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Prepare for Beta Weekend Six

[h2]Hey Prospectors![/h2]

Beginning Friday 5th November 5pm PDT and ending Sunday 7th November 10pm PST, you will have the standard two days to complete an array of unique missions this Beta Weekend.



[h2]6 Missions, 53 hours, starting from 0[/h2]

Beta Weekend Six brings our biggest test yet, the faction missions system. While only providing a taster of the range of missions in the game, you’ll complete six missions with brand new characters, as we have wiped your characters from Beta Weekend Five so we can see how you progress. Using an experienced levelled-up character would not going to give us accurate data or insights into how players progress through the missions.

These missions are assigned to you by various factions - organizations vying for control and riches around Icarus. See below to learn more about them.

The six missions are:
  • BEACHHEAD
  • LIVEWIRE
  • DARK HARVEST
  • FIELD TEST
  • KILL LIST
  • HEADSTONE

Here is the briefing for the first Mission: BEACHHEAD, the rest will follow as you progress:

[h3]Mission: BEACHHEAD[/h3]

UDA Mandated first drop for new prospectors.

BACKGROUND: New arrivals to Icarus must demonstrate basic survival skills in this well-explored, temperate region if they wish to retain their prospecting license.

MISSION: Prospectors are not expected to fulfil any specific objectives, beyond staying alive for an acceptable length of time. No further tasking will occur until basic competency is attained. Failures will not be recovered.

TERMS: New arrivals will be provided with a functioning envirosuit, and basic crafting information. They will be otherwise unassisted.



This will be the first beta weekend where we really start to show what session-based survival feels like to play. While your first mission will let you get your bearings, we'll want to ensure you're a bit more comfortable with life on Icarus before ramping up the challenge. This could be in the form of missions with tougher objectives, a harsher environment to survive in or a very short drop-window in which to complete them.



[h2]Weekend Six Q&A[/h2]

We realise you'll have a few questions this weekend with the character wipe, multiple missions and more.

What will be the level cap for the weekend?

While you might be starting new characters, the level cap will once again be 30, with Tier 4 still locked on the planetary tech tree.

Any changes to the number of Blueprint and Talent Points?

The blueprint and talent point allocation per level will be the same as before, no change has been made here. You’ll have a brand new chance to build your characters how you wish, with a lot more familiarity and experience.

What about the playing area for the weekend?

With multiple missions and prospects, comes multiple variations on the map. This means, we’ve made some small tweaks to how you can interact with the in-game map. There is now a basic system in place for tracing discovered areas and identifying out-of-bounds areas (specific to the Beta Weekends).

How do the missions work when it comes to playing with friends?

The mission system is designed to be followed in order. However, we understand there are situations where you don’t want to wait for a friend to catch up, so we’ve made some allowances for this. The gating you’ll encounter is only applicable when starting a prospect, meaning you only need one member of your crew to have the necessary qualifications to begin. From there, anyone can join that prospect regardless of their status, and will be credited with the completion when the mission is finished.

Will there be another extra day?

This time, no. While we have the last two Beta Weekends for different reasons, this weekend will be the standard 53 hour window. Enjoy it while it lasts!

What about new wildlife or biomes?

Giving this away wouldn’t be fun, would it?


[h2]The Factions[/h2]



[h3]UDA – United Development Agency[/h3]

A puppet with power.

Formed in the aftermath of Earth’s Climate Emergency, the United Development Agency brought humanity together in pursuit of a single, extraordinary goal – terraforming a planet beyond our Solar System. Then the dream collapsed, and disharmony and factionalism began to tear at the fabric of the organisation. Now it governs Icarus from afar via the Lagos Group.

In reality, the UDA is a vehicle of the New Powers – a way to maintain each faction’s post-crisis ascendancy while pursuing their individual agendas on Icarus. If there is truth to its appearance of power, it lies in the UDA providing a shield of legitimacy for faction activities, and enabling them to exclude other aspiring power players.

[h3]Sinotai – China Space Agency[/h3]

Someone has to run space.

Sinotai is China's national space agency, ranking second only to the UDA as an off-world political force. Driven by the desire for power, prestige and innovation to ever deepen and extend its reach, Sinotai is one of the extraordinary success stories of the 22nd century.

Attacking ambitious off-world goals from 'an effective zero point', the agency proved its mettle in the mid-21st Century by putting the first humans on Mars, establishing Mars' first gigawatt power system, the first off-world fuel refinery, and many other ‘first leaps’.

