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Icarus News

Bear AI Behaviour Hotfix

In our weekly update we included a lot of fixes and changes to the AI behaviours to provide a better animal experience, removing some edge cases. This inadvertently affected how you could sidestep bear attacks, popular tactic.

Hotfixes are disruptive due to downloads


We do apologize for doing the hotfix, as we know it is disruptive with how the downloads work and some users experience long times where Steam has to verify the entire game. Unfortunately we really do need to get this change out, as it is badly impacting some players.

Fixed: Bear-dodge broken


This hotfix restores the intended behavior of bears, while maintaining the changes to our AI behaviors.

We do apologize for the inconvenience for those whose gameplay was affected by very difficult bears, as this was not the intended behaviour. We had balanced the bears for the ability for you to sidestep - so it's disappearance caught us by surprise also.

A big thank you to our team who, when discovering the issue, worked over the weekend to fix the problem.

Coming Soon: Temperature Fixes


Additionally there have been some problems identified with the temperature rebalancing. The team worked hard to try and include some fixes for this hotfix - however it needs more testing before we are comfortable including it.

We're actively working on improving the new temperature changes and making them more readable for players. The goal of this change was, and still is, to make players care about what they're wearing, what they're consuming, and where they're located, but as you may have seen, we may have lent on some of those levers a little too hard! We'll be bringing you a more readable and forgiving temperature change in the next update, but in the mean time, pay close attention to the temperature bar in the bottom left of your screens and be mindful of what kind of changes different status effects are having on your character

These changes will be in this week's update, with some possible in the week following.

Icarus Update Week Sixteen | Scorched and Frozen

After another great week we’re bringing you our 16th content update, with a new mission that takes you into the scorching desert to face a new threat.

Now that foundation of the game is closer to were we wanted it to be at launch we can focus on bringing new content and design adjustments. One of the areas we are most excited to develop is aggressive (and later, alien) creatures that bring new challenges to players. With new challenges, we'll be providing a good basis to develop more purpose around tier 4 technologies (and beyond).
- Dean Hall, Gamerunner


Beware: Scorpions


Your newest foe on Icarus is the scorpion, a territorial creature who protects their lair viciously, with a poisonous barbed tail and sharp pincers that will challenge even the most prepared players.

Scorpions drop more unique consumables to craft with, along with new food consumables with their own buffs (using the expanded meat system introduced last week). The Concealment: Recovery mission will introduce you to these creative creatures, so be careful of your step.

Originally posted by author
This week we have added some slightly enlarged and morphed arachnids, it's a step towards some more interesting bespoke animal behavior and actions. The mission this week is a nod to how they might have accidentally ended up on the surface
- Shawn Elliott, Game Designer
Concealment: Recovery


Collect and Destroy the Results of a Failed Experiment

//OPERATOR: Sinotai // BIOME: Desert // BACKGROUND: Sinotai has been conducting a closely guarded experiment regarding potential exotic mutation that may be deemed unethical if made public. // MISSION: Locate biological containment units and then destroy the evidence. //TERMS: Flat fee. All safety and survival concerns are the responsibility of the Contractor.

A new mission, Concealment: Recovery will introduce scorpions to our prospectors, requiring you to recover a crashed bio container that has been inhabited by these arachnids. This new risk comes with a fairly balanced reward in return, so it’s up to you to decide whether the risk matches the potential spoils.



Temperature System


For the Scorched and Frozen update we set out to make a bunch of improvements to the temperature system which is now much more dynamic and responsive to choices the player makes.

The armor you wear and the items you consume will now have a direct impact on your internal body temperature, rather than just simply affecting your resistance to external temperatures. You may notice new things like getting out of water bodies will keep your character wet for a while, and general QOL improvements to temperature related consumables, including a new recipe to craft Ice Water on your character by simply combining Ice and your trusty Thermos.

To keep you on your toes we adjusted the temperature curves of the biomes and also brought the heat afflictions up to parity with the cold afflictions, by introducing Heat Exhaustion and Heat Stroke. Now, more than ever, the choices you make in these more extreme areas of Icarus can mean the difference between thriving or perishing.



