1. Icarus
  2. News

Icarus News

Icarus Week Twenty One Update | Rustic Decorations

This week's update brings a range of rustic decorations to the carpentry bench for creative prospectors.

With 20 new rustic items, you can decorate your base or Outpost and turn it into a lovely home for your time on the surface. There is also a new mission on behalf of the African Assembly requiring these items as they host an event for distinguished VIPs curious about your operations on Icarus.



New Rustic Decorations


This week is for interior designers. We’re introducing 20 new items to the new ‘Rustic Decor Crafting Bench’ with a distinct rustic theme for you to decorate your bases and turn them into comfortable homes.

The Rustic Decor Crafting Bench will be unlockable from the Crafting Bench at Tier 2, and all the blueprints will come with it, meaning it will only cost you a single point.

All items will be craftable at Tier 2, however the Statue requires Gold, which can only be forged in a Concrete Furnace at Tier 3. It comes in table-mounted and wall-mounted variations.



To fit out your living area beautiful rustic couches are available in 2 and 3 seater varieties. Adorn the corner with an armchair for elderly prospectors and a coffee table to complete the room. Finally, furnish the space with a lovely rustic cabinet to display your finest achievements.

Your dining room can now become a place of elegance with a beautiful rustic table, round or rectangular, with enough dining chairs to support your crew - or what remains of them. Decorate your table with lovely rustic candles, and cook your bear stew in gorgeous rustic pots. Your dining room will be a place of community and fun after a hard day seeking exotics.

And finally, make your bedroom comfortable by adding a rustic wardrobe and nightstand by your bed before getting some much needed shuteye.



Originally posted by author
"We saw all the amazing homes that the community were making (even though there wasn’t much available in the way of typical “home decor”), so our art team thought why not make some more? We brainstormed different ideas and came up with several tiers of home furnishings and decor, including this first set of Rustic Furniture. We plan to introduce more “advanced and refined” tiers over time, so rest assured we have more to come. We’re excited to see what all you Prospectors do with this first set. My personal favourite item is a tossup between the coffee table and the couches, they look great together!” - Brent, Lead 3D Artist




New Mission


To give you a chance to try out the new Rustic Items, the African Assembly has a new mission requiring you to craft them all. Your briefing is as follows:

HOMESTEAD: Construction

// OPERATOR: African Assembly
// BIOME: Forest
// BACKGROUND: Operator is hosting a VIP investment on Icarus, and requires advanced infrastructure for their guests in the region.
// MISSION: Construct a fully equipped base to Operator specifications.
// TERMS: Flat fee. All resources and construction materials responsibility of the Contractor.



Coming Soon


You might have noticed this week’s update seems a bit smaller than previous weeks and this is with good reason. We’re working on a bigger update for you, with lots more fresh content and experiences. More details next week...



Detailed Change Log:


  • Added a new mission - HOMESTEAD: Construction
    //OPERATOR: African Assembly // BIOME: Forest // BACKGROUND: Operator is hosting a VIP investment on Icarus, and requires advanced infrastructure for their guests in the region. // MISSION: Construct a fully equipped base to Operator specifications. //TERMS: Flat fee. All resources and construction materials responsibility of the Contractor.
  • Added new Rustic Decor Items
    • Rustic Decor Crafting Bench - You'll need this to craft most of the new pieces.
    • Rustic Bench
    • Rustic Bookshelf
    • Rustic Cabinet
    • Rustic Candles
    • Rustic Coffee Table
    • Rustic 3-Seater Couch
    • Rustic 2-Seater Couch
    • Rustic Dining Chair
    • Rustic Armchair
    • Rustic Nightstand
    • Rustic Pot
    • Rustic Stool
    • Rustic Table
    • Rustic Large Table
    • Rustic Round Table
    • Rustic Wardrobe
    • Rustic Narrow Wardrobe
    • Rustic Icarus Statue
  • Fixed a rare issue where buildings supported by caves and cliffs were breaking when reloading a prospect.
  • Adjusted the lake sound to lower in volume when on an island so it doesn't feel like you are in the middle of the water.
  • Fixed an issue where ambient audio transitions could sound jarring between the Desert and Arctic biomes.
  • Fixed some naming inconsistencies and spelling issues on talents.
  • Fixed deep mining drills not saving their active state when walking out of range or logging out.
  • Fixed damage over time effects not awarding credit for killing the target (i.e. no experience rewarded for kills with poison).

