This is an archive of patch notes originally posted on 25 Jun 2026.

Icarus

Icarus Week 238 Update | Cured Leather Backpack

Posted by Exctoris on

Welcome to Week 238,

This week's update introduces the new Cured Leather Backpack, giving prospectors another craftable storage option while on the surface. Made entirely from materials gathered while on planet, it's designed to help you stay equipped and organized without relying on workshop gear.

We're also giving you a preview of what's coming next week: a brand-new workshop item, the MXC Oxite Dissolver.

Notable Improvements:

  • Large Texture optimization pass reducing assets from 4k down to 2k where appropriate
  • Numerous LOD fixes to meshes in game and Shadow fixes
  • Fixed Crashes that could occur when using right click and performing actions on items in the inventory
  • Update Vocalization states when in radioactive areas so they use the correct audio
  • Small adjustments to the Gribber Corpse and Ram Trophy so they are more performant


This Week: Cured Leather Backpack


This week we're introducing the Cured Leather Backpack, a new Tier 3 backpack that can be crafted on-planet at the Advanced Textiles Bench.

Building on the foundation of the Tier 2 Leather Backpack, the Cured Leather Backpack requires a slightly larger investment but delivers significantly improved benefits. It retains the same +6 inventory slot increase, while doubling the weight reduction bonus to 10% and expanding it to apply to both Ore and Wood. On top of that, it provides a substantial boost to base carry capacity, increasing the carry weight bonus from 5kg to 10kg.



We're excited to continue expanding this area of the game. Since introducing the Leather Backpack in 2022, we've added a variety of Workshop backpacks that serve more specialized roles. However, we've wanted to revisit our roots and offer a progression of straightforward backpacks focused on improving carrying capacity and weight management across multiple tiers.

Stay tuned - Tier 4 and Tier 5 backpacks are already on the way and will be arriving in the near future.



Next Week: MXC Oxite Dissolver


Next week we will be introducing the new MXC Oxite Dissolver. Grab it in the workshop to have a quick way to fill your tanks and breathe easy next deploy.



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 3.0.16.153192-rel-DangerousHorizons

New Content

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  • Updated name/description for T3 backpack. Added recipe and talent unlock. Removed devlock
  • Added initial data/icon for T3 Backpack
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Fixed

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  • Devlocked new Envirosuits in workshop talent tree to GHEly feature level
  • Devlocked DNA_Serum in talent tree to GHEly feature level
  • Fixed crash in ItemManipulationComponent when target didn't have a SurvivalCharacterState
  • Misc DF and LOD fixes for various meshes that weren't meeting quality standards. Fixed numerous poor shadow issues with simple building shadows enabled
  • Adding more prominent wind layer to speeder bike when at high speeds
  • Fixed bUseInterpolatedRotationRate not having an alpha clamp, causing issues when game was sped up
  • Texture optimization 4k down to 2k
  • Fixed Tundra Monkey corpse Gfur component not having correct settings. Fixed Ram Trophy not having CPU access and optimized collision
  • Adjusting Wooly Zebra Gestation time so it aligns with creatures of its size
  • SpeederBike: Fixed flare and VFX transforms. Removed unused post process component and logic
  • Fixed medium and high radiation amounts not having correct modifier vocalisation states which meant coughing wasn't happening
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Future Content