User Interface updates


We’ve taken on board a bunch of Feature Upvote submissions and other suggestions to better explain how Icarus works for new players, but they’ll be useful for seasoned prospectors too.

We’ve made made it clearer whether the Solo Talent Tree is active or not (it is deactivated whenever you play in a group but you can still spend your points and interact with it), and added labels so that you know who owns each Dropship. We’ve better explained respawning, using beds as respawn points, recovering gear and death penalties, plus added a handy link to the most recent patch notes on the title screen.

These may be small improvements (and there are more to come) but they can really help new players, so we’d like to thank you for your feedback here.



Coming Soon: Changes to Drop Timers


Drop timers are an important mechanism for providing pressure to enhance the survival experience, but it's clear we need to make some changes to how these work. We've been investigating how we can make these changes to better support the game
- Dean Hall, Gamerunner

We have been working on changes to how drop timers work to better balance the game for all players. We need to have a real world time when we can delete the data from our servers, as it would progressively make the system unmanageable if we keep that data forever. However, we could store your data for quite some time and it doesn't need to be directly linked to the drop timer length. The change we are investigating is to separate these two needs out - having an overall real-time limit that is quite generous (say 90 days) after which drop progress may be deleted, and a separate in-game timer that still meets our design objectives and could varying per drop to add pressure.

In addition we are also investigating how to bring in "insurance" as a gameplay element, as there have been excellent suggestions from the community how to implement this in a fun and interesting way.

We don't have a fixed timeframe for both these additions yet, as they will require careful testing, but we will have more to either say or show for next weeks update.

Detailed Change Log:
  • Added new Mission ‘Concealment: Recovery’
  • Added new Scorpion Creature
  • Added new Heatstroke and Heat Exhaustion Modifiers
  • Temperature Changes Balance:
    • Modified Biome Temperature Curves
    • Modified how Temperature Resistances Work
    • Reworking & Rebalancing Player Cold/Heat Resistances
  • Added concept of Armor Insulation
  • Updated UI to reflect Temperature Changes
  • Rebalanced Resistance Values on Armor
  • Modified Speed at which the players internal temperature can change
  • Updated 'Warm and Cosy' Buff to reflect new resistance values
  • Wet Modifier now persists upon leaving water, last for 30 extra seconds as the player dries
  • Player can no longer become fully resistance to temperature or ever have a non safe region
  • Modified Player Starting Stats so the Temperature bar internal values are symmetrical
  • Added new Cooling Bandage to counter Heatstroke and Heat Exhaustion
  • Added Ice Water Thermos recipe (Crafted on Character) to give a much longer cooldown buff
  • Increased grown and harvested rewards of Coffee/Tea/Cocoa/Gorse and decreased recipe ingredient requirements for related drinks based on their scarcity in the world
  • Added the ability to equip Flashlights to the light slot
  • Added Patch notes link to Title Screen
  • Added information to the Dropship tooltip to show who it belongs to
  • Fixed bases in caves getting destroyed when the player leaves the area
  • Fixed radar scans not appearing on map for clients
  • Fixed several dialog subtitles
  • Fixed Caveworm Bow requiring Sandworm Scale to repair. Now requires Caveworm Scale
  • Fixed Sandworm Spear, Titanium Hammer and Platinum Hammer having incorrect repair items selected
  • Added new materials and textures to the Extractor
  • Improved smoke effects from mission containers to be more visible from further away, giving players a tactical advantage to scouting up high to find and complete objectives
  • Fixed a gap in the terrain in the Mission ‘Waterfall: Expedition’ in the Riverlands
  • Improved the texture on the Bedroll
  • Improved the rendering in the rocks surrounding the Exotic Deposits
  • Improved the floor collision in the cave used in Mission ‘Dry Run’
  • Fixed an issue where the Water pipe tool would be placed into the inventory rather than the hotbar when retrieving it from a supply crate
  • Improved Flashlight lighting visuals
  • Updated the Solo Talent Tree description to better describe the state its in
  • Updated the description on all Beds to better communicate their use and features
  • Updated the text for respawn options to be more specific
  • Crispy Bacon can now be cooked on the Pot Belly Stove
  • Fixed an issue where the Inaris Aruda Arrow did not line up with bows correctly
  • Fixed an issue where text would overlap on the mission timer when it is critically low
  • Changed the description for Spirit Level missions to reference the correct objectives
  • Made the Delete Prospect/Outpost button clearer
  • Tethered AI will now regenerate health when returning to their tether point
  • Fixed 'Warm and cozy' modifier becoming permanent after the player turns off the source

