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The free Styx DLC for survival game Icarus doubles the size of the map




Survival game Icarus recently released Styx, a new DLC pack free to players. It contains a hefty new chunk of map measuring 8x8km, effectively doubling the size of the survival game's playable area, and adding new creatures to battle and new missions to complete...
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Icarus Update Week Twenty-Seven | Scorpion World Boss

Week Twenty-Seven introduces the newest World Boss to Icarus, the giant Scorpion. This new challenge will prove dangerous and is no longer limited to the desert biome - but if you can take it down your reward may be the distinctive Scorpion Armor with its strong stats and unique damage-dealing perks.

Jump into our new mission HUSK: Extermination to take down two of these apex predators and gather the valuable Carapace you need to craft your new armor sets. Happy hunting, Prospectors.



Scorpion World Boss


The Scorpion World Boss is the second world boss to roam Icarus, and will provide a frightening challenge when encountered in the wild. Larger, stronger and with a strengthened hide and a fatal stinger, engaging with this new threat is not advised, and any attempt should be executed with extreme caution.

The World Boss variant of the Scorpion is not restricted to the desert biome like its smaller counterparts and can be found in more foreign territory, requiring you to be on alert at all times.



Originally posted by author
This week we're unleashing the Scorpion world boss onto Styx missions, along with a mission to hunt a couple of them to discover the Scorpion Armor recipes! The armor is a great combat armor that even has a chance for your assailants to hurt themselves when attacking you, but take care, as the armor set might also draw some unwanted attention! - Shawn, Game Designer




Scorpion Armor Set


The reward for slaying this foe is the chance to craft the Scorpion Armor set.

Scorpion Armor comes with bonuses to Projectile and Physical Damage Resistance plus some unique perks. Any foe who engages in hand-to-hand combat will take damage from its sharp exterior, although the design is less camouflaged against the landscape so may make you a target for nearby predators.

To craft the Armor you need the unique ‘Carapace’ materials which can only be gathered by engaging with the larger variant of the arachnid and break away from its hide as you deal damage.

A full set of armor is available to craft with this week’s update.



New Scorpion Mission


To introduce the new Scorpion World Boss to Icarus, you have been tasked with a mission to eliminate a pair of the apex predators from the Styx territories. Your briefing is as follows:

HUSK: Extermination

// OPERATOR: Lagos Unit

//BIOME: All

// BACKGROUND: Icarus's native scorpion is an enduring threat to operations in all regions. However, it may have value as a resource for new recipes in development.

// MISSION: Track the creature to its origin, and destroy it. Contribute to research on its materials before returning to orbit.

// TERMS: Risk assessment for this contract is judged as extreme. Experienced Contractors only.