Sinotai was a key player in the attempt to terraform Icarus, and few are the space-going organisations that do not rely on its power and capabilities to some extent. A common joke has it that it's impossible to do anything in space without them. A common complaint suggests this is exactly their strategy.

[h3]ACS – American Coastal States[/h3]

Paranoia lingers at the borders.

After the slow-burning, mid-21st Century collapse of the United States into separate federations, the American Coastal States – or ‘The Coasts’ – abandoned most of the country’s central states to form “a new, true, blue Union”.

Half a century later, the ACS regards itself as a beacon of freedom and liberal values, while spending more on surveillance and military R&D than the other New Powers combined. Propelled by a curious combination of enlightenment, censorship and fear, the ACS have approached Icarus in the same conflicted spirit – intrepid yet mistrustful.

The ACS remains a contradiction, described by the Arkansas Defence League as ‘a noose around the heartland’, while others see it as a ‘bastion of determined sanity against medieval ambitions’.

By far the wealthiest of the ex-US federations, with deep connections to Larkwell Martinez, the ACS is the only North American presence on the planet.

[h3]União – South American Union[/h3]

Win at all costs.

Established in the late-21st century, the South American Union (commonly known as União or ‘The Unity’) gained immense off-world power from being the site of Earth’s first space elevator. This influence accrued most clearly in Brazil, which was not slow to exploit it, gatekeeping access to the Solar System – and now the Galaxy.

As a result, Unaio have grown extremely rapidly, gaining an overdeveloped sense of their own abilities and importance. Beneath their confidence, however, they are desperate to maintain their advantage, and see Icarus as a critical beachhead for their federation’s goals.

Allied with off-world mining groups like Inaris, it is clear that União has high ambitions for Icarus, and the exotics beneath its surface.

[h3]The Assembly – The African Assembly[/h3]

Keep out of our way.

The African Assembly is a swiftly rising force in Earth politics, encompassing a majority of states in sub-Saharan Africa – a product of war and desperation rising from the ashes of continental strife.

The Assembly’s climb to power has been astonishingly swift, harnessing its huge potential to transform a continent in just a few decades. Its advancement on Icarus, in the aftermath of terraforming’s collapse, has been equally rapid, but it has been slow to shake old attitudes. After centuries of exploitation, its leadership still harbors hostility towards any outside influence, viewing groups like Sinotai with great suspicion.

The Assembly’s seat at the table is new, their confidence fragile. They wish to maintain their growth and will ensure it by whatever means they deem necessary.

[h3]The Lagos Unit (UDA)[/h3]

It’s our planet, you’re just visiting.

A sub-branch of the UDA tasked with overseeing Icarus, the Lagos Unit was formed during an emergency summit in Nigeria’s capital. Based in orbit around Icarus itself, far from the eyes of Earth’s media, it has only one goal: control of the planet – and the flow of exotics.

Due to its distance from Earth and conflicts between the New Powers – who, theoretically, direct the Lagos Unit through the UDA – it can be difficult at times to know exactly whose interests the Lagos Unit is serving.

It has several sub-branches, including Group 15.

[h3]Group 15 (UDA)[/h3]

The future will thank us.

Group 15’s exact role and remit remain stubbornly ill-defined.

A sub-branch of the Lagos Unit known for mercenary behaviour, dirty tricks and questionable tactics during covert operations, it has also been responsible for conducting some of the most advanced research and study into Icarus itself.

The Group is exceedingly pragmatic, often contracting prospectors to perform its most dangerous tasks, as well as importing skills from Earth as needed. As an organization, they embody a single idea: the ends justify the means when humanity’s future is at stake.

[h3]Mars Administration Authority – ‘The Administration’[/h3]

It’s our time.

The Mars Administration Authority, often referred to simply as ‘The Administration’, remains a minor player in the Icarus political landscape. But the promise of exotics, and the extraordinary opportunities for development they seem to offer, has not escaped the attention of this fledgling colony.

Eager to grow and restless under UDA rule, the Administration is beginning to explore its options on Icarus.



[h2]Patch Notes[/h2]

Note: A lot of bug fixes and changes this week were on the backend to enable the mission functionality, hence fewer visible changes for players in these patch notes.

