server and wait until it has completed its normal startup.
- Join with a test character or use an administrator test character where permitted.
- Gain XP through normal play or use an administrative test method available on your server.
- Check that the level-up interface recognizes the next threshold and that the character can progress through the newly configured entries.
- At a level that should grant engram points, verify the reward separately from the XP threshold.
The configuration references document the syntax, not a universal pass/fail result for every ARK edition, patch, map, mod set, or hosting panel. A live test on the actual server is therefore necessary.
Understand the built-in cap before choosing a custom one
The ARK: Survival Evolved level reference lists a maximum player level of 220 under its stated progression conditions. That figure includes normal levels together with map, boss, explorer-note, chibi, and Fjordur-rune unlocks. It is not a universal cap for every ARK release or server configuration.
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A custom Game.ini sequence can define a different configured progression, but the result still depends on the edition, current patch, map, installed mods, and how the host applies configuration. Treat “220” as the cited Survival Evolved reference point under those conditions, not as a promise that every server reaches or displays the same number.
Manual editing versus a hosting-panel editor
| Choice | What you control | Important risk or limitation |
|---|---|---|
| Self-hosted file editing | You can open the server’s actual Game.ini, preserve formatting, and keep your own backups. |
You are responsible for stopping the process, saving the file correctly, and restarting it. |
| Rented-server panel editor | You can enter the same game-mode directives through the provider’s configuration interface. | The panel may rewrite files; verify the generated Game.ini after restart. |
| Player-only override | One complete player XP sequence and matching player engram entries. | It does not by itself define a separate dinosaur progression. |
| Player-and-dinosaur override | Separate ordered sequences for players and dinosaurs. | Both lists must be valid, and their values should be planned independently. |
Choose the method that gives you reliable access to the active configuration. The syntax is the same; the operational steps differ only in where you enter and verify the text.
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Common failure modes and fixes
The server starts, but the cap does not change
- Confirm you edited
Game.ini, notGameUserSettings.ini. - Check the operating-system path and make sure it belongs to the server instance you actually launch.
- Verify that the directive is inside
[/script/shootergame.shootergamemode]. - Confirm the server was fully stopped and restarted after the save.
- Inspect the live file after startup if a control panel might have rewritten it.
A higher index was added, but intermediate levels behave incorrectly
- Review every index from zero through the final entry.
- Repair any skipped, duplicated, or out-of-order index.
- Keep the entire directive on one line if the host requires one-line values.
- Replace a shortened “extra levels only” list with a complete sequence.
The level appears, but engram points are missing
- Count the player XP entries and the
OverridePlayerLevelEngramPointslines. - Add a corresponding engram line for each configured player level.
- Restart again after changing the engram settings.
- Test on a character that actually reaches the affected level; an old character’s current state may not reveal whether the next reward is configured.
Dinosaur progression changed unexpectedly
Check whether a second LevelExperienceRampOverrides line was added. The first occurrence is for players, while a second occurrence can configure dinosaurs. Remove or correct an unintended second list, then restart and test a dinosaur level separately.
The panel keeps reverting the edit
Use the panel’s dedicated Game.ini text editor rather than an unrelated startup-argument field. Save or apply the panel change, restart the server, and open the generated configuration again. If the file no longer contains the directive, the panel’s template or synchronization process—not the XP values—is the immediate problem to resolve.
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Illustrative complete shape
This compact example shows how the game-mode section, player XP ramp, and matching engram entries fit together:
[/script/shootergame.shootergamemode]
LevelExperienceRampOverrides=(ExperiencePointsForLevel[0]=1,ExperiencePointsForLevel[1]=5,ExperiencePointsForLevel[2]=10,ExperiencePointsForLevel[3]=20,ExperiencePointsForLevel[4]=35)
OverridePlayerLevelEngramPoints=5
OverridePlayerLevelEngramPoints=8
OverridePlayerLevelEngramPoints=8
OverridePlayerLevelEngramPoints=10
OverridePlayerLevelEngramPoints=10
There are five indexed XP entries, from 0 through 4, and five engram-point lines. Replace every number with a sequence designed for your target level and edition. Do not treat these values as default progression, a balance recommendation, or a guarantee of behavior on a different server build.
Quick Recap
Final pre-start checklist
- The active file is the server’s
Game.inifor its operating system. - The game-mode section header is present and correctly spelled.
ExperiencePointsForLevelindexes begin at zero and have no gaps.- The complete player sequence reaches the final level you intend to offer.
- Any second override is intentional and is meant for dinosaur levels.
- Engram-point lines match the number of configured player levels when rewards are required.
- The directive is on one line where the host parser requires that format.
- The server has been fully restarted.
- A test character has reached or been granted enough XP to verify the new threshold and reward behavior.
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