Icarus Week Twenty Update | Workshop Restock

We have reached the 20th weekly update to Icarus, and it brings a range of new Orbital Workshop Items for you to spend your hard-earned Ren on.

Larkwell Martinez backpacks and envirosuits with their own unique buffs have landed, including new team-oriented boosts, new armor sets and the highly-requested Workshop Repair Kit. To cap it off, we have a new mission, FORSAKEN: Recovery which comes with its own ‘Hard Fail State’ twist. Get going prospectors, the planet awaits.



Repairing Workshop Items


Last week's patch introduced the new Armor Durability system, and your feedback has been instrumental in the development of this feature, and the development of other features which follow a similar model.

One area that caused some confusion was the impact on Workshop Armor, and we are addressing it this week with the new Workshop Repair Kit which is now available in the Orbital Workshop.

This will allow you to repair any Workshop Item that is damaged. It can be carried by any prospector on your team, but can only be used at the Machining Bench or Fabricator.

The Workshop Repair Kit can be purchased individually or in a stack of five, and will stack up to ten in your inventory. We recommend figuring out among your group how many you need for a mission, and strategically using them throughout your drops.



New Workshop Items and Area Modifiers


The Orbital Workshop has a range of new items available for players to purchase with their hard-earned Ren. New Larkwell Martinez items have landed, including two new backpacks with shotgun and storage buffs each. There’s also a new Larkwell Envirosuit with 3 module slots available at the cost of 5 inventory slots.

Also look out for two new Armor sets, one with bonuses to Mining and Gathering and another with bonuses to Stealth and Damage, giving you variation for your unique prospector builds.

There are two new Boost Modules with ‘Area Modifiers’ which provide benefits to fellow players in the area nearby, but not to the owner. One provides a modifier that increases your fellow prospectors' carrying capacity and one which grants them healing from afflictions such as poison and pneumonia when nearby. These boosts are intended for co-operative gameplay and, importantly, do not provide the boosts to the player equipping them, so take this into consideration when playing with your team.

You’ll also find the Workshop Repair Kit + Bundle as mentioned in the previous paragraph, which will be a valuable purchase for your crew.



Originally posted by author
This week we added some new workshop items to allow players to really focus their builds and provide some unique interactions. We are exploring ideas to add more Auras to the game which provide benefits to nearby players. With this patch we added two in the form of workshop modules that focus on cooperation.

We also added a new envirosuit which has a bit of a tradeoff, allowing more module slots at the cost of general inventory slots. You may see us from time to time add items in the game that provide both benefits and deficits, this allows players to specialize in playing the way they want while avoiding the powercreep that many live service games suffer from. - Jake Dodunski, Icarus Tech Lead




New Mission - FORSAKEN: Recovery


This week’s new mission is the first where there is a hard fail state. If players fail to protect the ship, and it explodes, the mission will fail and players will need to leave the prospect and return to try again.

[h3]FORSAKEN: Recovery[/h3]

// OPERATOR: ACS

// BIOME: Forest

// BACKGROUND: The operator has lost a valuable asset on the surface and cannot abandon it for fear it may be discovered by other teams.

// MISSION: Locate and repair the damaged dropship and ensure its safe return to orbit.

//TERMS: Flat fee. All safety and survival concerns are the responsibility of the Contractor.



