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This limited-time offer represents a unique partnership between the publishers of DayZ and Icarus. It provides players with a chance to experience the stark contrasts of survival — from the relentless threats of a zombie-infested landscape to the unexplored dangers of an extraterrestrial planet. Each game in the bundle offers a distinct narrative and gameplay style, catering to a wide range of survival gaming preferences.
Icarus Week 105 Update | 3 new Rustic Signs and an upcoming content sneak peek
Week 105 is here, and with it, the start of our third year of Icarus.
This week we’re adding three new Rustic Sign variations in both ground and floor variations, with a more ‘raw’ design than the standard wood sign.
We’ve also got a ton of information on upcoming updates and features for all the new players who have joined us from our recent Free Weekend.
These are all scheduled for next year, as our team will be focusing on smaller updates over the Christmas break while spending time with their families. However, you can still expect some big features like our Batteries and Electrical Network soon, and our weekly updates will continue just like they have for the last two years.
Jump in and have a read.
Notable Improvements:
Added Icons behind the armor slots, light slot and bulk slots
Fixed an issue with the hotbar hotkeys not showing correct keys when rebound
Fixed fur issues on bear rugs
You can now right click to drop animal carcasses while focused and carrying them
This week: Rustic Signs
This week we’ve added three new Raw Wood Signs each with a ground and wall mounting variation.
These are unlockable at Tier 1 and craftable on the player, requiring wood, sticks and fiber.
These have a more rustic look than the refined look of the standard wood sign, so would suit a cabin-style base.
Coming Soon: Batteries & Networks Update
Batteries are in their internal testing phase and we’re actively fixing issues with the changes made to the electricity system, many of which affect existing items that now have to be updated.
Batteries will be an adjustment to how the energy generation system works as they’ll provide an ‘off-peak’ storage system that allows you to keep working around the clock. This means we also need to make changes to how machines operate with an energy source, so certain machines will slow or stop when underpowered.
Coming Soon: Taming Expansion
Another large update coming soon is our Taming Expansion, where we’ll be adding a ton of depth to the mounts system.
This includes adding levels to mounts, their own unique talent trees and even mounts being transferable from one prospect to another.
This is a substantial amount of content to add and is still in early development. We’ll keep you updated as we make progress.
Future Updates
We have a lot of new players this week, so we wanted to give you a look into some of the content we’ll be adding over the next few months, as a mix of weekly updates and larger updates.
Bees
Wild Bee Hives will spawn around the map and will host aggressive bees that you’ll have to deal with. You’ll also be able to raise Domestic Bee Hives to harvest honeycomb for honey and beeswax.
More animals
We’ll also be adding Bats, Kiwi birds, Sheep and Chickens in a range of wild and domesticated versions. You can expect basic consumables such as eggs, wool, and more.
In-game Icarus Wiki
A Prospect Field Guide will provide information on every in-game item, including how to craft it, where to obtain it, what sets they belong to and more. This will also link to the Bestiary and Fishing Book, creating a network of valuable information.
Water Rework
The Water System will be receiving a rework adding devices that clean water and provide buffs when drinking clean/purified water. We’ll also adjust fluids, including letting you add tea/cocoa/coffee and other drinks to your canteens, rather than needing a separate craftable item.
Turrets
Many of you have theorized this is something we’ve been working on, and your theories have been correct. We’re working on a Tier 4 turret system that can autonomously defend your base and attack creatures that stray too close.
Prometheus Map Expansion
The Prometheus Map in our New Frontiers Expansion will be receiving two new regions and Operations with a very different feel than the rest of the biomes. These will be focused on hardcore survival, with limited resources and intense weather that renders the map unusable.
Next Week: Biomore Backpack
Next week's update will be a new Biomore Backpack for the team’s medic. This will give the user the ability to play the support role, providing damage boosts and health regen buffs for coming in and reviving downed teammates.
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Updated the usability of the light and G slot items. Items now have an icon for their respective slots, and G slot items have an in-world tooltip that changes to red if you are unable to pick them up
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Fixed/QoL [expand type="details"]
T4 Anvil - disabled yellow/black decal material that was showing through walls
T4 Anvil - proper fix for yellow/black decals - using ITM shader and offset geometry to prevent Z fighting
Fixed a bug causing the C0NT4CT device to play audio when loading the game or approaching from multiple tiles away
Updated respawn message to mention losing equipment instead of respawn penalty (as there is no XP lost on death)
Updated death overflow bag highlightable, so it now shows as the remains of a fallen prospector
Updated polar bear rug gfur setting to be more stable when physics are settling
Removed physics on Gfur for grizzly and polar bear rugs
Halved the spawn rate of voxel and plant based exotics in Open World, as these spawns add repeatedly so will increase each time if not gathered
Updated all fish textures from the small texture group to the medium texture group
Replaced green mount tame icons with white icons
Lowered opacity of light/g slot background
Show bulky slot icon on mount's bulky slot(s)
Hide in-world bulky slot on shields (as these can go in normal inventory slots)
Fixing issue where art deco vase destructible mesh was incorrect (it was the vault)
Adding delivery pod door open and close. Hooking up close animation to play when leaving, Also adding fixing armour repair audio to data table
Prevent meteor showers from potentially occuring before the world has completely loaded
Fix light slot toggle for clients in improved hotbar UI
Update in-game reference to Styx Expansion DLC to correctly be named Styx Expansion DLC
Fix light and bulky slot icons on items for inventories in crates.
Fixed seed pouch not receiving picked up seeds after loading a prospect.
Fixed seed pickup totals being shown incorrectly on HUD.
Fixed/Re-enabled Take All button in seed pouch.
Added hint to map screen to add or remove marker.
Add building deconstruct hint to hammers
[/expand]
Future Content [expand type="details"]
Set dressing Cave, updated cave volume, void and General Polish Pass for cave network, Ice Sheet Yellow Quad on Prometheus
Added more rock formations, Cliff Pass and Ground Cliff Pass, Ashlands, Prometheus
Fixing has no entrances issue, Ice Sheet Yellow Quad on Prometheus
Adjusted emmisive values for the neon sign so that it will have a proper neon glow when turned on
Added DCO_Flag_RocketWerkz, with four texture variants
Added Black Wolf Revolver static and skeletal meshs
Added textures and materials for the Black Wolf Revolver
Adding more unique scorpion rifle layers. Unique lever in / out layer and changed anim notify to use item audio data to switch based on gun type
General Polish Pass for cave network & Ice Sheet Yellow Quad on Prometheus
Decal Pass, Cliff Pass on Macro Cliffs and Adjusted two deep ore deposits, Ashlands, Prometheus
Deploy sound for water purifier and other water based deployables. Added to data table
Fix datatable validation again
Adding consume water from purifier audio, event and BP imp
Permit turret prototype to be rotated on deploy, outside only, add basic HUD
Removed combined cave include flags & added back cave entrance Ice Sheet Yellow Quad on Prometheus
Adjusted Macro Cliffs to help with Navmesh and Polish Pass, Ashlands, Prometheus
General Polish Pass for cave network & Ice Sheet Yellow Quad on Prometheus
Volume balance tweaks to scorp rifle
Adding appropriate biomass audio
Slight tweak on Black wolf revolver textures. UV edit on Barrel_D static and skeletal mesh
Adding t2 water purifier audio loop and event
Submitting Mini Hippo bones mesh and textures
Placed Nav Mesh volumes in the Ashlands, Prometheus
Added Black Wolf Revolver icon
Adding items static table entry for revolver audio
Field guide armor and resource page updated visuals
First pass of black wolf revolver pistol audio and data table setup
Prototype turret change various constants to stats
Fix a crash reported in Sentry relating to unowned actors with modifier components being garbage collected
Prototype turrent make clients listen to stat updates
General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
Balance pass on revolver against other gun assets, brought all guns in closer tonality, very tiny top end adjustments to match, added item static data
Balance pass of black wolf revolver and scorp rifle. Slight reduction in volume, increased cave shot and other small adjustments
Cave Worm Test, Ice Sheet Yellow Quad on Prometheus
Added T2 base beehive art assets
Adding sandworm crossbow reload audio and notifys. Renaming sandworm crossbow fire event
Testing cave worms, Ice Sheet Yellow Quad on Prometheus
Ice building tier icons hooked up to data table
Added DEP_Trap_Small_T2 and T4 with animations
Added ice building tier icons
Additional balance to sandworm crossbow and fixed double up of adsr causing a too fast fade out in the oxite dissolver when finishing processing oxite
Testing cave worms, Ice Sheet Yellow Quad on Prometheus
Placed Nav Modifier Volumes and Cliff Pass, Ashlands, Prometheus
Adding sandworm crossbow fire audio. Currently not hooked up as no item exists
Submitting Mini Hippo bones 1st variation mesh and textures
Added DEP_Trap_Large_Bear and animations
Added ice building tier icons to d_itemable
Added DM for DCO_Flag_RocketWerkz, as well as deleted temp files
Fixed bad rotation on DCO_NeonSign_Rocketwerkz
Added DM for DCO_NeonSign_Rocketwerkz
General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
Swapped duplicated prefab caves and Cliff Polish Pass, Ashlands, Prometheus
Added initial setup for Ashlands story mission
Adding Supporters Flag & Sign plyus variations item setup
Adjustments to revolver internal sheltered decay tail. Routing sandworm reload crossbow out correct channel and renaming revolver pistol fire correctly and replacing in data table
Submitting Mini Hippo bones 2nd variation mash and textures
Setting up Black Wolf Revolver Meshes and Attachments for the biolab
General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
Adding in first pass setup of the chicken ready for mesh swap, including BP, AnimBP, animations and montages and placeholder mesh
Cliff Pass and landscape Sculpting, Ashlands, Prometheus
Small adjustments to the revolver trigger audio
Turret Prototype Change way turrets are instanced internally to match other objects trait/data and tidy up stat descriptions
[/expand]
Come join our Free Weekend to celebrate 2 years of Icarus!