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  • UI Pass on Chemostat Bioreactor
  • ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  • RAD_A - Swapped Enzyme unit with prop version in Operations prebuilt
  • Adding injection audio and event and BP entry for dna serum and virus
  • Slightly adjusted Colony building blocker rotation so that deployables (generator) can be built inside perimeter structure more easily
  • Adjusted textures for the new heads
  • Removed Basic_Fishing_Trap deployable data which was a duplicate of Fishing_Trap, which is currently used. Removed AnimalTrap_Small which was duplicated by Animal_Trap_Small, both devlocked
  • Adding friendly soldier spot, death, flinch, reload vocalisations, events, data table and anim notify setups and new BT duplicates for audio. Adding new laser audio
  • Added Prop version of Enzyme unit for set dressing
  • Added new DT to define Settler skills
  • First pass of player-driven Settler task overrides
  • Added ability to temporarily override a specific NPC's tasking for a period of time
  • Added a function to SettlementBuilding to retrieve the current status in user-facing text form
  • Adding Armor to the Friendly NPC Soldiers
  • Removed the duplicate bones from the shotgun/T4 launcher skeleton
    head customization update on UI, skin color and scar controls
  • Adjusting laser audio to start immediately instead of building up - to better match the VFX
  • Fixing up DLC Badge ordering and web links for DLCs as some where redirectors rather than a direct link
  • Fixed BT issue that was causing BT_NPC_Soldier_Reload to fail and trigger NPCs to reload constantly
  • Settlement repair task will now set target actor's health to 100%
  • Fixed issue with Settlement reload where walls were being generated before terrain loaded and buildings weren't reliably regenerating nav underneath them
  • Added SpawnBlocker to Settlement
  • Settlement wood cutters now topple trees
  • Disabled collision on Settlement stockpile mesh
  • Updated UMG_SettlementTaskState with new icons that display when task has no assigned NPC or is out of resources
  • Resaving Boss Den location on the Elysium map
  • RAD_Final - Setting up Final boss step
  • RAD_Final - Setting up Quest
  • Adding Teleport and level bounds required for instance level teleportation and loading into the Radiation Boss Arena
  • Placed the Radiation Boss Den in level and hooked up to the correct teleportation logic to make sure it can be triggered in mission, cleanup the dummy and work upon a respawn timer after the final mission has been completed
  • Added support for Q (left) and E (right) inputs for radar dish minigame (might need some focus tweaks here). Automatically close widget after minigame is completed. Added render target camera system to show satellite position (for testing). Tweaked LOD setup on satellite dish. Better visual representation of on/off active state for deployable
  • ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  • Legend launcher - Removed RMB prediction and adjusted ADS location
  • Dialogue adjustments and changes
  • First pass dialogue mission D, audio, events and data table setup and quest steps first pass.
  • Adjustments to distancing and adding occlusion to weapon reloads for NPCs
  • Added NPC synthetic armour art assets
  • Added dialogue and subtitles for GH Rad D
  • Updated prototype grenade launcher mesh with revised sights
  • Launcher - Moved socket and switched which sight is being used
  • Added SKs for 2 eyebrows, 2 piercings, and eyelashes for character customization
  • ELY - Reorganized assets into appropriate folders. Deleted BP colonist actor placed in persistent level. Moved serac meshes from Persistent into Developer level
  • Adjusting biome jungle light audio row to have less full jungle vibe - temp amb for now
  • Settlement task state widgets now obey bDisplayProgressWidgetForTask
  • Reducing priority of GH intro so that it can be interrupted
  • Resaved SettlementNPCTaskTypes
  • Adjustments to quest dialogue for c2. fixing double up of dialogue. Adjustment to rad spawner audio - more intensity when close. Adjusting dialogue delays
  • Added in-world Settlement raid mechanic along with on-screen progress widget
  • Settlement NPCs will now physically go into a 'downed' state when incapacitated
  • Added new D_SettlementRaids for more bespoke Settlement raid configuration
  • Settlers with non-guard roles will go into cowering state when raids occur
  • HEAL device will now show stability, survival values of Settlement NPCs
  • Fixed an issue where Settler clothing wasn't updated when role changed at runtime
  • Settlers can now have their role switched to Guard via interaction
  • Fixed an AnimBP-related Settler thread crash
  • Fixed issue where clients' copy of a Settler NPC's record wasn't up to date
  • Fixed issue with Settler held item not being cleared correctly
  • Added simple in-world settlement task progress widget
  • More blue quad impassable and vista work
  • RAD_D - Adding in Spawning of Enemies during the Cutting Stage
  • RAD_D - Adding in Extra Hint Text
  • RAD_D - Adjusting Prebuilt structure to have required quest objects
  • RAD_D - Friendly Mission Soldiers will now consume ammo in their inventory when they fire and cannot fire without any ammo
  • RAD_D - Adding new Objectives for Repairing Walls and Restocking NPCs