Detailed Change Log:
  • New Mission: FORSAKEN: Recovery. The operator has lost a valuable asset on the surface and cannot abandon it for fear it may be discovered by other teams. Locate and repair the damaged dropship and ensure its safe return to orbit.
  • Added ST-400 Armor set - Physical defense, with a boost to base melee and projectile damage. Also gives you bonuses for hunting stats, like stealth and faster movement when crouched/sneaking.
  • Added CX-700 Armor set - For miners/resource gatherers, provides bonuses that let you stay out in the field longer reducing wear-and-tear on pickaxes and axes, as well as increasing yields.
  • Added Inaris Lua Envirosuit - Less inventory slots, but with 3 module slots allows for the most customization of any of our existing Envirosuit options.
  • Added Larkwell Martinez Tactical Backpack - For when you’ve got a lot to carry, our biggest storage option available at the moment.
  • Added Larkwell Martinez Mercenary Backpack - For when you’ve got a lot to kill, Increased shotgun ammo capacity and reload speed.
  • Strength Boost Module - Improves the carrying capacity of nearby allies.
  • Healing Boost Module - Helps nearby allies recover faster from ailments.
  • Added the ability to repair workshop items ('Workshop Repair Kit' & 'Workshop Repair Kit Bundle'). These can only be used within range of a Machining Bench or Fabricator.
  • Fixed some cases of the error 050 message prompt that displayed while trying to play with a character that has previously been left on prospect, then returned to the station using the debug “Remove From Prospect” button.
  • Added functionality of locally saved Fog of War to persist between prospects and characters for each terrain
  • Fixed an issue where stats were not being displayed correctly for Caveworm Knives, Spears, Arrows or Bows
  • Fixed an issue where some landscape textures were being displayed at the incorrect distance
  • Fixed an issue where some buffs were not working as intended if overlapping with another buff provider within a certain radius
  • Fixed an issue where Boar didn’t have health bars until too late with the health bar talent
  • Fixed an issue where you couldn’t see some health bars until they were too close to you
  • Fixed an issue where the Icebox and Refrigerator would not receive the extra storage space stat with Extra Space I or II Talents
  • Fixed stat description for Wound Resistance to differentiate between Basic Wound Resistance and Deep Wound
  • Fixed issue where backpacks and envirosuits could take damage
  • Fixed issue where weapons in your right hand would be displaced in your wrist when you are attacked
  • Fixed issue where weapons would disappear when you are attacked
  • Fixed typo in mission briefing under modifiers on Dry Run: Expedition
  • Fixed issue where placeholder text would appear above their head when the host used photo mode
  • Fixed issue where backpacks wouldn’t remove their stats when unequipped so extra slots don’t persist after taking backpack off


Icarus Week Nineteen Update | Scorpion Boss

Week Nineteen's update brings our most feared boss yet - the Scorpion Boss. We’ve also made substantial updates to our armor system, so your armor’s durability deteriorates as it takes damage and wear. To cap it off, we have another bonus mission on behalf of Sinotai which unlocks two unique Scorpion items, so jump in and get to work prospectors.



Scorpion Boss Mission


Sadly, your previous work in eliminating the escaped experiments was not as effective as originally thought. The scorpion infestation has spread even further and a new highly aggressive mutation has emerged, terrorising prospectors deployed to the region. Sinotai wants you to back down there to finish the job and eliminate this new threat:

LOOSE ENDS: Extermination

// OPERATOR: Sinotai

// BIOME: Desert

// BACKGROUND: Sinotai's previous experiment was not completely erased. Traces of bio-research still persist on the surface.

// MISSION: Locate the remaining creatures and eliminate them.

// TERMS: Flat fee. All safety and survival concerns are the responsibility of the Contractor.



Armor Durability


The updates to the Armor Durability System provide more authentic deterioration for your armor pieces as you wear them. Damage taken from attacking foes, environmental impacts and extended use will now damage your equipped armor pieces. Once they break, you’ll need to repair them and replace parts to maintain the benefit and buffs they provide.

Armor repair is now available on the bench or deployable where you crafted the armor. It costs a portion of the initial construction cost. Keeping an eye on the state of your armor will become important, as their stats and bonuses will become void when they’re destroyed.



Extra Mission


Sinotai are looking for prospectors to complete another quick mission for them. Extracting more resources from the surface for their “standard” planetary research, and they expect that it will be similar to prior expeditions you have undertaken. In return for your silence regarding their other experiments, you’ll be rewarded with new recipes from their labs. Keep in mind that risks are often unexpected, and Sinotai can offer no guarantee of safe passage home. Your mission briefing is as follows:

CARAPACE: Research

//OPERATOR: Sinotai

// BIOME: Desert

// BACKGROUND: Operator is increasing their planetary research using all available technology

// MISSION: Contractors are required to fill and activate a sample analyzer in order to research new recipes derived from native resources.

// TERMS: Contractors will be provided with a functioning envirosuit. They will be otherwise unassisted.



Scorpion Items Reward


Once you’ve completed CARAPACE: Research you’ll be able to craft two new unique scorpion items, the Scorpion Trap and Scorpion Hedgehog.