Icarus’s first-ever Free Weekend is here!
This has been in the works for some time, and we are excited to finally do one of these and give players who have been on the fence about Icarus the chance to try it out and see all the work that has gone into it over the last two years.
For those unfamiliar with what a Free Weekend is, this is a four-day period over the weekend when anyone can download Icarus and play without having to have purchased the game.
If you’ve got friends you’ve been trying to convince to get the game, this is a great time to get them to come join you with no strings attached.
All content in the Icarus base game will be playable, including Open World and Operations on Olympus. We’ve also put the game itself and a bunch of the DLC on discount so if you enjoy it, you can score a good deal to keep playing long after the Free Weekend finishes.
You may have noticed above we mentioned 2 years of Icarus… well that’s because this week is also the 2 year anniversary since the launch of Icarus and 2 years straight of weekly updates!
The game has changed dramatically in two years, with a ton of new features and content added after release based on player feedback. The work we’ve put in has only been matched by your enthusiasm to play it, and we feel very lucky to be able to continue working with the community to make the game even bigger and better.
How much has the game changed since its launch?
We launched with:
35 timed missions
140+ craftable items
1 64sqkm map
95 building pieces
240 talents
1 map
2 modes (missions and outposts)
And today we have:
108 Missions, 52 Operations and 11 SMPL3 Quests
1140+ craftable items
375 building pieces
248 talents and 28 solo talents
4 Mounts
3 maps
3 modes (missions, outposts and Open World)
It’s incredible to see how far this game has come and we couldn’t have done it without you. Thank you to every single person who has played Icarus and made memories in it.
Join us for our Free Weekend Twitch stream
If you didn’t already know, our team streams twice a week over on twitch.tv/rocketwerkz, playing Icarus and other titles from the studio including Stationeers and some up-and-coming projects.
We’re doing a massive Free Weekend stream to celebrate our 2 year anniversary, where we’ll be playing with multiple studio members and doing a bunch of giveaways. As part of the birthday celebration we've also discounted our entire merch store!
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Icarus Week 104 Update | New Seed Pouches for storing your seeds
Our Week 104 update is here. This week we’re adding Seed Pouches, a Tier 1 item that will store your seeds gathered while out exploring.
We’ve also got an update on Batteries and next week's update. You’ll also have probably noticed this update is a day early, which is intentional and will make sense tomorrow, so keep an eye out for some news.
Jump in and have a read.
Notable Improvements:
Permit sprint cancels reload on magazine and round fed weapons, if enabled in the control settings
In the Kill List operation, creatures now also spawn outside of mission area
Added the building tier to building piece tooltips
Added a 'Z' collision offset so you can more freely place rugs on top of floors with beams beneath them
This week: Seed Pouches
This week we’re adding the Seed Pouch, a new Tier 1 item crafted on your character and acts as a storage system from within your inventory for any seeds you collect.
This requires 20 fiber and 10 leather and will store 6 different seeds in stacks of up to 400. Any seeds you collect will automatically be stored in the Seed Pouch if it has room - rather than in your inventory.
Effectively, this should free up 5 inventory slots while you harvest wild plants or farming.
You can use the context menu from within your inventory to access the seed pouch, similar to how you break fish into chunks.
Coming Soon: Batteries
We’ve been busy testing out the new batteries system over the past week. Our internal feedback is that the interaction and flow of the changes feels a lot better with the tweaks we’ve made over the last couple of weeks.
We are looking to do some open testing in the next few weeks, so if you’d be interested in participating, come join the experimental branch channel in our Discord to get all the details.
Next Week: UI QoL Improvements
Next week we’re bringing some QoL improvements to the in-game UI, and some other content that we’ll keep a secret until then.
A lot of the improvements have come from suggestions and feedback in our Feature Upvote page, so make sure you keep using this when you want to communicate with the team.
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Set dressing Cave, added cave volume, void and General Polish Pass for cave network, Ice Sheet Yellow Quad on Prometheus
Adding first pass setup and sounds for scorpion rifle fire and last shot fire sounds etc and data table entry
Ground Cliff Pass, Landscape Sculpting Pass and Added a Deep Ore Deposit, Ashlands, Prometheus
Submitting Mini Hippo second variation carcass and textures
Adding internal / external sounds for scorpion gun. Replacing gun layers with separated layers
Improve turret prototype
Fixed item popup building tier showing on all items (dev only)
Adding item icons for the biomass items, black wolf fur and venom sack items
Adding meshes for the biomass items
Added BLD_Floor_Diagonal_Stone, APEX DM still needs to be done
Added BLD_Wall_Diagonal_Solid_Stone, APEX DM still needs to be done
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Icarus Week 103 Update | Polar Bear and Brown Bear Rugs
Week 103’s update brings two new rugs to Icarus, which require pelts and vestiges from two of the most fearsome foes - the Polar Bear and the Brown Bear.
These are craftable at Tier 3 on the Advanced Textile Bench, so get to gathering those materials and crafting.
In addition to cosmetic updates like these Rugs, we’re always working on new features and performance improvements and we have an update on big improvements coming to animals and taming, and batteries.
Jump in and have a read.
Notable Improvements
Updated the Brutalist Wardrobe & Cabinet and Industrial Wardrobe & Cabinet to have 25 inventory slots as originally intended (rather than 10)
Updated recipes for cooking, Masonry Bench and Armor Bench to allow access to T2 recipes in both T3 and T4
Added recipe for Gold Partition for Art Deco set which was accidentally hidden
Fixed travel quest step detection for mounted players, allowing those steps to be completed while mounted more reliably
Fixed a bug with inventory spoilage where there were some specific cases where spoil times of items would not increase as intended
This Week: New Animal Rugs
This week's update brings two new Rugs to Icarus, from the pelts of the most feared predators on Icarus, the Polar Bear and Brown Bear.
These require some unique materials including Vestiges, Arctic Pelts, Fur, Cured Leather and Platinum Weave.
These are unlockable on the Advanced Textiles bench at Tier 3 and require the ‘advanced rug set’ to be unlocked.
Coming Soon: Batteries
Batteries development is making good progress, and we’ve now done the initial refactor of the resource network system. From here, we’re testing and checking individual machines and how they interact with these changes and ironing out any bugs that crop up.
We’re also working on some tools for players to debug their systems and machines when these changes are implemented, so you can avoid the typical trial-and-error approach and get right to the problem.
Early Preview: Animal Expansion
We’re currently working on an expansion to the animal and mounts system in Icarus with some big improvements and new systems with a lot to interact with.
Tamed creatures will be receiving their own XP and leveling system, which comes with their own talent trees that you can invest points into. They will also have their own buff system and can gain two active modifiers from the food they consume, similar to how players have three.
