ICARUS
by RocketWerkz · 3 Dec, 2021
214 downloads
About the Game
ICARUS is a PvE survival game with both Mission-based and persistent Open World modes for up to eight co-op players.
Endure a savage wilderness on Icarus, an Earth-like terraformed planet now considered humanity’s greatest mistake. From their orbital station, prospectors drop to the planet surface to explore, harvest, craft and hunt while seeking their fortune.
Confront and conquer a brutal PvE world determined to wear you down
From toxic atmosphere to savage wildlife, apex predators to destructive storms and forest fires, Icarus is a planet with a temper. Preparation and planning are everything, whether it’s to find a source of oxygen, stalk your next meal or stockpile supplies for a long journey into the wilderness.
Go at it alone, invite up to 8 Steam friends to join your game or play on dedicated servers.
Immerse yourself in a deceptively familiar, yet formidable, world
The First Cohort of prospectors has been granted initial mining licenses for over 64 square kilometers of hand-crafted terrain, full of hidden caves and biomes to explore. Every single tree is harvestable, every rock can be voxel mined, every creature can be hunted. Tame and ride mounts, craft advanced tech to extract resources faster and prepare yourself for harsher challenges.
Master three separate tech trees: planetary tech, player talents and the orbital workshop
Unlock four tiers of technology from hand-crafted to advanced composites and electronics, plus 8+ different building materials.
Choose from over 100 talents as you specialize your character in exploring, building, farming, hunting, taming, fighting and more.
Return to the orbital workshop to exchange exotic matter for advanced tech and items with unique properties, which may give you an advantage on your next drop.
Three Game Modes: Open World, limited-time Missions, or creative Outposts
However you want to experience Icarus, you can.
Forge your claim in Open World, battling the elements and apex predators for survival and testing the limits of your survival instincts.
Accept timed Missions to mine exotics and earn Ren as you complete tasks for the power brokers overseeing the planet. Drop down to the planet with nothing, establish a base from scratch and escape in time.
Let your creative mind run wild in the Outpost regions with regenerating resources and safe environments.
About the world of Icarus
Icarus was once destined to be a second Earth, but when terraforming collapsed - the air turned toxic and humanity’s hopes of colonizing a new world died. Icarus became a joke, a symbol of humanity reaching for the stars and failing. The xeno-engineers salvaged what they could, released modified embryos and halted the terraforming process.
Yet when they discovered the cause of the failure - exotic matter - new interest was ignited. Valuable beyond reckoning, these ‘exotics’ sparked a gold rush and fueled political tensions back on Earth.
Prospectors flocked to Icarus to complete contracts to extract exotics and conduct research for various factions. Those that survive return to orbit as seasoned veterans, converting their exotics into advanced technology, and taking on ever more challenging drops. Those that get left behind... are lost forever.
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ICARUS is being made by a team of survival game veterans at RocketWerkz in beautiful Auckland, New Zealand.
Screenshots
15 images
Version Information
Steam Patch Notes
Official update history
This week, we are expanding the Norex Trader inventory to provide access to boss vestiges that are not normally available on all maps. We are also making a few balance adjustments to the Sandwyrm Queen and its associated items.
In addition, we're including a preview of next week's update, which will introduce a new addition to the planetary crafted backpack lineup.
Notable Improvements:
- Adjusted gestation speeds on several animals which better represents their size/stature
- Optimization and improvements to Transport pods, including Norex Trader station
- Fixes to prospect game settings on dedicated servers as their size was too small at some resolutions
- Fixed issues with Simple Building Shadow logic not behaving as intended
This Week: Expanded Norex Trader
This week, we're expanding the Norex Trader's inventory. The trader will now sell Vestiges from all World Bosses in exchange for Biomass. This will allow players to craft any recipes or trophies (once unlocked) that require these items, even on prospects that do not feature those bosses.
This is part of our ongoing effort to ensure that newer content remains accessible across older areas of the game. It's important to us that we continue supporting existing maps and content rather than leaving them behind as the game evolves.
As a reminder, the Norex Trader is unlocked in an Open World region by completing the associated mission. Once the mission is complete, the trader will permanently establish a camp in that region and become available as a merchant.
{STEAM_CLAN_IMAGE}/38036764/feb22e0fff41ebcf705085bcf57bddd30d403eb6.png
This Week: Sandwyrm Queen Recipes & Resources
This week, the Sandworm now drops a second resource item: the Sandwyrm Wing Fragment. Like the other World Bosses, both of the Sandworm's resource drops can be processed into Biomass using the Organic Residue Cleaner.
This change brings the Sandworm's rewards more in line with our other World Boss encounters, providing additional opportunities to collect Biomass and making the boss a more consistent source of valuable resources. As part of this update, several recipes that require Sandworm Queen materials have been adjusted to account for the addition of the new drop.
The Sandwyrm Wing Fragment is also laying the groundwork for future content. We have additional Sandworm Queen-related items, recipes, and uses coming in future.
{STEAM_CLAN_IMAGE}/38036764/e1ec9e29364da22a23f482475fa692d1dabaada7.png
Next Week: Planetary Backpack
Next week, we're adding the Cured Leather Backpack to Tier 3. Designed as a step up from the Tier 2 Leather Backpack, it provides players with an upgraded on-planet backpack option without requiring a Workshop purchase.
{STEAM_CLAN_IMAGE}/38036764/07e3a076d9b126668b9db02ea5c111c5297f87f5.png
Your support makes these updates possible.
[dynamiclink href="https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/"]
[dynamiclink href="https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/"]
Changelog 3.0.15.153056-rel-DangerousHorizons
New Content
[expand type=details expanded=false]
- Fixed Norex Trader accepting Scorpion instead of Scorpion Boss vestiges
- Adjusting Great Hunt Bosses Vestiges to cost 4 instead of 2 biomass
- Norex Station: Fixed several lighting/VFX placement issues, more optimized with less lights used. Fixed disabled collision on bench. Added supporting lighting/visuals close to trader so they're not standing in darkness. Fixed dialog subtitles related to Norex trader quest not matching. Fixed highlight setup
- Fixing Biomass -> Vestige Recipe for the Rock Golem Boss, it was 2->2 instead of 2->1
- Unlocking Biomass -> Vestige conversion at the Norex Trader - removing dev-lock
- Boss Vestiges are now purchasable from the Norex Trader at a ration of 2 Biomass -> 1 Vestige, this allows trophies and other items to be crafted on maps where the bosses are not present, currently Dev-locked
Fixed
[expand type=details expanded=false]
- Slightly Adjusting Creature Gestation Periods so in general mounts between 2000-3000, tames around 1500 and small farm animals around 1000
- Fixing Inert Uranium Ingot collision so it no longer falls through the ground when dropped
- Fixing Inert Uranium Ingot using the incorrect meshable after recent cleanup, it no longer emits radiation
- Removed unused static array of images from new widget
- Transport Pod base class: Disabled collision on fake light meshes and setup distance culling for spotlights
- Updated the meshable DT entry for the snow pygmy lop so the correct carcass is displayed when carried
- Fixed Building Base not checking if a Shadow Geo mesh is defined before attempting to set simple building shadows. Fixed Beam base classes not having Cast Shadows set to true on the Main building mesh by default, causing Beams to be unable to render shadows if no Shadow Geo was defined
Reduced Meshable DT by 25% (400 rows) by removing redundant rows (duplicates, deployable context only) - String Translations - Deep ore thumper
- Updated some colors on the Deep Thumper
- Updates to collision tooling
- Fixed build validation
- Prospect Game Settings - Added scale box to try prevent dedicated server settings from being very zoomed in
- Potential memory improvements on build validation job
- Fixed Quest Marker Locations for other Great Hunt Quests so they are correctly nested in the WorldOutliner
- Added new helper functions to fetch static mesh collision geometry primitives
- Added additional logging to collapse_all_datatables.py
Future Content
[expand type=details expanded=false]
- RAD_O1 - Fixing issue where the Antiradiation Recipe Flag was not being granted to players correctly on mission start
- Adding GH pillar rock explode audio event, and BPQ setup
- Added a beard, eyebrow, and hair SK for the character head matrix prototype
- ARK - mesh placement, landscape, foliage and decal painting in coastal, yellow quad
- RAD_C2 - Adding in Malformation Fight at the end of the quest
- Updating RadBoss External Name to Malformation
- RAD_C2 - Regular EDEN NPC's are removed from EDEN at the Start of the Quest and Readded when the quest ends
- RAD_C2 - Trades are removed from EDEN at the Start of the Quest and Readded when the quest ends
- Updated grenade launcher SK to have movable sights
- Fixed a typo in Styx tooltip text for dlc badges
- Fixed some issues with Settlement survival tick not firing due to new TimeOfDay delegates not broadcasting
- Settlement survival tick now decays a larger amount of food/water/oxygen per day, and with a small random deviation
- Settlement NPC food recovery is now based on nutrition value of food items instead of a flat per-stack count number
- Added new Settlement farm which generates carrots
- ARK - mesh placement, landscape and decal painting in coastal, yellow quad - added some experimental material variations for doing red algae
- Re-importing male head SK for blend shape matrix prototype into a new folder, with corrected naming as well
- Adding audio to new animations for rad boss. First pass
- Added generic stat-based resource generation to Settlement buildings, configured in DTs, scaled by number of NPCs working at building
- Added more Rad Boss animations
- Added new head SK for blend shape matrix prototype
- Separate Sinew_Standing_Bag_into SM and SK
- Updated SMs and added Destructibles for DEP_Crate_Lead_Lined
- Updated emissive textures for DEP_Crate_Lead_Lined
- Added ability to request deconstruction of Settlement buildings and recovery of building resources (50%)
- Fixed issue with Settlement visitors never being removed from array after hiring, preventing more visitors from spawning
- Added concept of Settlement Building destruction and partial refund of resources
- Added additional Settlement Building info to new radial menu side panel
- Settlement House now requires resources to construct
- DLC Buttons - Fixing issue where the the c++ was updated but the data table wasn't, also fixing the broken UMG
- RAD_C2 - Adding All Objectives, Tags and Quest Markers to Trigger Quest Steps
- RAD_C2 - Adding new Dummy Rad Boss BP for mini boss fight that can play bespoke animations before the fight
- Updated stats on Radboss and Colonist envirosuits
- DLC Icons - Switched hover text entry to be FText from FString for localization
- Head customization setup normal blend in BP Head test, now updating with temp UI
- Added female version chest SK and pack assets for the rad boss armour and small update to the textures
- Launchers - Added inaccuracy and prediction circle takes distance into account
- Added art assets for the Skulk juvenile to the project
- WIP changes to make RadBoss rock transitions montage-based so they replicate correctly for clients and support blending
- Slightly raised RadBoss Spire in arena map to make sure NPC doesn't sink into ground when performing anims
- ARK - landscape sculpting, mesh placement, foliage painting in coastal region, yellow + green quads
- Added Hoverframe Key Quest Item icon
- Fixed missing Modifier icons for new items. Removed DHs feature flag
- Hooked up correct animations for lead lined crates and removed incorrect DM references
- Legendary Launcher - Changed making grenades feel the same from a stat weight override to a launch force multiplier based on weight differences. Removed old unused stat from DT and virtual stats
- Mission dialog audio, event and quest setups for B
- Fixed DF resolution on Lead Crate SMs
- Added dialog and subs for GH RAD B
- Changed background opacity for DLC Badge container, removed title, centered buttons
- DLC Buttons - Fixed layering bug where you could see the DLC buttons in settings/credits and did not fade out properly
- More natural footstep distancing for a creature
- Added angled background to DLC Badge container. Increased DLC button size. Shifted Videos on main menu up
- Adding audio, event and UMG setup for adding rad prosp to chamber
- Added missing rad boss animation audio
- coastal wave tool polish progress
- Head customization material setup and test widget
- Added Inaris tool set color variations
- Updated DEP_Crate_Lead_Lined and LODs
- DLC Icons - DLC Button implementation
- Settlement buildings now clear grass underneath them
- Settlements now clear FLOD foliage within boundary on Begin Play
- Settlement paths now clear grass underneath
- Added new Settlement talent to upgrade boundary size and switch to stone walls
- RAD_A - Fixing Structures so they are saved as persistent actors and not just in that once quest
- Adding new Tags to items so they can ignore the build blocker boundary (for missions)
- Fixing the old Animal Trap which was causing issues with the prebuilt structure system
- RAD_C - Adding Explosion Events and Tidying up the ending so the timing works correctly
- RAD_C - Adjusting Laser to Collide Correctly, Adding new Animations and Destructible Mesh to the Boss Spire
- RAD_C - Now Fully Playable
- Added temporary cobble texture to Settlement road path
- Work on new RadBoss anims, transitions to/from rock and submerge/emerge
- ARK - water plane and macro placement, cave prefab block out in coastal, yellow quad
- Added subtitles to mission A dialogue, adjusted timing and triggers for dialogue
- Added a basic mount setup for the stomper
- DLC Icons - changed visibility to collapsed and only visible on development for time being
- Terrain_022 set up with heightmaps, landscape textures, developer quads and data added to D_WorldData