The Scorpion Trap is a unique defense and hunting system, catching aggressive foes such as bears in its pincer grip and immobilizing them for a period of time. This can be highly valuable for your defense when you’re actively working on other tasks, but also for catching prey before they disappear from sight.

The Scorpion Hedgehog is a welcome upgrade to the Wooden Hedgehog, providing more damage and a handy poison infliction. The Scorpion Hedgehog is a valuable deterrent that can give you the split-second notice to respond to an incoming threat.

Detailed Change Log:
  • Added new mission - CARAPACE: Research
  • Added new mission - LOOSE ENDS: Extermination
  • Added Scorpion Pincer Trap, a new deployable made on the Crafting Bench using the Pincers obtained from a Scorpion corpse. Once deployed, the trap can be interacted with to activate it and it will be ready to snap shut on anything (creatures or humans) that triggers it, and they will be immobilized for a few seconds.
  • Added Scorpion Hedgehog, an updated version of the basic Wood Hedgehog defensive deployable, now with Scorpion Stingers attached for additional poison damage. Unlike the much safer Wood Hedgehog (which has been moved to the Crafting Bench), the Scorpion Hedgehog will also damage humans, so, handle with care. To make a Scorpion Hedgehog, you’ll need a Wood Hedgehog and combine it with a Scorpion Tail obtained from a Scorpion corpse.
  • Armor now takes damage when players resist damage
  • When armor breaks it is removed from the player model and the stats are no longer applied.
  • Armor is now repairable.
  • Added Coal and Aluminum ore types to Deep Mining system and Scanners.
  • Fixed issue with some Deep Ore Deposit textures in some caves.
  • Auto-crafting devices (e.g. campfires, furnaces) now prioritize recipes based on the position of items in the devices inventory. This means you can now position the items you want to be processed first in order.
  • Updated textures on pills medical items variants for a more refined look.
  • Updated the material shader for the tonics bottles and updated the liquid textures within the bottles.
  • Fixed an issue where there was a delay with the storm effects appearing for Clients.
  • Reduced the resolution of some larger gradient textures in UI to save memory.
  • Updated the mission Stockpile Dropship to use a new mesh which fixes some minor collision issues and also allows for highlighting when looked at.
  • Fixed some minor dialog errors in subtitles.
  • Updated the mesh and textures for the Cooling Bandage to improve look.
  • Updated the mesh and textures for the Heat Bandage to improve look.
  • Updated broken item icon overlay.
  • Fixed issue causing visual distortion on decals on Envirosuit, which would occur in first person.
  • Phase one of mountain and cliff optimization and visual improvements.

Icarus Update Week Eighteen | Ore Scanners

As we prepare to tackle some of the core areas of the game that need to change or expand, such as Tier 4 structures, mining progression, better outpost experiences, or more expansive mission content - we needed to provide some foundational changes. This weeks update brings us Ore Scanners, which is part of several steps needed on the way to our grander goals.
- Dean Hall, Gamerunner

The introduction of Deep Mining as an alternative way to gather ores has been a great success, and this week's update adds even more ore deposits and the tools to find them.

We’ve added ore deposits outside of caves and varied the extraction speed of different ores. To wrap it all up, there is a new mission which will unlock the recipe for the advanced workshop scanner. So get in and start finding the payload buried beneath the surface.



More Ore Deposits


This week, we have expanded the possible locations of ore deposits for deep mining into the wilderness outside of caves. Ore deposits can be found in all three biomes, each with their own distinctive look and respective resources. This will expand your mining opportunities beyond caves, but also add the risk element of weather conditions and lurking foes.

While we’ve kept the amount of resources in deposits high so they are worth the effort to mine, we have made adjustments to the extraction rates. Lower tier ores offer a quick, bountiful extraction while more valuable resources provide a return over a longer period of time.

Before we can begin to address better purpose around Tier 4 structures and beyond we need to be sure the balance and experience of resources is right. This has been a challenge for us since beginning the beta. We continue to pay close attention to your feedback which we combine with our own play experiences. While we all want to rush into developing Tier 4 and beyond, it is vital we iterate on the our existing balance or we will be simply compounding problems.
- Dean Hall, Gamerunner


Scanning Technology


Scanners make Deep Mining ore deposits and caves easier to locate.

