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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.

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.