- Added DLC Badges and Container to Title Screen
- RAD_C - Setting up final operation quest steps quest is now playable
- RAD_C - Placing quest markers in world in rough locations to adjust based on playthroughs
- RAD_C - Setting up new Item for Laser Snap Points, laser activations, explosive explosions and basic enemy spawning
- RAD_C - Adding in Prebuild Structure Spawning where appropriate if the structures don't exist (should only be relevant when testing)
- Shifted some wall-specific config/logic from ASettlement to new SettlementWallLibrary
- Fixed a number of typos, added final text for GH RAD A collectable notes
- Settlement buildings can no longer be deployed if no nearby Settlement is found
- Added DEP_Oxite_Dissolver_MXC with animations
- Added some Settlement resource stats
- Settlement NPCs now walk to residences to sleep during nighttime
- Adjusted nav settings of some Settlement building meshes to ensure NPCs don't try to walk inside blocking meshes
- Builder Settlers will walk to nearest storage facility to pick up resources before moving to build their target
- Added data for XL aquarium. Optimized new foliage textures. Fixed LOD settings
- Added support for Settlement NPC actor virtualisation/devirtualisation when Settlement's terrain anchor becomes invalid/valid
- Settlement buildings can now specify whether they should be built inside/outside/both re: boundaries
- Settlement woodcutter now actually moves to trees to chop wood. Logging camp must now be placed near trees
- Settlement buildings can now override a new BP function to apply any bespoke building placement rules
- Settlement buffer zone now only blocks against other buildings/IcarusActors instead of terrain, making it easier to place buildings on uneven terrain
- Legendary Launcher - Added temporary prototype ADS prediction sphere to guide where grenade is going
- RAD_C - Setting up Quest Blockout
- RAD_C - Adding Quests steps for Delivering Duke to the Colony, Having Duke Explode if too much damage is taken and allowing for Duke to explode and a new Duke to be provided by the quest
- RAD - Setting up Quests Steps for Placing the Lasers, Explosives and Destroying the Radioactive Nests
- Reduced chest mesh density, updated skinning, added physics assets, and updated materials and textures of the Rad Boss Armour. Added correct SK into the first person hands slot of the armour DT
- Added Forced Evolution Virus item icon
- Updated Rock Formations, Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
- Added DNA Augmentation Serum item icon
- Removing incorrect dialog quest placement
- Legendary Launcher - Gave ability to shoot grenades, currently the same as the t4 launcher but with better launch force and inventory space
- Completed FLOD setup for the Elderberry Bush, including DMs, BPs and FLOD DT entries
- Added Fish and Mushroom item icon
- Readding b2 dialogue start to quest
- Added Rad Boss item attachment icon
- T4 Launcher - Switched payload deployment on impact being caused by item tags. Now is a stat on the launcher so we can get stat description
- Updated the jungle hunter SM default scale from 1.75 to 2.0
- Adding additional rad boss movement after fall audio
- Settlement NPCs now have randomly assigned clothing based on role and random seed
- Added new HighlightableCustomiserInterface BP interface to customize simple TooltipInWorld title/description
- Adding rad b chamber audio
- Adding distiller craft audio, distiller place item audio, events and UMG setup
- RAD_A - Fixing Supply Pod Drop Location
- RAD_A - Adding in Boss Spawning and Crawling Animations
- Settlement logging camp resource generation now correctly takes into account an NPC's time spent not working (sleeping) when large time skips happen
- Adding Rad B intro dialogue, event and quest start audio play
- Mission dialog adjustments to placement and timing. Reducing dialogue line to better match intensity of situation
- Fixing syringe spatializing too hard when collecting sample. Slight reduction of volume of scuttlers to better match their size
- Added Radboss Module icon
- Fixed Settlement spec compile issues
- Added navigation-based Settlement NPC pathing
- Added Settlement NPC names json
- Added LoggingCamp prototype Settlement building/behaviour
- Added BT support for Settlement tasking along with associated montages
- Scaled down settlement meshes to 70% of original
- Added support for events to override an NPC's current activity/schedule slot
- Fixed some issues related to Settlement wall generation's size not respecting current bounds. Bounds are now set by stat-based settlement radius
- Added gates to Settlement walls
- Added helper functions to determine amount of prospect time an NPC spent 'working' when time skips happen (player sleeping)
- Rad A quest dialogue placement adjustments, delay adjustments and correcting serum crafting sounding like cooking station
- Adding initial setup for new Legendary Weapon - Grenade Launcher
- Adding Missing RadBoss Wing Boss Item, Adjusting RadBoss Item Recipes to include the Wing, Adding new Item Icon
- Updated Rock Formations, Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
- Setting up RadBoss Loot Rewards
- Setting up RadBoss Vestige, Habitat Trophy and Head Trophy, Recipes, Blueprints, etc
- Updated jungle hunter SM to the new default scale
- Fixing Radiation Great Hunt Mission, Tree, Assignment and Rewards
- Adding new Account Flags for Great Hunts and assigning them to their missions as rewards
- Adding +2 Talent Points to Final Radiation Great Hunt Mission
- Setting up Carbon Fishing Rod, Recipe, Talent Item
- Setting up RadBoss Boss Items (Claw and Egg) which will be harvestable from the RadBoss
- Setting up Norex Trader Conversions & Organic Cleanser for the RadBoss Items
- Setting up RadBoss Items Attachment and Module
- Setting up Colonist Envirosuit Workshop Item
- Setting up RadBoss Armor Set, Recipes, Blueprints and Meshes
- Setting up RadBoss Crossbow Recipe, Blueprints and basic item setup
- Setting up RadBoss Fishing Rod, Recipe, Blueprint and basic item setup
- Setting up Animal Virus for mutating animal companions
- Setting up DNA Serum for adding a long term buff to players
- Setting up Basic Drone Companion Item
- Adding all GH Rad a1 dialogue, events, quest dialogue trigger setups. Fixing blinky audio not working due to animation being swapped without the audio
- T4 Launcher - Fixed error with not being able to find the anim instance when reloading
- Added rad boss fishing rod art assets to the project
- RAD_O1 - Adding in Quests Steps, Quest Markers and New Items and modifiers, the quest is now fully playable
- Adding dialogue rows for GH RAD Mission A
- More rad boss spatialize and volume adjustments
- Rad boss vocal priority adjustments to prioritize roars over flinches
- Added ITM_Backpack_Planetary_T5
This week introduces Ubis breeding, allowing Prospectors to establish their own breeding populations of these iconic swamp birds.
Looking ahead, next week's expansion of the Norex Trader will provide new ways to access world boss rewards across more maps.
Notable Improvements:
- Optimizing a number of collision setups of many expensive mesh setups
- UX Pass on Aquariums, fixing client desync issues, optimizations, improved LOD setups, improvements to visuals and more
- Norex Trader now trades for Sandworm Scales instead of Caveworm scales
This Week: Ubis Husbandy & Phenotypes
This week, we're expanding the possibilities of ranching on Icarus with the addition of breedable Ubis.
These towering swamp birds have long roamed the wetlands of Icarus, and while juvenile Ubis could already be collected and raised, Prospectors can now breed them as part of their husbandry operations. This new addition opens up more opportunities to grow your flock, experiment with breeding outcomes, and work toward collecting every available variation.
To get started, you'll need to craft a new Ubis Serum at the Ranching Station. Once crafted, you'll be able to begin establishing your own breeding population and continue expanding your collection.
As a reminder, Ubis feature 7 distinct Phenotype variations for you to discover, collect, and breed, giving Prospectors plenty of reasons to keep experimenting with different combinations and outcomes.
{STEAM_CLAN_IMAGE}/38036764/99c6c5e8db9d076294b43022ebc9668a35b56ef1.png
Next Week: Expanded Norex Trader
Next week we are expanding the Norex NPC Trader adding Boss Vestiges of all world bosses to be purchased allowing the unique items that can be crafted with them available on all maps that the specific bosses are not present.
{STEAM_CLAN_IMAGE}/38036764/786e508774c252f2a79b5052635ee7a4df746a71.png
Your support makes these updates possible.
[dynamiclink href="https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/"]
[dynamiclink href="https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/"]
Changelog 3.0.14.152723-rel-DangerousHorizons
New Content
[expand type=details expanded=false]
- Setting up Ubis Husbandry, Behaviour and Serums
- Fixed materials on the 6th Ubis variant, as well as on one of the Ubis carcasses
- Fixing issue with the Ubis being unable to use the quick tamer saddle
- Fixing issue with the Ubis Enzyme Serum being uncraftable
Fixed
[expand type=details expanded=false]
- Fixing issue where the Norex Trader trades Biomass for Caveworm Scales instead of Sandworm Scales
- Increased vapor condenser DF quality and added additional LOD
- Optimized expensive/unnecessary collision on several meshes. Updated tooling to reflect more accurate collision information
- Added custom collision mesh for Iris' lab in Eden
- Removed DF from IrisLab COLL mesh
- Improved LOD screensize settings on Cave Roots Hanging meshes
- Removed expensive collision from Mangrove cave root meshes which players are unlikely to collide with (hang from ceiling/walls). Deleted unused COL assets which matched primary mesh. Updates to MeshTools collision checking
- Outpost_006 - adjusted depth on 2 lakes to force sublevel regen and hopefully fix invisible water inside cave
- STYX - fixed hole in cliff geo, yellow quad (added additional cliffs, couldn't move existing one and couldn't reshape landscape without resetting FLOD)
- Perform valid check on components before attempting to apply custom primitive data in FactionBoss Sandworm BP
- Fixed Komodo being unable to be dropped when carried. Added DT validation to detect future cases
- Aquariums UX pass: Fixed effects not updating for clients by running through RepNotify. Perform material swap instead of creating dynamic materials. Added distance culling to fish SKs for a substantial optimization on bases with multiple large aquariums. Fixed T3 Aquarium Biofuel setup not working correctly. Fixed incorrect material slot define on T3 Aquarium variation. Fixed incorrect fish drop point on T3 Aquarium variation. Made 'clean' glass material slightly more transparent. Tweaked lighting setup on Scyther aquarium. Added BP for XL Aquarium (no data yet)
Future Content
[expand type=details expanded=false]
- Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
- Adjusted scale of the Money Plant variants, as well as fixed the fade settings on several DESTR materials that weren't fading out correctly
- T4 Launcher - Launcher now causes all shot projectiles to explode on impact
- Added FX to RadBoss Spit and Breath Attack, Assigned BP_RadBoss_Spit to D_Meshable
- T4 Launcher - Added change in launch force based on whether shooting a flare or not. Rock golem grenade stack size is now 5 from 1
- Added CST_Jute and ITM_Seashell with 3 variants each, including SMs, materials, textures, BPs and DT entries
- Added physics assets to the rad boss saddles and created or assigned physics assets to any other saddles that were missing them
- Added ITM_Backpack_Planetary_T4
- Added initial data for EMP Grenade. More WIP on Payload
- T4 Launcher - Added ability to use flares in launcher. Fixed ADS. Dev locked grenades as a valid ammo type
- Deleted unused WIP blockout Eden meshes
- Deleted unused foliage COL assets
- Updated Rad Boss Armour textures and materials. Added first pass skeletal meshes with basic skinning
- Rad Boss animation FXs
- Fixing Distiller Static Mesh Reference in datatables and incorrect great hunt reward in the faction missions table
- Improvements and adjustments to radboss ballistic. Adding unique layer for the web flying audio, increase to range of audible ballistic fly for better player awareness. volume adjustments
- Added first pass of 3 Jute plant variants for the Coastal biome, including FTs
- re rendering rad boss release sound to closer match capture
- Removed orange trim from Elephant Ear plant
- T4 Launcher - Added weight stat override to make grenades act the same when being shot out of the grenade launcher
- Rad boss spatial and volume adjustments and pitch adjustments to ballistic and vocals
- Fixing GH_RAD talents so the mission tree works based on the new layout
- Adding and Fixing the Distiller static mesh preview when placing the deployable
- Lots of additions to rad boss audio. Adding modif loop, modif impact and modif break away from web. Adjusting vocalization events and ballistic audio
- RadBoss arena - swapped WT_lake for BP_interactable lake
- Correcting rad grenade length to match visuals exactly
- Cleaned up folders containing character head assets migrated form PHX, which included moving most assets to subfolders and renaming them to remove references to PHX. Also deleted assets we won't need in ICARUS
- Radiation area fade length adjustment
- Improvements to rad boss roar and flinch audio. More variation and unique feel
- Resaved D_SettlementNPCTaskTypes
- Added a dynamically generated ISM fortification wall that is created when you place down a building inside a settlement
- Fixed Settlement test talents not being unlockable due to having no rewards
- T4 Launcher - Switched hunting rifle model for prototype version
- Adding rad boss web ballistic audio, event and setup. removing old audio from payload. adding corrosive impact audio to standard ballistic rad boss
- Adjusted orientation of Curved Stairs Prototype and renamed it, as I also added a reversed version for testing
- T4 Launcher - First pass implementation without model
- RAD_B2 - Fixing issue where quest would complete on a partial success
- RAD_B2 - Reducing crafting cost of Cage as the water requirement was too high
- Added temp mesh for the prototyping of the T4 grenade launcher
- RAD_B2 - Adding remaining quest steps for collecting research, powering the cage, using the distiller, crafting a cure and administering a cure
- Adjustments to distancing of rad boss for better audible experience when moving
- Added Volcano impassable meshes, textures and materials, placed in DLC3 test map (SM_RCK_LC_Volcano_01-06)
- Renamed Lifespan variable to AOE_Lifetime for RadGrenade as it seemed to be in a broken state after multiple saves (internal name conflict?)