These new handheld Scanners are unlock-able as blueprints and provide a more efficient way to scout the map for resources. These handy little tools provide detailed readouts on location and available resources and prove their worth when gathering resources for higher tier equipment.

Alongside the ‘Deep Mining Ore Scanner’ and ‘Advanced Deep Mining Ore Scanner’, is the entry-level ‘Cave Scanner.’ This identifies caves along a cliff-face, saving the time you’d usually spend scouring the edges for recognizable rock formations. While the ‘Deep Mining Ore Scanner’ and ‘Advanced Deep Mining Ore Scanner’ can be found in Tier 4 and the Meta Workshop respectively, the ‘Cave Scanner’ is un-lockable in Tier 3.



Mission | Meridian: EXTRACTION


To get your hands on the new ‘Advanced Deep Mining Ore Scanner’, which lets you specify which kind of ore your are looking for, you’ll have to complete a mission for Group 15 using these new prototypes. Your brief is as follows:

[h3]MERIDIAN: Extraction[/h3]

OPERATOR: Group 15 BIOME: Riverlands BACKGROUND: After extensive geo-surveys, the Operator's research teams now believe this region is rich in metal deposits. They are one of only a handful of groups with a UDA-vetted export license for raw matter. MISSION: Using prototype equipment, locate and extract raw materials from this region. These must then be delivered to the Operator's representatives in orbit. TERMS: All safety concerns are the responsibility of the Contractor.


As this line of technology grows, so will the specialization available for your characters. Be sure to keep giving us your thoughts and feedback on Feature Upvote so we can keep growing the game to your liking.



Detailed Change Log
  • Added new Cave Scanner item which uses strobing lights and audible beeping to pinpoint nearby Cave locations. The beeping can be muted by right clicking with the Scanner equipped.
  • Added new Deep Mining Ore Scanner to help pinpoint the nearest scanned Deep Mining Ore Deposit. Accuracy is increased as you get closer to the Deposit.
  • Added new Workshop Item: Advanced Deep Mining Ore Scanner which gives players the ability to specify exactly what type of Deep Mining Ore Deposit they want to scan for and pinpoint the location of the nearest one.
  • Added new scanner Mission: ‘MERIDIAN: Extraction’ that unlocks the Advanced Deep Mining Ore Scanner.
  • Added Deep Mining Ore Deposits to all biomes outdoors throughout the map.
  • Added Deep Mining Ore Deposits to more caves.
  • [CRASH] Fixed a crash that could occur while the player was sleeping.
  • [CRASH] Fixed a crash that could occur while the map is being generated.
  • [CRASH] Fixed a crash that could occur while using DX12.
  • Fixed an issue where Mission ‘Spirit Level: Survey’ could not be completed due to the 2x Portable Beacon’s required to be in the players inventory despite only having a single Utility slot available. Portable Beacons now are placeable in standard inventory slots.
  • Updated the “Stay Right There” talent to have a 100% chance for thrown knife critical hits to immobilise their target.
  • Updated imagery for SANDY BRIDGES: Extended Survey, CONCEALMENT: Recovery, UNEARTHED: Research, and AGRICULTURE: Hydroponics missions.
  • Fixed an issue where a repair hammer stamina could be spent without a valid repair hit.
  • Fixed an issue where the trailer button was overlapping the settings menu on the title screen.
  • Changed the names of all Repair Hammers to simply Hammer.
  • Fixed an issue where Hammers from the Workshop were not showing the building durability value correctly on hover.
  • Updated the mesh of the Steel Axe to improve visuals.
  • Fixed Stockpile Dropship leaving an invisible collision box behind.
  • Fixed Flashlight turning off when dropped.
  • Fixed issue that could occur that made audio not work after loading the title sequence.
  • Fixed an issue where the Electric Drill did not shutdown when Deep Mining Ore Deposit was depleted.
  • Updated the UI for locked mission items in the Workshop.
  • Fixed some cases of longer item names not fitting in popup container.
  • Fixed items of different durability stacking together (only stacks if durability is max).
  • Removed durability from Arrows & Bolts to avoid stacking issues.
  • Fixed missing insurance logic in offline mode.
  • Fixed prospect time switch over in offline mode.
  • Added support for shadow casting for some hit effects (such as Pickaxe deposit impacts) if Shadow Quality is set to Epic.