We’re also investigating a solution for being able to bring tamed creatures up to the Orbital Station and back down with you on other prospects, so you can invest more into your furry pals and utilize them across multiple expeditions.
All of these features are in development with substantial testing and iteration needed before being released, but we wanted to give you an update on our work and will continue to do so.
Next Week: Seed Pouch
Next week we’re adding a new ‘Seed Pouch’. This is a bag that can be carried in your inventory and acts as specialist seed storage which can be opened using the context menu. Seeds you pick up are automatically placed in the pouch and we’ve increased the stack size as well.
Ideally, this should clean up your inventory when foraging, and allow you to actually collect more seeds without having to compromise for other necessary items.
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Slight adjustments on the wall light and gold chandelier gold decoration. Removed the emissive material from a small section
Fixed typo in Prometheus map selection warning
Fixed unlinked confirmation and cancel buttons on terrain selection
Adding new event for metal wall cupboard closing. Retiming to fit animation and adding a new socket for audio
Updating items in the deployable table for glass metal
Added new collision type for NPC capsule that allows QuestQuery overlaps
Fixed mounted players not being counted for travel quest steps
Fix a merge issue in the string table
Fixed signs not showing fertilizer icons. Added a new tag query for signs to check against 'Any Fertilizer'
Fixing bear Cub having the wrong PM causing it to not have a flesh impact sound when hit
Updated recipes for cooking, masonry bench and armor bench to allow access to T2 recipes in both T3 and T4
Locked Industrial Set behind level 20, as the set requires steel screws (any players that have already unlocked the talent will keep it)
Fixed Roat Trophy not granting Bestiary Points
Added recipe for Gold Partition for Art Deco set
Updating Processing Recipes to Remove the Alpha Wolf Rug as it is not ready yet
Fixed storage tag on Industrial and Brutalist storage options, allowing them to benefit from additional storage talent
Fixed a bug causing the player stat container to update every frame which also caused the inventory weight to recalculate and the spoil update timer to restart
Updating Brutalist Wardrobe& Cabinet, Industrial Wardrobe & Cabinet to have 25 inventory slots rather than 10 as intended
[/expand]
New Content [expand type="details"]
Field Guide breaks bestiary, fishing and items into separate tabs
Decal pass, Ground cliff pass and Landscape Sculpting, Ashlands, Prometheus
Fixed physics asset for the scorpion crossbow by redoing the physics bodies, fixed animations not playing correctly by using correct anim BP in the SkeletalItem BP entry in D_Meshable
Field Guide - Add a back button for items view
Updated Cave Entrance trigger for cave network, Ice Sheet Yellow Quad on Prometheus
Added Macro Cliffs to Open area and Cliff Pass, Ashlands, Prometheus
Added snow variant materials for CaveFloor meshes (MI_ROCK_SW_CaveFloor_XX_SNOW)
Added Nav Blockers, Ice Sheet Yellow Quad on Prometheus
Ground cliff pass and Decal Pass, Ashlands, Prometheus
Fixed has no cave entrance, Ice Sheet Yellow Quad on Prometheus
Ground cliff pass and Decal Pass, Ashlands, Prometheus
General Polish Pass & Cave fixes, Ice Sheet Yellow Quad on Prometheus
Submitting Mini Hippo 2nd variation
Adding Scorpion Weapon Living Weapon initial setup
WIP commit of Biomass mesh, materials, textures (ITM/ITM_Biomass)
Scorpion Rifle - added static mesh versions of stocks
Updated Field Guide Item categories
Fixed some item tags and added extra filters, as required for Field Guide
Biomass samples - mesh and material variants, tweaked textures. Added new master material MA_GLS_Emissive for emissive glass
Fixed incorrectly enabling of Items section of Field Guide
Decal pass, Ground Cliff Pass and Landscape Sculpting, Ashlands, Prometheus
Field Guide Resave Datatable
Initial implementation of 9 of Diamonds shield
Field Guide Add how to obtain
Initial implementation of Inaris sickles
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Icarus Week 102 Update | Rare high tier Ores now found in Deep Ore Veins
Week 102 is here and features new Deep Ore Veins of Titanium, Platinum, Salt, Clay, Scoria and Obsidian for you to drill.
We’ve also enabled Exotic voxels in Open World caves which will replenish using the Meteor Shower event we debuted last week.
This week we’ve also released two new architectural DLC, an Industrial Furniture Set with 36 pieces and an Art Deco Furniture Set with 26 pieces for you to purchase and adorn your base with. These support our ongoing development of Icarus and are some of the most detailed and unique pieces we’ve released to date.
Jump in and have a read.
Notable Improvements
Exotic voxels will now spawn in Open World caves, these will replenish with Meteor Shower events
You can now place deployables on top of rugs which was previously blocked
Vapor Condenser rewards have been updated to include Enzymes in addition to Exotics when in its ‘active state’ which as of last week includes Open Worlds
Fixed Teenage Caveworm and Landshark dropping Caveworm loot rather than their respective loot table
This Week: New Deep Ore Veins
New Deep Ore Veins have been added to all three existing maps. The new resources available include Platinum, Titanium and Salt on Olympus, Styx and Prometheus - and Clay, Scoria and Obsidian exclusive to Prometheus.
This adds some of the higher tier ores as options for your set-and-forget drills, and make those longer Open World sessions where resources become more scarce, easier to manage.
A big reason for the addition of these new veins has been to introduce these resources earlier for players in their sessions. Salt for example offers value in food preservation, so it makes longer journeys more accessible earlier in the game.
The addition of Clay, Scoria, and Obsidian also makes the Lava biome more accessible earlier in Prometheus, and Obsidian weapons offer great advantages when venturing into the Arctic. These have also been added to the Deep Mining Ore Scanner's and the veins are locatable with this device.
A lot of these have come via community requests and suggestions, so keep these coming in Feature Upvote. We’ve added more veins in total also, so you won’t find other resources now more diluted in the overall available pool.
There’s also now a chance to find Exotic voxels in Open World caves on all three maps. These will replenish with Meteor Shower events we introduced last week.
Each Week: Performance
While it may not be mentioned in our weekly blog each week, performance is an ongoing part of our work, and those who dive into the detailed changelog below will notice some of the improvements we’re making week-on-week.
As part of the performance work, we have been looking at a way to reduce the impact of loading across the map which can cause stutters. This is mainly focusing on adjusting the way caves are spawned in, and we’ve had some early positive results, but this is still very much in the early stages of testing.
We have also been looking into what impact we can have in reducing the pack sizes of the game and therefore the download size. As some of you have mentioned before, the process of downloading and patching the updates can be lengthy, due to the stark differences in how Unreal Engine packages build and how Steam wants to unpack them. What we’re hoping is this work will improve the download speed, which will at least impact this positively. This will go through rigorous testing before being released, but if all goes well this should be out in the future.
The Industrial Furniture Pack comes with two sets of items in their own theme and design. These are Industrial and Brutalist.
The Industrial Set includes 18 items in dark tones of black marble and flecked silver. These have a rough and practical design with sharp edges and little in the way of excess material, creating a dark yet simple feel to any room they adorn.
The Brutalist Set includes 18 items also, with an even more simplistic concrete approach, but a tad more design flair in their craftsmanship. These pieces have a geometric flair that applies the concepts of minimalism and physics to create timeless yet simple pieces that can blend into any environment.
The Industrial Set is unlockable at level 10 and craftable at the Decorations Bench with Iron Ingots and Steel Screws. The Brutalist Set is unlockable at level 20 and also craftable on the Decorations Bench, with the added material of Concrete required.
The Art Deco Furniture Pack is also available, and is by far our most lavish and luxurious set yet.
Including 26 items, this set includes pieces such as Chandeliers, Candlesticks, Safes, Vault style storage units and Rugs among other pieces, all adorned in lavish gold with gun metal grey highlights and a decadent, twirling design that brings a sense of class to any room you place them in.
Designed to celebrate the night sky above, the solar system theme can be found in every piece of the set, and the rich gold tones will shimmer in any light that bounces off it, be it from the Fireplace, Chandeliers or Candles.
The Art Deco Set is unlockable at level 20 and craftable on the Decorations Bench, and requires Gold Ingots, Platinum Weave and Steel to craft.
Support our work with these DLC
After 102 weeks of free updates, you can imagine the amount of work we have poured into Icarus is substantial, nearing the two-year mark of dedicated work and new content being added to the game.