- RAD_B2 - Distiller now only consumes 1 item and not the entire stack
- RAD_B2 - Cage and Distiller now have UI which reflects the objects states
- RAD_B2 - Cage can now administer and identify successful cures
- Fixed an issue where Settlement talent changes weren't being synced to storage properly
- Added missing blockout buildings for Settlement prototype
- Settlement building placer radial menu options are now correctly locked behind required talents
- Removed need to have separate BP_SettlementBuilding child classes for each D_SettlementBuildings row
- Constructing buildings can now provide experience to Settlement when construction finishes
- Added validation to ensure correct naming of Settlement Building deployable setup rows
- RAD_B2 - Adding new Item Distiller item, UI, recipe and modified quest step to require the crafting of one
- RAD_B2 - Setting up Various tag queries to allow the conversion of items via distiller
- Adding radboss flinch vocals, event and data table events
- Updated D_Armour and weightpaints for radboss envirosuit
- Re fixing radiation grenade lifetime of radius that didn't save
- Adding audio for all new rad boss animations
- RAD_B2 - Adding new Mesh and Icon for the Experiment Cage
- RAD_B2 - Adding new UI, Elements and Interactions for the Experiment Cage
- Added SK_CHA_FEM_Envirosuit_RadbossV1
- Added a proper foliage mesh for the XL Aquarium
- Changed AnimBPs used on Radboss Envirosuit additional meshes to work with the chosen skeletons
- Added next batch of Rad Boss animations to the project
- Added modifications to support a 2.5m buffer zone around settlement building placement
- Settlement buildings now apply an obstacle nav modifier
- Added new SettlementSubsystem to cheaply fetch reference to nearest registered settlement
- RAD_B2 - Initial Quest Setup and Blockout & Adding Quest Markers and new Map Icon Entry
- RAD_B2 - Adding Quests Steps for Preparing Equipment (Darts, Pistol, Cage, Stasis)
- RAD_B2 - Adding Quest Steps for Capturing a Mutated Prospector
- RAD_B2 - Setting up Capturable Mutated Prospector, Special Logic making it unkillable and able to be tranquilized
- RAD_B2 - Adding new Items (Tranquillizer Darts, Biological Modification Chamber, Tranquilized Specter, Full Specter Stasis Bag)
- RAD_B2 - Setting up new Biological Modification Chamber deployable with kit-bashed meshes
- Adding radiation location based loop when entering radiation sphere for rad grenade
- Setting radiation sphere FX to last as long as the radiation rather than end immediately
- Added initial data for Radboss Envirosuit
- Settlement Hub now has a working talent tree, controller, model, view
- Added some temp talents to test the new Settlement talent tree
- Added prototyped for curved stairs, with this initial prototype being for the Interior Wood Buildable Tier
- Removed DF from Heavy Speeder backpack mesh
This week, we're expanding access to Obsidian by adding Deep Ore Veins to Olympus, Styx, and Elysium. This makes the resource readily available across all maps and gives prospectors more opportunities to gather it, regardless of where they choose to play.
We're also introducing the Deep Cycler, a new Tier 5 device that allows players to reconfigure Deep Ore Veins. This provides greater flexibility when managing deep mining operations and opens up new options for resource acquisition.
Looking ahead, we're giving a sneak peek at next week's update, which introduces Ubis Phenotypes and Breeding.
Notable Improvements:
- Lava Broodlings will no longer attack & kill other creatures by default as this would result in less active creatures in the Volcanic Biomes
- Basic Building Beams have had their placement guide helpers corrected and are no longer squished and unreadable
- Resource Network Inspector UI has been adjusted so that text shouldn't overlap on certain languages
- Lots of texture optimization, roughly around 500MB
This Week: Deep Cycler
Crafted at the Manufacturer and powered by Refined Oil, the Deep Cycler can be placed anywhere on the terrain to reconfigure nearby Deep Ore Veins into a different available resource. Veins with drills attached are excluded, and all affected veins are shown in the UI before activation. Like the Thumper, activating the Deep Cycler attracts Caveworms and Landsharks, requiring players to defend the device while the process is underway. If the device is damaged, it will shut down. Once complete, all eligible Deep Ore Veins within range will have been successfully reconfigured.
{STEAM_CLAN_IMAGE}/38036764/0f04fe7108c30e0f108f2e848e62f0ad4605cff3.png
The primary reason for introducing this item is to give players a way to reconfigure Deep Ore Veins on existing prospects. As Icarus has evolved, we've continued to add new resources that can be found in Deep Ore Veins - such as Obsidian, introduced this week. However, prospects created before these resources were added do not naturally generate the new vein types.
{STEAM_CLAN_IMAGE}/38036764/2c0e9e85b69a3dea48ef6d0f6725451de9874b40.png
Previously, the only way to make these new resources available on existing prospects would have been for us to forcibly regenerate or alter Deep Ore Veins. Instead, we wanted to provide players with an opt-in solution that gives them control over when and how their prospects are updated. The Deep Cycler achieves this while also creating a new gameplay challenge around defending the device during operation.
{STEAM_CLAN_IMAGE}/38036764/f2d4c6b0c306f8bc4d656307d6822fd4f9e78324.png
This Week: Obsidian Deep Ore Veins
This week, Obsidian Deep Ore Veins will begin appearing on all prospects and outposts. On newly created worlds, these veins will spawn naturally across the map. Existing prospects will require use of the new Deep Cycler to generate them. This brings the new resource to existing maps and provides an easy way to access its associated technologies.
{STEAM_CLAN_IMAGE}/38036764/d8468122d8ac3d3e0c30dec577f141562461162b.png
Next Week: Ubis Skins and Breeding
Next week, we plan to make Ubis, the large birds found in swamps, breedable with opposite-sex partners. Alongside this change, we'll be introducing several new phenotypes to bring greater diversity to the species and their offspring.
{STEAM_CLAN_IMAGE}/38036764/99c6c5e8db9d076294b43022ebc9668a35b56ef1.png
Your support makes these updates possible.
[dynamiclink href="https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/"]
[dynamiclink href="https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/"]
Changelog 3.0.13.152513-rel-DangerousHorizons
New Content
[expand type=details expanded=false]
- Reducing Range of Deep Cycler as it was too large
- Reduced refined oil consumption for Deep Cycler so that it can complete an event from a single 20L oil can
- Fixed DeepCycler meshable, now drop Fabricator kit instead of back mesh, added new mesh with correct materials, fixed LODs, remove DF. Added icon
- Fixed Deep Cycler trying to use non-existent camera when opening UI. Changed logic to perform material swap instead of dynamic instance creation for optimization. Updated override materials
- Fixed DeepOre AssignType function range values not matching entries and being unable to select new Obsidian entry. Fixed DeepOre reroll mechanic not updating materials/highlightable.
- Deep Thumper UI Pass
- Added Materials and textures for DEP_Thumper_Deep and DEP_Thumper_Desert
- Fixing Blueprint Recipe for Deep Cycler
- Setting Up Deep Thumper so it reconfigures deep ore deposits in the surrounding area, set to run off refined oil and added new UI elements so that the deposits you are going to reconfigure will be displayed, deposits with drills attached will not be reconfigured
- Obsidian Deep ore Deposits can now spawn on Olympus, Styx & Elysium
- Setting up Deep Thumper BP
- Adding Deep Thumper Basic Setup, Recipe and Tech Tree
Fixed
[expand type=details expanded=false]
- Adjusting Sandworm Thumpers Colours and adding new icon
- Fixed a number of typos, edited speakers for ELY dialogue where mismatched, edited descriptions for clarity
- Fixed placement helper transforms on basic beams across all building sets so that they render correctly
- Juveniles - Added ability to hitch them to posts
- Slight reduction in clarity and distancing of drone gunshot to better reflect real distance
- Ely - removed buried deep ore node in Tundra
- Remove SHA defines from Concrete buildables that aren't needed (matching verts with main mesh). Delete redundant SHA meshes. Added tooling
- FT audio occlusion
- Fixed spelling of Stronger in Armor flavour text
- Adding occlusion to flying tank wing flying audio and also to ground slam
- Fixed DeepOre BiomeUpdate function only considering Olympus biomes instead of all Desert Atmospheres. Added cheat function to Reroll Deep Ore deposits
- Adjusted Resource Network Inspector so text doesn't clip with each other
- Fixed socket on BLD_Floor_Curved_Wood_INT so that the railings are at the correct level to match other floor pieces
- Optimized 600 billboard textures down to 512px, saving between 0.5 to 5MB each
- Added UI Projection Location widget to Lava Hunter Throne
- Mission board will now correctly show details for dynamic missions
- String Translations - Field guide title and oxite tooltip now work with other languages
- Adjustments to mission syringe and serum weights to match other small items
- Reduced Kiwi Fruit Billboard textures to 512px
- Added collision to Kiwi Fruit Var3 mesh for audio
- Item popup - reenabled moving afflictions to outside of popup menu. Fixed bugs for non alteration based afflictions. Dev locked
- Dynamic missions - Now displays the correct seed name instead of just 'seed'
- Fixing lava broodling relationship being set wrong causing all things to attack them. Setting them to the same as rad broodling - default medium carnivore
Future Content
[expand type=details expanded=false]
- Deleted Tundra Monkey GFur test assets
- Cleaned up more PHX assets
- Added LODs to additional PHX SK meshes
- Added LODs to PHX SK meshes
- Added ITM_Backpack_Planetary_T3
- Work on talent support for Settlements
- Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
- Added material, textures, and SM for the jungle hunter creature to the project
- Added first pass variants of Elephant Ear plant based off Jungle Hunter creature
- Added a 5th variant for the Elderberry plant
- Added sockets to all ramps for railing placement
- Added Caves, Set Dressing and Working on Coastal, Outpost 11
- Began implementation of WIP settlement gameplay
- Added first pass textures and materials for the rad boss armour
- Adjustments to coastal ambience event audio
- Added and updated first pass 1ST sk mesh for radboss envirosuit
- Fixed bad logic on Deployable DT validation early exiting when checking Icons are present for variants
- Added first pass SK_CHA_MAL_Envirosuit_Radboss, materials and textures
- Added Cave, Set Dressing and Working on Coastal, Outpost 11
- ForgeV2: Setup data (devlocked) and icon. Fixed LOD settings on mesh. Improved collision accuracy. Added VFX to ForgeV2 Anim. Setup AnimBP to handle anim state. Pointed to correct DM
- Lots of updates and improvements to rad boss audio events, spatializing and notifys
- Coastal wave material update from SLW to Translucent
- Refreshed a couple of BPs to fix validation error with new SplineMeshData struct changes
- Adding deep ores to my test level
- Added override material param to AddSplineMeshData function
- Adding deep mining thumper animation duplicate, audio, event and notifys and update to anim bp
WT_WaterWave Tool update - Set Dressing and Working on Jungle Lite, Outpost 11
- Swapped DC_Sand textures in DLC3 landscape material for beach sand texture set (originally from phnx)
- DLC3 testmap - Heightmap iteration, added texture weightmaps and layerinfos
- Added temp blockout meshes for volcano on DLC3 map
- Added Ubis skin variations to the Mounts DT. They are currently set to not selectable/spawnable. Also moved variant materials to a subfolder and deleted the old materials
- Adding hoverframe start audio when pressing on start vehicle in the damaged UI
- Updated SM_DEP_Bench_Forge_v2, adjusted UV tiling
- Adjustments to npc rians injured and healed dialogue
- Added separate SK for animated parts of DEP_Bench_Forge_v2 with animation
- Added DEP_Elysium_Radio_Tower
- Added missing water plane to top of T3 Aquarium and also added separated meshes for the Scyther fish tank
- Tweaked Radiation Grenade payload. Fade in/out sphere. Remove physics impulse
- Set Dressing and Working on Jungle Lite, Outpost 11
- Adjusted DF, LODs and collision on new Aquarium assets. Tweaked glass materials for more consistent look across range
- Added first pass of Elderberry bush for the jungle. Still need to complete FLOD setup
- Resaving Deployable Setup Datatable
- Adding rian npc injured and healed dialogue and audio setup. Adjustments to mini game - playing beep on mini game start rather than randomly when in green range
This week’s patch adds new Interior Wood flooring pieces, expanding your options for building and decorating indoor spaces. These pieces are designed to fit smoothly with existing assets for more variety and flexibility in layouts.
