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ARC Raiders Game Asset Index

Arc Raiders Steam Build: 23308193 (2026-05-21)

Standalone CSV index of ARC Raiders game asset IDs and internal asset names.

Automation

This repository is regenerated when Steam publishes a new ARC Raiders build, or the (private) extraction codebase ("exfil") changes. This means HEAD should always have content from the latest patch.

Generated CSV, schema, and image files are committed only when their contents change. The snapshot tag is updated on every game update, even without asset changes. Code changes (without a game update) are only tagged when the assets change (e.g. the code is updated to extract additional metadata).

New snapshot tags use arc-<steam-build-id>-exfil-<exfil-version>. The current snapshot tag is arc-23308193-exfil-v0.5.10.

Dataset

The canonical asset table is asset_index.csv. Locale rows, including English (en), are in asset_localizations.csv and can be joined on asset_id. schema.json describes the files, fields, and relationships.

asset_index.csv columns:

asset_id,asset_name,display_name_en,description_en

asset_localizations.csv columns:

asset_id,locale,display_name,description

Current snapshot:

Metric Count
Unique asset IDs 4,228
Internal asset names 4,228
English display names 3,423
English descriptions 794
Localization rows 35,270
Localized display names (de) 2,581
Localized display names (es) 2,525
Localized display names (fr) 2,611
Localized display names (it) 2,620
Localized display names (ja) 2,706
Localized display names (ko) 2,707
Localized display names (pl) 2,643
Localized display names (pt_br) 2,659
Localized display names (ru) 2,707
Localized display names (tr) 2,665
Localized display names (zh_hans) 2,707
Localized display names (zh_hant) 2,707
PNG icons 1,170
Wide icon variants 108

This is intended to cover the integer game asset IDs currently extractable from the game files. It is not a complete index of every Unreal asset, and some display names and descriptions are still blank. More work is being done to extract additional strings.

Every asset_name value is an actual string found in the game files. Some currently use DA_Persistence_* names because a more specific item or structure name could not be fully resolved yet; those names may become more specific in future revisions.

The images/ directory contains exported PNG images keyed by asset_name when an image could be resolved from the game files. Weapon assets may also include a wide equipped-view image named <asset_name>_wide.png.

Localization

English strings live in asset_index.csv as convenience columns and in asset_localizations.csv as locale = 'en'. Other localized strings use the same localization table, with one row per asset_id and locale when at least one localized field is available.

Missing rows or blank fields mean that string was not resolved for that locale. Consumers should fall back to English, then to a visible asset-name placeholder.

Usage

For production use, pin to a snapshot tag such as arc-23308193-exfil-v0.5.10 instead of tracking main. The dataset is still pre-1.0.0, so schema details may change; update deliberately after checking schema.json and this README.

Most applications should load the CSV files into a database and join on asset_id. This example SQLite query returns Korean names when available, falls back to English, and finally renders the internal asset name as ({asset_name}) so unnamed assets are still identifiable:

SELECT
  a.asset_id,
  a.asset_name,
  COALESCE(
    NULLIF(l.display_name, ''),
    NULLIF(a.display_name_en, ''),
    '(' || a.asset_name || ')'
  ) AS display_name,
  COALESCE(
    NULLIF(l.description, ''),
    NULLIF(a.description_en, ''),
    '(' || a.asset_name || ')'
  ) AS description
FROM asset_index AS a
LEFT JOIN asset_localizations AS l
  ON l.asset_id = a.asset_id
 AND l.locale = 'ko';

Inventory Structure

The ARC Raiders API usually uses integer asset IDs, not readable names. Join those IDs against asset_index.csv to recover names like DA_Item_*, DA_OI_*, DA_Inventory_*, and DA_ModSlot_*.

The index includes both item leaves and structural inventory assets. The structural DA_Inventory_* assets describe container trees, slots, and loadout frames. The leaves are usually actual items, cosmetics, mods, or unlocks.

