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Icarus Week Eleven Update | Light Slots

This week’s update includes two of the Top Five most-requested community suggestions from Feature Upvote - a separate light slot and inventory sorting - along with significant amount of bugfixes.

One of the highly-requested features we’re happy to bring you is a light slot on your prospector, so no more having to switch between your torch and pickaxe in caves or between lantern and weapons when venturing out at night. There’s also a new Tier 4 Titanium Hammer, footprints and impressions that might help you find things in the snow and sand, a new sorting option in your inventory and a separate backpack slot.



We’d like to especially thank players who post ideas and feedback on Feature Upvote and our Discord server. This week especially we had great feedback and discussion with our Discord community that directly contributed to today’s update, and we continue use Feature Upvote to listen to the pulse of what is important to players.
Respec is coming in a future update

We understand you all want the ability to respec, and other big changes to the game, but it is vital we lay the right foundations for this. Our approach has been designed and we are already implementing it in the game, we then have to test it and fix the bugs we find with it. Please be patient with us, it is a system that touches deep into the game design, our backend architecture, and other systems so it requires careful work

[h2]New Light and Backpack Slots[/h2]



We’ve added a light slot to your prospector so you’re now able to carry a source of light in the darkness while performing other actions. The slot will take any item that provides a source of light (such as a torch or lantern) and will act in the same way armor slots do, being able to be toggled direct from your inventory, or drag and dropped into place. You can switch your light on/off by pressing L (or change your key bindings in the Settings).

We’ve also added a backpack slot in your inventory, meaning you can now equip a backpack (and all their buffs) and carry something on your back (such as radar or carcass) at the same time.

[h2]Inventory Sorting by Weight[/h2]



You’ll now see a “Sort” button at the top right of your Inventory.

Initially this button will sort all your items by weight, which will make it easier to identify which items are slowing you down as you rush back to base, and allow you to be more selective about which items to take on long journeys.

Inventory sorting options are another widely requested feature, and with more to come in the future.

[h2]New addition to T4 tools[/h2]



A further improved hammer to speed up your crafting and repairing. This new content will become more important when we have rounded out and expanded the purpose of T4 items. We want to substantially redevelop the T4 and its role, to provide far greater depth than we currently offer.

[h2]Footprints and Impressions in Sand and Snow[/h2]

While we’re still considering this feature experimental (disabled by default, still being developed) we thought it was so cool people would want to get their hands on it right away. More than just footprints, it’ll let any object that contacts soft ground surfaces like snow or sand leave a temporary imprint. As a bonus, it also helps with some instances where objects can be lost when dropped and hidden under the snow, but this is still an issue with very small objects so will also be addressed via other approaches.
This option is disabled by default while we confirm how it works across a broader range of customers, and take feedback. You can enable this option via the ‘Terrain Deformation’ setting.