We’re also introducing curved railings that snap to these new floors, as well as other compatible curved floor pieces. This makes it easier to create clean, rounded walkways, balconies, and stair areas.
We also have a quick preview of next week in which we will be releasing a new item, the Deep Cycler, and Obsidian Deep Ore Deposits on all maps.
Notable Improvements:
- Added Curved Interior Wood Floors
- Added 7 Curved Railing Items
- Fixed Punch Damage armor alterations not having working stats
- Komodo's can now be carried and skinned on the Skinning Bench
- Split out Modifier information in Item Hover Tooltips for better readability
- Medicines can now be used on/applied to other players correctly
- Fixed Vespers not tethering to their nest properly and chasing players forever
- Optimized several hundred icon textures to be smaller file size and sharper quality
{STEAM_CLAN_IMAGE}/38036764/42c7d8299486ebfa71c003c2f1491b7d19e096f3.png
This Week: Curved Interior Wood Floor
This week we have expanded our curved building piece options by adding the highly requested Interior Wood version. The new piece is available via the Interior Wood Building Advanced Set which is unlocked behind the Carpentry Bench in Tier 2. This also unlocks two variations of the same piece with the grain in different directions so you can make the perfect flooring
Let us know what other pieces you would like to see next.
{STEAM_CLAN_IMAGE}/38036764/f93a2d4439c335ca5b6ec4951301adc01d8dd236.jpg
This Week: Curved Railing Variations
In addition to the new curved Interior Wood pieces, we also saw the need for adding in curved railings to go with all of the new curved pieces that are now available. These snap to the curved floor pieces and there are seven new curved railing options now available for you to use and they're available as variations for the existing Railing items.
{STEAM_CLAN_IMAGE}/38036764/860e059bb0f46cdc22f19ab312f565a2c43b56ec.jpg
Next Week: Obsidian Deep Ore & Deep Cycler
Next week we plan on adding Obsidian Deep Ore Deposits to Olympus, Styx and Elysium allowing them to spawn. We are also adding a brand new T5 device that will allow you to trigger a reconfiguration of your deep ore deposits within a localized area, allowing them to effectively change type.
{STEAM_CLAN_IMAGE}/38036764/14b5046a07b9e7c0468633599e0f871c776824d3.jpg
Your support makes these updates possible.
[dynamiclink href="https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/"]
[dynamiclink href="https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/"]
Changelog 3.0.12.152317-rel-DangerousHorizons
New Content
[expand type=details expanded=false]
- Tweaked LOD, collision and DF settings on new Curved Railing pieces
- Added Curved Railing Item icons to Deployable Setup Data Table
- Fixing Socket Positions on all curved Floor Pieces so the Railings Snap Points match the Regular Floor Pieces in height, this way the railings will be level between the pieces
- Adding Barbed wire Stairs and Curved Railing Variants
- Stats - Added new 'FistMeleeDamage' stat and added it to two of the 'arm' armour modules
- Added curved and ramp versions of BLD_Railing_BarbedWire
- Item Popup - Removed the stat afflictions from just the item popup and the afflictions now appear as separate 'widgets' to the right of the popup
- Setting up Curved Railings (Brick, Concrete, Iron, Refined Wood, Thatch, Wood) and Adding Sockets to the Curved Floor Pieces so the railings can snap
- Komodo/Lava Komodo - Added carry animations and skinning bench recipes
- Added Reinforced Wood Curved Railing
- Added curved railings for all railing tiers, including all SMs, DMs, materials and textures
- Added Interior wood curve floor variant icon
- Adding Variation B of Refined Wood Building Pieces
- Added apex mesh for BLD_Floor_Curved_Wood_INT_VarB
- Added curved interior wood floor item icon
- Added information to Modifier descriptions regarding modifiers that persist after death
- Added a variation of BLD_Floor_Curved_Wood_INT that has the planks rotated 90 degrees on the z axis
- Adding Refined Wood Curved Pieces
Fixed
[expand type=details expanded=false]
- Item Popup - Reverted the moving of stat afflictions in the item popup from stats to outside the pop up on their own. - now is back to how it was
- Fixed missing 'Sawblades' in valid ammo types description
- Doubled Fist Melee Damage stat value on Punch Damage Attachment alteration items
- Fixed incorrect physical material assignments on many building pieces resulting in incorrect footstep audio. Added unhooked DT validation to check PMs. Fixed incorrect texture compression on INT Wood Mask
- Mammoths - Fixed bug where mammoths feet were sliding. Also fixed a bug where when set to 'jogging' the mammoth would do a weird step that looked unnatural
- Removing truffle sounding like bushes when passing through them
- Added functionality for IcarusPlayerMovementComponent Characters to smoothly interpolate their rotation rate when rotating towards controller desired orientation
- BTT_FindRandomPointAroundTarget now allows projection of target location to navigation
- Added PhysicsCore to VanguardBPLibrary build cs
- Added PhysicalMaterial.h include
- Exposed GetSimplePhysicalMaterial via BP function library
- Adding occlusion to flying and explosion on radiation bomber and lava fly bomber
- IcarusCreatureAnimInstance owner rotation used by lookat logic can now be overridden
- Medicine - Players can now use bandages/tonics/pastes/pills on each other. Fixed client/server animation bugs with bandages
- Modifier Description Pop up has background, Added Modifier Description Popup widget to Item Pop up Widget
- Fixed deployable section recipe hover not working
- Armor stand t2/4 - Added destructible meshes to both versions of the armor stand
- Resaving misc niagara effects for build log errors
- Fixed Biolab Weapon Upgrade and Purchase pop up details being too small
- Fixed ai relationship of Radiation_Bomber and Broodling to prevent them attacking other AI
- Updated widget that said 'Exotics Delivered' to be genercized to 'Rewards Delivered' as this system has since been expanded to also deliver non-exotic currencies
- Removing print string from testing
- Adding improved punch melee audio. Checking distance from hit actor to player and stopping hit indicator audio playing when hit is too close to avoid double ups of hit sounds that are unnecessary
- Fixed incorrect description text on Draven's Water Retention talent
- Resaving Niagara master and instance material erroring in build log. Remove emitter that is erroring because its not visible
- Bats - Increased tether range from 50 meters to 100 meters, bats now accurately will turn back around after the tether distance is passed. Shooting the nest when you're past the tether range wont agro the bats
- Fixed Nailgun (and future Workshop Flashlight) not appearing on Charging Station. Halved weight of Wall mounted Charging station to 5kg. Added new icon editor scene with skylight for better visuals on metal elements. Retook both charging device icons
- Waterfall cave prefab actors should now properly inherit custom waterfall data
- Tweaked DF settings for Gate meshes. Removed obsolete icon/name data from Wood gate which isn't a variation setup. Fixed Ranch Gate DF meshes not being hidden properly
- Reimported several hundred icons not in pow2 format for optimization and crisp MIPGen support
Future Content
[expand type=details expanded=false]
- Adding laptop audio to note used in Rad_A to help the player locate it easier
- Actors tagged with 'PrebuiltMissionActor' are no longer counted by BuildBlocker_PromptForRecovery
- Added RAD_WatchTower_V1 in Rad Colony on Yellow Quad, Elysium
- RAD_B - Broken Hoverframe now spawns in with 25000 Oil and 1000 Health
- RAD_B - Updated the prebuilt structure so that it contains gratings players can use to build with over the lava
- Further fine tunes to searching mini game to make sure some elements aren't too loud
- Some fixes to BT_RadBoss logic that were preventing certain phase 2 subtrees from executing the the correct order
- RAD_A - Adjusting OPERATIONS, GREENHOUSE and HOUSES prebuilt structures to add the set dressing
- RAD_B - Fixing issue with Signal Zeta which was showing the wrong map marker
- Adjusting Irradiated creatures and mutations so they have high posion resistance
- RAD_A - Adjusting OPERATIONS, GREENHOUSE and HOUSES prebuilt structures to add the set dressing
- Inspection tool now traces 2km instead of 200m
- Meshes added for all aquariums with the glass separated into it's own SM
- Made incorrect VanguardBPFunctionLibrary function static
- Irradiated Mutation - Added running/sprint animations and fixed foot sliding
- Dummy change to try fix banks
- Added updated static meshes in Rad Colony on Yellow Quad, Elysium
- Added RAD_Greenhouse_V2 and updated static meshes in Rad Colony on Yellow Quad, Elysium
- Added colony building static mesh blockouts for design to start prototyping
- Adding settlement music location
- Adjusted attack angle for different rock locations on RadBoss spire actor. Spire actor positions can now have separate attack angles
- Outlined Biolab Stats text and changed the text colour
- Adding settlement ambient music track, event and data table setup
- RAD_A - Adjusting LAB and HOUSES Prebuilt Structures
- Added DEP_Aquarium_T4_XL
- Added RAD_Operations_V1 in RAD Colony on Yellow Quad, Elysium
- Adding mutation unique footstep event to sound heavier than standard rad prosp
- Adding mini game end positive audio. Also adjustments to success and negative range audio
- RAD_B - Fixing Build Break caused by an unsaved item static
- RAD_B - Add new inventory slot for Keys in the Damaged Hoverframe, these are now required in the quest to start the vehicle
- RAD_B - Adding Quest Items to the Prebuilt Structure
- RAD_B - Adding Logic to convert broken speeder into rideable speeder
- RAD_B - Adding quest steps for checking for the fixed speeder and returning the speeder to its delivery location
- Coastal wave spline tool and material update
- Added IK ControlRig for radboss
- Disabled IK for a number of rock-related anims
- Added new AnimModifier asset to batch disable IK
- Adjustments to coastal to sound less beachy. Slightly less bright vibe
- RAD_B - You can now take key from Rian and continue
- RAD_B - Adding new supports to allow players to build across the lava in the quest area
- RAD_B - Adding New Destroyed Prebuilt Structure for the quest
- Added DLC3 test map with WIP landscape
- Update Weatherman to support more atmospheres by populating directly from DT data. Can now cycle through atmospheres
- Adding mission rad 1 injection syringe audio, event and playback setup
- Radboss web attack will now trap players and spawn cosmetic web strands on legs
- Tweaks to Radboss web and spit attack projectiles
- More adjustments and fine tunes to mini game audio
- RAD_B - Reworking quest so that you have a hoverframe to repair and return to the radio tower
- Lots of adjustments to mini game audio and the way it plays
- Added SK for the slinker sandworm saddle
- Added RAD_Laboratory_V1 in Rad settlement on Yellow Quad, Elysium
- Updated meshes for DEP_Fireplace_ClayBrick_Red
- Moved test instance levels out of primary Maps folder and into developer folder so they don't cook
- Further radboss combat loop additions
- Placeholder actor, modifier, and projectile for radboss web spit attack
- Adding more mini game assets and adjustments to sounds and the way its played
- Update NPCPlacer tool to work with Mount variation data structure change
- Armor stand t4 - added open/close interact and added collision to outer case
- Armor stand t4 - Implementation