A simplified inventory tree looks like this:

DA_Inventory_TreeRoot
├── DA_Inventory_ContainerSlot_Stash
│   └── DA_Inventory_StashContainer_T01 ... DA_Inventory_StashContainer_T10
│       └── DA_Inventory_ContentSlot_AnyItem
│           └── DA_Item_*
├── DA_Inventory_LoadoutFrameSlot
│   └── DA_Inventory_LF_Standard / DA_Inventory_LF_*
│       ├── DA_Inventory_LF_*_ContainerSlot_Backpack
│       │   └── DA_Inventory_LF_*_ContainerItem_Backpack
│       │       └── DA_Inventory_ContentSlot_AnyItem
│       │           └── DA_Item_*
│       ├── DA_Inventory_LF_*_ContainerSlot_Belt
│       │   └── DA_Inventory_LF_*_ContainerItem_Belt
│       │       └── DA_Inventory_ContentSlot_Belt_Generic
│       │           └── DA_Item_*
│       ├── DA_Inventory_LF_*_ContainerSlot_Firearm1
│       │   └── DA_Inventory_LF_*_ContainerItem_Firearm1
│       │       └── DA_Inventory_ContentSlot_Firearm_Generic
│       │           └── DA_Item_*
│       ├── DA_Inventory_LF_*_ContainerSlot_Firearm2
│       │   └── DA_Inventory_LF_*_ContainerItem_Firearm2
│       │       └── DA_Inventory_ContentSlot_Firearm_Generic
│       │           └── DA_Item_*
│       ├── DA_Inventory_LF_*_ContainerSlot_SafePocket
│       │   └── DA_Inventory_LF_*_ContainerItem_SafePocket
│       │       └── DA_Inventory_ContentSlot_SafePocket
│       │           └── DA_Item_*
│       └── DA_Inventory_LF_*_ContainerSlot_Armor
│           └── DA_Inventory_LF_*_ContainerItem_Armor
│               └── DA_Inventory_ContentSlot_Armor_*
│                   └── DA_Item_*
├── DA_Inventory_ContainerSlot_Augment
│   └── DA_Inventory_AugmentContainer
│       └── DA_Inventory_ContentSlot_Augment_Generic
│           └── DA_Item_Augment_*
└── DA_Inventory_ContainerSlot_ExpeditionStash
    └── DA_Inventory_ExpeditionStashContainer_T01 ... T05
        └── DA_Inventory_ContentSlot_AnyItem
            └── DA_Item_*

Weapons and other moddable items can also reference mod-slot assets:

DA_Item_SMG_LowTier_01_Quality0
├── DA_ModSlot_Firearm_Muzzle
│   └── DA_Item_Mod_*
├── DA_ModSlot_Firearm_UnderBarrel
│   └── DA_Item_Mod_*
├── DA_ModSlot_Firearm_MagazineLight
│   └── DA_Item_Mod_*
└── DA_ModSlot_Firearm_Stock
    └── DA_Item_Mod_*

Common prefixes:

  • DA_Item_* - game item assets.
  • DA_OI_* - online item or unlock-style assets, often cosmetics.
  • DA_Inventory_* - inventory roots, containers, slots, and loadout-frame structure.
  • DA_ModSlot_* - attachment/mod slot definitions.
  • DA_Persistence_* - persistence or progression metadata assets.

Common shorthand:

  • LF - loadout frame.
  • OI - online item.
  • T1, T2, T3, etc. - tier markers.
  • T01 through T10 - stash or expedition stash container levels.
  • XP - experience points.
  • XL - extra large, such as an XL safe pocket.
  • DBNO - down but not out.

Schema

schema.json describes the CSV format and column contract.

Contributing

PRs that improve coverage or correct mistakes are welcome. If there is other metadata that would be useful to you, please create an issue describing what you need and where it would help. I will try to extract it from the game files if it is available.

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Game asset ID to string mapping for Arc Raiders.

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