1. Icarus
  2. News

Icarus News

Icarus Week 111 Update | New Tier 3 Smoker and nine unique recipes

Week 111 is here and we’ve added the Smoker along with nine new recipes for you to enjoy.

From Melon Smoked Giant Steak to Tea Smoked Freshwater Fillet, there’s a range of new tasty recipes to try out with unique buffs, perks and benefits.

We’ve also got an update for you on our ongoing work on the batteries and networks project, along with next week’s buzzy update.

Jump in and have a read.

Notable Improvements:
  • Backpacks are no longer automatically re-equipped whenever a piece of player equipment is added/removed/damaged - this fixes the bug where the medic backpack's modifiers would be re-applied every time the player took damage
  • Fixed a bug where the crop growth rate was being added instead of multiplied, resulting in a growth rate of roughly double what was intended
  • The mission communicator no longer plays noise when it reloads back in (no more weird bzzt noise when roaming around the map)
  • Fixed a few locations within J6 of Olympus that had landscape seams between the landscape and riverbanks
  • Added an indicator on the vapor condensor to show rounds on completed on the attached geyser


This week: Smoker


This week we’ve added a new Smoker which is craftable at Tier 3. This is powered by Charcoal and gives you another way to cook longer lasting food.

All current drying rack recipes will be available on the Smoker, along with some new exclusive recipes to check out.

The Smoker is built on the Machining Bench, and requires Iron Ingots, Copper Ingots, Steel Screws, Concrete Mix and Charcoal.



This Week: Smoker Recipes Breakdown


There are nine new recipes for the Smoker, along with it also being able to craft all existing drying rack recipes. These recipes include Melon Smoked Giant Steak, Coffee Smoked Fatty T-Bone, Gorse Smoked Gamey Meat, Tea Smoked Freshwater Fillet, White Jerky & Plain Jerky. Jump in game to see the entire list.

These provide a range of buffs, far superior to their dried counterparts. These include increased health regeneration, increased exposure resistance, increased max stamina, reduced oxygen consumption and increased melee damage, amongst others.



In addition we have added a new bonus recipe to the Drying Rack which can be used to dry out the basic meat which provides an alternative to cooking on the campfire.



Coming Soon: Batteries & Networks


Batteries and Networks are getting closer, and we’re looking to launch a new testing branch in the next week that will allow people to test this new system out in all it’s unbalanced glory.

Just to make sure that is clear for everyone, this will be an unbalanced test branch, so expect bugs, glitches and everything else as we iron these out. Your feedback on these, along with how the system is to use, will be incredibly helpful in its development.



Next Week: Bees


Next week we’ll be adding our newest and happiest creature to Icarus yet - Bees!

Bees will spawn from nests present in caves and around the map in trees, avoiding or killing the bees and raiding their hive can give you the resources to craft your own Beehives, where you can extract Honeycomb, raise your own bees and craft a range of honey-based recipes.

Bees will fight to protect their nests, you might want to have some protection for this adventure.



Originally posted by author
[h2]If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.[/h2]


https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v 2.1.14.118795


New Content
[expand]
  • Adding Item Icons for new Smoked Meats & their associated modifier states
  • T3 Smoker is now powered solely off charcoal and is required to be outside to run and is not longer effected by weather
  • Adding Smoked Bacon Item
  • Added available exotics activations indicator to Vapor Condenser UI
  • Added indicator on vapor condensor to show rounds on completed geyser

[/expand]

Fixed
[expand]
  • Replaced Ice Mammoth map Icon
  • Adding punch whoosh anim notifys so punches feel a bit mroe realistic
  • Improvements to horse jump land audio timing. Corrected the anim notifys to better represent land audio and small adjustment to footstep event
  • Fixed seam between landscape and riverbanks in J6, Green Quad on Styx
  • Removed audio mute on communicator upgrade when recently loaded, as this is now handled by spatialization
  • Fixing communicators having missing spacializer on individual channels that was preventing the communication sound from being spacialized
  • Fixed exchange exotics button not working in the OEI when on prospect
  • Fixed bug where crop growth rate was being added instead of multiplied, resulting in a growth rate of roughly double what it is supposed to be
  • Fixed missing confirmation prompts on prospect caused by Exotic Exchange fix
  • Updated flavour text to match mission description for MAGMATIC
  • Show operation detail and play dialog when selecting an operation from the mission board
  • Backpacks are no longer re-equipped any time a piece of player equipment is added/removed/damaged - fixes bug where medic backpack's modifiers would be re-applied every time the player took damage
  • Fixed bug where multiple copies of the currency exchange window could be opened over the top of each other, resulting in copies that could not be closed

