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Scan for outdated or missing drivers - takes under a minuteDriver Scan →Clear out junk files and repair common Windows errorsFree Scan →Fix the driver behind crashes, sound loss and screen glitchesFind Drivers →An ARK cluster is a group of separate dedicated-server instances that share a cluster ID and one cluster directory. Each map still runs as its own process with its own save files, configuration files and network ports. Players can then upload or download characters, items and creatures between the linked maps, provided the instances use matching cluster settings and are reachable through the required firewalls.
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The reliable setup sequence is: choose the ARK edition, install one server instance per map, isolate every instance’s files, assign non-conflicting ports, open those ports in the host firewall and any router or VPS firewall, give every instance the same cluster ID and shared cluster directory, launch all instances, test a transfer with expendable data, and back up both the map saves and cluster data.
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How an ARK cluster works
A cluster is not one server process with several maps loaded into it. It is several dedicated-server processes, normally one for each map. The processes are linked by two shared values:
- Cluster ID: the identifier that tells the servers they belong to the same transfer group.
- Cluster directory: shared storage used for transferable data. Every instance must point to the same directory, even when the map instances are installed in separate locations.
Each map must retain its own save and configuration directory. Reusing one instance’s save path for another map can cause overwrites, corrupted state or a server that loads the wrong world. Each process also needs unique game, peer and query ports; a shared cluster directory does not remove the need for separate network endpoints.
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Transfers only work when the relevant instances agree on the cluster settings and players can reach the destination server. A mismatched cluster ID or a different cluster directory can allow a player to upload data but prevent the expected download on another map.
For the terminology and configuration names used by the dedicated server, see the ARK Official Community Wiki dedicated-server setup reference and its server-configuration reference.
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Plan the cluster before installing anything
Choose the ARK edition and operating environment
Survival Evolved and Survival Ascended have different installation and operating-system considerations. Confirm which edition you are deploying before copying a command, path or launch option from a guide written for the other edition. The same warning applies to Windows and Linux: directory locations, service managers and launch syntax can differ.
Decide whether the cluster will run on one host or several. One host makes a shared cluster directory straightforward and usually reduces administration, while multiple hosts provide isolation and allow independent scaling. Multiple hosts require shared cluster storage that every instance can read and write reliably, or a deliberate transfer-storage design that you have tested; do not assume that a local folder on one machine is automatically visible to another.
Pick self-hosting or managed hosting
Self-hosting gives you control over operating-system access, files, mods, backups and custom launch arrangements, but you are responsible for patching, firewalls, NAT, monitoring and recovery. Managed ARK hosting reduces routine administration and often supplies a control panel, but the host’s supported editions, mod workflow, backup retention and cluster-storage implementation determine what you can change. In either model, verify that the service permits multiple instances and a shared cluster directory before paying for a plan.
Decide who must connect
- LAN only: players on the same local network may need only local firewall rules and the host’s private address.
- Internet access: players need the public address, the selected ports must be allowed by the host firewall and any VPS security group, and a router must forward them when the host is behind NAT.
- Mixed access: test from both inside and outside the LAN. Hairpin NAT, carrier-grade NAT and split-DNS behavior can make an address work for the host but fail for remote players.
Ports and firewall rules
Every map process needs a unique set of ports. The documented defaults are:
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| Function | Default port | Protocol | Use |
|---|---|---|---|
| Game | 7777 | UDP | Primary gameplay traffic |
| Peer | 7778 | UDP | Server peer traffic |
| Steam query | 27015 | UDP | Server discovery and query traffic |
| RCON | 27020 | TCP | Optional remote administration |
Those are defaults for one instance, not a port plan for an entire cluster. For each additional map, select another non-overlapping game, peer and query port, and use a separate RCON port if you enable RCON. Record the assignments in a table before launching so you do not accidentally give two processes the same endpoint.
Open the selected ports in every layer that filters traffic:
- Create inbound rules in the operating-system firewall for the protocols and ports assigned to each instance.
- If the host is a VPS, add the same allowances to the provider’s network firewall or security group.
- If the host is behind a home or office router, forward each selected port to the server’s private address.
- Keep the destination address stable with a static DHCP lease or equivalent; otherwise a reboot can send forwarding rules to the wrong machine.
- Expose RCON only when needed, restrict its source addresses where possible, and use a strong administrator password.