Detailed Change Log:
Version: 1.2.2.97363
  • Added Scorpion World Boss.
  • Added Scorpion World Boss Armor.
  • Adding new Item Prototype Creature Tracker
  • Adding new Aura for Providing a modifier that reveals the boss creatures on the map
  • Adding Stats for % Chance to Return Melee Physical Damage
  • Adding Stat for % of Melee Physical Damaged Returned
  • Adding new Stats to Scorpion Armor
  • Adding new Damage type Returned
  • Updates to water immersion parameter. Slowed created LCL version and adjusted seek speed to be slightly slower. Added to other layers of croc since its in the water a lot.
  • Improved the machete skinning effectiveness and allowed it to reap plants.
  • Sand mesh blended into ground in N13, Floating Rock moved in K6 Bug fixes on Green/Yellow Quad, Styx
  • Removed the leaf layer on the wood stack asset.
  • Edited desert cliff sticking out of impassable, Red Quad, Styx
  • Reduced crafted knives durability and tweaked talents to help mitigate this.
  • Tweaked talent tree positions for better readability and aesthetics.
  • Ammo count displayed on UI is now cached, improving performance
  • Update AssetInfo tool to scan complex-collision-as-simple meshes to verify their setups for performance implications.
  • Update several meshes which had less than ideal setups to improve performance and quality. Many meshes needed additional 1 or 2 LODs for visual and collision reasons.
  • Player Character names have been added to mission objectives in RENDEZVOUS: Delivery
  • Adding navigation blocker to the delivery container so that the Mammoth Boss will no longer get stuck on RENDEZVOUS: Delivery
  • Fixed issue where pickup sounds wouldn’t play when players picked up a creature or fish corpse.
  • Fixed missing textures on Destructible Meshes for Horizontal and Diagonal Stone Beams.
  • Fixed animal bone Niagara particle not playing when fully harvesting carcass skeleton.
  • Removed spark and glow on hit particle from impacts with bone type physical surface
  • Player gravestones now have a static overflow bag placed in the exact position they died. This gives anyone else a secondary interact/revive location in the case of a ragdolled body clipping through the world or becoming unreachable
  • Fixed minor bug in talent tree allowing you to unlock certain talents without the visual requirements.
  • Updated descriptions on Steel Bloom, Anvil Bench and Fireplace to better communicate Steel smelting requirements.
  • Fixed a case where the craft/queue button on backpack crafting screen would not become enabled after adjusting amount being crafted to a valid amount
  • Several cave fixes on Olympus - Cave entrance missing in yellow quad O12. Improved the cave entrance in red quad F1/F2. Removed white bush from yellow quad. Removed floating voxel in cave in yellow quad.
  • Fixed bug on client where arrows attached to an NPC that just died could become re-attached strangely or float in the air.
  • Fixing issue where the aura modules where not correctly adding the buffs to nearby players
  • Fixed not being able to scroll between focused hotbar slots on inventory and crafting screens
  • Fixed issue where SandWorm wouldnt spit at target if there was an NPC within melee range. Possibly fixed issue where SandWorm would go dormant while player was nearby
  • Beacons can now be deployed using the right click context menu.
  • Fixed bolt action rifle using wrong shoot animations for 3RD person
  • The post-AI-death life span of actors spawned via BP_ManualAISpawnerBasic is now 15s instead of 3s. This fixes issue where caveworms could be destroyed before they finish their death animations
  • Fixed animation bug where pistol hammer would return to fired postion after reloading
  • Fixed cases where ore drills would not restart correctly after loading game or could enter states where they could not be re-activated. NOTE: Bio-drills will turn off automatically the first time you load game after this patch, on subsequent loads they should preserve their running state.
  • Fixed case where electric drills could continue to run without power.
  • Fixed drills not mining at correct speed for the deposit they are placed on after loading game.
  • Removed dynamic snow from ore materials used in VFX Fixed snow particle issues on voxels
  • Fixed Kea spawning inside of buildings
  • Fixed regression with latest update to client/server projectile attachment replication breaking ability to auto-pickup attached arrows when picking up a carcass. Also fixes arrows not being automatically added to loot inventory when skinning carcass
  • Spoiled Plants and Spoiled Meat can now be placed in the Icebox and Fridge, this means if food spoils while in the fridge or icebox the spoiled meat / plants item created is not lost.
  • Added a fullstop to the Steel Pickaxe description.
  • Adding cave worm egg nest audio. Gloopy sounds and close up heart beat. Added egg opening audio and creature die when destroyed. Small adjustments to the sack opening sound for the egg nest. Also added zebra carcass to the correct data table entry for audio so it plays the pick up sound.
  • Dont use Meta axe icon as default icon and genercize mission unlock text for Workshop item nodes
  • Disabled the PawnSwarm attached to BPQ_STYX_C_Expedition_Drill_Cave_2, this fixes the issue where caveworms were spawning underneath the map when drilling at the second drill spot (inside the cave). Possible fix for audio cue triggering too early during this mission step also
  • Adding small delay to dialogue table for positive and negative one shot lines so that in missions they dont happen the instant the player achieves the goal. Particularly noticeable in Gossamer research
  • Adding audio for the Kea stealing food off the campfire. Also added Kea idle silly move flap side to side audio
  • Impassable mountains not actually changed, but setups slightly modified (lod-as-collision specified value) to suit the tooling as some data cannot be accessed (override collision geo)
  • Implement new model and updated flavor text for Wood Hedgehog. Updated hitbox for Scorpion Hedgehog to more reliably hit creatures.
  • Update meshes for Copper, Gold, Aluminium, Titanium and Steel ingots
  • Update mesh for Ice and fix physical material being set to wood.
  • Fix Glass item mesh having 4 LODs when LOD0 is 200 triangles. Fix materials having no physical materials assigned
  • Optimize Wildboar textures down to 2k.
  • Implementing Damage Returned Stats
  • SandWorm no longer drops scales for instances of fire and poison damage, damage must have originated from physical attack (projectile or melee)
  • Adding extra information to tooltips which describe modifiers and afflictions
  • Quick Pass on Item Stats UI Element to include better buff / debuff visualisation so players can have a better understanding of whats buffs / debuffs do
  • Sand Worm and Scorpion Boss now give the player much more experience when killed (1000->5000)

Icarus Week Twenty-Six Update | Bugs & Performance #1

Last week we dropped the biggest content update to Icarus yet with the Styx Map & Missions Pack DLC. This week’s update brings a large batch of bug fixes, performance improvements and gameplay balances.

We’re also unlocking the final two promised Styx missions and introducing the Larkwell Bow and arrow varieties to the Orbital Workshop for the hunters among you.
Originally posted by author
Performance and bugfixing has been a priority since we began the beta, but with a more solid foundation we now have the ability to make some of our weekly updates focused directly on improving both the stability of the game, and how it runs. This will be the first of what will be many updates focused on general performance and bugfixes. Note optimization takes time and requires a great deal of caution and testing; improvements come gradually over time.