[/expand]

Future Content
[expand]
  • Added workshop sickle item icons and added to itemable datatable
  • Field Guide sort various results that are presented
  • Added World Boss Item Attachment Icons and added to datatable
  • Added Rug Item Icons
  • Added Wolf talents first pass
  • Field Guide Procurement for vestige (which corpse), craftable for benches (which recipes produced)
  • Changed the physics asset to be the leather curtains physics asset and added an item icon
  • Field Guide Make displayed stats aware of tool damage and attachment data
  • Setting up Items for Batteries and Battery Shelves
  • Field Guide Fix another issue displaying all possible available attachments for ranged weapons
  • Field Guide Add concept of sets for displaying groups of items
  • Updated Cave_AC_MED_012_NF, water depth
  • Added overlap rules for curved building pieces
  • Field Guide Add entires for ores and animal parts on fieldguide meta
  • Cave Prefab Polish Pass and Landscape Sculpting Pass, Ashlands, Prometheus
  • Added Static Meshes of Battery Racks with batteries included, as well as DMs for them
  • Field Guide Fish subpage
  • Added new 'bn_Prop_R_Aligned' socket attached to normal prop bone that adjusts for misalignment of 1st-person rifle anims. Scorpion Rifle now attaches to aligned prop socket, this fixes ADS alignment issue
  • Fixed map selection on Ashlands mission so standalone mission works
  • Adding chicken flee audio and event
  • Added BLD_Floor_Curved_Stone including textures, materials and meshes
  • Field Guide Medicine subpage. Make resource networks aware of transmutable resources
  • Field Guide Assign a few more categories to subpages
  • Field Guide Show N/A rather than hiding various components
  • Cave Prefab Polish Pass and Landscape Sculpting Pass, Ashlands, Prometheus
  • Adding chicken peck, shake and eat audio and events and notifies
  • Fix Ashlands story creature spawns
  • Commit prebuilt file for Ashlands story mission
  • Update blueprints and buildable table for many diagonal and curved pieces
  • Field Guide Animal Parts subpage. More blacklisting of hidden items
  • Added more information when presubmit check fails due to unaccepted jira REST response
  • Field Guide Blacklist a bunch of logical items where the display name is the same (eg. Corpse vs MountCorpse)
  • Added another valid presubmit check prefix
  • Fixed orientation of BLD_Roof_Diagonal_Stone and BLD_Roof_Diagonal_Stone_Inverted
  • Disabling Field Guide as it was accidently enabled in my last commit
  • Adding new Tags for the field guide, adjusting field guide categories and tagging some items into their new field guide categories
  • Fixed orientation once again for BLD_RoofCorner_Curved_Stone
  • Field Guide Fix attachment query is picking things it sometimes should not
  • Field Guide Link vestige and fish page to bestiary/fishing record tabs
  • Correcting chicken using wrong audio event
  • Adding opening and closing sounds, event and anim notify to small animal trap
  • General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
  • Cliff Polish Pass and Landscape Sculpting Pass, Ashlands, Prometheus
  • Adding large animal trap audio open and close, events and notifys
  • Adding in wood trap open and close sounds and events and notifys
  • Field Guide Tidy up fish page
  • Added Black Wolf Armor Item Icons
  • Fixed Holding position for the black wolf Pistol core SK piece by adding an offset socket, currently set to work best with Barrel C but we can adjust the position in the weapon BP to suit each barrel accordingly. Added ADSAlpha curve to the pistol aiming animations to work with the offset socket too
  • Field Guide Plants subpage
  • Adding small and medium wood trap audio and events
  • Added destructable meshs for T3 and T4 beehive parts
  • Added art assets for T3 and T4 beehive parts
  • Black Wolf Armor Implementation