Bug fixes and QOL improvements:
  • Placed snow-covered trees in transition areas between forest and arctic biomes
  • Fixed a bug where chopped wood was falling through the ground due to the raycast incorrectly not using the trunk to place subdivided pieces
  • Fixed a bug where where aiming from a harvestable item would display the ‘gather’ hand symbol instead of the crosshairs by putting in an override for the 2 mechanics that now prioritizes the crosshair
  • Fixed a bug where the cloth armour would form a ‘spike’ on the headpiece when the player was running or crouching in third person
  • Fixed a bug where the placement helpers for certain buildables (i.e wood roof) were often misaligned or offset due to some being set to half pitch angles
  • Fixed a bug where the crafting counter wouldn’t go back to 0 when changing from one recipe to the next
  • Fixed a bug where all benches would disappear after a game crash
  • Fixed a bug where some clients were unable to access tech or talent trees
  • Fixed a bug where the Steel Axe was invisible to some players
  • Fixed a bug where the Steel spear had the same description as the Iron spear
  • Fixed a bug where Wood windows wouldn’t close properly
  • Fixed a bug where Glass windows had no sound effects when destroyed
  • Fixed a bug where cooked meat would disappear from the hotbar
  • Fixed a bug where the respawn dropship’s animation would play on a loop
  • Fixed a bug where some seams were visible on the ground to host players
  • Fixed a bug where some caves in the arctic would not provide shelter from storms
  • Fixed a bug where crafting benches were using more resources than needed for the selected recipe
  • Fixed a bug where the lantern’s light was displaced from the mesh
  • Fixed a bug where quickly switching between players while spectating could freeze the game
  • Fixed a bug where rejoining a prospect by dropship could make the dropship land in a unplayable area
  • Fixed a bug where the 'Some for Me' talent would not regenerate health after reviving a player
- Shammgod

Community Highlights - Beta Weekend Five

[previewyoutube][/previewyoutube]

Hey Prospectors!

Did anyone see that coming? Not only did you guys conquer the Desert, but you fought off the first of Icarus’ native species, a gigantic sandworm. We did our best to keep it a secret all week, and judging by some of the surprised faces we’ve seen in your videos, it did not disappoint!

Mission: Blacksand was also supported by the return of Mission: Broken Arrow for those who didn’t get the chance to complete it last weekend. Between the two challenges we saw thousands of completions, thousands of bosses defeated, and an uncountable number of gruesome maulings by bears and bases turned to matchwood by fire.

Make sure you keep sharing all your photos, videos and art with us by posting it in #screenshots in Discord, or tagging us with #surviveicarus on socials.

Credit: DeathEmber & Therealfaux

[h2]An Art Team of thousands[/h2]

This week provided an entire new biome, new creatures, and one very angry looking worm, and you turned all of that into some of the best content we’ve seen yet. We’re blown away, and wanted to share just a few of our favourites here:

The Lurker Below - Trug42

I'm coming home? - D4V394

Icarus Cribs - Chris Lindly

This little cutie has a mean strike - SlothOcelot

[h2]A sneak peek of what’s coming up[/h2]

Beta Weekend Six brings the first iteration of our tiered missions, giving you a taste of the progression through missions objectives and character development. This means we will be wiping your characters at the start of the Beta Weekend so we can watch how you progress and through the missions. You’ll also learn more about factions, the various powers behind the failed Icarus project.

Beta Weekend Seven is a fun one. We’re hosting a big celebration for all of you, and how much you’ve given us over the last seven Beta Weekends. We’ll be hosting community competitions and giveaways to send off our Beta Weekends in style and get ready for the fast approaching 1.0 launch...

Because if you hadn’t checked your calendar, that’s just over a month away. All going to plan, December 4th brings Icarus: First Cohort to your PCs, ready for you to set your mark on this new-age gold rush. Look out for a Day 1 patch, exotics-mining, detailed patched notes and lots of exciting new prospects and missions to explore. We cannot wait.

[h2]Screenshots[/h2]

If you want to get a picturesque shot, remember to press 9 on your Number Pad to hide the UI, and post them in #screenshots in our Discord.

Credit: Arrowgon

Credit: website607

Credit: Sarvannis

Credit: Atoning

Credit: CMat

[h2]A special mention of a special group of prospectors[/h2]

The Icarus Wiki Team who have been diligently building out an amazing online encyclopedia for Icarus, spent some of their time this weekend working on a special treat for the Rocketwerkz team. As some of you might know, Rocketwerkz is based in beautiful Auckland, New Zealand, with our office on the top floor of the PwC building overlooking the waterfront. The Wiki team took it upon themselves to recreate it in Icarus and gave us a tour. Here are a few of the amazing shots, with a side-by-side to give you an idea of their accuracy.