Please ensure you check you are running the latest graphics card drivers!. We have worked directly with video card manufacturers and they have made changes to their graphics drivers directly to improve performance. It's vital you keep these up to date.
- Dean Hall, Gamerunner


2 New Missions


This week we’ve unlocked the RENDEZVOUS: Delivery and BALLISTIC: Extermination missions to complete the sixteen mission pack that comes with the new Styx map. Your briefings are as follows:

RENDEZVOUS: Delivery

// OPERATOR: Uniao

// BIOME: Alpine Valley

// BACKGROUND: The operator requires a very delicate biosample from the surface.

// MISSION: Retrieve the required sample and ensure its safe return to orbit. Note that the sample will be highly sensitive to temperature.

// TERMS: Flat fee. No acknowledgement will be given for damaged or unusable samples.


BALLISTIC: Extermination

// OPERATOR: Sinotai

// BIOME: The Oasis

// BACKGROUND: Sinotai has been made aware of an increase in hostile wildlife within their granted research plot.

// MISSION: Dispatch any hostile wildlife in the region to guarantee the safety of the operator's team.

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



Larkwell Bow + Arrows


This update adds several new items from Larkwell Martinez to the Orbital Workshop, including the long awaited High-Performance Compound Bow. Providing a deadly silent option for the elusive prospector, this bow comes with a range of arrow options, allowing you to personalize it even further.
  • Ballistic Arrow - A small yet devastating explosive charge which detonates on impact. Handle with care.
  • Tazer Arrow - Somewhat clunky to use due to its weight, the Tazer arrow will briefly slow creatures.
  • Bleed Arrow - Equipped with serrated edging to maximize damage, this arrow will cause on-going damage after the first hit lands.
  • Standard Arrow - Not your typical run-of-the-mill arrow head, this precision crafted arrow flies fast, true and hits like a train.

In addition to the new arrows we also performed a balance pass of the existing workshop bows giving them a much needed damage increase.

Bows have been highly requested for some time, so this release will quench that thirst while providing new strategies for tackling the toughest foe. Happy hunting, prospectors.



Bug Fixes


We are humbled by the amazing response we’ve had to Styx, and in this week's update we’ve included numerous numerous patches and fixes that focus on performance, player experience, memory optimization and balancing. These improve both the core Icarus game and the Styx missions even further.

Read a detailed breakdown in the Detailed Change Log below, but here are some highlights:
  • HALCYON: Extermination Mission, tweaked the Cub spawn rate to scale with connected players and prospect difficulty, is now slightly easier as a single player and ramps up with more connected players, added entry for Polar Bear Boss in AI_Growth so we can control the scaling apart from the base Polar bear, added in scaling for Den mother spawn to ramp up level with connected players
  • RICOCHET Expedition: Fixed the Difficulty scaling pointing to the wrong difficulty setup in the Prospect system, second stage of worms now correctly scales with selected difficulty and connected players
  • Implement Jaguar, Snow Leopard and Kea skinning bench options
  • Added scorpion to skinning bench.
  • Reducing Performance cost of Dropships and buildings as they where performing expensive operations when they did not need to.
  • Polished landscape at cave entrance, fixed river spline and fish volume, edited floating landscape and voxels around and added cliffs in desert area to correct collision issue, Yellow quad, Styx