  • Added 'Engine/Binaries/Win64/.sentry-native/**' to list of ignored files
  • General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
  • Cliff Polish Pass, Landscape Sculpting Pass and Fixed a Hole in Cave LC_MED_006, Ashlands, Prometheus
  • Field Guide Display DLC icon on buildable DLC. Better present grids of fewer items
  • Balance of layers of sandworm crossbow for better continuity between CBs
  • Updated BLD_Roof_PyramidHip_Single_Brick_Right and Left
  • Submitting Sheep and textures (wooly)
  • Bats now correctly target players.
  • Added control rig pitch and roll movement to bats during flight.
  • Adjusted blending of bat attack montage, disabled LookAt via anim curve during animation.
  • CacheActorTargetLocation BTTask can now adjust for target velocity if required
  • Updated weapon pieces for Sandworm_Crossbow
  • Added DEP_WaterPurifier_T4
  • Field Guide Flush cache on meta and set DT changes. Add some more sets
  • Field Guide buildings sub page, use custom sets rather than required talent
  • Cliff Polish Pass and Landscape Sculpting Pass, Ashlands, Prometheus
  • Balancing black wolf revolver against the scorpion rifle to better reflect guns intensity and size. Added more suitable fire audio for sandworm crossbow
  • Fixed cave spawning in the terrain on Outpost, Cactus
  • Adding Sugar Cane, Sugar Cubes, Sugar Cane Seeds, Sugar Cane Workshop Seed Pack Items and Setup
  • Adding Sugar Cane growable resource and growth states
  • Adding Recipes for Sugar
  • Added Nav Blocker to help unstuck on Prometheus
  • Added recipes for the T3 smoker, unlocked T3 smoker talent
  • Increased health of BatNest actor
  • Cave AI Spawners / Cave Templates now support additional types of Cave AI with separate min/max spawn counts
  • Setting up Sandworm Crossbow Living Weapon
  • Bats will now detatch from nest once is has been destroyed. Destroyed nests will no longer continue spawning bats. Made light on bats more performant and more subtle when flying close to geometry. Fixed bat nest mesh collision and rotation
  • General Polish Pass & fixed frozen lakes in cave templates Ice Sheet Yellow Quad on Prometheus
  • Adding Domestic Beehive Meshes and Icons
  • Added art assets for honeycomb item
  • Added BLD_Wall_Diagonal_Angle_Stone_L, BLD_Wall_Diagonal_Angle_Stone_R, BLD_Wall_Diagonal_Angle_Stone_L_Inverted and BLD_Wall_Diagonal_Angle_Stone_R_Inverted
  • Added art assets for the cave variant of the wild beehives
  • Added wild tree beehive art assets to the project
  • Added BLD_Wall_Angle_Curved_Stone_L_Inverted and BLD_Wall_Angle_Curved_Stone_L_Inverted, as well as cleaned up file locations of the non-inverted pieces
  • Adding unique sandworm crossbow fire audio event and data table entries
  • Bat nests will no longer generate in non-development builds
  • json_patcher now prints out invalid DT row/table names when should_keep_row function throws an exception
  • Fixing incorrect feature levels on the turret items, they where set as 'none' which was preventing our pre-build step from completing
  • Adding Pistol / Rifle / Shotgun Turret item setups
  • added chicken materials and textures
  • Submitting shorn sheep, carcass and textures
  • Submitting unshorn sheep and textures
  • Fieldguide - fix T1&T2 knife harvest query is backwards
  • Added new bee character.
  • Bee particle system now dynamically scales in intensity based on BP-driven 'aggression' parameter.
  • BTTask_PlayMontage can now optionally be given an empty montage to complete logic immediately, useful for tasks like StrikeAttack where there isn't an animation
  • Added destrucable mesh for picnic table asset
  • Cleaned up a number of old code compilation warnings
  • Added art assets for picnic table
  • Limestone BLD concrete reskin - added textures and materials
  • Added arctic bat bestiary image
  • Added cave bat bestiary image
  • Added Zebra map icon
  • Additional categorization of items for Field Guide