[h3]Get ready for Beta Weekend #6[/h3]

The sun might be setting on Beta Weekend 5, but Beta Weekend 6 brings a whole bunch of new missions and experiences for you all. Read about how our Beta Weekends work here

Beta Weekend #6 begins on:
  • 5pm Friday 5th November PDT
  • 1am Saturday 6th November UTC
  • 1pm Saturday 6th November NZT

Helpful links:
Discord Twitter

- Liam

Prepare for Beta Weekend Five

It’s finally here. The sand is stirring and the canyons are open. Prepare to venture into the unforgiving wastes of the Desert biome.

Beginning 22nd October 5pm PDT and ending 25th October 10pm PDT, you will have just over three days to experience the raw beauty of our latest biome.



[h2]MISSION BRIEFING: BLACKSAND[/h2]

Journey to the heart of Icarus’ uncharted desert biome, enduring arid conditions to gather survey data for the UDA. But beware – threats are unknown, and few have returned from this barren region.

With no trace of their whereabouts, we can only recommend you watch your step.

There have been rumours of a subterranean route to the desert, but Minos, the gas giant planet nearby, exerts such immense tidal forces, so these paths are anything but stable. You’re on your own out there.

Certain stages of the mission will require a member of your team to be at minimum, level 25. It will also require certain recipes, so save some blueprint points.

[h2]New challenges[/h2]

The desert biome brings with it a whole new arid environment. Scorching heat is just one of the challenges – be on the lookout for wildlife that feels familiar but shouldn’t be trusted, weather that threatens even the most seasoned Prospector and geological limitations that may force you to plan your route.

Heat - Keep an eye on both the environmental temperature and your character’s. Thirst and heat can drain your stamina and you’ll need to rehydrate more often - so managing your water intake wisely can become critical. Wear appropriate armour and clothing that offers protection but doesn’t overheat you.

Water - The Desert canyons have been carved by both water and Icarus’ powerful geotechnical forces. Remember where your water sources are before venturing into the sands – there’s nothing more painful and frustrating than slowly slipping into hallucinations as you dehydrate.

Cold - Remember, deserts are not always hot. At nighttime the temperature can plummet too.

Flora- Plant life like fiber and wood will be harder to harvest in the arid Desert. You may want to stock up on ingredients for Pills such as the Anti-Poison Pill from the Kitchen Bench or Tonics from the Herbalism bench and before you leave the relative safety of the Forest.

Sandstorms and heatwaves - These aren’t storms for the faint of heart. There’s nothing more violent than the ground around you shifting, lifting and flying in your face. Don’t take a storm warning lightly, and make sure shelter is always available.

[h2]New Wildlife[/h2]

While we won’t spoil all the new wildlife for you, here are a few of your new neighbours:


[h2]Expanded Playing Area[/h2]



Your playable area for Beta Weekend Five’s Blacksand mission includes the Forest starting area, then opens up the desert canyon to the North West. The Arctic is not accessible on this Prospect.

The Prospect from Beta Weekend 4 (Broken Arrow) is still available for you to choose and includes the Northern and South-Eastern Arctic zones, if you have unfinished business with polar bears.

Your level cap is at 30 again this weekend.

[h2]Extra Day (Again!)[/h2]

Monday here in New Zealand is a national holiday, so we’re extending the Beta Weekend by one extra day again, so the team doesn’t have to put a new build out on their day off. This also gives you more time to complete the new Mission: Blacksand and last week's Mission: Broken Arrow.

[h2]Reporting Bugs and Suggestions[/h2]

Please continue to report bugs, issues or suggestions during the Beta Weekend here

Please search to see if your suggestion has already been posted before you submit, and upvote it if you find it!

We love it when you share your screenshots and clips with us. Be sure to tag us @surviveicarus on all socials, and join our Discord server to hang out with us and our community over this Beta Weekend!

[h2]Patch Notes:[/h2]

Below is a selection of key bug fixes and QOL improvements that we’ve actioned since the last Beta Weekend. This doesn’t reflect every change, but gives you an idea of where our effort has gone. Thanks - many of these bugs were reported by you on Feature Upvote.