  • RAD_D - At Mission Completion the blocker will be destroyed and the Den Opened
  • RAD_D - Setting up Friendly NPCs for the Defence
  • RAD_D - Adding new quest steps to craft, place and activate the laser, setup new item for bespoke interactions
  • RAD_D - Adding new Quest Markers to the world for the Fortification, NPCs and Laser Snap
  • RAD_D - Setting up Laser Progress and ability to complete quest
  • Misc GH Rad quest text fixes
  • ELY GH: Organized Colony assets into own subfolder. Doubled culling distance on perimeter walls
  • Launchers - Removed the launcher socket and have it positioned the same as the rifle. Adjusted ADS socket to match. Removed launcher item attachment rows. Removed some unused nodes from animbps
  • Checking blue quad with impassable/vista work. started some of the ice wall. checking in the atmos controller i deleted
  • Added Macro, CLiffs and Landscape Sculpting in the Volcanic, Red Quad
  • RAD_A - Adding Laser Blocker Tag to the Colony Rock
    head customization update, added hair and beard swap, added exaggeration of blends
  • Fixing incorrect quest dialogue placements, adjusting dialogue, shortening some events and delays added
  • ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  • Adding quest steps to prospect list and quests for c2
  • Launchers - removed debug lines. Changed variable names to better match the functions. Changed calculations to better match the projectile weight
  • Launchers - Adjusted zeroing code to be more accurate & adjustable to any range
  • Adding all c2 dialogue, events and dialogue data table setup
  • RAD_D - Basic Mission Blockout
  • Updated Great Hunts UI logic to support Terrain_021 and new Radboss campaign
  • RAD_D - Adding new Prebuilt Structure for the Mission
  • RAD_D - Adding new quest marker in the world which marks the mission base and Radboss Den
  • RAD_D - Adding new World Object - Rad Boss Den Blocked
  • Added several SKs, including the head, hair, and beards, with updated naming to better suit our system
  • More quest dialogue fixes and fine tunes
  • Adding launcher audio setup and appropriate fire sound
  • Settler guards should now correctly remain stationary within guard towers and won't move to investigate once they kill their target(s)
  • Fixed issue with Settlement gates not getting cleared when regenerating the wall
  • Fixed Settler NPCs not getting growth stats when reloaded
  • Added new Settler-specific SpitAttack function for firearms
  • Settler dynamic subtrees are now updated on tick, fixing some issues where nested dynamic subtree overrides were cleared
  • Added a cheat to attract settlement visitor instantly
  • RAD_O3 - Adding Items to the prebuilt structure so the DNA Serum can be crafted
  • Dialogue quest placement adjustments. Fixed end quest playing twice in m1 and fixed dialogue playing over boss reveal
  • Added DEP_Trophy_Radboss
  • Settler NPC now overrides weapon fire BT
  • Added audio data row to NPCWeaponData
  • Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
  • Launcher T4 - first pass implementation on zeroing for launcher
  • RAD_O3 - DNA Enhancement Serum can now be used on players, npcs and animal companions
  • RAD_O3 - Setting up quest to complete in all any case of player, npc or animal companion being injected
  • RAD_O3 - Adding new Quest Markers and Prebuilt Structure for the Quest
  • RAD_O3 - Setting up new scientist NPC for the quest
  • RAD_O3 - Setting up Quest steps for collecting vestiges from the radioactive creatures
  • RAD_O3 - Setting up Vestiges for Specters, Wraiths and Abominations
  • RAD_O3 - Adding minigame and crafting DNA steps into the quest
  • Added Settler guard behaviours: Settlers can now patrol or assume a stationary guard position on a building (watchtower)
  • Added a new DT, D_NPCWeapon that can be used to configure weapons used by humanoid NPCs (Settlers or existing soldiers)
  • Settlers will now look at nearby characters (similar to mounts)
  • Settler NPCs now have perception and an AIGrowth with related stats
  • Increasing length of all rad boss very long roars and using anim notifies instead of vocal system for those since they weren't working within missions
  • Launcher T4 - Fixed socket transform being incorrect and made a new animbp that controls the sight raising when ADS
  • ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  • Fixed null materials on PHX meshes
  • Added placeholder icons for Settlement deployable entries
  • Lead Lined Crates now have an in-world display to show slot information and radiation status. Increased weight and durability. Fixed DF setups and removed duplicate collision
  • Launcher - Added new socket for the launcher to be offset to and readjusted the ADS to fit new position
  • Adding npc movement audio for call someone
  • Updated the radboss armour with a new colour scheme and tweaked the skinning
  • Added Macro Rocks to the Volcanic, Red Quad
  • RAD_O3 - Adjusting Last Option on the Chemostat so it works better with the other options
  • RAD_O3 - Finishing Chemostat Minigame and adding resultant culture item upon completion
    gh mission dialogue adjustments and placements
  • Added updated mesh for character hair_02
  • Adding npc animation audio, hammer down, side and pickaxing
  • Added One Chop Money Tree to Map for Testing, Outpost 11
  • Updated Settler locomotion anims
  • Settlement gates now open and close via a proximity trigger (friendly units only)