- Updated SK_DEP_Armor_Stand_T4_Dummy
- RAD_B - Colonist 1 no longer needs to be stabilized and can be collected in a stasis bag right away
- RAD_B - Colonist 2 can now be stabilized and saved, shifted quest marker for a better location
- RAD_B - Added Hoverframe Keys Quest Item and Quest Steps to Retrieve
- Setting up rad radio mini game audio and FMOD param in event
- Radiation Grenade VFX adjustment and implementation to BP_Payload_Radiation_Grenade
- Added RAD_HousesInside_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
- Adding coastal ambient audio setup. Adding new audio event to setup
- Adding coastal ambient audio event and coastal waves and balance pass
- Added FSR2 plugin to engine and enabled it for testing, and to trigger precompiled binaries generation. FSR2TemporalUpscalingEditor module has been disabled to prevent conflicting with DLSS editor module
- RAD_B - Adding new quest steps for tracking, saving, stablizing and transporting a colonist back to the radio tower into a cot
- RAD_B - Adding new quest markers and logic for allowing injured colonist to be placed into a cot & stasis bag
- RAD_B - Fixing NPC Stabilization so it does not take into account radiation as an irradiated person cannot be healed of this debuff as it is aura based
- Bald Eagle - First Pass implementation
- Added Hovercraft Map Icons
- Radiation grenade VFX wip
- RAD_B - Adding Quest Markers and Queries for the Structure and Main Signal Locations as part of the quests
- RAD_B - Setting up mission objective blockout for full quest
- RAD_B - Setting up Prepare quest steps for gathering items / equipment
- RAD_B - Setting up New Recovery Beacons and Map Icons for Quest Objectives
- RAD_B - Adding new Prebuilt structure for the Radio Tower
- Edits to radboss arena collision, navigation
- Added optional emerge animation to irradiated prospector
- Started work on new adds spawn system for radboss
- Renamed new Forge assets, replaced 'T5' with 'v2' to correctly represent its purpose. Added initial pass of BP with lighting and VFX
- Adjusting Dead Colonists Meshes and poses so they work with the new mesh, in additional adding new textures for the Dead Colonists so they more closely resemble the mutated creatures
- RAD_B - Setting up 2 new NPC's for the player to interact with during the mission
- Added a skeletal mesh for the slinker desert and racing saddles
- wip on water waves effect
- Updated Outpost011 biome texture
- Resaved ItemsStatic to fix Meshable row define
- Resaving item static to fix the build error
- Adding lots more radboss sounds and animation notifys
- Added RAD_Greenhouse_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
- Added Sandwyrm Queen trophy variation deployable setup, tweaked LODs. Fixed several cases where Wyrm was spelt incorrectly
- Adding second potential music track. either for jungle or another more dangerous biome
- Added new Rad Boss animations
Contains the Following Fixes
- Fixed interactable which was preventing from hoverframes and damaged hoverframes from being able to be filled with refined oil
Contains the Following Fixes
- Fixed culling performance leak on Gas Flyer VFX by setting effects to Kill instead of Sleep, this was causing a lot of performance degradation in the swamp and volcanic biomes
- Tweaks to Biolab pin positions on Timber Extraction Unit
This week marks the launch of the Timber Extraction Unit, a brand-new Legendary item purchasable from the Biolab. Designed for high-efficiency harvesting, this powerful tool can rapidly decimate forests while also doubling as a dangerous weapon, launching spinning saw blades at unsuspecting creatures.
Elysium has also received a small map update in preparation for future content, with a new structure now appearing in the Western Volcanic Region.
We’re also giving a small preview of what’s arriving next week: interior wood curved floors and curved railings, expanding building customization options even further.
Notable Improvements:
- Optimized several dozen common (creatures + environment) Niagara effects, reducing load on CPU/GameThread. Reduced spawn rate of wisp effects.
- Optimized MIP gen settings on over 2000 icons which should result in crisper looking icons and some resolution/compression optimizations. Added tooling to find icons with incorrect settings.
- Fixed Leech talent on Slinker and Skulk not working due to missing stat to define how much health to leech. Fixed missing title/description on Skulk talent tree.
- Fixing Savage Bloodline so it has the correct stat so creatures can leech life on hit
- Moved DLC and heavy item type icon from title bar pop up to main item pop up window
- Added LODs to plane used for water ripple effect. Prevent spawning water ripple effects unless actually tracing against water.
This Week: Timber Extraction Unit
This week brings a brand new Legendary item, the Timber Extraction Unit, a fully customizable circular saw with 12 unique alterations to select from to upgrade the Motor, Handle, Blade and Drive sections. This allows it to be specialized into making wood collection a breeze and to become a formidable weapon against your enemies.
{STEAM_CLAN_IMAGE}/38036764/0a268b5c41515ae211909393e0e9f5ca958fba8f.png
Powered by Refined Oil, the TEU is capable of ripping entire forests to shreds in minutes. Upgrades such as the 'Refined Drive' will automatically award you with Refined Wood, or the 'Skinning Motor' allows for the skinning of creatures, or the 'Serrated Blade' causing increased hardpoint damage and applying Bleed, or the 'Expanded Motor' automatically picking up chopped wood to allow you to repurpose those critical character talent points. There's a nice variety of useful upgrades to customize the TEU to be your own.
{STEAM_CLAN_IMAGE}/38036764/c00a629b803a6c7d38b27e6682a83e60f13e702a.png
While originally we had it as an optional upgrade, we decided the ability to fire the saw blades as projectiles was too fun to not make it a default function of the item. The TEU doesn't come with a Sawblade built in, they can be crafted on planet with just a handful of Iron Ingots, or for those who really want to hit the ground running, a Sawblade Workshop Bundle is available for purchase and immediate use. The TEU is available for purchase in the Bio-lab and requires 1x Legendary Licence.
{STEAM_CLAN_IMAGE}/38036764/fb368c6c16bb70557d319e63d10d6b4eed0fbeb5.png
This Week: Elysium Map Adjustment
This week in the Western Volcanic Region, a new area has been sealed off. Previously marked as unbuildable terrain, the location is now blocked by a newly appeared structure, preventing further access.
This change is tied to future content planned for the Elysium map. At the moment, the area has no interactions or gameplay functionality.
{STEAM_CLAN_IMAGE}/38036764/425b9d0c46f22aadaf67f9b1a6eda17d168cbde1.png
Next Week: Curved Interior Wood & Railings
Next week we are planning on adding an addition to the interior wood set - the curved floor pieces. As well as new curved wood railing which will snap to all curved floor pieces.
{STEAM_CLAN_IMAGE}/38036764/42c7d8299486ebfa71c003c2f1491b7d19e096f3.png
Your support makes these updates possible.
https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog 3.0.11.152126-rel-DangerousHorizons
New Content
[expand type=details expanded=false]
- Tweaks to Biolab pin positions on Timber Extraction Unit
- Adding Ability to Draw and fill from Oil Barrels when they are deployed
- Adding Talent and Recipe for crafting Sawblades on planet
- Removing feature lock from Legendary Chainsaw Alterations
- Fixing damage visibility on workshop sawblade pack
- Unlocking Legendary Chainsaw and Fixing Biolab Shop so it can be purchased
- Adding Sawblade Workshop Pack and Raw art for the Saw Blade Item
- Mission Board's Mission Available pop up now has Mission details on it
- Added ITM_Banana, with SM, textures and material
- Prospectors can now hold bananas in their hands
- Uranium set dressing nodes now have a highlightable that updates based on their active state
Fixed
[expand type=details expanded=false]
- Fixed Leech talent on Slinker and Skulk not working due to missing stat to define how much health to leech. Fixed missing title/description on Skulk talent tree. Various grammar fixes
- Fixing issue so you can correctly pickup oil barrels
- Fixing Savage Bloodline so it has the correct stat so creatures can leech life on hit
- Decreased Wood Yield on chainsaws by around 30% to balance them out more
- Fixing Camera Preview and Pin Positions in the Biolab for the Legendary Chainsaw
- Fixing layout of biolab so all legendary weapons can be seen
- Fixed a bug where placing a stacking item back into the transport pod would dupe the item and could split indefinitely
- Fixed MIP gen settings on over 2000 icons which should result in crisper looking icons and some resolution/compression optimizations. Added tooling to find icons with incorrect settings. Added missing local source files for icons
- Re-did Buffalo and Wolf serum icons so the head isn't floating. Re-organized serum recipes so their variations are grouped together properly. Adjusted grammar on serum descriptions
- Enable weakpoint damage on Sawblades so that projectile shots can still crit
- Misc LOD and DF fixes for various meshes
- Fixed niagara effects erroring in build log
- Fixed Natural Oil Refiner toggling visual effects when power is connected but not yet actually running. Added Distance Culling on Niagara component
- Updated Nuclear Reactor materials
- Added supporting light to Nuclear Reactor console. Added ProjectionLocation component. Setup material swap logic for console. Disable animation when not running
- Fixed issue where radiation nests where not damageable as they where failing the valid hit query, they are now correctly tagged as world objects
- SM Projectile bug - Fixed a bug where projectiles would get stuck in clients when projectiles were either too big or too slow
- Moved dlc and heavy item type icon from title bar pop up to main pop up window
- Fish20 blink animation is now additive, so no longer blocks standard control rig simulation
- Added a new version of the blinky blink anim using the FIsh01 skeleton. Updated the blinky specfic parts of the fish hold BP to use the V2 blinky assets, Updated Meshable DT to reference V2 blinky skeletal mesh
- Optimized several dozen common (creatures + environment) Niagara effects, reducing load on CPU/GameThread. Reduced spawn rate of wisp effects. Added LODs to plane used for water ripple effect. Prevent spawning water ripple effects unless actually tracing against water. Added cheat to reveal oil geysers on the map. Changed uranium deposits map icon to be unique from meta deposits
- UI/String Translations - Changed 'required resource' box to be slightly larger for readability and also changed format of the string to include a tab so when the numbers get large it doesnt get very small
- Fixed two invalid DT rows
- Fixed a few typos
Future Content
[expand type=details expanded=false]
- Added Rad_House_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
- Adding rad boss spit audio, event and notify
- Added Radboss den entrance (BP_GH_DenEntrance_RadiationBoss)
- RAD_A - Fixing Quest Logic so the quest can be started from the start and not mid way through
- Added Apex destructible mesh for Interior Wood Curved Floor (APEX_BLD_Floor_Curved_Wood_INT)
- Updated Outpost11 biome map. Added first pass of Jungle Light atmosphere
- Setting up Jungle into Beach, Set Dressing Jungle Lite and 2nd Jungle, Outpost 11
- Added Mission Virus Sample, Medical Grade Syringe and AntiSerum item icons
- Added (devlocked) serums for Orka and Storca in future update.