[h2]Detailed Change Log[/h2]
Version 1.1.2.91544
  • Added new Titanium Hammer to Tier 4.
  • Added a new light slot. You can store your lantern there and still use your equipped item (pickaxe, etc).
  • Added a new backpack slot. Using a backpack no longer bars you from carrying something else on your back, like an animal carcass.
  • Added terrain deformation which, besides being awesome, makes it easier to find quest items dropped in snow. This feature is experimental, is off by default, but can be turned on via options.
  • Added the ability to sort your inventory by weight.
  • Added new terrain feature pieces for use in future missions.
  • Added animations to the small and medium interior crates.
  • Added repair hammer audio.
  • Added an “add Oxite” sound for Oxite Dissolver.
  • Metal Pickaxes have a new strike sound, a 'ringing' effect.
  • Added Caves to Canyon Biome to standardize voxel distribution.
  • Improved render performance of creatures and characters at distance.
  • Improved some particle emitters where they were not correctly being deactivated at range.
  • Improved the performance of the fire system - less emitted embers, texture resolution adjustments, updated material.
  • Improved memory usage across the board.
  • Improved performance of Rock material on High and Epic settings.
  • Improved performance when opening the map.
  • Optimized level of detail of rocks and added better collisions to some cliffs.
  • Optimized torch causing frame drops.
  • Updated Flare Arrow appearance and Icon.
  • Animal Bait can now be deployed via right-click menu.
  • Updated Buffalo skeleton to a ‘meatier’ variant.
  • Improved skybox overall (skylight, moon, sun).
  • Lowered volume of critical hit audio at close range.
  • Fine tuning internal ambience during storms.
  • Added more ice in the arctic outpost.
  • Added distant polar bear idle audio for better awareness.
  • Added rain sounds to concrete and stone roofs.
  • Improved cave worm death audio.
  • Improved hunter armor in first person perspective.
  • Improved radar deploy and animation sound.
  • Added larger squash plant to better fill the crop plot.
  • Added fix for animals poking their heads though walls and doors when attacking players or running away.
  • Improved underwater at night to not be so bright.
  • Added ability to Delete Outposts in UI instead of needing to the Delete file manually.Improved clarity on selected outposts in UI.
  • Decrease Fur Rewards for Chamois, Wolf and Rabbit.
  • Added 2 second health regen delay to NPCs.
  • Added sound when animals are placed on the skinning bench.
  • Improved sound of creatures when they fall.
  • Improved ability of creatures in the Waterfall: Expedition Mission to navigate around obstacles.
  • Improved Audio of when a tree falls onto your house.
  • Polished the look of the Chemistry bench.Improved Trophy Bench visuals by adding fur.
  • Improved texture on the Single Shot Pistol.
  • Improved smoke puff effects when striking mineral deposits.
  • Added additional Food specific consume sounds.
  • Polishing Character Selection/Creation UI.
  • Polishing Prospect Select Screen.
  • Improving the UX of menus in the station. Escape key now backs you out of all menus.Improvements to the AI spawning code.
  • Added claim reward sound for notification screen and notification pop-ups.
  • Added gameplay setting to toggle tooltip delays, now off by default.
  • Improved the dead Buffalo ragdoll behaviour.Improvements to the repair sound feedback to structures, impacts & metal variants.
  • Improved syncing of morning and night music to correct time of day.
  • Improved the look and texture (and performance) of the Sandworm Boss scales.
  • Improved animal pathing in narrow passes in the Arctic.
  • Improved Sol’s vocal delay so he doesn’t talk too soon.
  • Improved bear and buffalo sounds depending on how far away you are.
  • Added missing buffalo footsteps and light movement sounds.
  • Fixed some cave entrances having an invisible blocker.
  • Fixed issue preventing some players in Korea from connecting to the Icarus content servers.
  • Fixed Flare Arrows being permanently ignited if shot into a creature or character.
  • Fixed several issues relating to characters animating oddly when interacting with arrows or dead and ragdolled’.
  • Fixed case where crafting queue would incorrectly calculate required resources.
  • Fixed issue where trying to fire while sprinting could leave arrow reloading in a bad state.
  • Fixed backpack-mounted extractor being oriented incorrectly.
  • Fixed mismatched armor appearance between first and third-person models.
  • Fixed item crafting sounds when crafting from player inventory.
  • Fixed occasional crash when exiting the dropship.
  • Fixed player still running on clients if they activate photo mode while running.
  • Fixed player entering photo mode while typing in the chat box.
  • Fixed an issue where Pumpkin Bread and Pickled Carrot weren’t decaying.