The dedicated server does not automatically create router mappings through UPnP. You must configure NAT forwarding yourself when it is required. A port can appear open locally while still being unreachable from the Internet if an upstream router, carrier-grade NAT or VPS firewall blocks it.
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Install the dedicated-server software
The official setup documentation uses SteamCMD. Use the application ID that matches your edition:
| Edition or application | Steam application ID |
|---|---|
| ARK: Survival Evolved | 376030 |
| ARK: Survival of the Fittest | 445400 |
| ARK: Survival Ascended | 2430930 |
Install the server files into a location with enough disk space for the base installation, map saves, configuration, logs, mods and backups. Keep the installation location separate from per-map save directories when practical. This makes it easier to patch the binaries without confusing an executable update with a world-save backup.
Run the installation once, confirm that the expected server files are present, and then create one instance definition for every map. Do not launch all processes from one shared working directory if that causes their generated configuration or save paths to overlap.
Create isolated instance directories
Give each map an unambiguous directory tree. A conceptual layout might look like this:
ark-cluster/
instances/
map-one/
saves/
config/
logs/
map-two/
saves/
config/
logs/
cluster-data/
The names are examples, not required paths. The important properties are that each map has its own save and configuration storage, while cluster-data is shared by every instance. On a single host, a normal local directory can serve as the shared location. On multiple hosts, verify permissions, locking behavior and simultaneous access before allowing live transfers.
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Give the account running the servers read and write access to all instance directories and the shared cluster directory. Keep backups outside the live save and cluster paths so a cleanup script or reinstall cannot delete both the active data and its recovery copy.
Configure each map separately
Every instance needs its own map-specific settings. Configure the following independently for each process:
- Map name or map selection
- Session name shown to players
- Server and administrator passwords
- Maximum player count
- Admin password and administrative access controls
- Mod list and mod-related settings
- Save and configuration paths
- Game, peer and query ports, plus an optional RCON port
Use distinct session names so players can tell the maps apart in a browser or launcher. Keep gameplay rules intentional: a cluster can share transfers while maps still have different player limits or map-specific settings. Document each instance’s settings so a later restart does not silently revert one map to a different rule set.
Mods deserve special care. A modded cluster should use compatible mod versions and load orders on every map where transferred content may appear. A player, item or creature created by a mod that is absent or incompatible on the destination can fail to transfer or produce errors. When troubleshooting, first reproduce the transfer with a noncritical character and a simple item, then add modded content back one change at a time.
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Enable the shared cluster
Use one cluster ID everywhere
Choose a cluster ID and set the identical value on every map instance. Treat capitalization and punctuation as significant: a visually similar but different value is a different cluster. Store the value in your deployment notes rather than relying on memory when adding a new map months later.
Point every instance at one cluster directory
Configure all processes to use the same cluster directory. When the default location is not identical across installations, use the server’s ClusterDirOverride setting to point each instance at the common directory. The setting name and the path must be applied consistently; one instance writing to a similarly named folder on another disk is enough to break expected downloads.
Check permissions after changing the path. The server account must be able to create, read, update and delete the cluster files it uses. On a multi-host arrangement, confirm that every host sees the same contents rather than stale cached copies.
Launch and verify the instances
- Start one map and verify that it creates its expected save, configuration and log files.
- Confirm that the process is listening on the assigned game, peer and query ports, and on the RCON port only if you enabled it.
- Connect locally or from a permitted test client and check the session name, map and player limit.
- Stop the test instance cleanly, correct any path or permission errors, and then start the remaining maps.
- Review each log for port-binding failures, missing files, mod errors, authentication problems and save warnings.
- Check that all processes remain running simultaneously and that no two instances report the same port.
- Test from the network where real players will connect. A local success does not prove that router or VPS firewall rules are correct.
Launch all maps with a repeatable method, such as a service definition, scheduled task or documented scripts appropriate to the operating system. A repeatable start order and consistent environment variables make maintenance safer than manually editing a command line each time.
Test character and item transfers safely
Use a disposable test character or a backup copy before inviting the whole player base. On the source map, open the game’s transfer interface and upload the test character or an uncomplicated item. Connect to the destination map and verify that the expected download is available. If the game offers Cross-ARK travel, confirm that the destination shown is the intended map and cluster.