Bug fixes:

  • Fixed an issue where the crafting bench could be fooled to think it had enough items to continue crafting
  • Fixed a bug where the shelter trace stops functioning and does not resume until reload, causing players and deployables to incorrectly take exposure damage
  • Fixed an issue with the ‘More for Less’ talent where the crafting recipe was incorrectly using resources and requiring double the intended amount
  • Fixed a bug where dying and Respawning and then fitting Fur Armor leaves armor in first person
  • Fixed a bug where the medicine pills weren’t providing any buffs due to the modifier removing itself immediately
  • Fixed a rotation issue of Polar Bear eating a carcass animations (start and end)
  • Fixed a bug where player appears in Out of Bounds Area when dropping in 011 for Broken Arrow mission
  • Added a patch where the system will deny animal spawns for a period of time in the location one was killed
  • Fixed an Error 024 by allowing the host to update the prospect heartbeat during the loading phase
  • Fixed an Error 020 by fixing incorrect append type for wrapping associated member character slot data
  • Adjusted the physics on the Cougar model to ragdoll more realistically
  • Animals that are fleeing from you are no longer able to be hit with stealth attacks
  • Fixed a bug where ammo was unloading into hotbar before main inventory, when there was still space for it
  • Fixed a bug where arm armor wasn’t visible when in first person
  • Fixed a bug where doors were being double-placed if the existing door was open.
  • Fixed an issue with solo talent tree being blocked by 'coming soon' nodes
  • Removed debug plane placed on one tree stump (looked like a white target)
  • Fixed a bug where punching was causing 0 damage, it will now cause 5. Remember though, Bears punch harder.
  • Fixed a bug where doors stopped rendering at certain distances
QOL improvements:
  • Certain deployable items will now produce recipes concurrently instead of consecutively to follow a more logical experience and progression
  • Added a Stat Modifier which modifies the held time to activate an item (i.e repair hammer)
  • Added a variation on the wall piece to allow for double-windows
  • Reworked the rain particle visual effects to provide a more realistic experience
  • Added a bleeding modifier to injured animals to provide a more realistic tracking experience
  • Split foliage quality and foliage distance into separate settings to help improve load speed and depth of field
  • Added Incendiary Rifle Rounds for those who just want to watch the world burn
  • Added Steel and Iron Repair Hammers
  • We felt firearms were too strong, too early, so we rebalanced the tree to include a Bolt Action Rifle, with the Hunting Rifle moving to level 30.
  • Set minimum charge required for Longbow, Recurve Bow and Compound Bow to 0.9 so arrows cant be launched at snail's pace
  • Added messaging on solo talent tree to inform players that these talents are only activated when solo
  • Doubled range of fire warming aura modifier for easier sleeping
  • Added bench requirement tooltips on item repair context menu (i.e Longbow)
  • Added variants keyprompt on deployables with variants (i.e Wall)
  • Adjusted the min/max yield of the Rabbit so it produces less Fur
-Liam

Community Highlights - Beta Weekend Four

[previewyoutube][/previewyoutube]

[h2]Mission Achieved, Prospectors![/h2]

Beta Weekend Four provided a challenge like never experienced before on Icarus, but you took it head on with confidence, creativity and a lot of courage. With the largest journey yet to complete on foot, changing biomes and fierce new predators, it took careful planning and resource management to successfully complete.



Mission Broken Arrow saw countless warheads recovered, bosses defeated and recovery missions completed. We also include several successful performance improvements (always more coming) and balance changes for this Beta Weekend, and put out a couple of hotfixes during the weekend that addressed some spawning issues and bugs.

Make sure you keep sharing your clips and victory photos with us. We love seeing all of them, and it inspires us to keep daring to make something great for you all.

[h2]You should all be Creative Directors[/h2]

Once again, we struggled to choose some favourites from all the clips you tagged us in over the weekend. Thank you to all our content creators, players and future gaming artists, you’ve outdone yourselves. Here’s a few we particularly enjoyed:

So close, yet so far - Jeff_the_maniac I'm going to make you into a hat! - SlothOcelot WOAH WOAH WOAH - WhoopWhoopGamin Mammoth go Brrrr - Râ



[h2]Getting the most out of Feature Upvote[/h2]

FeatureUpvote has become familiar to most of you, as our hub for players’ ideas, bugs, features and dreams. Our development team actively combs it for information.