Making games such as Icarus is expensive, and while other studios might have the size to sustain it, we are a much smaller team than our compatriots that produce the other games you love.
All our DLC support the ongoing development of Icarus, and without them we’d have to ask questions about the project's sustainability.
DLC such as these are concepted, then modeled and rigged by our art team, before being added to the game by the designers and having the lore and narrative for them written by our writers, and any sound created and added by our audio engineers. They even go through our tech and testing teams who make sure their features work and they don’t negatively impact performance. Even the Steam page for them and this weekly blog talking about them is done by our Marketing team, so everyone in the studio has a hand in bringing them to life, just like every other feature we do, be it free content or paid.
It really helps us out when you guys get behind the smaller pieces of the game we put out, as it keeps us moving forward and being able to work on the content, improvements and patches we bring out in our free updates. Thank you to everyone who has already bought any of our DLC, and we hope these give you something else to add to your bases.
Next Week: New Animal Rugs
Next week’s update will bring two new Animal Rugs for you to craft and adorn your bases with. These are Bear and Polar Bear Rugs, the true sign of a dangerous hunter when adorning their home.
These will require vestiges, pelts, fur and leather, so if you want to craft these the moment they launch, start gathering your materials now.
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Permit exotic voxels in open world, replenish exotic voxels as part of 'timed meteor replenish event'
Enabling salt, platinum, titanium deep ore nodes
Enabling spawning of clay, obsidian, scoria deep ore nodes on Prometheus
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Fixed [expand type="details"]
Fixed a few more instances of the word wooly being used in place of shaggy for the Shaggy Zebra
Fixed an issue where trophies were using the name wooly zebra instead of shaggy zebra
Added a tag you can add to items that will allow things to be stacked on it. 'Buildings.Stackable'
Added item classifications (recipe filters) for each decoration set, and statues
EL CAMINO: Fixed loot granting Health Paste instead of the new Health Enhancement Tonic
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Future Content [expand type="details"]
Added text for Art Deco set
Added deep ore deposits to all quads, Olympus
Adding Art Deco Items, Talents, Icons Etc
Adding Packflags for Industrial & Art Deco Packs
Adding new cheat to spawn item sets based off itemtemplate prefix
Adding first pass molotov VFX and Materials. Added new effects to BP_Payload_Molotov
Adding correct socket to axe attack whoosh animations to fix whoosh not following the hand. Small adjustment to spacial to balance against now moving whooshes
Added chimney caps for the art deco fireplace
Resaving the data table with the inhaler audio so its pointing to the right data row
Added emissive element to art deco wall light
Added destructible meshes + material for Art Deco Fireplace (base, mid, extension) and Vase
Added deep ore deposits to all quads, Prometheus
Added destructable meshs for art deco assets
Added missing DM for DCO_BedSingle_ArtDeco
Ice Mammoth - CAC maps and material setup for ice pieces
Yellow Quad on Prometheus
Added final Art deco assets to the project. Nightstand, bookshelf, and vault
Added most remaining Art Deco furniture items, as well as assgned proper PMs to all Art Deco materials
Manual Cave Pass, Foliage Pass and Placement of Obsidion and Scoria, Ashlands, Prometheus
Added Voxels & Set Dressing Pass, Ice Sheet Yellow Quad on Prometheus
Scorpion Rifle - added remaining textures/materials, set up mesh LODs, collision, physics assets
Submitting Mini Hippo and textures
Added recipes for the Brutalist furniture set
Fixed recipes for the Industrialist furniture set
Adding biolab inhaler audio, event and data table entries
Added art assets for art deco wardrobe, safe, dresser and chandelier
Added Several more assets for the Art Deco Furniture set
Added Voxels & Set Dressing Pass, Ice Sheet Yellow Quad on Prometheus
Voxel pass and cliff polish pass, ashlands, prometheus
Shortening more overly long audio files
WIP commit of materials and textures for Scorpion Rifle
Small balance adjustment to the scorpion crossbow
Round 2 of adjusting any long files (over 50 seconds) to shorter versions for better efficiency
Field Guide resources and tools first pass
More work on molotov VFX, Fire effect now rotates to impact normal
Reducing excessively long audio event so not too many instances play at once
Adjusted LODs on art deco safe
Field Guide clickable navigation on icons (between categories)
Adding deploy gold deco sound to all gold decorations
Adding Gold decorations deploy audio and event
Adding Destructible Meshes for the remaining Art Deco Set
Removing unused talent and renaming gold -> art deco
Adding Art Deco in world droppable mesh
Adding in Art Deco Fireplace & Caps
Freed up additional linked objects from the IcarusActor header file
Freed up additional linked objects
Field Guide - fix the build again (missing WITH_EDITOR guards)
destructible meshes for chimney caps, added logs to Fireplace DM
Added logs to art deco fireplace
Enabled weather events in new Prometheus biomes
Added Art deco decoration kit assets
Field Guide display multiple recipes when an item has more than one way to craft
Field Guide fix the build
Decal pass and Manual caves in Red and Purple Quad, Ashlands, Prometheus
Field Guide localized sort of displayed search results
Field Guide add a widget switcher to prevent view rebuild when changing from search to category list
Removed Cave Worms, Added to Cave Network and Set dressed Area, Ice Sheet Yellow Quad on Prometheus
Manual Cave Pass and Decal Pass, Ashlands, Prometheus
Field Guide add a 'catch all' category for any itemables not in another category
Adding small wood broken event and to data table
Adding small wood deployable item audio and applying to items
Field Guide add search option for items
Creating additional destruction sounds. Adding audio and event and data table. Dense metal
Added One extra Cave Deep ore Deposit to all Styx and Oly Prefab Caves
Updated Art Deco Chandelier to correctly be a light
Added One extra Cave Deep ore Deposit to all Styx and Oly Prefab Caves
Fixed recipe list search bar not allowing clicking across the entire bar
Added recipes for Art Deco Decorations set
Fixed fire and smoke effect on Art Deco Fireplace
Initial setup for decoration classifications (pending icons)
Field Guide add an overview page for the items view
Cliff Pass on open areas in the Ashlands and Decal Pass, Prometheus
Added Cave Worm Spawns to New Cave Network & Placed Deep Ore / Super Cooled Ice, Ice Sheet Yellow Quad on Prometheus
Adding correct data tabel entry to all gold items in itemstatic
Adjusting destruction sound for gold decorations. Adding cooldowns
Field Guide create a custom index and page view for armor
Field Guide show 'no icon' for no icon, conditionally hide some fields
Fixed several asset startup warnings
SK, physicsAsset, material, textures added for T3 Platinum shovel (SK_ITM_Shovel_T3)
Field Guide Tidy up overlap on index screen
SK, physicsAsset, material, textures added for T4 Titanium shovel (SK_ITM_Shovel_T4)
Cleaned up startup warning for some assets
Adding Basic Setup for Beehives using new deployable logic
Adding Queen Bee, Beehive, Beehive Expansions, honey, honeycomb, beeswax and other related items, basic setup
Set Dressing New Cave Network with Stalagmite, Ice Sheet Yellow Quad on Prometheus
Decal pass and Landscape Sculpting, Ashlands, Prometheus
[/expand]
Hypatia Part II | Olympus Operations and respawning Exotics
Hypatia Part II is here.
You can now play 21 Operations that have been transitioned over from Missions in your Olympus Open Worlds. These Operations have been hand-selected with a range of challenges to choose from.
We’ve also added Exotic respawning in Open World, with the new Meteor Shower event occurring every 3 hours and spawning new nodes, veins, voxels and exotic plants.
Jump in and have a read.
Notable Improvements
Open World Selection Screen now shows Operations for Olympus and exotics for all 3 maps
Fixing Desert Mammoth Trophy not being the Desert Mammoth Trophy when placed
Fixed Tusker Trophy deploying as Komodo Trophy
Fixed Viscid only granting Wolf kill experience by accident
Encroachment: Extermination - Fixed clients seeing incorrect kill requirements for The Great River, showing the objective as complete when it wasn’t
Meridian: Extraction - Added supply drop to deposit ingredients into rather than the same box to fix a bug where the box would clean up too fast. Changed the mission text to match
Improvements and fixes for Strange Harvest: Research and Strange Harvest: Bio Research
This Week: Olympus Operations
Hypatia Part II is here, and as promised, it features Olympus Operations.