- Adding music v1 version of jungle theme, audio and event
- Assembled basic structure of Radboss BT combat loop
- Created a number of montages, both placeholder and final
- Added a number of particle/screenshake effects to Radboss attack montages
- Added new SelectInOrder BT composite node which sequentially picks each child node one by one each time the selector is entered
- RAD_A - Added Missing Quest Queries
- RAD_A - Increased time between spawns on the radiaiton spawner from 15 -> 30 seconds
- RAD_A - Setting up final spawning and quest markers for the last quest steps
- RAD_A - Adding in Pillar, Quest Markers and Quests Steps
- RAD_A - Adding Serum and Virus Delivery Steps
- RAD_A - Adding Quest Objects to the Lab Prebuilt Structure
- RAD_A - Setting up new Syringe and Wraith Corpse interactions to collect and Item and Creating quest steps
- RAD_A - Adding Quest Objects to the Greenhouse Prebuilt Structure
- RAD_A - Setting up quest flag for Serum recipe and setting it when the combine step is started
- Work on radboss movement/ctrl rig/leaning on rock pillar
- Added Radboss ctrl rig for upright RockA state (and possibly other upright states)
- Temporarily clearing Radboss mesh rotation upon entering upright state to fix alignment on rock
- Reworking Swamp into Beach, Added Jungle Lite and Added 2nd Jungle, Outpost 11
- RAD_A - Adding Quest Objects to the Operations Prebuilt Structure
- RAD_A - More Quest Markers for Specific travestal points within the colony and fixing travel distances for the sites inside the colony
- Adding new Common Quest Base Travel Tiny
- RAD_A - Implementing Quest Steps for Searching through the colony houses
- Added buffalo double saddle skeletal mesh for testing
- Updated Outpost11 configuration and data. Initial creature spawn setup, prospect data, updated Biome from Swamp to Beach, and weather data
- Added SMs, DMs, Texture and Material for BLD_Floor_Curved_Wood_INT. Apex DM still needs to be made, as well as BP and DT entries
- Attempt to fix niagara build log warnings take 2
- RAD_A - Adding new Quest Markers for the Ops, Greenhouse and Lab
- RAD_A - Adding new Items for the Virus, Serum and Syringe
- RAD_A - Adjusted Colony BP so that the Boss is hidden until it is needed
- Added Radboss Saddle icon
- RAD_A - Fixing Nest Locations and Entry Quest Marker Locations
- RAD_A - Spawning Nests and Mutations before the colony door is opened so they don't pop in, remove manually spawning od the door as it is now in world
- RAD_A - Adding the security door to the map, and shifting set dressed items up to the correct locaction
- Setup skin variations for Skulk
- Edits to radboss animbp/spire connection
- Updated texture for DEP_Natural_Oil_Refiner
- Updated mesh and material for DEP_Nuclear_Reactor
- Added MTK_Drone_Companion
- Fixed compilation error on Bat Kill Niagara effect
- Reworking Swamp into Beach, Outpost 11
- Removed .p4config example file now that latest version of P4 doesn't allow modifying of files named .p4config, breaking build steps (see P4_SYSTEMIGNORE since 2025.2/2907753)
- Rad Saddle - Added missing creatures (Arctic Moa/Standard Horse)
- RAD_A - Adding new Quest Steps for Searching Lab / Greenhouse / Ops and Living Areas
- RAD_A - Adding new Collectable Notes for the Lab, Greenhouse and Ops
- Adding new common quests for the for arrival with subquests so they don't require a map icon to trigger
- Lead lined box - template now no longer dev locked
- Added initial BT/BB for RadBoss
- Updated atmosphere/biome for RadBoss Arena
- Converted RadBoss spire to BP, replaced in arena map
- Adding jungle first pass ambient audio base layers and over 200 scatter ambient creature sounds. Data table setup
- T3 Generic Bag Added
- Reworking Swamp on Outpost 11
- Added some initial files and DT rows for RadBoss
- Increased displayed resolution of RadBoss material textures
- RAD_A - Adding new quest markers for radiation nests and spawning them in during the colony step
- RAD_A - Removing unused Prebuilt Structure from files
- Added Wall for Rad Colony on Yellow Quad, Elysium
Last week, we said we would be releasing a new legendary item this week - the Timber Extraction Unit. While testing it, we decided to make some additional changes to improve how it feels and to properly integrate it into Icarus. As a result, we’ve decided to push the release back to next week instead.
Welcome to Week 232.
This week, we’re introducing Gribbler Husbandry, a new system that expands how Gribblers can be raised and developed. This includes a juvenile Gribbler form, along with serums that enable and support the husbandry process, opening up new ways to influence growth and progression.
We’re also taking a quick look at the Timber Extraction Unit, a new feature slated for release next week. This item is designed to improve resource gathering efficiency, and we’ll be sharing more details as its launch approaches.
Notable Improvements:
- Rams now grow wool and can be shorn
- UI Scale Adjustments for Elements that where too small
- Optimization of textures, LODs and Gfur on Animal Beds and Rugs
- Fixed Laser Sidearm and Heavy Flamethrower alternate fire not producing fire sound effects
- Fixed to new Field guide layout and item display
- Fixes to Blinkys eyes and skeleton so the fish can swim and blink correctly
This Week: Gribbler Husbandry
This week we’re expanding our ever-growing husbandry content once again. With a face only a mother could love, we’re proud to announce that juvenile Gribblers have officially arrived on Icarus.
These quirky little creatures can now be raised as part of your ranching operations, bringing even more variety to your creature collection and husbandry setups. Whether you find them adorable or deeply unsettling, there’s no denying that Gribblers are one of the more unique additions to the surface of Icarus.
To help you get started, a new Gribbler Serum item is now available to craft at the Ranching Station. Once crafted, you’ll be able to begin collecting and raising your own juvenile Gribblers as you work toward completing your collection.
As a reminder, Gribblers already feature 8 distinct Phenotype variations for you to discover, collect, and breed, giving Prospectors plenty of reasons to keep experimenting with different outcomes.
{STEAM_CLAN_IMAGE}/38036764/268c32f3177af1262df790cda8a984e4fed72e11.jpg
Next Week: Timber Extraction Unit
Next week brings a brand-new legendary item - the Timber Extraction Unit. This high-powered
{STEAM_CLAN_IMAGE}/38036764/125727f0d89daa55e74de82ac3ca2ed609d66eb3.png
Your support makes these updates possible.
https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog 3.0.10.151870-rel-DangerousHorizons
New Content
[expand type=details expanded=false]
- Updated tundra monkey SK LODs, updated groom in the the character and corpse BPs, Updated carry physicas asset
- Updated tundra monkey SK LODs, updated groom in the the character and corpse BPs, Updated carry physicas asset
- Adding tundra monkey juvi footstep event and data table setup
- Juvenile Gribblers now have their correct experience events setup and have their own AIGrowth row
- Juvenile Gribblers can now be picked up and attached to the hip and simulate physics correctly
- Adding tundra monkey audio row to ai setup
- Adding Gribbler Serumn and Juvenile Gribber Carcass Item Icons
- Setting up Gribbler Husbandry behavious so the male walks to the female when trying to inpregnate and the female rests while gestating
- Fixing internal name for gribbler fertility serumns so they match in the datatable
- Adding juvi monkey idle vocal event and audio row setup
- Setting up Gribbler Fertality Serumns and Recipes
- Resource Inspector fixed spacing / scaling for other languages
- Setting up Juvenile Tundra Monkey, its corpse, loot and basic behaviours
Fixed
[expand type=details expanded=false]
- Ram now grows wool and can be shorn
- Added trimmed down concrete fortification wall for colony gate (SM_RadBoss_Colony_GateWall)
- Fixed waterfall mesh type and displacement/texture settings in Cave_TU_SML_001_DLC2
- Fixing Build Error where the incorrect name was used for gribbler serumns
- UI/String Translations - Changed Char to be Lvl for better readability
- Added a version 2 of the blinky SK that uses the fish01 rig and updated the blinky physics assets
- Increased Icon size and added padding to text in Delete Character text box
- Unhiding Fuel spline tool, Sulfur Vesper trophy, and Checkered Flags from Fieldguide. Added some additional DT validation for checking Blacklisted items that are actually craftable. False positives so gated behind increased verbosity checks
- Fixed floating rock & player gets snagged on landscape, Blue Quad, Elysium
- Increased box size and font of 'delete character' box
- Added Field Guide sets for Fireplaces
- Fixed misc Niagara effects producing errors on build log
- Fixed engine folder material references in several DMs
- Fixed engine folder material references in several DMs
- Update Cave Spotlight meshes to be slightly larger. Added emissive material swap for supporting VFX. Fixed LOD setups. Added DeployableSetup names for variations. Delete obsolete meshes
- Fixed Environment Buildup meshes coming through underside of Iron buildables. Fixed DF setup on TrapdoorFloor mesh
- Updated Prometheus map texture resolution from 256px to 512px to bring it inline with other maps
- Gates static mesh for shadow added and applied in blueprint
- Fixed incorrect equip montage being used on Legendary Bow
- Adjustments to the build blocker subsystem to take into account the build blockers rotation as it was performing AABB not OBB resulting in bad checks and results in false positives when checking if deployables or buildings can be placed within certain 'locked out' map regions
- Updated ape boss rug RMA to to better match the roughness to the ape boss Gfur
- Optimization pass over Animal Beds and Rugs, including texture sizes, LOD setups, collision, DF setups, shadow setups, Gfur setups, tweaked materials to reduce difference between Gfur and non-Gfur visuals
- Fixed missing texture file reference for M_CRE_Slinker_Fur
- Fixing bad Generic action interface call which needed to be recompiled to fix the build break
- Fixed Transfer resource widget displaying unformatted rich text when multiple objects can be refilled (only auto-selects if there's a single entry) by adding new default string guiding players to select an item to fill
- Adding blinky eyes blink audio, event and notify
- Fixed creature eye shader artifacts and added emissive
- Resaved DMs with material errors to try and resolve
- Removed DNT from CropGrowth modifiers for Pig Talents. Remove other DNTs doing nothing and Missing icon defines
- Fixed Laser Sidearm and Heavy Flamethrower alternate fire not producing fire sound effects by adding PlayFireFX logic in DoFire override for FillableAmmo actionable. Change AttachPoint data for Laser Sidearm to be Muzzle as Trigger1 is not on this mesh/skeleton
Future Content
[expand type=details expanded=false]
- Added icons for Lead lined crates
- Adding Blueprint for the Radiation Boss Den Entrance
- Refreshed LegendarySaw FireController BP to fix error
- RAD_A - Added Correct Cleanup and Setting Unobtainable of all spawned prebuilts
- RAD_A - Ajusting Prebuilt Spawn Locations so that they are loaded at various times throughout the quests rather than all at once
- RAD_A - The Colony Radio Tower now can only trigger the minigame where powered and on
- RAD_A - Adjusted Perimeter Station to have base ingredients to create and fuel a portable generator, and adjusted objective text to reflect the intended task
- RAD_A -Adding the quests steps to locate, unlock and enter the colony door, with new quest markers and tags
- Rad Spawner now spawns creatures slower and can be damaged by melee, projectile and explosive
- RAD_A - Increased Radius of Deltas Trigger Location
- RAD_A - Adding Spawn Blocker to Colony Location
- Sawblade projectiles and weapon have their blade mesh match currently active upgrade
- Added bHABPreviewOnly boolean to living item mesh customisations to prevent them from being automatically shown in-prospect
- Lead lined box - Changed feature flag to new great hunts from development
- Adjustments to sawblade reload timing now that its slowed down. Moving arm cloth sounds and blade reload
- Crafting tooltip expansion - Added 'crafted from' and 'workshop item' sections that pulls the same as the field guide. Dev locked for now
- Removed DNT from SWQ chainsaw sawblade
- Fixed a number of animation issues with SWQ chainsaw
- Added 3rd person animations to SWQ chainsaw
- Fixed SWQ sawblade not disappearing when unloading ammo
- Removed duplicate logic inside SWQ chainsaw BPs
- Fixed focused montages not playing for SWQ chainsaw
- SWQ chainsaw blades now correctly use the preview item logic shared by bows and crossbows
- Removed redundant config from SWQ chainsaw D_Actions row
- 'No Ammo' no longer spams if you left click while reloading SWQ chainsaw
- SWQ chainsaw blades are now fired from socket on item instead of from player eyes
- You can no longer cut down a tree with SWQ chainsaw if it has no blade attached
- RAD_A -Adding Spawn Blocker to Delta
- RAD_A - Adding Location Zeta and Echo Device Location
- RAD_A - Adding new Prebuilt structure and dead colonists at Zeta Base
- RAD_A - Setting up quest steps to ECHO to Zeta, then search area to base, then searching of base to find the second half of the door code
- RAD_A - Colony Search Area now only displays at the correct step and cleans itself up afterwards
- RAD_A - Removing Duplicated Search area that was spawning as part of the CODE subquest
- Blocked Out Wall for Rad Colony on Yellow Quad, Elysium
- Added additional rad boss animations
- Updated Jungle Lite, Set Dressing and Working, Outpost 11
- Reworking legendary chainsaw audio behavior to start the engine on the blade insert rather than blade insert then pull invisible chord. Removing anim hookups
- RAD_A - Setting up new Blueprints and Items for the Dead Colonists - also adding new mateirals for chest and legs so they have a bespoke outfit
- RAD_A - Setting up Lottable Prebuilt Structure at Location Delta with Dead Colonists
- RAD_A - Setting up Location Delta with spawner, epic creature and bodies to loot
- UI pass on Satellite Alignment Mini Game
- RAD_A - Adding new quest markers for location zeta and delta
- RAD_A - Adding and setting up collectable notes to allow entry into the the colony via the security door
- RAD_A - Adding new quest steps for locating an ECHO device and searching for the zeta and delta locations
- Added slinker croc skin and delux leather saddle skeletal meshs
- Audio setup, adjustments and removing explosion impact audiuo from BP payload radiation grenade. Adding correct explosion to radiation ballistic impact audio row. Spacialisation adjustments and improvements
- Adjustment to sawblade impact to reduce spamming on multi hits. Adding cooldown and limits.