Test both directions between at least two maps. Then test a restart: stop the instances cleanly, start them again, and verify that the uploaded test data remains available. Finally, test the behavior with the mods and settings your players will actually use. Remove the test character and item after the procedure so they do not become accidental permanent assets.
If upload succeeds but download does not, compare the cluster ID, the effective cluster-directory path and the permissions on that directory before changing gameplay settings. If players cannot see a map at all, check its query port, firewall rules, NAT forwarding and registration logs first.
Backups and routine operations
Back up both kinds of data
A usable recovery plan includes every map’s save and configuration files plus the shared cluster directory. Backing up only the map saves can lose uploaded characters or items; backing up only cluster data cannot restore a world. Store copies outside the live server directories and retain at least one copy on a different storage system.
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Keep a deployment record
- Edition and platform for every instance
- Map name and session name
- Installation, save, configuration, log and cluster paths
- Cluster ID and the effective cluster-directory override
- Game, peer, query and optional RCON ports
- Firewall and router rules
- Server, mod and configuration versions
- Backup schedule and restore location
Plan maintenance
Keep the server binaries, maps and mods aligned with the version required by your clients. Announce maintenance, stop instances cleanly, take a backup, update, start one map for a smoke test, and then bring up the remaining maps. If a new mod or update causes transfer failures, roll back using the documented backup rather than repeatedly changing live files.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Capacity and network expectations
There is no universal hardware number for an ARK cluster. Capacity depends on connected-player count, tick rate, world-save complexity, mods and the number of maps running at once. Adding maps increases the number of active processes and saves; it does not make one process share its CPU and memory requirements with another.
Bandwidth generally increases with connected players. The ARK Official Community Wiki gives 100 Mb or better as a general recommendation for a good number of players and notes that a VPS player may require up to 60 KiB/s, depending on tick rate and world-save complexity. Treat those figures as technical guidance rather than a guaranteed capacity rating: your actual limit depends on the maps, mods, simulation load and connection quality.
Monitor CPU, memory, disk latency, save duration, network throughput and tick behavior while the cluster is under normal and peak load. If one host struggles, moving a map to another host can isolate its load, but that design introduces shared-storage, firewall and synchronization work.
Common failure modes and fixes
Two maps fight over a port
Symptom: one process exits, fails to register or logs that a port is already in use.
Fix: compare the port assignments for every instance, give each map unique game, peer and query ports, and update the corresponding operating-system, VPS and router rules.
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Symptom: the first server works, while the second is invisible or unreachable.
Fix: test the second map’s query and game ports from the player’s network, then check host firewall rules, VPS security groups, router forwarding and the server’s registration logs. Confirm that the destination address has not changed.
Transfers upload but will not download
Symptom: a character or item appears uploaded but is missing on the destination map.
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Fix: compare the cluster ID character for character, verify that every instance uses the same effective cluster directory, and check read/write permissions. Confirm that the destination instance was restarted after configuration changes and that the relevant logs show the shared path you intended.
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Symptom: a server starts with the wrong world or overwrites another map’s progress.
Fix: stop the processes, inspect each instance’s save and configuration paths, and restore the affected save from backup if files were overwritten. Do not point multiple maps at one live save directory.
Mods break a transfer
Symptom: a transfer fails only with modded characters, items or creatures.
Fix: compare mod IDs, versions and load order on source and destination, then retest with a vanilla character and item. Add modded content back only after the basic cluster transfer succeeds.
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Symptom: a setting or port returns to its previous value.
Fix: find the configuration file or service definition actually used by the launch method, edit that source, and ensure the server account can read it. Keep one documented configuration per instance instead of making ad hoc edits to generated files.
When to use one host, several hosts, LAN or Internet access
One host is usually the simplest architecture when all maps fit its resources and a local shared directory is acceptable. Several hosts can isolate failures and permit independent scaling, but require dependable shared cluster storage and additional network rules. A LAN deployment avoids Internet routing complexity, while an Internet deployment requires public reachability, firewall policy and NAT planning. Vanilla servers minimize compatibility work; modded servers add features at the cost of version coordination, testing and troubleshooting.
Choose the smallest design that meets your player count and availability goals. Whatever the architecture, the non-negotiable rules remain the same: isolate map saves, avoid port collisions, match the cluster ID, share one effective cluster directory, test transfers and keep recoverable backups.
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