This is an archive of patch notes originally posted on 29 May 2026.

Icarus

Icarus Week 234 Update | Curved Building & Railing Update

Posted by Exctoris on

Welcome to Week 234.

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


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.



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.



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.



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 3.0.12.152317-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
[/expand]

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
[/expand]

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
[/expand]