- Adjustments to speed of flying blade to better reflect its real speed and whoosh audio
- Deleted old unused Prospect map images
- Added WIP Radiation Grenade setup, new payload, ground decal, icon, tweaked LOD settings
- Updated Jungle Lite, Set Dressing and Working on Jungle Entrance Types, Outpost 11
- Initial migration of character prototypes from PHX to ICARUS, including all current assets to work with prototype facial rig
- Added jungle monkey creature materials and textures
- DLC3 map - added new material instance for landscape with 3 new texture sets for the jungle (replacing swamp)
- RAD_A - Fixed Power Radio Tower Quest Steps as it was looking at the colony BP and not the Radio Tower
- RAD_A - Added new Quest steps for aligning the radio tower to the colonist signals & Adjusted Minigame UI to be consistent with quest steps
- RAD_A - Updating Radio Tower Prebuilt to include the new tower item
- RAD_A - Adding new Generic Action interfact function in which ints can be passed as an argument
- RAD_A - Made Mini-game networked and Client Authoritive as we don't want to flood the network with client -> server update requests
- Added Jungle Lite, Set Dressing and Working on Jungle Entrance Types, Outpost 11
- RAD_A - Setting up and iterating on aligning satellite minigame
- Update LODs on Radiation Broodling trophy. Fixed Skin XP event pointing to Kill event. Fixed XP values. Set Radiation Broodlings Bestiary to be Unknown biome to fix BG image. Fixed row defines in
- Char BPs. Remove Radiation Bomber skinning setup. Setup Radiation Broodling Trophy data, recipes, icons, etc. Added carcass icons. Uniformed row naming schemes. Fixed Carcass durability for Radiation Broodling
- Adding more rad boss audio. Heavy impacts, heavy steps, missing whoosh etc
- Added plant boss, elite, vine, spore, and needle variants' art assets to the project
- Adding new stat for disabling weakpoint critical damage
- RAD_A - Starting word on mini-game for alignining satellite and adding new satellite item
- More fine tunes to lower speed flying sawblade audio reducing in volume even more
- Adding movement cloth sounds to chainsaw events to help the reload and pull chord feel more realistic
- Adjusting sawblade flying audio to reduce in volume at lower speeds now that it can bounce. adjusting impact audio to be less loud the more times it impacts to help with the multiple bounce impacts
- Legendary Chainsaw: Blade projectiles now bounce instead of attaching on hit and tweaked ballistic weight/bounce setup. 25% less durability and fuel use for alt fire. Doubled durability to 50k and reduced Basic chainsaw to 33% durability (60k) for balance. Reduced shake multiplier stat to 100%. Increased skinning speed by +50%. Doubled fuel bonus for HandleC upgrade. Increased fuel consumption on both chainsaws from 20 to 30/s. Updated itemable description. Added SK version of saw blade projectile to work around issue with clients. Updated description/titles for chainsaw related stats. Added debug buckshot mesh with emissive for testing SM projectile issue
- Adding radiation storm audio to project
- Set Dressing Rad Colony on Yellow Quad, Elysium
- Rad boss audio timing adjustment
- Added armoured saddle SK for the slinker
- Added all fish BPs and FishSetup data. Added light to 06 Angler fish BP (High Effects only)
- Updated SK_BOW_Crossbow_Radboss
- Updating the Fish Editor Utility Widget
- Polish of giant tree roots - fixed vines hanging too low, redo of leaf sim, edits to base mesh to improve collision so they are walkable and generate navmesh
- Ely - fixed floating impassable mesh on yellow and cave entrance landscape on x5_y6
- Fixing Data table Validation
- Added dev-locked Drop All inventory function to drop all items of matching type from context menu, for testing
- RAD_A - Adding new Quest Markers for Mission Introduction
- RAD_A - Adding new quest steps for searching for and locating colony
- RAD_A - Setting up new Colony Radio Tower for players to find and interact with
- Fixed Legendary Chainsaw Handle RMA texture compression preset being HDR
- Set Dressing Rad Colony on Yellow Quad, Elysium
- Added skinning bench recipe for Juvenile Boar. Corrected inconsistent Itemable row handle
- Adding radiation grenade explode audio and event
- Adding missing prebuilt structures for GH_RAD_A
- Adding audio event to correct bank
- Added Cave, Set Dressing and Working on Jungle Entrance Types, Outpost 11
- Adjustments to LargeRoot_01, fixed materials to properly use UVs instead of triplanar texturing
- Added SK for slinker bearhide saddle
This week brings four new unique fish subspecies to Icarus - one per map, plus a rare catch found only in the Mushroom Swamp on Elysium.
We have also performed a decent amount of texture and LOD optimizations on knives, guns, bows, spears ammo and fish to save more memory while playing.
We’re also teasing next week’s update with a brand-new legendary item you may have seen marked “coming soon” in the Biolab: the Timber Extraction Unit.
Notable Improvements:
- Optimized Knife textures & LODs, saving around 104MB.
- Optimized Gun and Bow Textures & LODs, saving around 56MB.
- Optimized Spear textures & LODs, saving around 77MB.
- Optimized Fish bestiary images saving around 105MB of memory.
- Optimized Ammo, Arrow, Bolt and Grenade textures saving around 134MB.
- Improved physics setups on several spears making their behavior when dropped less erratic
- Changed recipe list category orientation for easier viewing of categories
- Fixed a bug in the Hammerhead Slug Fight where if a cocoon is broken during the fight the child slugs spawned in would have incorrect health values
This Week: Texture Optimizations
Back in week 229's update, we sort of snuck in a pretty substantial memory optimization (saving around 1.5GB) effort, and with more texture optimizations coming through this week (at around another 0.5GB) we wanted to raise awareness around this and what it means for players. Ideally, this type of optimization should actually go unnoticed by players, in the sense that the quality of the object remains as good as it was, while at the same time taking up less memory. This allows for better accessibility on machines with lower end hardware, gives shorter load times, less visual glitches (when textures fail to load, etc), less pressure on the engine's streaming systems, and so on.
We have some custom tooling which we use to find items that we may have been a little too generous with when it comes to texture sizes, but its still a rather manual process that requires individual checking which slows things down a bit. In general, memory optimization is one of those things that we need to continually stay on top of, as Icarus is an ever-growing project and with the amount of content that it contains in 2026 compared to 2021, our memory budget continues to be stretched thinner and thinner. So we need to make sure each asset only uses as much memory as it needs to in order to make room for the additional new content.
As with all our patches, optimization takes time and we like to include them as soon as they are done. This results in smaller fixes in week to week, resulting in a gradual increase in performance over time rather than an all at once.
{STEAM_CLAN_IMAGE}/38036764/ec7da223c2f9cb1b5c3c265457946e3f70a67eca.png
This Week: Blinky & Elysium Fish Map
This week, we’ve introduced Blinky, a new mutated fish that can only be found in the Elysium region within the Mushroom Swamp. It’s a small addition on the surface, but one that starts to build out the identity and uniqueness of the area.
Alongside this, we’ve made updates to the Elysium Fish Map. The region now features its own distinct zones, rather than reusing layouts or data from other maps. This should make exploration feel more tailored and consistent with the environment.
At first glance, Blinky may seem like an ordinary fish, but it has some unusual properties beneath the surface. These won’t all be immediately obvious, as they’re something we plan to expand on and explore further in future updates.
{STEAM_CLAN_IMAGE}/38036764/0ecdcabb3abd926e8cc1538153ed1cd07ef5463f.gif
This Week: New Unique Fish Sub-Species
We’ve also added new variations for fish that are unique to the other maps, bringing each map up to one new fish to discover and catch. These are the Emerald Wraith on Olympus, Coral Tang on Styx and the Spotted Gar on Prometheus. These new additions can be found in different locations across Olympus, Styx, and Prometheus, encouraging players to explore a bit more thoroughly. To help track them down, we recommend using the FISH device, which can be purchased from the orbital workshop.
Looking ahead, we’re planning to expand the fishing system further. This will include adding more visible presence of fish in the world, introducing new rods with different properties, and creating more uses for fish beyond decoration and food.
{STEAM_CLAN_IMAGE}/38036764/afa69099329a112f2f2eba0187a69e4898eaecf9.png
Next Week: Timber Extraction Unit
Next week brings a brand-new legendary item - the Timber Extraction Unit. This high-powered chainsaw can engage in melee combat or can launch blades to fell trees from a distance. It can be upgraded like all legendary gear.
{STEAM_CLAN_IMAGE}/38036764/125727f0d89daa55e74de82ac3ca2ed609d66eb3.png
Your support makes these updates possible.