  • Fixed an issue where carnivores wouldn’t target deer corpses in the same way that they would target rabbit or baby deer corpses held on the hip.
  • Fixed an issue where the Black Cougar Boss was walking through the walls of its den.
  • Fixed an issue where the Taxidermy knife wasn’t yielding trophies in some instances.
  • Fixed hunting rifle being able to load and shoot flint arrows.
  • Fixed the ability for Elephants to stand on top of the radar and rotate with it.
  • Fixed creatures sometimes not reacting when taking damage from players.
  • Fixed animals being able to deal damage after they die if mid-attack animation.
  • Fixed 3rd person whoosh audio being out of sync.
  • Fixed crash when client would join the prospect and appear in the sky.
  • Fixed issue where animals would try to walk through Sandworm corpses.
  • Fixed issue where players could get trapped in an infinite loading screen in certain circumstances.
  • Fixed break chance of Poison Arrow to be 100% instead of 10,000%.
  • Fixed Pill Modifier Icons.
  • Fixed bug with bushes blocking melee hits.
  • Fixed desert animals spawning at the entrance of the cave in M9.
  • Fixed issue in Mission 'Voyager: Recovery' where a quest step would not be able to be completed on reload.
  • Fixed High Tech Asset in Mission Snowcrash: Recovery from bouncing and falling through the ground when dropped.
  • Fixed Talent 'Tis but a Scratch' which was not preventing as much damage as was intended.
  • Fixed Pistol and Bolt Action Rifle not costing any resources to repair.
  • Fixed texture on the buffalo carcass.
  • Fixed an issue in Mission Broken Arrow: Recovery where Epic animals would not spawn.
  • Fixed Mission timer being visible on Outposts in the escape menu.
  • Fixed XP notification showing mining coal instead of mining exotics.
  • Fixed Polar Bear Armour covering guns in certain poses.
  • Fixed Prospect Text overlapping with the duration in the Prospect select screen.
  • Fixed all angle wall piece icons to show correct direction.
  • Fixed animal spawning issue in Mission Incursion: Scan.
  • Fixed female head from clipping through head cap.
  • Fixed the Conifer Wolf turning into a Snow Wolf on death.
  • Fixed animals attacking the player slowly for the 'Live Wire: Terrain Scan' mission.
  • Fixed desert wolf’s front foot looking broken.
  • Fixed starting text box scroll position for workshop and prospect select screen.
  • Fixed destruction sound on the glass door.
  • Fixed ballistics not causing animals to flee when fired.
  • Fixed fur armor dynamics, or how parts of the armor respond to character movement/wind etc.
  • Fixed issue where clients weren’t seeing the noise bar increase when they are far away from the host.
  • Fixed issue where the player sometimes didn’t take fall damage.
  • Fixed issue where the extractor would stop playing audio if a player changed fuel quickly.
  • Fixed issue where the material processor did not require fuel to function.
  • Fixed issue where the biofuel generator would not always reactivate attached devices when powered on.
  • Fixed issue where multiplayer chat texts were being replaced by a white square characters.Fixed issue where there was incorrect subtitles to dialogue in the Broken Arrow, Recovery mission.
  • Fixed issue where objectives have the “not charging” text displayed even when it is charging.
  • Fixed some instances where scan mission did not complete correctly.
  • Fixed issue where players appeared as level 0 in Steam Rich Presence (friends list).
  • Fixed various mission and item typos.Fixed an issue where the incorrect placement blueprint/ghost was showing for the MXC Furnace.
  • Fixed an issue where MXC Crate & Seeds were unable to be returned to the Station.
  • Fixed an issue where Mission names were overflowing from their UI boxes if over a certain length.
  • Fixed an issue where the game would crash after attempting to place trophy benches in some circumstances.
  • Fixed an issue with character and animal corpse ragdolls colliding with the camera in third-person.
  • Fixed an issue where shotgun shells would float after being fired in third person.
  • Fixed issue where you could see the radar on your back and in your hand in 3rd person.
  • Fixed some instances of kill target quests not being flagged as complete upon death of the target.
  • Fixed issue where you could toggle UI while photo mode was active.
  • Fixed issue where the feminine base character head was visible through their space suit.
  • Fixed UI issue where claimed prospect warning would be displayed where players could not see it.
  • Fixed issue where you couldn’t see character names displayed on the Mission report lobby info.
  • Fixed issue where wine and beer bottles weren’t given back on consumption.
  • Fixed issue where wine was giving beer buff when consumed.
  • Fixed issue where a cave in F4 was unintentionally underwater.
  • Fixed issue where the ghillie and carbon arms armor stretched while walking.
  • Fixed bug where frag grenades would disappear from players' hands if another grenade exploded nearby.