Icarus Update Week Seventeen | In-Game Timer

As a studio we all want to work on unique ideas, try new things, and experiment with the games we make. One of the consequences of this is not always getting it right. Over the past month we have been making adjustments to the game to correct the aspects we didn't quite get right. This week we correct what is perhaps one of the most contentious design decisions - a real world drop timer. Mostly the original decision was one of pragmatism, but we're in a place now we can add more nuance. Thank you for sticking with us, and helping us test and adjust this concept. We look forward to continuing this process in our future updates.
- Dean Hall, Gamerunner
Icarus’ mission timer system has changed

After a lot of deliberation and player feedback, we’ve removed the real-world mission timer in favor of a new, in-game mission timer. That isn’t the only big update this week though - we’ve also introduced tiered mission difficulties, more temperature balancing, new Workshop items and a new mission to boot.

(No, this isn’t an April Fools)



In-game Mission Timer


When we launched Icarus, a defining feature of the game was the real-world timer that counted down as soon as a prospect started, regardless if you were actively playing it or not.

While our intent was to provide a sense of realism and urgency, for many player the real-world time limit was too restrictive, too much pressure or an unpleasant surprise. Players who didn’t have the time to play throughout the week would often be punished and lose their characters and progress if life intervened.

After a lot of deliberation, we have swapped from Real-Time to In-Game time. The timer for the prospect will only count down while a player is on the prospect. If you are doing a prospect with one character, then return to character select and jump on a different character. The first character and prospect time will not progress unless you (or a friend) is actively playing on that prospect.

Icarus is still very much a time-based game. This change doesn’t remove that, but should make the challenge fairer. Players still need to judge how long they spend preparing before venturing out on a mission, or whether to pace themselves or race ahead.

Over the next few weeks we plan to review and shorten some mission lengths since you no longer need a week or more to complete small missions.

In Online mode, your prospect’s save game will be deleted after 90 days. We think this gives you more than enough time to complete even the most complex missions. Offline prospects and Outposts are stored on your local PC, so are permanent.

This is a pretty fundamental change to Icarus' game design. Our design philosophy is that games are ‘played, not made' and trying something new in the genre, learning from player feedback and adjusting course is what game development is all about.

Note: With this change, all existing prospects will have their timer ‘refreshed’ as we convert over to the new system, so you current live missions will get extra time.

Mission Difficulty Options




Mission Difficulty variations are finally here. We previously introduced insured drops, hardcore drop variants and different length missions, now we’re expanding the pool of available difficulties to Easy, Medium, Hard and Hardcore. Alongside this, you can add Insurance to all available variants.

[h3]So how will this work?[/h3]

Missions range in difficulty with the potential rewards scaling alongside them. Easier missions will reap lower payouts but provide a simpler experience while hardcore missions will provide lucrative opportunities but with extremely difficult challenges, including the most risky of them all, no respawning.

You always have the option, however, to purchase Insurance for any mission regardless of the difficulty. This will ensure if your timer runs out, your character will be safely returned to the space station. Insurance comes at a cost though: 33% of your total purse.

Some early missions will come with Insurance enforced, to introduce new players to the game before they venture out into the unknown.

For now, the mission timer will not be influenced by the difficulty level, but it is something we may look to do in the future. For now, Enemy Health, Enemy Melee Damage, Enemy Speed, Enemy Perception, Player Experience, Specific Creature Spawn Rates and Number of Respawns will all be factors influenced by the difficulty.

While we don’t have exact ‘recommended player levels’ for each difficulty, our suggestion is that Easy is for players who want to relax and explore Icarus, Medium is the base difficulty and Hard is for people who want a more challenging experience. Risk and Reward go hand-in-hand, so play however you wish.

Hardcore missions provide the most harrowing experience with zero respawns available. Your teammates can still revive you, but staying close to one another is more critical than ever as death does not come with the option of waking up in a cosy bedroll.

We’ll be actively monitoring how these new tiers are balanced. Your feedback is so helpful so keep your thoughts coming in via Feature Upvote and we’ll keep working towards a playing experience that suits every type of prospector there is.

Temperature Rebalance




For last week’s “Scorched and Frozen” update we made some pretty fundamental changes to the way your character interacts with various temperature sources. As with any big change to an established system, there were some unintended results we hadn’t accounted for or that weren’t clear to players. Thanks everyone who worked with us via Discord to investigate the issues and make suggestions.