https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog 3.0.9.151750-rel-DangerousHorizons
New Content
[expand type=details expanded=false]
- Copied Blinky rotation and anim setup to Fishing Rod Lure BP so that behavior matches when caught fish is first held up, versus hotbar focused
- Fixed client nullptr for ThrashingVFX when fish is snagged. Wait for NS to be initalized before attempting to set rotation
- Fixing issue with the recipe list when player crafting, as it was cutting off early when it shouldn't have
- Fixing Fish15_2, 16_2, 17_2 Feature Locks so they are accessible
- Fixing Fish20 Feature Lock so its accessible
- Setup unique lake areas for Elysium fishing map with differing fish quality. Added DT validation to ensure fish groups only have fish of the same type (Saltwater vs Freshwater). Updated Water tooling to ping Generated actors instead of Developer so that its more flexible (and includes extracted Caves)
- Adding Fish_20 (Blinky) to the new Elysium Fish Spawn Map
- Swapping Over Elysium to use the new Fish Spawn Map
- Making Blinky the Fish Blink Slowly when held in your hand
- Fixing issue where Blinkys eyes where not in Blinkys head when held in your hand
- Changed recipe list category orientation
- Tweaked Elysium fishing map. Added more zones and refined existing. Updated tooling to support locating Lakes and Rivers with custom colors. Tweaks to fish quality
Fixed
[expand type=details expanded=false]
- Fixing issue with the recipe list when player crafting, as it was cutting off early when it shouldn't have
- Fixing issue where EDEN_CHEF BP was duplicating by adding DoNotRecordForPrebuilt_? Stat
- Fixing issue where the EDEN_CHEF was part of the EDEN_AUDIO Prebuilt Structure (resulting in duplication)
- Fixing old prospects which have multiple duplicated EDEN_CHEF BPs (removing additional ones)
- Added expanded tooltip section for Recipes
- Adding Fish20 Item Icon
- Adjusting Fish20 hold animation so it holds it at a different angle so the eye blinks can be seen in first person
- Cleanup of Fish20 data s its releasing next week
- Lead Lined Box - Renamed 'PreventRadiation_?' to 'PreventRadiationSpread_?' for clarity
- Adding heavy hit react audio, event, notifys
- Alteration Bench UI layout change and new icon for alteration tool or weapon slot
- Force Resave of Faction Missions Datatable
- Optimized Knife textures, saving around 104MB. Fixes for mesh LOD setups
- Adjusted Mesh tooling to be able to check SKs. Simplified expanding logic for Material params
- Simplified/improved physics setups on several spears making their behavior when dropped less erraticchecking
- Optimize Ammo, Arrow, Bolt and Grenade textures saving around 134MB. Optimize Materials by removing unneccessary shader instruction options. Optimize SKs by removing unncessary additional submat slots on SKs and improving LOD setups. Removed DF from SMs
- Added supporting lights for Natural Oil Refiner 'on' state. Moved Fuel network connection point. Removed Emissive texture setup from 'off' material
- Mount Inventories - Switched 'laika' variant dogs to have a saddle slot so they can equip the laika vest
- Hammerhead Slug - Fixed a bug where if a cocoon is broken, the temporarily deleted slug is spawned with its health cached and then its children spawn in with that health. Now all split slugs spawn at max health
Future Content
[expand type=details expanded=false]
- Removed Radboss Crossbow emissive texture and repathed to Default albedo texture with color tinting applied
- RAD_A - Fixing Prebuilt Strcutures for the Mission
- RAD_A - Adding Spawning of Colony for quest
- Removed Scope row define from Legendary Chainsaw
- Lead Lined Box - swapped accidental stat on medium box. now back to 'PrevenRadiationSpread'
- First pass adding ivy to large jungle roots
- Updated Molotov data to be ready for release. Dedicated SKItem with lighting and VFX. Ballistics tweaks. Added icon and itemable setup. Added unique stacking modifier to apply DOT instead of Flammable system. Added recipe. Reorganized grenade section on T3 tech tree to accomodate. Added smoke trail effect and tweak existing effects
- Adding Prebuilt Structures for Elysium Colony
- Lead lined box - Added 'PreventsRadiation_?' bool to lead lined boxes that stops radiation leaking
- Added New Tree Birds of Paridise, Updating Cliff, Added Cave and Set Dressing Jungle, Outpost 11
- Removed emmisive from Giant Bamboo materials
- Lead lined box - added dev locked items without the radiation preventing functionality
- Added FTs for the 3 SML variants of the Banyan tree. Chopped versions will still need to be made
- Adding audio to all new rad boss animations. Movement sounds and vocalisations
- Added small variants of the choppable banyan trees
- Added BOW_Crossbow_Radboss with animations
- Added more Rad Boss animations to the project
- Added New Large Root to Jungle, Tested Bamboo Forest and Set Dressing Jungle, Outpost 11
ore fine tunes to the rad boss arena audio - Updated Banyan tree textures and materials with some colour changes and adjustments
- Legendary Chainsaw - Fixed audio not turning off when losing ammo
- Legendary Chainsaw - Fixed bug where spamming attack will play 2 clicks. Removed unused debug logging
- Added FTs for the three tall variants of the Giant Bamboo
- Legendary Chainsaw - Increased the amount of time the saw will spin after attacking
- Legendary Chainsaw - Fixed item owner invalid errors. Fixed Audio not playing when 'running out' of fuel (wasnt running out, just seemed like it). Fixed chainsaw being able to 'pull cord' twice in certain scenarios when attacking as you reload
- Adding rad boss attack whoosh, audio, event and notify
- Added large root meshes 01-05, plus collision meshes and materials
- Added SK for the slinker arctic explorer saddle
- Adding call to parent on BP for logic when rad spawner is destroyed to trigger audio
- Adding rad boss spawner loop audio and destruction audio and event and BP imp
- Added Rad broodling trophy SM and bestiary image
- Updated rad brooding carcass textures and added the carcass assets into the corpse BP
- Clean up of ArtTest map
- Made additional edits to RockFormation_003. Also created umap file for RockFormation_004
- Added 3 tall variants of the Giant Bamboo
- Blocking out Jungle, Adding Roots and Adding Decals, Outpost 11
- Legendary Chainsaw - Changed 'Bouncing Blade' to be 'Piercing Blade' and Removed unused variables from chainsaw blueprint
- Updated the terrinus, moa, buffalo, and slinker Rad Boss saddle SKs to have a larger back section
- Legend Chainsaw - added isvalid to fix error
- Fixed Contact device collision not upgrading correctly for Skeletal Mesh components
- Adding rad boss arena data table setup, adjustments to arena audio balance and biome override to correct row
- Added the carcass art assets for the Rad Boss Broodling
- Doubled playback rate of Legendary Chainsaw anim. Increased Refined Wood yield/chance for Drive upgrade. Added Screenshake reduction for Handle upgrade
- Added art assets for the damaged heavy speeder and heavy speeder backpack
- Adding a bunch more radboss idle vocalisations
This week brings Boar Breeding to Icarus with a new Juvenile version of the Boar, new Fertility Serum to craft and 7 new Phenotypes to explore.
Coincidentally, we've also added what we're calling the "Slaughtering Mechanic". The ability to quickly dispatch tames through the use of a new Butcher's Knife.
We also provide a small preview of what's coming next week - a new radioactive fish called 'Blinky'.
Notable Improvements:
- Replaced Icy Mammoth map icon with new one
- Fixed issue where storm wall was causing navigation to be dirtied when active, impacting performance
- Several balance tweaks to the Hammerhead slug boss fight. Reduced Spin Attack projectiles, removed slow on ranged poison attack, reduced debuff timer from stepping on slug trail and poison spots, destroying a cocoon further debuffs inside slugs, and more.
- Fixing issue where if players have debuffs lowering their maximum health that persist on death (such as radiation poisoning) when revived there were cases where players where revived with 0 Health (10% of current max), this could result in a value of less that 1 resulting in their immediate death, this has now been fixed, at a minium players will revive with 1 health
- Fixed Snow Wolf tame mesh incorrectly using GFur material
- Added inverted Limestone Floor and Ramp building pieces
{STEAM_CLAN_IMAGE}/38036764/1e4fd024bc5e88f6aea8ac2723c81e9fb627eddd.png
This Week: Boar Husbandry & Phenotypes
This week, we’ve expanded animal husbandry further with the introduction of Juvenile Boars, which some of you may have spotted in last week’s update. These young boars add another layer to breeding and progression as you develop your pigsty.
We’ve also introduced 7 new phenotypes, including 2 rare variants for players to seek out and collect, giving you more variety and long-term goals as you refine your herd.
To help get things started, there’s a new Boar Fertility Serum available to craft at the Ranching Station, making it easier to kick off your breeding efforts and experiment with different outcomes.
{STEAM_CLAN_IMAGE}/38036764/27c1f0d1114d0283191f23ac7b66ac228605eb6a.png
This Week: Slaughtering Mechanic
This week, we’re introducing the Butcher’s Cleaver, a tool designed to make removing unwanted tames quick and hassle-free. Craftable at the Anvil, Forge, or Foundry, it allows you to quickly dispatch mounts and tames by holding ‘X’ while equipped.
Previously, players had to rely on inefficient methods like leading tames into lava or slowly dealing damage with weapons. This new tool provides a faster, more practical solution for managing your creatures.
In addition we have also added a new achievement this week 'You Monster' which will be awarded upon successful slaughtering of a tamed creature.
We also plan to expand on this system in the future, with potential options like trading or selling unwanted tames to NPCs.
{STEAM_CLAN_IMAGE}/38036764/8cebf522973858539821cdb36b878d215a8c9f1c.png
Next Week: Blinky & Elysium Fish Map
Next week we plan on introducing a brand new fish map to Elysium - with a better distribution as well as introducing a new fish found only when fishing in an irradiated zone.
Meet Blinky.
{STEAM_CLAN_IMAGE}/38036764/251b1e1121ed6b99d8190b257a1cc16c88342b0c.gif
Your support makes these updates possible.
https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog 3.0.8.151546-rel-DangerousHorizons
New Content
[expand type=details expanded=false]
- Adding in better animations and actions with the Butchers knife, tweaking slaughter action so the timing blood and death line up, adding tool damage and tag to the knife so it can be swung like a normal weapon
- Added Butcher Knife icon.
- Adding Blueprint and Recipe for the Butchery Knife
- Set Boar base skin variation to be selectable
- Added 'You Monster' Achievement Icon.
- Added the wild boar juvenile art assets and updated the blueprints and data table with the new assets.
- Boars can now be bred together to make children
- Adding 'You Monster' Achievement to the .ini file
- Adding and Hooking up the 'You Monster' Achievement
- Juvenile Boar - Added new AnimBP and blendspaces to match speed to animations.
- Boar Juvi flinch volume adjustment
- Adjusting Cleavers Name to be Butcher's Cleaver
- Adding boar Juvi unique flinch - death audio, audio setup and data rows
- Adding Juvenile Boar Icon Images for the Carcass and Head
Fixed
[expand type=details expanded=false]
- Replaced Icy Mammoth map icon with new one.
- Tweaked Lithium Crossbow ironsights transform. Fixed Larkwell Explosive Bolts not making explosion sound on impact
- Hammerhead Boss balancing - Removed slow on ranged poison attack. Reduced modifier staying for 10 seconds after stepping off the slug trail (now 2 secs after). Also reduced the modifier duration after stepping off 'poison spot'.
- Hammerhead slug - 'Spin Attack' no longer flings projectiles in all directions. just a small 20m radius around a single target and only 18 projectiles from 75~
- Hammerhead Slug - Destroying a merging slug now reduces its health by 15% and goes on cooldown
- Removed Black texture from Centrifuge materials and repath to default black texture for optimization
- Fixing issue where if players have debuffs lowering their maximum health that persist on death (such as radiation poisoning) when revived there were cases where players where revived with 0 Health (10% of current max), this could result in a value of less that 1 resulting in their immediate death, this has now been fixed, at a minimum players will revive with 1 health
- Fixed issue where storm wall was causing navigation to be dirtied when active, impacting performance
- Map Icon consistency pass and New Mammoth Map Icon.
- Fixed Snow Wolf tame mesh incorrectly using GFur material
- Added inverted Limestone Floor and Ramp building pieces
- Adding Juvenile Boar Setup, items, ai, carcass, loot etc
Future Content
[expand type=details expanded=false]
- Legendary Chainsaw - Idle anims/sound turn off when no sawblade attached.
- Adding rad boss death vocal, audio event and data table setup
- Legendary Chainsaw - Added sounds when trying to fire/attack when unavailable. Added error text when both out of ammo and out of fuel.
- Adding long and short versions of the rad boss roar to be more appropriate for different events. Adding a second version of butcher knife chop to add variation
- Updating LCS dry fire audio
- Legendary Chainsaw - Added stats for durability/fuel use on alternate fire and implemented. Removed old unused SWQ actionable
- Moving Biome Overrides for be Lighting Change, Blocking out Jungle, Swapped out Blue monstera with Money Plant and Updated Foliage Type Settings, Outpost 11
- Added fish20 art assets with animation and WIP textures
- Hairy Palm bush variant added, will need proper DMs and DT setup
- Updated Choppable Banyan trees with ivy around the trunks.
- Added Storca skin variants to Data table
- Adjustments to chainsaw to smoothen the experience now that it turns off after firing each blade.
- Legendary Chainsaw - Saw will spin for longer after stopping attacking to show blades spinning on cooldown. Adding unique killing audio for butchers knife to be used when slaughtering poor innocent mounts RIP
- Adjustments to rad boss audio anim timing and boss arena small eq tweak
- Added further DT validation for Mount skin variations to ensure consistency with setups and awareness of disabled skins
- Switched generate_confluence.py to use separate API token linked to ConfluenceBuildStatus
- Legendary Chainsaw - Removed engine pull anim from the focusable and it now plays correctly when turning the saw on with ammo and fuel
- Legendary Chainsaw - Fixed bug where refined wood conversion would only grant 1 wood even with 100% rate.
- Updated Fish 20 textures and created anim bp and ctrl rig
- Blocking out Jungle, Changing Density and Size of Foliage, Outpost 11
- Adding correct montage in for swq chainsaw to ensure the correct pull chord sound plays. Small adjustments to starting sound now the behavior is different and it pulls after every shot.
- Ubis/Swamp Bird skins textures and materials setup
- Updated Great Hunt - Settlement Adding Geothermal Lake and Landscape Sculpting, Red/Yellow Quad, Elysium
- Adjusted colors and thinned out large leaves for the Money Plant.
- Fixed choppable Banyan tree to have ivy and moss disappear properly when chopped at the trunk
- Added image for the blinky fish fishing record and updated the fishdata DT with the new image
- Updating out Jungle Blockout and Set Dressing Lakes, Outpost 11
- Added first-pass Bird of Paradise plant for jungle biome
- Adjusted color for the Hairy Palm and bush.
- Fixed inconsistent filenames for Fish icons
- Fixed issue where a disabled button related to future content was incorrectly showing in player inventory
- Adjustment to the ending of swq chainsaw so it better matches the amount of spin the blade currently has after use.
- Updated fish20 static mesh with correct eye UVs
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Uploaded Jun 21, 2026
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System Requirements
How to Install
Icarus.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
50.9 GB
23795541
F508F4C6
e88e4ff4600cadd235acd7c629dc32549523a866b6d088e519fe0d6d8ae82311
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