Icarus Week Ten Update | Deep Ore Mining

Week Ten brings a range of bug fixes, along with a new Deep Mining system and improvements to Talents. Have a look at our two key updates for the week, along with more detailed patch notes below.



[h2]Deep Ore Mining Drill[/h2]



This patch introduces a new way to gather resources - Deep Mining Drills - which you set up over mineral deposits of Gold, Copper, Iron and other ores found on the floors of larger caves.

Tapping these mineral deposits provides you with a new way to gather large quantities of valuable resources for those long, challenging missions. Deep Mining Drills are a long-term operation, designed to be set up, left to operate while you complete other mission objectives and then returned to collect resources from.

The Tier 3 Biofuel Deep Mining Drill operates steadily and will require refueling. The Tier 4 Electric Deep Mining Drill operates at a faster rate but requires a power source.

In future you’ll be able to use them to generate building supplies for Outpost builds too.

[h2]Talent Improvements[/h2]

Talents are an ongoing project for us, and this week, we’re making a bunch of tweaks to existing talents to provide better value and balance them out in comparison to other options. The ‘Longer Lasting Effects’ talent now applies to three times as many consumables and foods, and the ‘Homing Instinct’ talent now works with crossbow bolts in addition to arrows. The ‘Swift Flight’ talent also now works with crossbows, and all ‘bow’ talents will now work on crossbows. Lastly, the steel knife will correctly get its cost decrease from the ‘Discount Blades’ talent, and beer and wine are now properly buffed when the ‘Longer Lasting Effects’ talent is in-use.

We’ll continue to work on talents going forward, so keep your suggestions coming in via Feature Upvote.



[h2]Patch Notes[/h2]

Version 1.1.1.91181
  • Added Deep Ore Mining system. This works as a long-term solution for maximizing world resources by providing access to huge quantities of resources (Iron, Silica, Gold, etc) albeit at a slow pace.
  • Added Biofuel Deep Mining Drill. This is a tier 3 Deep Mining Drill that operates slowly and is powered by Biofuel.
  • Added Electric Deep Mining Drill. This is a tier 4 Deep Mining Drill that operates at a faster rate than the Biofuel Drill and is powered by Electricity.
  • Added Deep Ore nodes to some caves. Ore types are randomized but in a weighted fashion to increase the likelihood most resources are available via deep mining.
  • Added ability to stack empty beer and wine bottles.
  • Fixed issue where the wound status would not apply correctly to Creatures.
  • Fixed issue where damage number would disappear before killcam finished.
  • Fixed ‘Pinning Shot’ applying to all attacks not just bow ones.
  • Fixed issue where ‘Longer-Lasting-Effects’ talent did not apply to all food buffs.
  • Fixed ‘Homing Instinct’ talent not applying to bolts as intended.
  • Fixed ‘Swift Flight’ talent not applying to Crossbows as intended.
  • Fixed Steel Knife not getting recipe cost reductions from the ‘Discount Blades’ talent as intended.
  • Updated text on some talents to clarify that they affect both Crossbows and Bows.
  • Fixed issue with options screen tooltips where they could be displayed off-screen.
  • Changed repair materials for Spear to use Sticks instead of Wood.
  • Optimized performance of several auxiliary light sources in the game.

Icarus Week Nine Update | Farming Overhaul



In addition to bug fixes and optimizations, most of our updates this week are user-experience themed with changes to consumables, the prospect selection screen and mission art.

Look out for highlights on prospects that define them as ‘insured drops’, a feature that guarantees your prospector's safety in the case of them missing their leaving window. You’ll also notice some new items on the loading screens.

As promised last week, not only do we tell you when you can skip the intro video but there is now a settings menu option to skip it (a black screen will be displayed while the game loads).


[h2]Farming[/h2]


For the Week 9 update we wanted to give farming some love. Adding variations to crop growth time and yields allows players to farm with more thought. Long-term, high-yield crops can be helpful to players spending large amounts of time away from base, while shorter time, shorter yield crops might be useful for someone spending a long time at their home. We’ve also added more information to tooltips on farming plots and their crops.

This sets the groundwork for even more farming mechanics such as greenhouse effects. Farm plots now track if they can see the sky straight above them and whether they have glass buildables around them. With no sky visible and no greenhouse present, crops have a 50% growth speed reduction. Growing crops using a greenhouse (regardless of seeing the sky directly or not) will increase growth rates by 50%.

[h3]The future of farming[/h3]
Players can expect these systems to grow (pun intended) over time as we introduce more intricate mechanics to engage with. Expect to see multiple ways to water crops across all tech levels. Hydroponic trays will be a new way to boost growth for those that wish to invest in their farms technology, and different fertilizers may alter growth patterns.