  • Adding Zebra Mount and Zebra Quest Mount
  • Adding Progress in New Olympus Operation - RELOCATED: Recovery, where players have to track down missing zebras
  • Adding first pass test audio and bee event. To be replaced and updated. Assigning to Bee data table setups
  • Added art assets and blueprint for Arctic Bat Trophy
  • Added art assets and blueprint for Bat Trophy
  • Bees no longer attempt to ragdoll on death. Bees can no longer be damaged by projectiles
  • Submitting Slug (reskin), carcass and textures
  • Fixed beesphere material not being invisible.
  • Improved targeting AI of Bees.
  • Bees will now stop persuing target if they start swimming in water.
  • Increased Bee's health and reduced severity of modifier applied when attacking.
  • Added new Wild Beehive.
  • Attacking a Wild Beehive will force all spawned, idle bees to attack instigator.
  • BTTask_RandomFlight and BTTask_FindRandomFlightTarget will now treat water surface as ground for target height calculations.
  • Wild Beehives can now be spawned using CT_CreatureSpawn assets. Enabled new Bee dispersal particle affect on death
  • Adding appropriate AI setup Audio for Zebra Mount
  • Further categorization of Field Guide items, improved readability on some Field Guide pages
  • Fixed Cave_LC_MED_006 Stalagmite
  • Added new lavafall mesh with flat top (SM_Lavafalls_02), added collision to SM_Lavafalls_01 and 02, SM_Waterfalls_01
  • Adjusting reward for RELOCATED: Recovery and adding new prebuilt structure and quest markers in the world
  • Hooking up new Zebra Map Icons for use in RELOCATED: Recovery
  • RELOCATED: Recovery is now fully playable and is currently feature locked out on the public branch for internal testing
  • Added bestiary text for Cave and Arctic Bats
  • Added item text for batteries
  • Adding new bee audio, standard event idle and bee aggro. Currently only Aggro plays due to bee states not being defined
  • Remove Grass in Artic, Green Quad on Prometheus
  • Adding effect for bee creature death
  • Manual Cave Polish Pass and Cliff Pass, Red Quad, Ashlands, Prometheus
  • Add cave bat nests and wild beehives to caves, Cave_AC_MED_002 & Cave_GL_MED_001
  • Added additional sets for Field Guide
  • Hid many more items that aren't required for public view in the Field Guide
  • Wild Beehives will now spawn in the various forest biomes (Dev builds only for now).
  • Arctic Bat Nests and Forest Beehives now have a minumum delay of 300s between individual autonomous spawns.
  • Removed ensure in AIcarusPlayerController::PopUIInput
  • Adding additional recorded footsteps on wood for potential future use to FMOD. Not assigned to any events
  • Remove Grass in Artic, Green Quad on Prometheus
  • Adding newly recorded gravel footsteps into FMOD. Not assigned to any event. For future use
  • Fixed seam between landscape and riverbanks in J6, Green Quad on Styx
  • Added BLD_Roof_Peak_Connector Stone
  • Adding Limestone Building Pieces and Basic Item Setup, no recipes or way to obtain currently enabled
  • Committing New Voxel Type and Virtual Status Update
  • Resaving Voxel Data Table
  • Manual Cave Polish Pass and Changing Cave variants to make it more even, Red Quad, Ashlands, Prometheus
  • Add cave bat nests and wild beehives to caves, SW Caves, GL Caves & Cave_DC_MED_001, 002, Cave_DC_SML_003
  • Adding Limestone, Crushed Limestone items
  • Adding Limestone based fertiliser, glass, steel crafting and concrete alternate recipes & bluerprints where required
  • Adding recipes for all Limestone building pieces
  • Adding Voxel and Deep Ore Vien Setup for Limestone as well as experience events
  • Adding additional recorded footsteps for potential future use. Grass walk, run, land
  • Added more Field Guide tagging
  • Updated feature levels on many currently unavailable items to hide them from Field Guide, including decorations, armor sets, workshop gear and backpacks