Edit (thanks Twist2021):
  • Hydroponic plots now only consume 15 water (instead of the 100 they were at).
  • Composite pastes have a new icon (they look like thermal paste now).
  • The "invisible walls" near the desert entrances of The Big Cave are gone.

Icarus Update Week Fifteen | The Hunt

This week brings improvements to hunting and animals and introduces a new group of consumables gathered from Caveworms, along with two new missions. These two missions, Unearthed: Research and Cryogenic: Research are available immediately, with Unearthed: Research unlocking the ability to harvest scales from Caveworms to turn into new bow, knife and spear Scale Weapons. There are also new consumables from existing animals, with ‘Giant Steaks’ and ‘Fatty T-Bones’ now dropping from hunted creatures.

Dive in, have a read, and then jump in game and get hunting.



Animal Harvesting


A range of new consumables from hunted prey add variety to the food pool, giving new buffs and balancing hunting with the improvements to farming from the past few updates. These meat groups are considered ‘rare’ and will have lower drop rates but a higher yield in return. From elephants and mammoths, you can now harvest ‘Giant Steaks.’ ‘Fatty T-Bones’ can drop from various bears and Game Meat drops from medium-sized prey such as deer and buffalo. There is also Soft Meat from baby deer and rabbits and Stringy Meat from predators such as wolves and jaguars. Also look out for new White Meat from boars, something we’ll be expanding to other species in the future. And don’t forget the Boar Bacon!

Alongside new animal drops, we’ve added systems for drying out meats to create consumables that give different buffs and benefits. Drying Racks will allow you to turn different cuts of meat into more options than what a campfire or furnace would provide. Check them all out when you hop in game.



Scale Weapons


An exciting new addition to the game are the harvestable scales from Caveworms, which introduce a whole new tier of weaponry. Scales will drop from slain Caveworms which can be used in crafting new weaponry, similar to how bone weaponry is created. However, to unlock these new weapons, players first have to complete the new Unearthed: Research mission which unlocks the ability to forge these weapons.

These weapons have the special benefit of causing the poison affliction on impact, helping you down tougher foes over long chases.

We decided to move away from generic prime meat and expand this into creature group specific meats, each with their own unique buff, to further expand the way players can prepare with their ideal foods before they set out exploring Icarus. - Jake, Vanguard Engineer




New Missions


This week brings two fresh missions to the game. One of these is the next step in an existing quest line, and the other introduces our newest tier of scale weaponry.

[h3]Unearthed: Research[/h3]

In this mission the UDA is increasing their planetary research using brand new technology. You will be required to fill and activate a sample analyzer in order to research new recipes derived from native resources on Icarus. You will be rewarded a copy of these new recipes for your troubles.

[h3]Cryogenic: Research[/h3]

In this mission Sinotai has launched a new investigation to gather information about potential exotic mutation in animals living on Icarus. You will be required to retrieve a sample from specific preserved creatures. Due to the nature of their preservation these specimens may prove difficult to access.