Additionally, we are also looking at biome-specific farming content. We want to reward players for exploring while also giving them the ability to grow crops in otherwise unfavorable environments. Certain crops may require certain conditions in order to grow and it will be on you to facilitate those needs.

[h2]User Interface[/h2]


We’ve made some changes to the prospect select map, adding visual identifiers for ‘insurance’ drops and cleaning up the formatting so it is more simple to read through and select the right drop for you. Leave us your feedback on the changes in feature upvote when you jump into play.

Insurance drops give you the security that if you miss your return window, your character will be recovered by the UDA regardless of the risk. This is only on earlier, easier missions but will give you some reassurance if you want a more relaxed session are a new player to the game.



[h2]Community Highlights[/h2]
Check out these highlights from players this month, including some nice one-shot kills and sophisticated builds.

[previewyoutube][/previewyoutube]
Tip: If you want buildings with lots of angles like these, press Home and End when building to reset the building grid.

[h2]Change Log[/h2]

Hotfix Version: 1.1.1.90924
  • Fixed visual weather effects appearing indoors.
  • Fixed building upgrade tool not upgrading to aluminum building types.
  • Fixed multiplayer clients not seeing proper crop plot state.


Version: 1.1.1.90886
  • Added settings menu option to automatically skip intro video (a black screen will be displayed while the game loads).
  • Added Building Upgrade Tool support for all pieces and materials.
  • Added Farm plots now track if they can see the sky straight above them, and if they have any glass buildables around them. No sky, and no greenhouse will lead to a 50% speed reduction in growth. The presence of a greenhouse building will allow full growth speed regardless of seeing the sky directly, and will increase growth speed by 50%.
  • Changed farming to be more dynamic, by decreasing growth time and increasing yield rates for many crop types.
  • Added Mushrooms can now be grown in crop plots.
  • Added more information to tooltips on farming plots and their crops.
  • Optimized the logic around plant growth.
  • Changed knife throw to require a higher minimum charge, to reduce instances of accidental throws. Decreased accuracy and range slightly.
  • Fixed issue preventing fish from spawning on some outposts.
  • Identified and optimized several of the most expensive building piece meshes.
  • Updated existing and added several new loading screens.
  • Improved prospect select screen by adding better visibility of the availability of insurance and updated prospect images. Also tidied up layout of available prospects.
  • Fixed issue with recipe UI window scaling.
  • Fixed some character names not being displayed correctly on the Mission Report lobby info panel.
  • Fixed claimed prospect prompt text expanding outside of its window.
  • Updated Infected Wound description to mention Antibiotics instead of Antiseptics.
  • Fixed Wine giving the incorrect buff when consumed, and returning the wrong empty vessel for reuse.
  • Fixed issue where Concrete Furnace visuals defaulted to show the furnace as 'on'.
  • Improved ability to place trophies on other deployables, such as fireplaces. Also improved Fireplace collision mesh.
  • Fixed issues with existing prospects if changes are made to the map while they're still in progress.
  • Fixed missing 'Consume Stack' option for Carrots.

Icarus Week Eight Update | Resource Balancing

Our focus this week is on updating Icarus' map, along with some several gameplay balance changes.

This includes a whole bunch of much-requested fixes ranging from fish and mushroom availability to optimizing performance-heavy environment assets. Several holes in the map have been patched up. Most issues with collision volumes on rocks in caves being bigger than the rock itself should now be fixed, removing frustrating instances where some mineral deposits could not be mined. Plus, there are now more voxels in caves for you to mine.

[h2]Responding to your most requested suggestions[/h2]
Image by Reddit user Bonesgaming

While we typically just talk about what is included in each week’s update, I would like to take a moment to address some of the most common issues raised on our FeatureUpvote page and some updates that you can expect to see in the coming weeks.

We look at reports from FeatureUpvote every week to see what the most common issues are and prioritize our dev work accordingly. While fixes don’t always make it into these weekly updates immediately, that doesn’t mean they’re being ignored. Sometimes reworking features and testing can take several weeks before we can share them with you.

[h3]Skippable intro[/h3]
There is a common misconception that our intro video is not skippable. It’s actually a loading screen. While it plays, the game is also loading in the background. Once this loading is complete, you can skip the video by pressing any key. On slower machines this may take some time, but on modern SSDs it only takes a few seconds.