As we said in the Week 17 update, our goal for these changes was to put the player more in charge of their character’s temperature and for those changes to have a much more tangible impact. The previous system had several limitations which called for a drastic change in the way we handle temperature.

What we didn’t quite account for was the level of 'source-stacking', which didn’t show up in our early testing. Icarus leans heavily into modifiers and stats and it can be quite easy for things to quickly get out of hand in these situations. A 2% change here, another 5% there, it all quickly adds up. For Week 18 we have re-balanced the new system to account for more “auxiliary” sources of temperature.

The other major piece of the puzzle was that we brought back the “safe zone” modifier from the previous system. You’ll notice now that your armor has resumed making changes to the red/blue areas on the temperature bar and we’ve also put in scaling and safety measures to help ensure the character can’t go beyond intended extremes. We found this played much nicer with the direct changes that other temperature sources had on the character and we welcome your feedback on these changes!

New Workshop Items




This update introduces the Larkwell Martinez brand to the Workshop. As long-standing player in the defense industry, they’ve become known for developing tools and weaponry that hits hard - but tough times and budget cuts means the quality and durability of their gear isn't quite what it once was.

You’ll find Larkwell versions of the following items available now: Axe, Pickaxe, Hammer, Sickle, Knife, and Spear. Keep an eye out for more Larkwell additions in the future including some high-tech experimental arrows.

New Mission "Preservation: Stockpile"




The mission this week is set in the canyons, though you'll be venturing all over while you hunt to fill the stockpile shopping list.

You'll have to get your drying racks out as a full dried meats order is being sent back up to the station. Rumor has it that one of the new Larkwell items can assist with the harvesting needed for the order.

Detailed Changelog
  • Added new Mission Difficulty System & UI to the Prospect Select Screen.
  • Added new Larkwell items: Axe, Pickaxe, Hammer, Sickle, Knife, Spear.
  • Added new mission: 'Canyon: Stockpile 2'.
  • Converted mission timer to be played time instead of real world time.
  • Updated Mission End Screen.
  • Fixed New Temperature System:
    • Frostnip - Heatstroke occurs after 5 minutes in cold at a 10% chance every 2 minutes thereafter.
    • While in Grace Period, Players are not longer effected by temperature afflictions.
    • Resistances now shift the safe zones.
    • Added new stats for direction temperature shift via modifiers (both internal & external).
    • Another Pass on Armor to adjust to new system.
    • Small adjustment to safe zone base definitions on the player.
    • External temp shown on UI now takes into account water/wet external sources.
  • [CRASH] Fixed crash that could occur when the player receives a new quest objective.
  • [CRASH] Fixed crash that could occur when terrain gets generated.
  • [CRASH] Added safety check to D3D12Texture as a temporary fix for the DirectX 12 crashes until we get a response from UDN.
  • [CRASH] Fixed crash that could occur when a player hits an object in a cave.
  • Fixed culling of the Ice Shader at a distance on the Frozen Mammoth asset.
  • Fixed grenade ballistic settings so that it doesn't launch upright.
  • Fixed memory dependencies caused by sprinkler system.
  • Fixed memory dependencies caused by light slot items.
  • Fixed concrete roof corner pieces having stone icons.
  • Improved Bacon icons, mesh, and fixed 4k textures.
  • Fixed memory dependencies caused by weapons.
  • Fixed Heat Bandage having same mesh as Basic Bandage.
  • Fixed the physical material of the stone arrow to be Wood and not Voxel Stone.
  • Fixed an issue with the player not being able to interact with items dropped in a dropship.
  • Fixed an issue where aggressive fish would not attack clients.
  • Fixed a bug where fish were attacking hosts but not clients.
  • Revised meshes/textures for metal ingot items.
  • Changed the prospect text from friends to steam friends only to make things clearer.
  • Added a button to watch the No Rescue video on the title screen.
  • Fixed an bug where audio wouldn’t play when some creatures were not visible.
  • Fixed an error where some subtitles didn’t match Sol's dialogue in the Waterfall Expedition mission.
  • Fixed the Portable Beacon icon unable to be seen by clients.
  • Added max retry count to prospect expiry request to backend.