Detailed Patch Notes:
  • Added BALLISTIC: EXTERMINATION - Dispatch any hostile wildlife in the region to guarantee the safety of the operator's team.
  • Added RENDEVOUS: DELIVERY - Retrieve the required sample and ensure its safe return to orbit. Note that the sample will be highly sensitive to temperature.
  • Added Steel Arrows. Implementing Steel Arrow recipe.
  • Add Larkwell Bow and Arrows to Meta Workshop
Balance/Passes/Revisions:
  • Existing workshop bows have been provided with a damage increase (+75% Projectile Damage)
  • Watermelon now gives twice as much water. Reduced oxygen consumption buff to reduced water consumption instead. Fixed description text and name.
  • Updated meshes used for Archers, Gatherers and Survival backpacks. Update collision and LODs
  • Metal Ingots visual redesign - polish pass on textures to give each ingot type a more distinctive look.
  • Moved oxygen bladder to be closer to Oxite Dissolver in T2 talent tree.
  • Update Iron and Steel Pickaxe descriptions to better communicate access to higher tiers of ore.
  • Pass on the Crocodile and Komodo Physics assets to bring them closer to our other animal ragdolls.
  • Health regen granted to anchored NPCs retreating can now be controlled via a stat. Can now choose whether or not an AI spawned via a BP_ManualAISpawnPoint receives regeneration while retreating, enabled by default, turned this off for some minor enemies in OLY_Omni_Research_2 mission. Anchored NPCs can now teleport directly to their anchor target if they've been blocked for too long, this behaviour is enabled by default for NPCs spawned via BP_ManualAISpawnPoints. Added ability for GOAPAction Blueprints to override the stats granted to the NPC during execution of Action. (Low level NPCs with anchor points are not longer guaranteed health regen when retreating. NPCs with anchor points can now teleport to target if stuck).
  • Halved attack range of polar bear cubs (6m->3m).
  • Increase base weapon damage multiplier on Shengong Bows from 1.0 to 1.75x and Larkwell bow from 1.0x to 2.25x to better compare against their base Recurve and Compound Bow equivalents.
Fixes:
  • HALCYON: Extermination Mission, tweaked the Cub spawn rate to scale with connected players and prospect difficulty, is now slightly easier as a single player and ramps up with more connected players, added entry for Polar Bear Boss in AI_Growth so we can control the scaling apart from the base Polar bear, added in scaling for Den mother spawn to ramp up level with connected players.
  • RICOCHET Expedition: Fixed the Difficulty scaling pointing to the wrong difficulty setup in the Prospect system, second stage of worms now correctly scales with selected difficulty and connected players.
  • Fixed visual issue with workshop unlock requirements for Envirosuit variant ‘XIGO ‘Hark’ S5 Envirosuit’.
  • Fixed scale (size) for 'Poison Paste' mesh as it was way too big.
  • Fixed Concrete Furnace crafting time being too quick.
  • Fixed tooltip in Superfoods to “raw food provides more sustenance”.
  • Fixed double stacked voxels in transition cave on Styx H5.
  • Fixed issue where any projectiles attached to cave worms on death were disappearing. They are now placed inside a loot bag. Any projectiles attached to cave worm on death are now removed and placed inside loot bag.
  • Fixed AI carcass not filling with correct amount of attached projectiles when skinned.
  • Fixed AI sometimes having attached arrows disappear when its ragdoll froze.
  • Fixed issue where trying to customize the cosmetics of an offline character would leave the character headless. Fixed issue where any changes made to an offline characters cosmetics after creation wouldn't be saved.
  • Fixed Thatch Roof buildables not being upgradeable due to not being defined in the BuildingVariationsStructure struct.
  • IcarusPlayerCharacter now uses CapsuleComponent bounds instead of actor bounds when calculating nearby temperature effect. This fixes the bug where getting a critical shot with a ballistic (explosive) arrow would heat the player up from a distance.
  • Fixed World Bosses not being visible on map for clients with relevant tracker module or trait. Updated description of stat granted by World Boss tracker module.
  • Fixed issue where multiple nearby campfires/fireplaces would not grant the Warm and Cozy buff, blocking players from sleeping.
  • Fixing crocodiles spawning in the incorrect location during Ballistic: Extermination due to an outdated spawn config.
  • Fixed highlight/interaction prompts being visible while unconscious. Fixed animals unintentionally highlighting briefly when looking at them.
  • Fixed Concrete Furnace interaction camera clipping through the roof.
  • Fixed swimming up and down using jump and crouch keybindings.
  • Fixed various instances of ApplyRadialDamageWithFalloff not using the correct node, and therefore not dealing AOE damage: this includes Sandworm, Sandworm WorldBoss, Smoke grenades, and others. CaveWorms and TeenageCaveWorms were left un-touched as to not affect the balance of missions using them.
  • Fixed Printed Campfire Destructible mesh materials.
  • Fixed spelling of Teeming in Styx description.
  • Fixed issue where the player facing name for STYX was incorrectly names STYX PREVIEW.
  • Fixed CaveWorms spawning very large for server during RICOCHET: Expedition mission on STYX.
Additions:
  • Added Jaguar, Snow Leopard, Scorpion and Kea skinning bench options
  • Adding in delay so Sol doesn't talk the very second bosses are defeated
  • Applying water immersion eq to all creature death vocalizations so they filter when they fall under the water. Added preset for immersion
  • Added Slow and Immobilize resistance stats to all aggressive creatures, based on their size/difficulty/strength. Ranges are from 10% to 50% and up to 100% for Boss creatures
Performance
  • Fixing Performance of Deep Vein Ore Deposits as they are where doing many operations that they did not need to be doing
  • Reducing Performance cost of Dropships and buildings as they where performing expensive operations when they did not need to.
  • Optimizing Fish so they are no longer use expensive ticks or replication
  • Memory dependency improvements which will help to reduce the amount of data required to be stored in memory while various elements of the game is running.
  • Ammo count displayed on UI is now cached instead of being recalculated per frame, improving performance
  • Improving Performance of Widgets that were Tracking and displaying Survival Variables (Oxygen, Water, Food, Temperature, Shelter) by preventing them from triggering updates in situations when they are not visible or not relevant to the current contextual situation.
  • Removing various legacy debugging popups for UI elements which were triggering very expensive updates.
  • Removing unnecessary replication of many elements (WaterBodies, HuntingClues, Rockets, RocketParts and Seats) and preventing smooth sync movement which was not needed
Map changes:
  • Polished landscape at cave entrance, fixed river spline and fish volume, edited floating landscape and voxels around and added cliffs in desert area to correct collision issue, Yellow quad, Styx
  • Bug Fixes, Waterfall fixes, Blending mesh into the landscape, Moving floating voxels Cave Fixes on Green Quad, Styx
  • Fixed Riverbank Seams, Fixed Floating Cliffs and Fixed Ores Spawning Mid Air, Blue Quad, Styx
  • General Cliff And Riverbank Fixes And A Decal Pass On The Riverbanks, Blue Quad, Styx
  • Edited voxels and resources in transition cave, polished decals and foliage, Red quad, Styx
  • Decal Pass On Riverbanks and Foliage Cleanup, Blue Quad, Styx