Detailed Change Log
  • Added Drying Rack. This is a new processing structure that allows you to turn rare meats into its dried variant for preservation.
  • Added new Meat Types to replace Prime Meat - Stringy Meat, White Meat, Fatty T-Bone, Giant Steak, Game Meat, Soft Meat. These have a chance of dropping from all animals.
  • Added Bacon, a new meat type that always drops from Boars.
  • Added new dried meats that offer brand new buffs, such as Dried White Meat which offers increased stamina, exposure resistance and reduced food consumption.
  • Added 2 New Missions - Unearthed: Research & Cryogenic: Research (+ a Hardcore Variant).
  • Added new Caveworm items (Knife, Arrow, Spear & Bow) that are unlocked by completing the Unearthed Mission.
  • Added new Poison Sack, dropped by Caveworms and used in some of the above recipes.
  • Added new AI Improvements, such as more dynamic target selection from aggressive AI, and neutral Buffalo now have a charge attack.
  • Caveworms now drop a Caveworm Remains Mesh when killed.
  • Fixed Rain Reservoir filling up while sheltered.
  • [CRASH] Fixed a crash that could occur when the weather was updating.
  • [CRASH] Fixed crash that could occur when the rain was filling up the Rain Reservoir.
  • Improved Concrete Mix crafting times. Was 25s dry / 20s wet. Now 10s dry / 5s wet.
  • Fixed some Concrete building pieces not giving refund on deconstruction.
  • Fixed some Exotic deposits spawn locations in INFLUX: Construction, DRY RUN: Expedition, SPIRIT LEVEL: Survey, UPLIFT: Bio-Research, AGRICULTURE: Hydroponics, SOLIDMETAL: Stockpile, RAMPUP: Stockpile, BIGSHOT: Stockpile, ADVANCEDORDER: Stockpile, DUSTUP: Extermination.
  • Removed incorrect slot information from Fridge description. Fixed weight being only 20g.
  • Fixed Pistols not being repairable.
  • Fixed issue where some foliage would be invisible after loading a new area.
  • Fixed cave entrance blocker in F11 not being fully accessible.
  • Removed in-world tooltip UI window effect which could appear distorted on some configurations.
  • Fixed an exploit where in the loadout menu more than 15 item could be stacked in the dropship cargo inventory.
  • Fixed multiple cases where subtitled dialog did not match the audio.
  • Fixed some cases where overflow bags could spawn under terrain/in other objects.
  • Fixed various map issues, such as some incorrect cave voxel placement and floating trees in desert.
  • Added one more cave to the south-east corner of the map.
  • Fixed number of survey locations from three to two in the descriptions for Spirit Level Standard and Hardcore missions.
  • Fixed some cases where the Exotics that were placed in the Dropship did not appear in the station upon completion.
  • Fixed an issue where the camera position when interacting with the Generator was incorrect.
  • Fixed an issue where some rock and foliage collisions weren’t working correctly.
  • Fixed an issue where windows and doors were using the incorrect sound for their position.
  • Added limits to how many trees can be falling over during a storm at one time to address performance implications.
  • Fixed an issue where some buildings were not reloading when built above caves.
  • Fixed an issue where deployables would sometimes disappear until reload.
  • Fixed an issue where swimming animations could be distorted based on what was equipped.
  • Fixed an issue where the previous radar scan was not visible upon re-joining a prospect.
  • Fixed an issue where valid fuel could be deleted from a devices inventory if an invalid fuel was present in the fuel slot such as Sulfur.
  • Added unique audio for falling burnt trees.
  • Fixed an issue where the level cap of 50 wasn’t being reflected in Steam Rich Presence.
  • Fixed not being able to refund a talent point if you tried to refund one of multiple unlocked pre-requisites.
  • Fixed Caveworm not taking Critical hit damage.
  • Fixed Extractor drilling animation not looping correctly.
  • Removed hidden mesh from Arctic Exotic Deposits causing bad collision.
  • Made Water Pump automatically turn on when connected to active power network.
  • Fixed the issue where players could not manually water crops.

Icarus Update Week 14 | Waterworks

This week's update adds an array of new technology and improvements to one of our core features, farming. The core principle of farming has been to provide a steady, self-sustaining food source for the harsher climates and to alleviate the time often invested into hunting. As we’ve fleshed this out, we’ve grown the scope for what it can become and this week we’re adding new technology such as water piping, which will allow for more automated solutions for watering crops along with other applications like sprinkler systems to protect your structures from fire. You’ll also see the addition of fertilizer and changes to the decaying mechanic for crops. To wrap up these changes for you, there is a new farming mission which incorporates all of these new features in its objectives.