  • RAD_O3 - Setting up Chemostat Minigame
  • Fixed EventDecision UMG compile error
  • Fixed Settler pickaxe orientation
  • Updated Settler anims for miner, woodcutter
  • Settler NPCs can now have held items, defined by a D_SettlementNPCItems DT row
  • Added some temp background stories to show when hiring NPCs
  • Added new 'Mine' Settlement task type which plays relevant mining animations and searches out nearby FLOD rocks and voxels
  • Modifiers applied to Settlements via random events now last for x number of days instead of using the existing seconds-based lifetime
  • Added Macro Rocks to the Volcanic, Red Quad
  • Adding all dialogue for mission C quest steps and adjustments
  • Added single-chop version of the Money Tree plant, with all SMs, DMs, materials, BPs, and Data Table entries. Also added the remaining assets for the Hairy Palm bush
  • Update to the skulk juvenile skinning
  • Added dialogue and subtitles for GH RAD C
  • Added Radboss Envirosuit item icon
  • Adding new explosion event for the nests in C and also all dialogue and events for C
  • ARK - added temp mesh, material and FT for barnacles - mesh placement, landscape and foliage painting in coastal, yellow quad
  • Added some additional 3rd person animations
  • Update to the rad boss armour skinning to remove geometry crashing and small fit to the texture
  • Adding dialogue to quest steps for B2
  • Mission Widget minor layout changes and font size changes for better hierarchy
  • Added first pass SM_ITM_Radboss_Resource_02 mesh, textures and materials
  • Added first pass SM_ITM_Radboss_Resource_01 mesh, textures and materials
  • RAD_O3 - Basic Setup of Chemostat Item
  • Adding all radboss b2 dialogue audio into data tables
  • Setup Wyrm Target punching bag to react to physical impulses. Setup constraints and physics for assets. Fixed LODs and collision on SM. Removed critical hit setup and added widget locator
  • RAD_O2 - Fixing ingredient objectives so they match the crafted recipe
  • RAD_O3 - Adding Quest Objectives Layout and fixing Faction Missions table
  • Added validation for D_SettlementEvents to prevent event being added without a free, default outcome
  • Added seeded random deviation for Settlement Event cost/rewards
  • Added support for item tag queries in Settlement Event costs/rewards
  • Edited a couple of existing Settlement events to ensure they follow the new validation standards
  • Added new +% stats for Settlement resource generation
  • Heavy Speeder Bike: Fixed component (flares, lights, VFX etc) transforms, improved hierarchy setup. Tweaked physics asset to encompass handles so that interaction is better. Fixed copied logic being based off faster Speeder bike not scaling correctly. Removed unused postprocess component and related code. Fixed Editor-only fillable logic by delaying it. Decreased weight of kit to 75kg. Updated Mounts/Movement tooling to support speederbike
  • Added a test scene for the character head customization, as well as updated the head material and SK for the head
  • Added Distiller elements and solution mix icon for experiment cage UI
  • Adding dialouge and events for b2 mission
  • RAD_O2 - Player Stats can now effect the FEV
  • RAD_O2 - Adding Final Quest Setup, swapping uranium for raw red exotic in the recipe, creature now have a 10% chance of becoming infertile if they are injected with the virus, setting up virus delivery actionable, quest is now playable
  • Added dialogue and subtitles for GH RAD B2
  • RAD_O2 - Adding Functionality of the Animal Virus to reroll genetics
  • RAD_O2 - Fixing incorrect quest reference in D_FactionMissions, which was breaking the build
  • Adding updated rian dialogue audio, updating data tables, removing old rian lines
  • RAD_O2 - Adding Quest Blockout and most of the main objectives and implementation
  • Fixed for validation
  • Added recorder support to Settlements and related systems/Actors
  • Random Settlement events can now be authored, requiring owning player's input, added cheat to trigger any event
  • Added WIP Settlement raid mechanics
  • Reworked Settlement talent tree, added some temp icons
  • Settlers can now become sick, requiring aid at a clinic
  • Settlers will now appear randomly based on Settlement's mood level
  • Reworked how Settlement building generation is configured via DT
  • Added ability for Settlement buildings to consume power as a resource, preventing function if no power is available
  • Added Settlement Biofuel generator building, forge for turning ore into ingots, sawmill for turning wood into refined wood
  • Added new repair task that can be performed on Settlement buildings that are damaged via raids
  • Fixed Settlement.cpp compile error
  • Extended functionality of existing Settlement event framework
  • Added some placeholder test events and a cheat to execute them on demand
  • Added a Settlement event manager to trigger and manage events
  • Added system for Settlement visitors to randomly join and leave based on overall Settlement happiness
  • Began shift of Settlement visitors from BP -> C++
  • Settlers can now leave the Settlement if mood is low for a long enough time
  • Settler sleep is now incremented/decremented via survival tick
  • Settler task performance is now affected by their current survival state (hunger, thirst, mood, etc.)
  • Head customization blendshape added to UI test
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