Arc Raiders Steam Build: 23029453 (2026-05-05)
Standalone CSV index of ARC Raiders game asset IDs and internal asset names.
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-23029453-exfil-v0.5.3.
The canonical default-language table is asset_index.csv. Non-English strings 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_enasset_localizations.csv columns:
asset_id,locale,display_name,descriptionCurrent snapshot:
| Metric | Count |
|---|---|
| Unique asset IDs | 3,997 |
| Internal asset names | 3,997 |
| English display names | 3,230 |
| English descriptions | 729 |
| Localization rows | 35,745 |
| Localized display names (de) | 2,827 |
| Localized display names (es) | 2,841 |
| Localized display names (fr) | 2,915 |
| Localized display names (it) | 2,923 |
| Localized display names (ja) | 3,065 |
| Localized display names (ko) | 3,065 |
| Localized display names (pl) | 2,955 |
| Localized display names (pt_br) | 2,973 |
| Localized display names (ru) | 3,066 |
| Localized display names (tr) | 2,984 |
| Localized display names (zh_hans) | 3,066 |
| Localized display names (zh_hant) | 3,065 |
| PNG icons | 1,136 |
| Wide icon variants | 103 |
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.
English strings live in asset_index.csv as the default language. Non-English strings live in asset_localizations.csv, 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.
For production use, pin to a snapshot tag such as arc-23029453-exfil-v0.5.3 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';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.T01throughT10- stash or expedition stash container levels.XP- experience points.XL- extra large, such as an XL safe pocket.DBNO- down but not out.
schema.json describes the CSV format and column contract.
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.