[h2]Water Piping Improvements[/h2]

Water Piping takes farming from a strictly manual process to one with automation capabilities. With this come three tiers of crop plots: the standard wood, iron and hydroponic. Iron and Hydroponic plots add the option of water connections, providing improved growth rates for better efficiency in the late-game and on more daring missions. In addition to water inputs, the Hydroponics plot also takes power inputs to emulate the greenhouse buff, making it a powerful all-in-one unit. We’ve expanded the crop plot UI for this update so check it out for information on the plot’s connection status and modifier states to ensure the plot is setup to reap the full benefits.

Water Piping also offers other applications, one of the most helpful being to install sprinkler systems inside buildings for surprise fires caused by lightning or a careless prospector. We’re looking to add more applications for them in the future too, but this will give you a taste of how we plan to incorporate more automated, industrial features into Icarus' gameplay.

Originally posted by author
Farming is a great way for Prospectors to ensure long-term survivability and accessibility to resources which may otherwise be out of reach on any given mission. There is a fairly steep investment in order to maximize a farm's output, as it can involve things like water and power networks, green house buildings, fertilizer production and more, but there are also entry-level farming setups for the budding (pun intended) farmer. - Adam, Lead Game Designer




[h2]Farming Talent Improvements[/h2]

Alongside our new deployables and tiered crop plot system, we’ve added a range of new farming talents that incorporate these new systems - ideal for players who want to specialize in being the provider for their team. You can see the full list of new and updated talents in the detailed changelog below.




[h2]Farming Mission: Agriculture: Hydroponics[/h2]

This week's update comes with a new mission that introduces all these new features. Mission ‘Agriculture: Hydroponics’ requires you to set up an agricultural hub on the surface and grow a range of crops to be taken back up to the scientists onboard the HUB to test for any chemical differences to earth-grown variants. This will require a structured greenhouse setup with a proper water network, power supply and fertilizer.

[h2]Detailed Change Log:[/h2]