[/expand]


Icarus Week 110 Update | New Titanium Tower Shield with massive area of coverage

Week 110’s update adds our newest and most powerful shield, the Titanium Tower Shield.

With 140 degrees of area coverage and 85% damage resistance, this is one of our strongest defensive item to date but will require a high cost of resources to craft.

Jump in and have a read.



This week: Titanium Tower Shield


This week's update introduces our newest powerful shield, the Titanium Tower Shield.

This shield has a 140-degree block radius, with 85% damage blocking, making it a powerful asset.

This is craftable on the foundry and requires an extensive list of materials, including Titanium Plate, Epoxy, Cured Leather and Steel Screws.

When attached to your back, the shield provides a strong defense against damage from behind, giving it multi-purpose use, even when not equipped.



We are Back


We are back in the office this week with most of the team returning from their holidays after a well deserved break. We are looking at all the bugs / comments / feedback from everyone. This patch is the last of our holiday patches so be ready for longer change logs again from next week. These holiday patches were isolated pieces of content that could be done safely without affecting the stability of our larger piece of ongoing work on power networks, further detailed below.

Battery & Networks Update


As mentioned in previous weeks we are nearing completing of the batteries and networks system. It all is functional and we are working on bug fixes we find during the testing process. We are also working on the QoL and will start a balance pass shortly.

We are wanting to get this into your hands as quick as possible but due to some issues with the build machines it was unfortunate that we weren't able to provide a build before the holiday period. We are working on these issues now while others are still cleaning up the new system.

Optimization and Missions


A common request we see on every single update is for more work on optimization. Work in this area continues indefinitely, however due to the nature of the work release timeframes can be unpredictable. It relies heavily on analysis and testing and some optimizations simply don't achieve a good enough result to be worth mentioning, or don't improve performance at all and need to be revisited. Rest assured there are several aspects to this that are still works in progress, and when/if they yield good results we'll make sure you hear about them!

Another common question is regarding additional mission content. These are pieces of work that have longer lead-times as they involve coordinating recording time with voice actors which we usually do batches of at once rather than on a per-mission basis. These had been on hold so we could finish up the open world integration, but as that work has wrapped up for now we're well positioned to author entirely new mission content again. Expect to see more of these in future updates.

Next Week: New Smoker and Recipes


Next week we are adding a new charcoal powered smoker at T3 which will include all the drying rack recipes as well as 10 new recipes to go along with which provide different food buffs.

Stationeers: The Rocket Update


https://store.steampowered.com/app/544550/Stationeers/

Stationeers is another game from RocketWerkz that inspired a lot of the approaches to in-world interaction and other aspects of Icarus and they've just completed a large piece of work on a new Rocketry system. If complex atmospherics and logic systems sound like fun to you, definitely take a look at Stationeers and the update post below.

https://store.steampowered.com/news/app/544550/view/3897365840790049455

Stationeers is an early access game that we are very passionate about, but note that our current build does still contain some recent bugs. We have done two hotfixes now however there is still issues with our tutorials that we are working on over the weekend. If you feel like trying the game out instead of the tutorials, we recommend hitting up our kind community on discord until we get a tutorials hotfix out


Support Our Development
[h3]While expansions are where we vastly extend gameplay, our Outposts and Content Packs were made to provide a way for those who enjoy the project to further support it, and in return receive some simple new content. This content is not essential for the game or to benefit from most of our weekly content updates. Consider purchasing the 'complete the set' pack if you continue to enjoy Icarus and want to further provide support to its ongoing development.[/h3]

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/


Changelog v 2.1.13.118586

- Enabling the Titanium Tower Shield Talent and Recipe so the Item can be crafted and used.

Icarus Week 109 Update | New Creature: Ignari now found in the Volcanic Biome

Week 109’s update introduces a newly discovered creature to the Volcanic Biome of Prometheus, the Ignari.

Closely related to the Viscid of the Swamp biome, the Ignari will be found among the flowing lava and rocky outcrops, so keep your eyes peeled.

As mentioned a couple of weeks ago, we've been doing a few content-only updates over the holiday period so everyone could have a bit of a break, but also so we could keep them separated from the technically complex work finalizing batteries and power networks. More info to come on those in the next few weeks.

Finally, we’ve got an update on the progress of the Prometheus Map Expansion for you, to start 2024.



This week: Ignari


The Ignari has been discovered in the Volcanic Regions of Prometheus.

Exclusive to this Biome, the Ignari is closely related to the Viscid, found in the neighboring swamp biomes. Their split evolutions mean the Ignari, while similar in appearance, has a different coloration and different resistances and weaknesses, more related to its harsher, hotter climate.

You’ll now come across these while adventuring through the Volcanic regions, so keep your eyes peeled as you adventure through the biome.