Icarus Week Twenty Five Update | FREE Styx Map & Missions Pack DLC



Styx is a FREE DLC for our fans featuring a new 64 km2 map, 14 new missions and new creatures

Thank you for supporting Icarus through our first six months since launch! As a thank you to our fans, we are making our new Styx Map & Missions Pack free for everyone who has bought Icarus.

This new 64km² map doubles the size of Icarus' playable area. With it come new missions, new creatures and fresh regions of Icarus to explore.
    An entire new 64km² map
    14 new missions
    New creatures including crocodiles, Komodo Dragons, Kea (mountain parrot) with more to come
    The entire map unlocked and able to be explored including locations such as The Wall, Ring Lake and The Great River
    Missions that effect the map and unlock shortcuts to new areas
The Styx Map & Missions Pack is available to play now in this week’s update. You’ll find it in the Prospect Select Screen. No separate download is required.

Styx is free for everyone who has bought Icarus so far, but in future (we’ll let you know if) it may become a paid DLC pack. Read below for a more expansive discussion on this from our Gamerunner, Dean Hall

New Map


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Originally posted by author
This new territory is centered around a long braided river which the First Cohort prospectors named Styx, after one of the rivers of the underworld.

The Styx territory been locked down for several years after an ‘incident’ between the UDA and a group from the African Coastal States. Rumors have circulated ever since, but both parties remain tight lipped about the circumstances that led to the previous lockdown. Spanning forested, arid and arctic biomes, there are reports of unnatural growth rates and mutations in the planet’s wildlife.

Now the Lagos Unit has suddenly changed their stance, declaring the previously uninhabitable area as safe and opening up several new licenses for prospects. Of course, they’ll still take a cut of whatever you find…


Styx FAQ with the Gamerunner

[h2]Author: Dean Hall, Gamerunner[/h2]

[h2]Why do a Map Pack using the same biomes?[/h2]
When we started the Icarus project we knew we wanted to try doing something different. When we released the beta, it quickly showed us we needed to adapt the game rapidly to make up for some shortfalls in what we were doing. We also revisited not just what we were doing with the game, but how we were doing it. Focusing on developing a competency to quickly iterate and deliver both changes large and small at a weekly cadence.

As part of this we needed to revisit our process behind world creation, our "world builders" team. In making "Olympus", what we named our first map, we learned a great deal we wanted to do differently as we approach our future content. However, we felt uncomfortable with moving straight into doing a whole stack of new biomes until we had applied the changes we needed with what we already had. This is how this new world was born.

While I can appreciate everyone, including our own team, wants to jump straight into alien and exciting new biomes, it was critical we ensure we had a well oiled machine making our worlds before we introduced new biomes into the mix. We decided to package this work up, and join that effort with work from our design team to deliver a map and mission pack.

In the past I've done quote sections, but I think it's really important I outline some of the "sky level" thinking around Styx, based on some of the comments and concerns I've seen on the forums and from our great content creators. Hopefully this section below helps give some insight into what this Styx pack is, what it isn't, and how it factors into the learning we are trying to make as we head towards "real" new content.

[h2]How does a free DLC work?[/h2]
We all keenly felt the rocky launch in the team, and we've all been looking for ways to provide a thank you to those who stuck with us. So we put aside work on our "big" DLC plans to focus on the structural changes we needed to make, both in the studio and the game, and do our "homework" as a form of small DLC we could provide for free to those who stuck with us.
Everyone who owns the game now, and for the current future, will always own this DLC map pack for free. While we don't have concrete plans to charge for this map pack in the future yet, it's something we would look at down the line. However, everyone who already owns the game at that point would still have the map pack - only those buying the game new at that point would not.

[h2]If it was being sold, how much would you price it?[/h2]
Again to confirm, nobody who owns the game now would ever pay for it. But to give an idea into our thinking here, my estimate would be a in the "few dollars" range. We see small content packs like this as being worth, if not free, something in the range of 4-6 USD at best. As always, appreciate thoughts on this - but I'd like to labor the point that this, for now at least, is more of a "sea trial" for us rather than a realistic paid DLC plan.