Version: 1.1.5.92602
  • Added several new talents and changed an existing one based around farming:
    • All-Nighter - Crafted crops in crop plots grow faster at night
    • Neat and Tidy - Crafted Crop Plots use less fertilizer
    • Shoot the Breeze - Grants the recipe to make gunpowder from the fertilizer on the Mortar and Pestle
    • Get off my Lawn- Grants the recipe to make the Rusty Shotgun on the Machining Bench
    • Speed-Gro - Crafted Crop Plots grow crops faster
    • Bumper Crop - Crafted Crop Plots yield more crops
    • Sturdy Stalks - Crafted Crops Plots crops spoil slower when harvested
    • Gathering Guru - Increased yield from harvesting by hand
    • Get Up and Go - Increase to base stamina
    • The Old One-Two - Increased melee damage
  • Fixed issue causing data corruption that could result in unexpected loss of items, talents or prospect data in offline mode.
  • Updated 'Fresh is Best' Talent - Grown Crops in Crafted Crop Plots do not Wither away after they have finished growing
  • Adding crafting speed modifiers to cement mixer, composters and kitchen bench when connected to water network.
  • Added sprinkler to the game, which provides passive fire protection when connected to a water source.
  • Added new UI for water connections & crop plots.
  • Added new hydroponic crop plot which uses water connections to increase growth speed.
  • Added new metal crop plot which has a higher durability than the standard plot and can be connected to water.
  • Added new wood composter which creates fertilizer from spoiled plants, and speeds up the spoiling of organic items placed in it.
  • Added new fertilizer assets and mechanic. Fertilizers can be crafted in the composter or chemistry bench and applied to crop plots to increase yield and growth speed.
  • Added new watered crop modifier.
  • Added new crop yield stat which increases the quantity of crops from farming.
  • Added spoiled item variants for all fruit and vegetable types.
  • Expanded greenhouse detection to require multiple glass building pieces to be in range.
  • Added growth stages and dead stage for Lily crops.
  • Increased by 100% the amount of time it takes before crops spoil and can no longer be harvested.
  • Updated the crop visuals for Corn, Lily, Berry Bush, Squash, Watermelon, Pumpkin, Cocoa, Coffee, Green Tea and Wild Tea.
  • Increased waterskin consumption from 15 units to 500 units when watering crops.
  • Adding new Stat for grown crops which differentiate them from harvested crops.
  • Added new farming crop plot UI to display modifiers and connection states on deployables including in-world tooltips.
  • Added new Farming: Stockpile Mission.
  • Added the ability to be able to connect a water connection to Cement Mixer, Kitchen Bench, Biofuel Composter & Electric Composter (not the Wooden Composter)
  • Added a new 'Wither' Stage to crops, where they are available for players to access, but if the players leave the crop in the planter, after a period of time they will wither and die, and turn into spoiled plants.
  • Added Ranks to talents in the Cooking/Farming & Firearms Tree.
  • Changed Empty Plot key to be hold X instead of hold F (volatile action)
  • Added consumable setup and tags for Beans so that they can be put in the Icebox and consumed like other vegetables.
  • Fixed crash that could occur when completing quest objectives.
  • Fixed crash that could occur when a player joined the game.
  • Fixed crash that could occur when travelling around the map and loading in new areas with a large quantity of mineable rocks/minerals.
  • Fixed crash that could occur when unloading areas/objects as players travel around the map.
  • Fixed crash that could occur when loading a game with a large amount of cable/pipe networks.
  • Fixed crash when attempting to apply ‘aura' buffs to objects around the player.
  • Fixed crash with operations locating items for quest and crafting.
  • Improved client side spline placement (for cables and pipes).
  • Fixed mission objective text not wrapping on Mission Briefing causing the window to stretch.
  • Fixed incorrectly calculated time it takes to craft Concrete.
  • Fixed case where incorrect stack sizes were being shown in the player’s inventory.
  • Fixed issue where the player could not sell exotics for currency in offline mode.
  • Fixed dropship inventory on planet still being 5 slots, now correctly 15 slots to match the Station.
  • Fixed instances of deployable UI not updating when looking between multiple UI’s fast.
  • Updated description and flavor text for Composter, Water Pump, Crop Plots, Spline Tools, Solar Panel and Deep Drills.
  • Increased Platinum and Titanium spear thrown projectile damage.
  • Disabled chance to mine voxel instantly on cave entrances (Lucky Strike talent).
  • Added ability to manually water crops with all containers that hold water by right-clicking the crop with a container in-hand.
  • Fixed issue where Shotgun sights were not correctly aligned.
  • Added more caves to the lower right arctic area of Olympus.
  • Fixed several instances where voxels were spawning above the ground.
  • Fixed issue where workshop items could fail to craft but still cost resources.
  • Added Fahrenheit option to temperature display.
  • Improved tree felling sounds of burnt trees.
  • Fixed issue where the sort inventory button was not always working correctly.
  • Fixed issue where multiplayer clients were not being able to climb ladders reliably.
  • Fixed several issues with the map, eg: holes in terrain, incorrectly placed objects & mountain collision.
  • Improved system that handles fire audio effects.
  • Fixed issue where the Elephant Boss in ‘Seven Pillars: Scan' mission was not always aggressive after the player goes out of range.
  • Updated the audio for the wood rag torch when placed in the light slot.
  • Fixed crosshair of the bow not using the crosshair visible setting.
  • Fixed a bug where swapping from the bow while playing the reload animation caused the arrow to disappear.
  • Fixed a bug where player swim stroke sounds were sometimes not playing correctly.
  • Fixed a bug where happy music would still be playing when your building is on fire.
  • Fixed a bug where the middle of a dropship could disappear when viewed from a certain angle.
  • Improved the sound when the player levels up.
  • Improved the layout of the solo talent tree.
  • Fixed an issue with the dropship appearance in the ‘Voyager’ mission.
  • Improved the audio of the metal pickaxe.
  • Fixed an issue where resolution changes in windowed mode would not revert after denying them in the confirmation window.
  • Fixed issue where prospect mission art would not match the mission correctly.
  • Improved visibility of map icons on the ‘Ice Storm: Expedition’ mission due to icons having similar colors to the map background.
  • Fixed an issue where wolves made no sound while swimming.
  • Fixed an issue where player marker colors were not displayed correctly for hosts.
  • Fixed issue where several items had the incorrect weight.
  • Fixed issue where clients changing ammo types would transfer the unloaded ammo to the hosts inventory.
  • Fixed issue that would cause crafted Knives, Axes, Spears to disappear when crafting due to unintended interaction with the Crafty Fletcher talent.
  • Fixed refined wood half pitch recipe incorrectly only creating refined walls.
  • Fixed a typo in a talent respec prompt.