21 missions have been added as playable Operations in your Open World prospects on our original map, Olympus. These 21 missions have been hand-selected as missions that best suit the Operations model and Open World play. They provide unique challenges that suit a more established prospect where you often start with higher-tier gear.
We also recently reorganized the Olympus Missions, allowing for a smoother progression through Operations and allowing you to do more Missions without having to repeat every ‘scan’ Mission. When you’ve completed all the Operations, this will also fully unlock all of the Olympus Missions as individual prospects to play the traditional way.
This Week: Exotic Respawning & Meteor Showers
Hypatia Part II also brings the long-awaited Exotic Respawning and Open World Exotics to Icarus.
This means Exotics can now be extracted from your Open World prospects through exotic deposits, earned along side enzymes in Horde Mode, or farmed from plants on Prometheus. Next week, we’ll also add Exotic Voxels to mine.
Exotics now respawn in Open World games through the new Meteor Shower event.
Every 3 hours there will be a map-wide Meteor Shower that will only trigger if you have fully extracted an exotic deposit during that time period. This causes up to three new exotic veins to spawn across the map. On Open Worlds currently only three exotic veins can be 'active' at any one time.
This also resets your Radar scans, allowing you to rescan and find new veins in their new locations.
Regardless of whether the Meteor Shower happens or not, every three hours Exotic Plants on Prometheus prospects have a chance to spawn, and Geysers have their completion numbers reset, allowing you to gather exotics again.
Coming Soon: Batteries
Our Batteries project is making progress, and we wanted to give you an update on where this is at.
Our recent work includes adjusting outward network flows locally to allow for brownouts and modifiers to be applied when the power output isn’t high enough. We have also allowed for variable flow rates and crafting to still occur even when you’re lacking adequate power supply, but at a reduced rate of speed.
We are still in the testing phase of all of these adjustments, so they may change considerably from the current forms. To make sure this is effective and player-friendly, we’re doing a QoL pass at the same time as we play with these features.
We’re also looking to include a system which allows players to debug networks in-game, either using tools in-world or having a unique UI.
Each Week: Performance
While it may not be mentioned in our weekly blog each week, performance is an ongoing part of our work, and those who dive into the detailed changelog below will notice some of the improvements we’re making week-on-week.
As part of the performance work, we have been looking at a way to reduce the impact of loading across the map which can cause stutters. This is mainly focusing on adjusting the way caves are spawned in, and we’ve had some early positive results, but this is still very much in the early stages of testing.
We have also been looking into what impact we can have in reducing the pack sizes of the game and therefore the download size. As some of you have mentioned before, the process of downloading and patching the updates can be lengthy, due to the stark differences in how Unreal Engine packages build and how Steam wants to unpack them. What we’re hoping is this work will improve the download speed, which will at least impact this positively. This will go through rigorous testing before being released, but if all goes well this should be out in the future.
Next Week: New Deep Ore Vein Types
Next week we’ll be adding new Deep Ore Veins to all maps, increasing the possible resources that can be collected from them and the number of Deep Ore Veins available. In the past, this was limited to lower-tier resources the majority of the time. Next week we’ll be releasing the full list of all the new resources that can be gathered.
As part of this patch, we’ll be adjusting the way resources are set up which may cause the respawning of some voxels, trees and plants in various areas of the map. If there are any issues, make sure to report them here in feature upvote.
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Enabling Operations on Open World & Allowing Exotic Respawning on Open World
When exotic deposit resources are exhausted they will no longer show up on any future radar scans
[/expand]
Fixed [expand type="details"]
Strange Harvest: Bio Research - Changed final pod to a transport pod. Removed double up of icarus map icons on satelite
Open World Selection Screen now shows operations for olympus and exotics for all 3 maps
Adding pickup weapon sound for guns and crossbows
Strange Harvest: Reserach - Decreased the search area radius' to more accurately represent the travel quest. Removed a description override within the first drop pod quest so it displays the proper mission text
Adding bow pick up audio and balancing against other pick up sounds. Removed spacializer. Saved pickup spacializer as a preset and added to all pickups so they are consistent. Data table entry
Change food modifiers from 'stack, max 1' to 'replace' and make datatable validation more explicit
Adding pickaxe / axe pickup sound
Fixed Corn (uncooked) not giving the raw food modifier
Meridian: Extraction - Added supply drop to deposit ingredients into rather than the same box to fix a bug where the box would clean up too fast and changed the mission text to match
Shortening pickup axe audio event to have less shing
Small adjustment to axe pickup sound. Slightly reduced the fade to allow a tiny bit more tail
Updated Trace and Entangle credits section
Linked up player talent Unlock text to translatable text entry
Added translatable text entries for sneak attack, bestiary open option and drill UI
Tweaked the 1ST Cha shoulder in the gun aim animation to fix being able to see through the shoulder in 1st person while aiming
Adding knife pickup audio event and data table entry
Meridian: Extraction - Fixed a bug where on reload the drop pod would respawn
Fixed Viscid granted Wolf kill experience
Doing a pass on shortening all excessively long audio events (over 50 seconds). Sometimes splitting into multiple, sometimes just shortening
Fixing Desert Mammoth Trophy not being the Desert Mammoth Trophy when placed
Fixed Tusker Trophy deploying as Komodo Trophy
Increase range when checking if a depleted deposit is occupied by an extractor, before clean up
Prevent late joining clients on multiplayer from seeing UI for past exotic replenish events
ENCROACHMENT: Fixed a bug causing clients to see an incorrect count for the The Great River kill objective, indicating that that step was complete when it is not
Unlock Beachhead by default, allowing players to jump straight into Olympus Operations
Enabled exotic rewards on open world from Vapor Condenser event
Removed lock on exotic voxel spawning, and related flag on DEEP VEIN
Removed obsolite unlock marker on MERIDIAN and PAYDAY
Doubled Exotic Voxel spawn rate, as it was still not frequent enough for players to find
Fixed Arctic Scoprion trophy incorrectly deploying as Scorpion trophy
Do not clear radar scans on replenish event if no deposits have been depleted
ENCROACHMENT: Fixed a bug causing clients to see an incorrect count for the The Great River kill objective, indicating that that step was complete when it is not.
[/expand]
Future Content [expand type="details"]
Fixing Light emitter on NS_Meteor_Impact, alpha values dipped below zero causing issues when using epic settings
Adding scorpion crossbow data table entry
Decal Pass, Red and Purple Quads, Ashlands, Prometheus
Set Dressing New Cave Network, Ice Sheet Yellow Quad on Prometheus
Adding unique scorpion crossbow audio and data table entries
Submitting new/modified Spider Nest mesh and textures
Implementing Meteor shockwave and distortion on impact system
Fixed issue where AI-controlled mount movement speed was being overridden on tick.
Added ability for mounts to rotate smoothly towards target direction
Lots of adjustments and improvements to the meteor impact so it feels slightly less abrupt at very long distances. Balanced the close ear ring and added impact snapshot etc
Added new icon for mount wander movement mode
Added new voxel types for new areas of Prometheus
Re Saving Dev Test 002 prospect list details to default
Final adjustments to meteor event. Very small reduction to some low end to reduce low end build up
Removed navigation data from LC_Cliff_14_ground (ground cover foliage cliff for phase 3) to reduce navmesh issues
Adding scorpion crossbow fire audio, adjustments to other CB parts levels etc. Small adjustments to meteor impact ducking
Changed crevasse nav modifier volume startup to try to prevent the modifiers body setup from evading the garbage collector
Added 7 assets for the Art Deco Furniture set, all chairs and tables
Adding sandworm tendon audio. Also added to meat and other items that feel similar for pick up sounds
Decal Pass and Landscape Sculpting Pass in the Ashlands, Prometheus
Set Dressing New Cave Network with Stalagmite, Ice Sheet Yellow Quad on Prometheus
Nesting events within meteor impact with limitations to playback to prevent excessive amounts of boombastics
Added text for biolab weapon components and weapons
Small EQ adjustment to meat / tendon pickup audio
Additional tweaking of Prometheus section 2 voxel reward weighting, pending final voxel placement
When meteor showers occur, do not clean up exhausted meta deposits that still have an extractor attached
Scorpion Rifle - added meshes for all components (WEP/GUN_ScorpionRifle)
Submitting in progress developer assets
Added art assets for art deco fireplace
Added new Biolab attachments
Cliff Decal pass on cliffs in the ground and Cliff pass, Ashlands, Prometheus
Set Dressing New Cave Network with Stalagmite, Ice Sheet Yellow Quad on Prometheus
Decal pass and Manual caves in Red and Purple Quad, Ashlands, Prometheus
Added Item.Meta tag on biolab attachments so they will correctly return to the station when returned
Set Dressing New Cave Network with Stalagmite, Ice Sheet Yellow Quad on Prometheus
Added new Biolab Inhalers
Adding in destruction states for bats nests, both cave and arctic versions
[/expand]
Icarus Week One Hundred Update | The XENON Backpack is here for the hunters
Welcome to week 100, a century of Icarus weekly updates! This week brings the XENON backpack, a new hunting backpack with unique buffs and perks such as skinning speed boosts and reductions to knife wear.