Coming Soon: Prometheus Map Expansion


The Ignari is only found on the Prometheus map, which is available as part of our paid New Frontiers expansion. However, we have more additions to Prometheus to come.

New tunnels through the southern mountains have been uncovered which will lead to new unchartered and more deadly terrain. Our team are working on expanding the Prometheus map. This is still work-in-progress but will feature new hardcore zones with no map UI, dangerous missions across the new region, tougher elements, harsher conditions and possibly exotic-infused creatures to come in the future.



Next Week: Titanium Tower Shield


Next week we’ll be adding a new shield, this one a higher tier option, a Titanium Tower Shield.

This has a large area of coverage, preventing a ton of area damage, but requires a lot of resources to craft due to its extensive size.

If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.

https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v 2.1.12.118568

- Unlocked Ignari

Icarus Week 108 Update | New Tachyon Armor added to the Orbital Workshop

Week 108’s update is here, and we’ve added our first new Orbital Workshop armor in a while, the Tachyon Armor.

This is designed for the survivalist, with some unique buffs that you won’t find in any other sets.

We’ve also got an update on the progress of Turrets for you to catch up on.

Finally - Happy New Years from the team here at Rocketwerkz! We can’t wait to do 2024 with you.



This week: Tachyon Workshop Armor


We have added a new armor to the Orbital Workshop.

The Tachyon Armor is the first new armor we’ve added in a while, with perks and buffs designed for survival.

This included buffs to fall damage resistance and resistance to exposure, so your missteps off cliffs and poor timing out in the storms are less impactful.

These are some unique buffs we haven’t experimented with before, so should provide some noticeable difference from other armor sets that are valuable for some prospectors, but less noticeable for those who can multi-task more effectively.



Coming Soon: Turrets


As mentioned a couple of weeks ago, we are currently working on turrets which will act as autonomous defense systems for your bases.

These will be electronically powered and will require ammo which will have to be refilled on a semi-regular basis.

These will target nearby attacking creatures that stray too close, so the more dangerous region you are in, the more expensive these will be to manage, but also more valuable.



Next Week: New Creature Variation: Ignari


Next week’s update will be adding a new variation on an existing creature.

The Ignari is related to the Viscid but is found in the Volcanic Biomes, unlike its sibling which is found in the swamps.

This will have its own unique resistances and weaknesses, suited to its environment, so approach it with caution when you encounter it.

If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.

https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v 2.1.11.118569

- Unlocked Tachyon Workshop Armor

Icarus Week 107 Update | New Jaguar and Snow Leopard Rugs to craft

Week 107’s update is here and we’ve added two new rugs, the Jaguar and the Snow Leopard.

These will require their creature’s vestiges along with other materials, so get to hunting and crafting now.

We’re still hard at work on batteries and networks, and due to the complexity of these upcoming changes we’re limiting the next few updates to easily isolated pieces of content like decorations, armour sets and maybe even a new creature. Keep an eye on these patch notes to find out when batteries are available for beta testing on the experimental branch.

And - Merry Christmas from the team here at RocketWerkz!



This week: Jaguar, Snow Leopard Rugs


This week, we’ve added two new rugs to the existing set. These are the Jaguar and Snow Leopard, two of the apex predators of Icarus that you’ll encounter in the Forest and Arctic Biomes respectively.

Crafting these rugs will require the creature's vestiges, fur, cured leather and platinum weave, so get to gathering and crafting the resources right away.

These are craftable on the Textile and Electric Textile Benches.



Next Week: Tachyon Armor


Next week we’ll be adding a new armor to the orbital workshop for you to purchase with your Ren and exotics.

This armor will be survival-focused, with buffs and perks giving you an edge in tough environments and against challenging foes. This is the first new armor added to the workshop in some time, so we’ll be watching how it changes players' behavior in what they bring down in their dropship.

If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.

https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

Changelog v2.1.10.118570
  • Unlocking Jaguar & Snow Leopard Rugs in the Advanced Rug Pack Blueprint
  • Adjusting Biomore Backpack so it uses a green cross instead of a red one
  • Dev locked Fur Curtain talent.
  • Fixed Fur Curtain recipe being unlocked by the leather curtain blueprint (and granting a blank recipe).