Icarus Three Month Anniversary

[previewyoutube][/previewyoutube]

Here at RocketWerkz, we’re celebrating the three month anniversary of Icarus. We’ve been blown away by the reception, watching you build masterpieces, burn them down, explore the wilderness and risk it all on missions.

We had some teething issues to get through at launch and since then bug fixes, stability and optimization have been constant priorities for our weekly updates.

Since December we've been on the fast track to give you updates every week, so far totaling 12 updates and 11 hotfix patches over the last 3 months. Here’s a summary of the missions, content, tools, blueprints and gear in Icarus today.



We’ve also added and significant new systems and features to the game.

  • Character Respec. A hotly requested feature added this week, you can now retrain and improve your characters by spending Ren. And you can sell exotics to get more Ren.
  • Talents Rebalancing. We increased the level cap to 50, allowing players to unlock more Talent Points and gain enough Blueprint Points to unlock the entire Tech Tree. We rebalanced solo play and the Solo Talent tree is now separate.
  • New Missions. While we started with 35 missions, we now have over 60. They include a variety of survey missions, hunting missions, mining missions with many more to come.
  • Insured Drops and Hardcore Drops. Icarus' real-world time limit can be a daunting and harsh surprise the first time it happens to you. So we added Insured missions where your character is always rescued if you run out of time, and optional Hardcore missions where only other player can revive you on planet.
  • Farming. Planter boxes, sprinklers and greenhouses create a sustainable, long-term supply of food and resources for longer missions even in the toughest environments.
  • Backpacks, Light Slots and Inventory Sorting. We’ve made many quality of life improvements from backpacks with more storage, to a light slots so you can mine in the dark, to inventory sorting and stack splitting.


The Icarus Player Community


Our player community has spent millions of hours on Icarus. See some of your favorite highlights at the top of the page.

We see Icarus as an ever-evolving title, refining the game based on how the community are playing the game.

The direction we go in is often heavily inspired by what the community share with us. Whether it's screenshots of incredible bases encouraging us to expand our deployables and buildables, or balance complaints about recipes and resources, or new ideas for missions, we are listening and taking your feedback on board.

Make sure you put your most desired feedback in Feature Upvote and come chat with us in Discord.

We're excited about all of the things we still want to add to Icarus and to continue on this journey with you.



Thank you


The last thing we need to do, is express our gratitude to key members of our wider family.

Firstly, our content creators. All of you from hobby streamers, to video makers right through to career chasers, you’ve all been integral to getting Icarus spread far and wide, and given us many of our favorite moments as a team. We thank you for choosing us to showcase, and we hope you’ll enjoy what we bring you next.

Secondly, a massive thank you to our selfless, loyal and dedicated moderators across Discord and Reddit. The strength of our communities is built on these individuals who tirelessly work to create the fun and safe environments. While they’re active participants with you in the communities, the work they do behind the scenes is incredible and the countless times they’ve stepped in at the drop of a hat can’t go without acknowledgement. Next time you see them online, make sure you show them some love as they truly are one of a kind and we would be lost without them.

And lastly, a big thank you to you. Thank you for being fans, critics, supporters, creators, friends and gamers. Your feedback, ideas, solutions and critique has allowed us to shape the game, develop our direction and fuel our passion. The countless hours invested have meant the world to us, and we’re still blown away by what you’ve been able to create and achieve. We’re dedicated to making the next three months even better than the last, and we look forward to continuing to put you, the players, first.

- Dean Hall, Game Runner

Want to support our development further?


https://store.steampowered.com/app/1648531/Icarus_Supporters_Edition/