We’re also one week away from Hypatia Part II, which will add Operations and Exotic Spawns in Olympus Open World games.
Notable Improvements
Chamios & Tusker Vestiges now drop as intended, and the Wooly Zebra trophy now looks like a Wooly Zebra
The Decorations Bench received a visual upgrade to reflect that it will be used for decorations other than just the basic rustic set
Fixed an issue where respawns could be limited while doing Operations in open world, this was only supposed to be active during Missions
Removed the Biolab button in the Orbital Workshop menu. It wasn’t supposed to be there yet
Added UI on Drills and Extractors to display ore per minute
Fixed a Fish spawn in the Pillars region of Prometheus, it was set to a rate of zero making it impossible to catch
This Week: The XENON Backpack
This week's new item is the XENON Backpack, the first in a series of new backpacks we’re working on with unique benefits and buffs for different play styles.
The XENON Backpack is for the hunter and taxidermist and allows you to be able to harvest vestiges from animals without needing to use a taxidermy knife.
Alongside this, it also gives you a 33% boost to skinning speed, 6 inventory slots, a -50% wear rate for knives when skinning and a +50% chance to find additional Rare Meat while skinning.
The XENON Backpack can be purchased from the Orbital Workshop after being researched, and we’ll have more backpacks in the future that’ll cover other areas of gameplay.
Next Week: Hypatia Part II: OLYMPUS OPERATIONS
Next week’s update is a big one, as we bring you Hypatia Part II: Olympus Operations.
We’ve been talking about the testing of this project over the last few weeks, and we’ve now reached the stage where we are getting final passes done for any bugs or blockers that have slipped through.
We’re also looking to release the Open World Exotic Respawning as part of this update, and this is also in the final phase of testing as we balance the numbers.
We are in the process of closed community testing and open community testing will be opened this weekend for players on the experimental branch.
Support our Project
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Updated hunters backpack skeletal mesh with correct skinning and increased the size and position slightly
Unlocking Hunters Backpack in the Workshop
Fixed Duplicate Xenon backpacks appearing in workshop
[/expand]
Fixed [expand type="details"]
Added additional translatable text entries, pending translation by translation team: Destroying items, Orbital Exchange currency, Repair bench confirmation, sleep screen text
Fixed Pillars fish spawn zone having a fish with 0 weighting, being uncatchable
Committing uncommitted file
Fixed a bug where exotics/min were always 25. Now calculates and displays correct number/min
Fix returning to character select means players have no heads when rejoin
Add some non translated UI to string tables
Replaced boss map icons
Add pak meta check result to sentry reports
Fixed hitch caused by querying out of bounds texture
Fixed hitch caused by resetting radar scans
Fix an intermittent ensure in the shelter subsystem
Fixed incorrect visibility setting that caused Bio-Lab tab button to show up in the HAB
Fixing Snow Wolf and Hyena Vestige Item Icons
Fixed issue where respawns could be limited while doing operations
Fixed the Wooly Zebra Trophy incorrectly showing the Zebra Trophy instead, you will need to pick this up and place back down to fix
Fixed the Chamios not dropping vestiges when skinned with a taxidermy knife
Adjusting Stats to mention vestiges and not trophies
Fixing Tusker Vestiages not setup correctly to drop
Fixed issue with recent bounds caching change that caused some areas of the map be read as out of bounds
Fixing Pygmy Lopp Vestige being misnamed
[/expand]
Future Content [expand type="details"]
Meteor VFX adjustments to match audio, adding in variable meteor speed
Adjustments and improvements to the meteor strikes. nested events to have max instances etc
Lots more distancing tweaks and fine tunes to the meteor audio events
Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
T1 purifiers can now be placed without being in shelter. Ground variant only fills when its raining
More fine tunes and updates to the meteor audio
Added BOW_Crossbow_Sandworm living weapon with rigs and animations
Updated rotation on Cleaning Device T3
Added DEP_Bench_Decorations
Removing wind whoosh from meteor event. Just ended up clouding the sound. Added slightly more transient to distant kaboom. Small spacial adjustments and reduced side chain volume reduction for more control using the snapshot volumes
Added text for Brutalist furniture set
Added text for Hubble Boss items
Adding impact flashpoint post process to Meteor VFX. Various polish tweaks. Removed variable speed
Adding T3 cleaning device event and BP imp
Adding in working Arctic Bat character and soem additional setup for both bat types in D_AISetup
Submitting Spider Nest and textures
Adjustments and improvements to the cleaning device
Small adjustments to the arctic bat audio aggro spawn rates
Added fillable type dynamic data to the purifiers itemtemplate
Removing BP_Meteor Debug
Adding scorpion fishing rod cast and reel audio events and data table entries
Landscape Sculpting Pass, Cliff Pass and Inital Ground Cliff Pass, Red Quad, Prometheus
Fixed a bug where the scorpion rod wouldn't launch the lure.
Changed the mesh from static mesh to skeletal mesh to prevent invalid casts
Adding audio loop for meteor rumble pre bang
Added ITM_Sandworm_Tendon
Added ITM_IceMammoth_Frozen_Wool
Added ITM_Shield_BlackWolf
Replace and updating sounds used for T3 cleaning device. Various event improvements and updates for smoother playback
Improvements to the scorpion fishing rod audio
Added ITM_IcveMammoth_Armor_Fragment
Adjustments to shield impact. Setting up mammoth shield hit
Adding Black Wolf Shield Item Setup / Blueprint and Stats
Added scorpion crossbow art assets and skeletal mesh
Beginning to separate out meteor events for initial impact, build up rumble and main impact
Adding meteor shockwave material - not currently used
Adding mammoth shield audiuo and event and data table entry
Fixed bug where Arctic Bat Nests weren't spawning correctly using the EQS.
Fixed bug where Autonomous spawners sometimes didn't initialise correctly.
Bat Nests are no longer recorded
Stopped logging error codes 28 and 62 to Sentry
Adding in new Decoration Bench Mesh, Icon and Destructible Setup
Submitting Slug (reskin) and its texture variations
Extending the audible range of the bat nest death audio
Tidy up for meteor FX
Landscape Sculpting Pass, Cliff Pass and Ground Cliff Pass, Red Quad and Purple Quad, Prometheus
Building out New Cave Network, Ice Sheet Yellow Quad on Prometheus
Adding death sound for when bat nest is destroyed. Adding to BP. Small reduction to spacialiser settings for attack
Ensure that meteors spawn deposits with the world rotation of the parent spawners, rather than just using position
Adding metal variation of spear throw whoosh. Updates to both whoosh events to unify sounds and adding metal variation to all metal based spears in data table
Submitting Ice Mammoth and textures
Ground Cliff and Decal Pass on Red Quad, Ashlands, Prometheus
Building out New Cave Network, Ice Sheet Yellow Quad on Prometheus
Setting up Scorpion Crossbow Mesh / Item / Icon / Stats / Talent, featured locked to Hubble
Adding meteor close up ear ring audio. Also adjustments to main event to distancing explosions
Updated LODs on the scoprion venom sac static mesh
Added art assets for black wolf fur item
Added art assets for scoprion venom sac item
Ciffs in the ground pass and Decal pass, Ashlands, Prometheus
Building out New Cave Network, Ice Sheet Yellow Quad on Prometheus
Further work on VFX shockwave materials
Beginnings of function library helpers for field guide
Fixing ring nest event being too long causing the sound to play for much longer than needed
Fixes for meteor VFX to account for initial delay
Adding correct audio for deploying items made on the decorations bench. separating metal 'items' from standard wooden items
Adding Meshes for Black Wolf Fur & Venom Sac
Gate exotic respawn to open world only (not standalone missions), wire UI for event
[/expand]
Icarus Week Ninety Nine Update | New Vestiges and a rebalanced Bestiary
Week Ninety Nine’s update is here, and we’re focusing on the Bestiary this week, rebalancing how you earn points and how many points each unlock takes to achieve.