[h2]DLC content vs DLC Expansions? Huh?[/h2]
We want to be able to grow the game especially for those we really like the unique approach we are trying with the genre, as part of this we've adopted a few broad principles approaching DLC for the game:
  • DLC ownership tests should be as loose as possible; overly restrictive DLC can have massive negative impacts on the ability of people to play with their friends
  • DLC content (like the Styx Map Pack) should be priced very modestly (a few dollars), just representing "more of the same" so their pricing should be very modest.
  • DLC expansions should be expansive changes to the game; but should coincide with improvements to the base game as well. Care should be taken to strike a balance: it is very easy for game developers to have content in the expansions that really should be in the base game.

Our studio is independent and through this whole process we are learning a great deal. We want to learn how to produce good content, that is reasonably and sensibly priced, that doesn't restrict peoples abilities to play with friends. We will be working with you all, in the months and years, to strike this balance. Please do continue to let us know your thoughts as always.

[h2]Why not vehicles?[/h2]
I might be laboring the point a little, but if our beta and launch taught us anything - it was that we needed to make some changes to how we were working. Jumping straight onto complex new tasks without confirming we had learned the lessons was dangerous. We all understand, and agree, that "cool" new content is needed. Transport has been an issue we have long debated internally, and in fact we devoted an entire milestone (with good results) to how we would approach this.

It is critical that we prove we have made the required adaptions as a studio as well as balanced the game enough that it can survive changes in player travel time before we tackle issues such as vehicles. It would be very easy for us to destroy the experience, either by throwing a major new mechanic like vehicles in or changing the experience to be more like other games.

[h2]Why haven't you moved faster?[/h2]
It was pretty apparent to us within the first day of the beta that we needed to change not only the game, but also how we were working. In my experience, that's the nature of game development. To try bolster our suggestion we are working as hard as we can, we committed to building trust by producing a solid update every week after launch (including holidays). We're proud of achieving that, and we've been really pleased with the response to that - both the positive and negative feedback. This feedback, so long as it's constructive, is extremely useful and how we make a better game.

[h2]Where are the alien biomes?[/h2]
In addition to the reasons why we haven't moved to new biomes above it would likely not be a surprise to many that we aren't happy with some performance aspects of the game. Throwing some new biomes into the game without addressing any performance concerns related to them, would be adding a lot of new textures, models, sounds, animations and such and make matters much worse.

Not all our different teams work at the same cadence as every other team, and we already have a backlog of exciting (and in some cases, downright terrifying) new animals. But we can't just throw these into the game until we can confirm we can wield them properly. So, while frustrating, we are taking our time. Luckily the content work around that has been able to already begin, while we lay the groundwork.

[h2]The Kea?[/h2]
Take a moment and go read about one of the most amazing creatures in the world, the Kea, a Mountain Parrot from New Zealand. As a mountaineer it's been my privilege to be close to these incredible creatures. An animal that teach each other through play, we like to think that if the Kea could play video games, they'd love to be swooping through our terrains.

[h2]Final thoughts?[/h2]
I realize as a consumer it can be very frustrating watching a game, especially one you think has potential but falls short, not quite hit where you want to be. Our team definitely feels the pain for every user reporting a bug, losing their gear, or just having a bad time with a poor mechanic. We are though, resolute with the broad idea of "session based". We just have some homework still to do to deliver that.

As a thank you, and a big "sorry" for the beta and the launch, we hope Styx shows you we have improved in our ability to deliver content - and that we can take those lessons and apply them to exciting new biomes, creatures, mechanics, and features in the future.
- Dean Hall, Gamerunner

New Missions




The UDA has assigned 14 new contracts for prospectors to tackle, to complete objectives the original task force failed.

Although Styx features familiar forest, arctic and desert biomes, the map provides a fresh maze of pathways and missions to explore, including some time-saving shortcuts that can be permanently unlocked by some missions.

Your time in the Styx territory will start with an exploration mission, before branching out into more challenging extermination, expedition and research contracts with more lucrative rewards.

The first 14 missions are available now (see the Changelog below), with two more (RENDEZVOUS: Delivery and BALLISTIC: Extermination) unlocking next week.

25 Weekly Updates




If you haven’t played Icarus for a while, you may be surprised what has changed with 25 weekly updates now under our belt.

As well as new missions, items and bosses, some major changes to core game systems have been made since launch. The biggest change is the removal of Icarus' real-world timer, which sometimes caught players by surprise and left their characters and all their gear stranded on the planet permanently. Missions are now based on time spent in the game, although Icarus is still fundamentally based around time-limited missions and sessions. Other big changes include the hardcore and safe difficulty options, optimizations, more talent points and a separate talent tree for solo play.

Most of these changes are based on your community feedback and the most up-voted requests on our Feature Upvote site, so please continue to give us your feedback there.

What's next for Icarus?




While the Styx Map is intended as bonus content for our community, it is not one of our planned major expansions.