We’ve been working on optimising this over the last few weeks so it becomes an effective, efficient and easy hub for making sure the most popular community issues get recognition, and want to explain how you can make sure your feedback is heard.

[h3]1 - Before submitting a ticket, do a quick search that a similar ticket doesn’t already exist[/h3]
Often, your great idea or bug has already been reported, even if in slightly different words. Before you submit a new ticket, search for some keywords to see if someone else has said something similar, and add to it as a comment, along with upvoting it, so we know it's important. Submitting a duplicate ticket might result in 20 tickets getting created for an issue rather than one ticket with 20 votes, which is more likely to be prioritized.

[h3]2 - Make sure you’re super clear and detailed in your explanations[/h3]
We’re combing through thousands of tickets a weekend, so providing good, crisp and clear information is critical if we’re going to be able to take your feedback. Where, when and how does the issue occur? What steps could we take to reproduce the bug ourselves? If relevant, what graphics card and drivers do you have?

[h3]3 - Keep it constructive, we’re all building this game together[/h3]
We know bugs and imbalances are frustrating, but that’s why we do these Beta Weekends! When submitting your tickets or comments, make sure to breathe, think through your feedback, and provide it in a constructive way. Getting upset just makes it trickier for us to decipher what you mean which leads to us not being able to include your feedback in our sprints.

We’ve loved so many of the ideas, suggestions and thoughts you’ve offered over the last four weeks. Let's make the next three even better by using feature upvote to its full potential!

[h2]Screenshots[/h2]

If you want to get a picturesque shot, remember to press 9 on your Number Pad to hide the UI, and post them in #screenshots in our Discord.

Credit: Quiet

Credit: Chill

Credit: Tiberius

Credit: Septic Falcon

Credit: Beinn

Credit: Lolly

Credit: Munnky

[h2]Get ready for Beta Weekend Five[/h2]

We might have just finished Mission: Broken Arrow, but the sands are stirring and the Desert is ready for its first adventurers. Beta Weekend 5 is almost upon us, read about how our Beta Weekends work here.

Beta Weekend Five begins on:
  • 5pm Friday 22nd October PDT
  • 1am Saturday 23rd October UTC
  • 1pm Saturday 23rd October NZT

Helpful links:

Discord Twitter

- Liam

Prepare for Beta Weekend #4

It begins on Friday 8th October at 5pm PDT and lasts an extra day until Monday 11th 10pm PDT.

As we posted yesterday, we’re adding an extra Beta Weekend. This means the Desert biome will be unlocked in two weeks’ time, and the other Beta Weekends are all pushed back two weeks too.



[h2]MISSION BRIEFING: BROKEN ARROW[/h2]
[h3]RECOVER ENZYME WARHEADS FROM THREE DOWNED TERRAFORMING SATELLITES.[/h3]

BACKGROUND:

When terraforming failed, the UDA tried to put the political and environmental catastrophe behind them. Mothballing the Inaris-designed atmospheric processing satellites, Icarus was supposed to be forgotten. A decade on, these orbital bio-factories are de-orbiting. The UDA wants no more scandals.

MISSION:

Recover the enzyme 'warheads' from three crashed Inaris satellites, before anyone else.

TERMS:

Geo-data in this region is unavailable, so your team will be inserted at a known drop point. At least two of the satellites impacted in the arctic. Expect a demanding journey, heavy weather, sub-zero temperatures, and fierce wildlife.



For more background on Icarus’ terraforming and the UDA check out the History of Icarus on our website. This will be expanded as more of Icarus’ lore is unveiled over time.

[h2]An extra day on Monday[/h2]

Since this three-part Mission spans the Forest biome, the northern Arctic biome as well as the newly-unlocked southern Arctic region, we’re going to give you an extra 24 hours to complete the Mission. That’s right, this Beta Weekend will continue until Monday evening (PDT).

[h2]New wildlife detected[/h2]

The satellites’ crash sites have drawn the attention of some of Icarus' most fearsome wildlife. The cause of their heightened interest and aggression remains unclear, but research suggests a potential connection to the terraforming technology. Group 15 has refused to release any further information at this stage.

The Arctic poses familiar threats, with reports of another Mammoth and the largest Polar Bear yet seen roaming the ice, but a new predator has been reported deep in the forest. Without further data available, we can only suggest you tread with caution and keep your eyes focused on the undergrowth.