Our focus has been to reduce the grind for this feature and make it more enjoyable for players to complete.
We’ve also added new animal trophies, with all creatures now having their own craftable version. Alongside this, we’ve made ‘Vestiges’ a harvestable item from any kill.
Jump in and have a read.
Notable Improvements
Buildings will now burn and melt when placed in lava (Thatch & Wood destroy right away, stone, concrete, glass, aluminum, and brick will slowly burn and be destroyed, Scoria Brick & Scoria will be unaffected)
Add stats display to blueprint unlock tooltips for the building pieces
Added minimum distance culling to fur shader, brown bear armor fur strands should no longer obstruct vision when using a hunting rifle
Tuskers can now use the Wooden Cart and Cargo Saddle
Renamed Mammoths to ‘Woolly Mammoths’ (the ones with wool) & ‘Columbian Mammoths’ (the ones with no wool) for differentiation.
Fixed swamp vapor condensor event second wave, as Stryders do not attack, swapped to Komodo.
This Week: Bestiary Balance
We’ve given the Bestiary a balance pass this week, aiming to make this less ‘grindy’ for players and more enjoyable to complete.
This has been done by doubling all the points (if not more) that are gained in the bestiary, and balancing the point requirement by reducing the total points required for bestiary unlocks where necessary.
You can check out the table below to see the rebalanced points you’ll gain for specific activities completed:
As of this week, every creature in Icarus now has a trophy you can craft of it. We’ve made some tweaks to the system also, adding ‘Vestiges’ which can be collected by using the taxidermy knife.
Heads have been renamed to Vestiges as a result, as this offers a more generic term for this part of the animal, and one more widely used amongst taxidermists.
The icons in your UI however, will still look the same, this is purely a text change.
Coming Soon: Hypatia Part II: OLYMPUS OPERATIONS
Olympus Operations are going well, and all phases of the project have moved into pure testing now, with improvements, changes and bug fixes the priority focus.
We’re also heavily testing the Open World Exotic respawning and a big focus here is still balancing. This requires quite a delicate touch, so we’re likely to be actively adjusting these numbers as we get more feedback in the future.
Next Week: New Backpacks!
Next week’s update will feature a new backpack (or two) added to the orbital workshop for players to spend their hard-earned ren and exotics on. Keep an eye out for the unique perks and benefits, they may be suited to your playstyle.
Future: Batteries & Networks
Another ongoing project on the side is the process of reworking our resource networks (think power, water and fuel). The goal here is to provide a system that enables finer control for players along with batteries for storing generated power.
This is in the development phase, so don’t expect a working product soon, but it’s ongoing development will get more focus once we have released all of Hypatia, and we’ll aim to give you updates on this in the coming weeks.
Support our Project
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Added in Mission Trophies & Heads for Komodo & Tusker
Renamed Creature Heads to be Vestiages as it allows for more use than just head mounted trophies
Adjusted all trophy decription text to match so there is no discrepancy between the old and new
Unlocked all new trophies in the trophy bench
Added animal heads to loot tables so they can be aquired with a taxidermy knife
Rebalanced trophy recipes so they require refined wood rather than sticks and basic wood
Rebalanced trophy crafting times to smaller trophies take a short time and larger ones take longer
x2 all the points gained from all activities that contribute to the bestiary making progress twice as fast
Further increased bestiary points granted by killing bosses, 6.6x the increased value. This is to reward players more for killing the boss, rather than dying to the boss (now requires 10 deaths to equal a kill).
Increased Alpha Wolf boss requirements by 50%, as it was an outlier for the boss requirements.
Tweaked many creature bestiary point requirements to bring creature requirements closer to each other, details below.
Reduced Cave Worm bestiary point requirement by 45%.
Reduced Teenage Cave Worm bestiary point requirement by 55%.
Reduced Snow Stalker and Arid Striker bestiary point requirements by 55% and 60% respectively.
Reduced Ashen Drake bestiary point requirement by 40%.
Increased Terrenus bestiary point requirement by 30%.
Reduced many passive creature bestiary point requirements by 10-20%, exceptions listed below.
Increased Drifter bestiary point requirement by 60%.
Reduced Blueback and Redback bestiary point requirements by 40%.
Reduced Swamp Roat bestiary point requirement by 50%.
Reduced Pygmy Lop bestiary point requirement by 60%.
Increased Bestiary kill points by 1 (total of 3, compared to last patch's 1 point per kill).
Added support for Wooden Cart and Cargo Saddle to Tusker, renamed items. Increased size of Tusker's head blocker
Fixing Teenage Caveworm loot so it has a 25% chance to drop a teenage caveworm vestige
Fixing the zebra incorrectly giving the boar vestiage when skinning
Fixed Terrenus not hiding fur when skinned so you can see its skinned state
Fix making caveworm head trophies not awarding bestiary progress
[/expand]
Fixed [expand type="details"]
Adding ability to add alterations directly to crafting outputs
Low tier building pieces burn when placed in lava
Removed leaves from the bottom of DEP_RES_SML_Wood
Add stats display to blueprint talent unlock popups where the talent is a group of building types
Updating Encroachment mission/operation to no longer use a quest flag for completion and instead
Further increased the long load detection timer as it is still returning false positives use a quest variable
Fixed swamp vapor condensor event second wave, as Stryders do not attack, swapped to Komodo.
Added minimum distance culling to fur shader, brown bear armour fur strands should no longer obstruct vision when using a hunting rifle
Further increased the long load detection timer as it is still returning false positives
Fixed issue where frozen movement logging would be fired off for players on the server other than the local player
[/expand]
Future Content [expand type="details"]
Added in initial functionality for tier 2 purifier. Oxidiser mesh that you can input waterskins and charcoal and it will fill water containers within it
Removed unused processor inventory slots from the purifier
Adding spawn ai bat as a variable and adding different version to spawn (Audio) for each different nest type. Adjustments to spacial for arctic bats
Fixing build error. Missing file
T1 Water purifier - added meshes, textures, materials for floating version (DEP_WaterPurifier_T1B)
Mesh, material, SSS texture for Ice tier Kit mesh, added to Mesh_Ice_Kit in D_meshable
Adding Brutalist Decoration Item Setup
Fixing Rustic Deployables so you can sit on the chairs / couches as intended
Fixed Metal Depoyables so you can sit on the chairs / couches as intended
Fixed Metal Deployables so you can interact with the ones that include storage
Adding missing 2D art item images to repositiory
Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
Adding sickle damage specific stat
Adding brutalist deploy audio and data table entrys
Updating brutalist deploy sound to have slightly more weight
Adding IceMammoth Shield, Item Setup, Icons, Talents and Recipe
Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
Re-saved D_ModifierStates
Initial pass for Living Item system
Freed up additional Linker Library Objects
Added DEP_Cleaning_Device_T3
Re-saved data tables to fix build validation
Pre setup for meteor. Adding event and current audio
Fix the build, static class member data table row handles crash during load in Game builds (internal dev only)
Adding proper crafting recipes, talents and available meshes for the T1/2/4 Water Purifiers
Adding Setup for Biofuel Cleaning Device, Mesh, Implementation, Icon, Recipes
Added second shield socket to be able to offset the larger shields in 3rd person to be away from the face during the active pose
Updated visuals for biolab
Resaving DTs to fix build validation error
Adding blueprint data for playing audio for meteor. Adjustments to spacial and balances for various distancings etc
Building out New Cave Network, Ice Sheet Yellow Quad on Prometheus
Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
Adding post-process blend to meteor event, scales based on time of day
Resaving FMOD session with repaired assets / reimported asset that got in a weird state due to crash
Lots of updates and additions to the meteor strike. distance finessing, explsion build, close, far, and very far
Second pass VFX for Meteor event
Adding meteor impact sounds and echos and event. To be adjusted to fit once visuals are in
First pass VFX for Meteor event
Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
Blocked Out the New Cave Network, Ice Sheet Yellow Quad on Prometheus
[/expand]
Icarus Week Ninety Eight Update | New powerful ‘Tusker’ Mount to tame
Week Ninety Eight brings our newest and most powerful mount to Icarus, the Tusker.