RocketWerkz has already begun work on New Frontiers, the first major paid expansion for Icarus, which is due late this year. A second expansion, Dangerous Horizons, is planned for 2023. These major expansions will feature new, more challenging biomes and more mutated or even alien lifeforms and new gameplay challenges. We look forward to sharing more about them in the coming months.

In the meantime we will keep regularly updating the core Icarus game, you can expect a lot of our team resource will be working towards bringing you this exciting next chapter in the growing story you’ve come to love, that is Icarus.

DevStream and AMA




This Sunday 29 May at 10pm UTC / 3pm PDT (that’s 10am Monday morning NZT for us in New Zealand) we’ll be hosting a Styx Dev Stream and AMA with Gamerunner Dean ‘Rocket’ Hall playing the new Styx Map and Missions, while our community manager Shammgod hosts an AMA with various members of our Vision, Art, and Design teams.

You can leave questions in our Discord and our Twitch chat. This is a great chance to ask that burning question about the future of Icarus, what Styx is bringing to the table, or why headshotting a baby goat from 100 meters feels so good. Join us over on Twitch: https://www.twitch.tv/surviveicarus

Detailed Changelog


New Map
  • A new 8x8km map to explore, based around a large central river network.
New Missions

VERTIGO: Expedition
  • Find and repair lost drilling equipment.
MALSTROM: Exploration

ZEPHYR: Expedition
  • Scan for new potential drop locations to unlock more missions.
OMPHALOS: Survey

GOSSAMER: Research
  • Discover more about the worm species native to this planet.
CRESCENDO: Survey
  • Investigate the Shifting Sands
ALCAZAR: Construction
  • Setup a Self Sufficient Powered Research Base
RICOCHET: Expedition
  • Investigate Signs of an Oasis
HEADLONG: Exploration

ADAGIO: Exploration

KISMET: Exploration

CAVALCADE: Exploration

DUST: Exploration

HALCYON: Extermination
  • Investigate Increased Polar Bear Presence in the area.
New Creatures

Adolescent Caveworms - Once they grow beyond their larval stage prevalent in Icarus' caves, they become significantly more dangerous and can venture beyond their subterranean nests.

Kea - Icarus' first avian addition. Colorful in both appearance and character, these mischievously clever parrots will take advantage of any undefended food-store they can get to.

Komodo - Typically distracted by food, these will likely not bother you unless you come between them and their meal. They have a nasty bite that can leave prospectors nauseous at best.

Crocodiles - Ever-present around the water bodies of Icarus, they’re most at home in the water but can still be a notable threat on land. Their thick hide make them resistant to projectiles.

Fixes
  • Improved way player loadouts are handled to reduce chance of players losing loadouts/items. Modifying the way players loadouts are granted, the players dropship now controls and stores the state internally of whether or not it has granted the loadout to its inventory, no more passing of items from player. This allows disconnections to occur during the dropship sequence and players will still be able to get their loadout upon reconnecting.
  • Fixed issue where the player could be considered ‘in a cave’ while still outside the voxel entrance.
  • Fixed the Drill power quest step incorrectly checking whether the drill was active or not and progressing without the drill having biofuel in, slightly tweaked the worm respawn timer on the second stage of the quest
  • Fixed the Drill power quest step incorrectly checking whether the drill was active or not and progressing without the drill having biofuel in as previous fix also broke the quest step, both fixed now.
  • Improved game performance degradation after extended playtime due to AI getting stuck in loops constantly executing expensive GOAP action precondition checks.
  • Fixed another instance of NPCs getting soft-locked when trying to pick between multiple incomplete actions that caused large performance drops until they died or despawned.

Icarus Week Twenty Four Update | Styx DLC Preview

This week we have a small update but a big announcement…

Next week, we will be effectively doubling the size of Icarus' playable area with a second 8x8km map, dropping 16 more missions and unleashing several new creatures. And as a thank you for our fans and players, we are giving this DLC pack away to every current Icarus player for free.

The Styx Map and Missions Pack will be a separate DLC pack for all Icarus players available next Friday 27 May (UTC). Read on for a preview of what to expect in Styx, including a sneak peak of the detailed patch notes and missions.

While our team put the finishing touches on Styx’s missions, this week’s regular update includes several bug fixes and optimization improvements, listed in the change log below.

New Map


This new territory is centered around a long braided river which the First Cohort of prospectors named Styx, after one the rivers of the underworld.

The 64 square kilometer map effectively doubles the size of Icarus' playable area. While it will feature the familiar forest, arctic and desert biomes, it presents a new network of valleys and pathways to explore over 16 missions. Some of Styx’s missions will even affect the map and unlock pathways to areas, providing permanent shortcuts.