We've added a text notification once loading is complete, so you'll know when you can press a key to skip. In the future we plan to add an auto-skip option to the settings screen as well.

[h3]Resource balancing[/h3]
Image by Discord user Cult4t5

The session-based gameplay of Icarus presents many design challenges compared to traditional survival games. Instead of engaging with tiers of content just once players restart their progress dozens of times so we've aimed to avoid arbitrary time sinks or item sinks. Finding the right balance between resource availability, ease of collection, processing time and resource requirements can be challenging, especially at the higher tiers where recipes have much more complex resource chains.

We’ve listened to player feedback about Tier 3 and 4 pacing and how it can feel like a grind. In this patch, we are starting the first steps of ensuring that resources are properly distributed throughout the entirety of the map to alleviate this. Most small and medium caves have had their voxel counts increased to ensure that players are rewarded for seeking out and harvesting new caves. Several new caves have been added to the Riverlands, with dozens more coming across the rest of the map in the coming weeks.

We have also decided to spread out the electronics requirements of the Fabricator and Material Processor to other machines in Tier 4, so that players aren't as frontloaded with gold requirements and can engage with the content more slowly over time. The Electric Carpentry Bench, Electric Masonry Bench, Material Processor and Chemistry Bench have all had their recipes expanded, and have started to become points of consolidation for crafting recipes from lower tiers. These changes are just the beginning, expect further balance iterations as we monitor the impact on your gameplay.

[h3]Talent Points Limit and Respec [/h3]
This is by far the most talked-about suggestion among our player community, and is a big discussion topic internally within the RocketWerkz team too. Currently you have a limited number of talent points and stop earning new ones after you reach level 40. While you can specialize in particular talent trees, you can’t change your mind or try new strategies without creating a new character.

We do intend to provide some way to respec or change how you have spent talent points at some stage, but it could have widespread consequences if not done right. The specifics of exactly where it slots into the game are still at the design stage. Please continue to be patient, once news is available we'll definitely be loud about it.

[h3]Inventory Sorting[/h3]
This is another popular request that we’re currently testing internally. We’re testing out which criteria will be most useful, like sorting by name or weight, and this will be available in a future update.

[h3]"I want to hold my pickaxe AND a lantern"[/h3]
Image by Discord user KashiDD

Our plan to tackle this request is to add an entire new slot to your character inventory. This will allow you to (among other things) attach a lantern to your belt, ideal for mining in caves or at night.

[h3]Armor blocking the camera[/h3]
Sometimes (like if you die while aiming or crouching) the character rig can get stuck into a state where some armor pieces block your view. We’re updating our character animation process which will address many of these cases and let us audit that all the armor sets play nicely.

[h2]Change Log[/h2]
Version: 1.1.1.90762

Many of the topics discussed above are work-in-progress, but here are the details of what is included in this week’s patch: a large number of map fixes, cave updates, balance changes and performance optimizations.

  • Added crops to outposts.
  • Added mushrooms to arctic caves.
  • Increased quantity of mineral deposits in many caves, to increase overall availability of resources.
  • Added first-pass of new cave locations.
  • Created new recipe sets for Tier 4 crafting benches including Electric Carpentry Bench, Electric Masonry Bench, Chemistry Bench, which combined multiple lower-tier recipes into the new machines.
  • Fixed crafting bench recipes not properly accounting for stats which reduce resource costs.
  • Added several recipes to the Carpentry Bench that fit with the theme of home construction, from the crafting table and player crafting.
  • Increased crafting queue from 5 to 10 entries on several Tier 4 benches.
  • Decreased the cost of early Tier 4 bench recipes (Decreased Fabricator Electronics to 60->30, and removed Steel Ingot requirement, changed Material Processor from 80->60, Increased Electronics cost of Electrical Masonry Bench, Carpentry Bench, and Chemistry Bench to 20). Minor other changes to secondary resources in T4 machine recipes.
  • Added new alternate recipes for Composite Paste, which can substitute the Gold requirement with Platinum.
  • Reduced player crafting speed to be more in line with benches.
  • Decreased crafting speed of Stone and Concrete building pieces.
  • Decreased crafting speed of most Mortar and Pestle recipes.
  • Decreased crafting speed of Herbalism recipes.
  • Added text to indicate when loading is complete, and the intro video is now skippable.
  • Fixed issue where Bosses could sometimes not spawn in 'Broken Arrow : Recovery'
  • Fixed several gaps in the terrain.
  • Moved wild squash plants from the forest to the desert biome.
  • Removed some instances of trees placed inside mountains.
  • Fixed issue where rivers could flicker in certain lighting conditions.
  • Fixed issue with some problematic dropship locations.
  • Fixed several caves that were missing resource deposits and other cave functionality.
  • Fixed some caves not using their biome-appropriate assets.
  • Fixed visual issue caused by ambient occlusion on foliage at certain distances.
  • Improved both visuals and performance on some rock assets.
  • Improved performance of triplanar shader.
  • Fixed issue causing players to be incorrectly flagged as inside a cave at a specific location.
  • Improved performance of desert rocks.
  • Fixed issue preventing fish from spawning correctly in many water bodies.
  • Improved visuals of distant terrain on outposts.
  • Added more sand to the desert.
  • Improved shadow performance in caves.
  • Improved collisions for some cave rocks, to reduce instances where players could not reach the entirety of some mineral deposits.
  • Improved performance of in-game map screen.