Found exclusively in the arctic regions of Styx for the time being, the Tusker has the highest health, regeneration, and carry capacity stats of any of our mounts so far, but trades its speed for these, making it slower but more durable.
We’ve also got an update on the next part of Hypatia which will see Olympus get Operations, and some fixes for bugs that arose in last week's update.
Jump in and have a read.
Notable Improvements
Fixed all stockpile missions as they would request another stockpile pod each new session and players would lose progress
Fixed WETWORK Olympus mission from being unclickable and thus unable to be started after the Olympus mission layout change last week
Fixed Bear Armor blocking some views in first-person
Adjustments to quest spawning and supply pod spawning to fix some issues with placement occurring on dedicated servers
This Week: The Tusker
This week brings our newest Mount to Icarus - the Tusker. This will be unique to the Arctic regions of Styx for now, so you’ll need to take some risk to come across one and tame it.
The Tusker is larger, with more health, more resistance, and stronger stamina regeneration. It also has a higher carry capacity but is slightly slower than its closest competitor, the Buffalo.
Being slower than the Buffalo does make it the slowest mount, but its survivability is by far the strongest with higher base stats.
The Tusker brings our number of mounts to four, and in the future we’ll be working on a system to be able to move mounts between different prospects so you don’t have to tame mounts on each individual one.
Coming Soon: Hypatia Part II: OLYMPUS OPERATIONS
As we mentioned last week, we’re working through testing and refining Open World Operations on the Olympus map. This includes cleaning up the VFX and trigger conditions for the Open World exotic respawning and playing with the balance to ensure this works correctly and doesn’t cause any game-flow disruptions.
There was one major bug that arose as a result of our work on Olympus Operations last week which you can see in the notable fixes above. We’ve fixed this and will keep working on ironing these out as we make these changes and hopefully bring you Olympus Operations in Hypatia Part II very soon.
So far we have added and tested Operations to our two DLC expansions, New Frontiers and Styx, but when we add Operations to Olympus they will part of the free Hypatia update for everyone with the Icarus base game.
Next Week: Bestiary Balance & Creature Trophies
Next week's update will focus on the Bestiary, as we’re adding a lot more creature trophies and a unique harvestable part of each animal that can be collected with the taxidermy knife.
We’ll also be granting more points per activity (i.e. kill, skin, crafted trophy, etc) so you can research creatures and unlock the perks faster.
Support our Project
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Adjusting Tusker Stats so it can carry more weight, take more damage and regen its stamina and health faster when compared to that of the buffalo
Adding Tusker Spawns to STYX arctic areas
Fixed Tusker Mount variant being spawned in hard arctic zones
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Fixed [expand type="details"]
HOMESTEAD: Update quest objective to mention Decoration Bench instead of Rustic Cosmetic Bench to avoid confusion
Allowed T3 and T4 C0NT4CT upgrade to upgrade C0NT4CT devices using left click
Added effectiveness of modifier explicitly to modifier descriptions
Enabled animation when upgrading building tiers using the hammer
Fixed typo in IRONCLAD mission description
Fixed dynamic mission rewards granting old crop plots, rather than updated versions
Fixed a bug that allowed deployables that can rotate to be placed ignoring steepness check
Updated and Modified two lava prefab caves, LC_SML_006 and LC_MED_006, Prometheus
Make selection of cargo drop pod landing points a volumetric sweep, rather than single ray. Add an additional final fallback if no drop point can be found
Add a require hit to transport pod EQS to work around potential DS streaming issues where there is a nav mesh present, but no meshes are loaded for a given tile
Fixed Bear armour fur sometimes being visible in first-person perspective
Fixed fur for third-person arms still being visible in first-person perspective
Fixed collision on most buildable beam assets, making it capsule collision instead of box
Fixing 'WET WORK' mission on Olympus from being unclickable
Fixing Styx Open World Selection to include Operations Icon
Fixed Outpost Selection to include SMPL3 Missions Icons
Fixing Claybrick Half Pitches variations where the images and BP's shown where not correct, all pieces are now accessible
Fixes for all stockpile missions, the underlying logic was changed meaning every time a player entered the area each session a new ship would drop down with its information trampled, this has been fixed now, should fix exisitng missions but in some cases where players have entered the area multiple times there will be lots of ships stacked which may mean the mission is uncompleteable, abandoning the missions will cause all ships to leave the map so they are not stuck on anyones open worlds
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Future Content [expand type="details"]
Undid UnrealGameSync change on Trunk
Updating seed pouch open audio
Adding cave bat bestiary audio event and data entry
Adding cavebat explode event and vocalisations
Adding a light on the bats to make them stand out a bit more flying around in caves
Adding a bit more intensity to bat attacks, replaced audio and added explode and death vocal into BP. Minor volume adjustments
WIP commit for '9 of Diamonds' tower shield variant (SK_ITM_Shield_Titanium_9Diamonds)
Adding aggro state BP behavior for bats. Aggro when flying. Chill when chilling
Added new caves to map and sculpted landscape for blending, Ice Sheet Yellow Quad on Prometheus
Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
Save/load,client replication and VFX event hooks for meteor showers
Texture revision #2 for '9 of Diamonds' tower shield variant (SK_ITM_Shield_Titanium_9Diamonds)
Texture revisions for '9 of Diamonds' tower shield variant (SK_ITM_Shield_Titanium_9Diamonds)
Updates to cave bat audio state data. Simplified setup to be Idle on event begin play and attacking when flying. No other states are used currently. Adjustments to vocal attack volume and notify
Adding in Basalt Valley in prometheus which replaces the right side of the previous lava flows area
Adding in Abyss, Ice Sheet, Ashlands and Lava Pool new biomes on the Prometheus map, area's currently inacessible
Adding Ice building tier to lookup table
Updated all _NoFoilage caves, Volumes, Void & Entrance
Adjusting Itempopup to show the effect of the ConsumedModifierEffectiveness & ConsumedModifierDuration stats on the consumed modifier
Implementation of Ice Building Tier items, no recipe or talent currently setup
Resaved datatable to resolve build error
Fixed Ice RoofPeak Cap material assignment
Fixed Cave Entrance, Moved hand placed cave volumes, Added Serac meshes to Ice Sheet, Yellow Quad on Prometheus
Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
Added DCO_DeskLamp_Brutalist
adding ore hermit crab sk mesh, material and textures
Add basic UI for meteor shower, wire to 3 hour check for replenish timer, replenish is config locked and off (ExoticReplenishEnabled)
Fixed Olympus Open World Hard difficulty having double the spawn rate change and no creature health modification
Adding ice bld deploy and ice bld destroy events and data table entry
Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
Created new small lava prefab cave, CAVE_LC_SML_006, Prometheus
Added new currency icons
Added ITM_SeedBag
Fix Prospect datatable validation, pure whitespace change (internal dev only)
Bump the number of meta deposits to 10 for OLY, STYX, PRO PIE (internal dev only)
Added DCO_WallShelf_Brutalist_Var1, as well as fixed UV's on DCO_DeskLamp_Brutalist
Titanium Tower Shield - removed decal on back to differentiate base version from '9 of diamonds' version
T1 Water purifier - added meshes, textures, materials (DEP_WaterPurifier_T1A)
Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
Creating unique events for arctic bats idle and aggro for different spacial settings
Optimised developer cheats menu as the amount of content added over time has slowed it down considerably
Adding repair ice buildable sounds and adjustments to ice buildable volume and debris layers
Ice building reskin - fixed some material entries in D_BuildingSkins
Landscape Sculpting Pass and Cliff Pass, Red Quad, Prometheus
Ice BLD reskin - added material slot to SMs for stone roof pieces (main roof, half pitch, peak, corners) and added ice material override into D_BuildingSkins to fix incorrect fracture material
Reduced all buildable mask textures by half, from 2K to 1K, by setting them all to the medium texture group. Also increased the the brick tier kit textures to 4K from 2K
Small adjustment to cave bat wing volume and fixed small adsr issue with wall torch
Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
Landscape Sculpting Pass and Cliff Pass, Red Quad and Purple Quad, Prometheus
Adding Arctic version of the bat to use with the arctic nest, tweaked attack behavior and chances, gave chance to roll a second attack immediately after the first one, tweaked spawning VFX on the nest