Originally posted by author
This bonus free DLC is our way of saying thank you to our fans and player community. With your support and feedback, Icarus has evolved considerably in the nearly six months since launch. We had a rocky start in many ways, but with 24 weekly updates to date we’ve established a good pace for our additions and have introduced some pretty major changes along the way (such as removing the real-world time limit, rebalancing talent points, solo trees, hardcore mode, difficulty options, more bosses).

So this pack is is free for everyone who has bought the game so far, as a thank you for supporting us through release and the last six months of updates.

- Dean Hall, Game Runner


New Creatures
With the new territory come new creatures, modified by UDA exo-biologists for the volatile climate and atmosphere of Icarus. Here’s a preview of what you may encounter.

[h2]Komodo Dragon
[/h2]


Another alpha on the top of Icarus' food chain, the Komodo Dragon is a foe to not be tangled with, especially when it is eating. Identifiable by its blood-chilling roar, they may try to muscle in and eat your own kills, although they make a good meal themselves if you can penetrate their scaled armor. Beware their jaws as a nasty bite can leave you nauseous.

[h2]Crocodile
[/h2]


The apex predator of the waterways, Crocodiles were successfully released onto Styx, and have taken full control of the braided rivers that dominate this area. While they’re easily mistaken for logs, you’re more at risk of their stealth hunting and their powerful jaws. Their tough, scaly hides make them difficult to take down from range, and even more dangerous to fight in hand-to-teeth combat.

[h2]Kea[/h2]


The first avian addition to Icarus' forests is the Kea Parrot. Colorful in both appearance and character, these mischievously clever parrots will take advantage of any undefended food-store they can get to.

How can I get Styx?

Styx will be available for free with next week’s update on Fri 27 May (UTC).

It will not require any additional downloads or purchase. Everyone who already owns Icarus will automatically see a separate Styx Map & Missions Pack DLC appear in your Steam Library.

In future, Styx may become a paid DLC but for now it is a thank you for our fans. However, don’t confuse Styx with our future plans for two other major expansions, New Frontiers and Dangerous Horizons, which will be paid DLC featuring new biomes and creatures. We’ve already begun work on those.

If you can’t wait and are interested in beta testing Styx, join the experimental branch channel on our Discord community at discord.gg/SurviveIcarus

Detailed Changelog


Version: 1.1.15.96284

  • Added separate (and optional) AttachOffset_ADS socket support to allow bows to have an alternate attach offset transform specified to use while aiming down sights. This will allow us to resolve some issues with camera position when aiming with some bows.
  • Fixed players far away taking explosive damage during Kill Cams by adding a component tag (IgnoreDamage) which lets post process/audio colliders ignore damage detection.
  • Character Flag in MIGRATING SANDS: Survey is now granted to players as they join the quest so sandworm items can be crafted immediately.
  • Disabled Caves, Rivers and Lakes from being used for Occlusion culling to improve performance.
  • Adding metal damage cue for animals hitting metal objects.
  • Fixing issue where some modifiers where dealing physical damage instead of pure and therefore would be causing unintended armor degradation.
  • Fixed typo in Titanium Knife description.
  • Fixed some bushes not having FLOD. This should address issues with them disappearing/reappearing seemingly at random.
  • Updated Potbelly Stove description and flavor text.
  • Fixed typo in Kitchen Bench.



Styx Preview Changelog

[h2](Available next week)[/h2]


New Map
  • A new 8x8km map to explore, based around a large central river network.


New Missions
  • VERTIGO: Expedition - Find and repair lost drilling equipment.
  • MALSTROM: Exploration
  • ZEPHYR: Expedition - Scan for new potential drop locations to unlock more missions.
  • OMPHALOS: Survey
  • GOSSAMER: Research - Discover more about the worm species native to this planet.
  • RENDEZVOUS: Delivery - Retrieve Biosample and return it to your ship without letting it fall outside optimal temperatures.
  • CRESCENDO: Survey - Investigate the Shifting Sands
  • BALLISTIC: Extermination - Investigate the Increased Cougar Presence
  • ALCAZAR: Construction - Setup a Self Sufficient Powered Research Base
  • RICOCHET: Expedition - Investigate Signs of an Oasis
  • HEADLONG: Exploration
  • ADAGIO: Exploration
  • KISMET: Exploration
  • CAVALCADE: Exploration
  • DUST: Exploration
  • HALCYON: Extermination - Investigate Increased Polar Bear Presence in the area.


New Creatures
  • Adolescent Caveworms - Once they grow beyond their larval stage prevalent in Icarus' caves, they become significantly more dangerous and can venture beyond their subterranean nests.
  • Kea - Icarus' first avian addition. Colorful in both appearance and character, these mischievously clever parrots will take advantage of any undefended food-store they can get to.
  • Komodo - Typically distracted by food, these will likely not bother you unless you come between them and their meal. They have a nasty bite that can leave prospectors nauseous at best.
  • Crocodiles - Ever-present around the water bodies of Icarus, they’re most at home in the water but can still be a notable threat on land. Their thick hide make them resistant to projectiles.