Icarus Week Seven Update | Workshop Additions

As the Icarus team's planning for 2022 continues, this week we've taken a break from adding new missions to get a bunch of new items into the workshop. You'll find a lot of new options to take in your dropship load-outs that let you choose how you want to tackle a mission.

[h2]Inaris Tools[/h2]

The Inaris manufacturing consortium has introduced full new set of tools for Icarus prospectors, including Axe, Pickaxe, Spear, Knife and Arrows.

Showing their heritage in the mining industry, Inaris’s products have a weighty, industrial look to them. They're designed for durability as you'd expect of products used far from Earth where repair and replacement are difficult if not impossible.

[h2]New Backpacks[/h2]

Offering more than just extra inventory space, these specialist backpacks offer additional bonuses whether you consider yourself more of an Archer, a Gatherer or a Survivor.

[h2]Farming Packets[/h2]

Mastering the preservation process, farming packets are now available for most of the crops that have been introduced to Icarus. They can be used to set up a farm on your favorite outpost, or simply to bring Mushrooms to parts of Icarus where they are not yet found growing in the wild.

[h2]Modules, Deployables[/h2]

There are also two additional modules that improve animal visibility, and two pre-built deployables to speed up your settlement once you arrive: a furnace and a storage crate.

[h2]Patch Notes[/h2]
In addition to new content, we continue to prioritize bug fixes and game balance. Here are the details of the other bug fixes and updates in today’s patch:

Version: 1.1.1.90444
  • Added Gatherer's Backpack (+6 Inventory Slots, Reduction in Wood and Ore Carry Weight)
  • Added Archer's Backpack (+6 Inventory Slots, Increase bow reload speed, increased arrow projectile speed, increased aim down sights speed)
  • Added Survivor's Backpack (+6 Inventory Slots, Fall Damage resistance, sprain chance reduction, small movement speed buff)
  • Added Farming Packets for various crops, allowing you to farm crops that may not exist nativly in the drop area.
  • Added Animal Highlighting Module which increases the visibility of fauna when equipped.
  • Added Animal Healthbar Module which lets you see how much health creatures have.
  • Added New Inaris Tools:
    • Axe 'Dias' - Wood Carry weight reduction
    • Pickaxe 'Neves' - Emcumbered penalty reduction, 148% mining yield
    • Spear 'Gris' - 50% Chance to inflict slow, 10% to immoblise
    • Knife 'Ventura' - 100% chance to resist wound
    • Arrows 'Aruda' - 25x Pack 71-75 Damage
  • Added MXC Furnance allowing players to shortcut some of the resource production chain.
  • Added MXC Crate - Deployable storage container available right from the start of your drop (25 slots).
  • Changed the layout and cost of several workshop recipes.
  • Increased number of slots in player gravestones and overflow bags, preventing items being moved into the world where they could be lost.
  • Fixed several issues with the STATION TO STATION: Long Survey mission.
  • Fixed issue where physical resistance was not correctly applied to melee resistance in damage calculation.
  • Fixed 'Quick Load' talent not increasing reload speed as intended.