[h2]An Expanded Playable Area[/h2]

This Beta Weekend another Arctic zone has opened up - in the South-East of the map. You may have come across the entrance to it when exploring previously (and got a warning if you ventured in).

While the in-game map still lacks terrain data, the locations of the three satellites have been marked. One is in the Central Arctic, one in the Forest valleys and one in the new Southern Arctic region.

Here’s the area you can explore this weekend:



[h2]Tech Tree and Talents Reset[/h2]

Your characters have all been returned to the Orbital Station ready for a new Prospect.

We’ve rebalanced and made several changes to the Talent Tree and the Planetary Tech Tree - so have reset all your points for you to spend again.

Overall we have reduced the number of Blueprints awarded with each level. We know many of you have strong opinions about whether there are too many or too few unlocks at each level, so we’ll be paying close attention to how you progress this weekend. Solo players are encouraged to check out the Solo Talent Tree, and give us feedback on FeatureUpvote.



[h2]More Languages[/h2]

Icarus will be available at launch in English, German, French, Russian, Brazilian Portuguese, Latin American Spanish, Simplified Chinese, Traditional Mandarin, Japanese and Korean!

Beta Weekend 4 will include the first versions of our translations for some of these languages. These are all very much in development and will include a lot of missing text, typos and gaps, but it gives us a chance to see how they work when deployed to you, the players. We know there will be gaps, and are not looking for feedback on translation errors on FeatureUpvote just yet.

You change languages in the Settings menu.

We know people would like even more languages and after our launch we may introduce tools for the community to contribute their own translations.

[h2]Reporting Bugs and Suggestions[/h2]

Please continue to report bugs, issues or suggestions during the Beta Weekend here.
Please check to see if your suggestion has already been posted before you submit it, and upvote it if you find it!

We love it when you share your screenshots and clips with us. Be sure to tag us @surviveicarus on all socials, and join our Discord server to hang out with us and our community this Beta Weekend!

[h2]Patch Notes[/h2]

Check our Steam Forums for detailed Patch Notes and any Known Issues when the weekend begins.

Notable Quality of Life changes:
  • Added a requirement for prospectors to be near a source of warmth to be able to sleep
  • The Rain Reservoir now has slots for ice and containers
  • Rebalanced recipes for benches, concrete buildables, weapons/tools and cabinets to now require iron nails and steel screws, and adjusted the ingot requirements accordingly
  • Added a blueprint to the armor bench allowing you to turn leather into rope
  • Now only the players dropship will show on the minimap, rather than all prospectors’
Some of the key fixes and improvements this weekend are:
  • Rebalanced animal respawning
  • Fixed a bug where other languages would not load when the player switched to them in the settings
  • Fixed a bug where any stack that was 50%+ of the crafting requirements for a recipe was consumed and considered enough to execute the craft
  • Fixed a bug where some players couldn’t see a deployed fireplace
  • Fixed a bug where concrete buildables had a distorted visual appearance due to corrupted LODs
  • Fixed a bug where ctrl+clicking an item could lead to it being ‘lost’ rather than shifting inventories
  • Fixed a bug where the shovel wasn’t reducing in durability as it was used to collect ice
  • Fixed an issue with the polar bear and mammoth movement where they were interacting with the ground incorrectly
  • Fixed a visual issue where the snow on a roof didn’t have the effects of snow in the terrain
  • Fixed a visual issue where the fireplace didn’t have flame particles
  • Fixed a bug where the dehumidifier could only be deployed through the hotbar and not the inventory
  • Fixed a bug where there was no stamina penalty for using a axe, knife or pickaxe as a client on someone else's prospect
  • Fixed a visual error where some trapdoors and windows weren’t ‘flush’ with their wall/floor piece
  • Fixed an issue where certain benches weren’t breaking into the correct materials when impacted by elemental damage
  • Fixed a visual glitch where a player who respawned would be in the swimming animation in first person
  • Fixed a bug where loading in consumable wood logs caused players to be unable to load in to an existing prospect
  • Fixed a visual glitch where a players dropship would remain highlighted from a large distance
  • Fixed the visual bug when carrying a chamois carcass
  • Fixed a bug where the steel knife would do a spooky hover when dropped by the player (Happy Halloween!)
Helpful links: Reporting Bugs Discord Twitter

Happy gaming, Prospector!

- Liam