This is an archive of patch notes originally posted on 24 Jul 2026.

Icarus

Icarus Week 242 Update | Workshop Flashlight

Posted by Exctoris on



Icarus is free to play this weekend and to celebrate we are enabling a double experience weekend! Not only this but all of our DLC is on sale with a special 'Free Weekend Bundle' which packs the base game and all our major expansions into a single bundle with a additional discount.

https://store.steampowered.com/bundle/81998/Icarus_Free_Weekend_Bundle/

Welcome to Week 241.

This week, we take a look back at some of the standout patches and updates from the past year.

We’re also introducing a brand-new Workshop flashlight to help light the way on your next expedition.

Plus, we’re sharing a sneak peek at some new upcoming Great Hunts content and taking an early look at an Olympus mission that’s getting a major revamp coming next week.



Recap: Free Weekly Update Recap


Over the last year we have had 52 free weekly updates - some major ones are described below.

Mendel Update

A complete overhaul of creature husbandry, introducing genetics, bloodlines, phenotypes, inheritable traits, new farm animals, expanded talent trees, and improved tame commands.



Kepler Update

Released alongside Dangerous Horizons, the free Kepler Update introduced Tier 5 technology for all players, along with new weapons, tools, building pieces, and quality-of-life improvements.



Copernicus Update

Introduced Legendary Weapons, giving Prospectors powerful end-game equipment with unique abilities that can dramatically augment your playstyle.



Mounts and Tames Updates

Expanded the husbandry system with new tameable creatures including Forest Wolves, Ubis, Boars, and Gribblers. New Carts and a host of new saddles. Finally, players can now tame and ride Mammoths.



Timber Extraction Unit

A powerful Legendary harvesting tool that tears through forests with spinning saw blades, dramatically increasing wood gathering while doubling as a devastating ranged weapon.



Single Barrel Grenade Launcher

Introduced an entirely new Launcher weapon archetype, bringing explosive firepower to Prospectors with the first Single Barrel Grenade Launcher.



This Week: Inaris Flashlight


The Inaris Flashlight is the first workshop purchasable light source and can be found in the Gadgets category. While it has a slightly shorter (by about 15m) maximum range than the planetary-crafted T4 Flashlight, it has a 15% larger battery which will last you through your first 2 nights on Icarus.



Coming Soon: Elysium Great Hunts


As many of you may have seen in the patch notes for the last few months one of the major things we have been working towards is adding a great hunt to the Elysium map. We are currently in the testing and iteration phases of this update and you should be seeing it arrive soon.

To give you a sneak peek at what we have in store continue reading.

A New Branching Narrative Mission Chain for Elysium




A Brand New World Boss - The Malformation




A New 2 Person Hoverframe




New Creatures, Items and More




Next Week: Livewire Mission Revamp

Next week, we'll be continuing our Olympus Operations Update with a bigger revamp to the Livewire Operation. Like a handful of our other early Olympus Operations, Livewire didn't benefit from the tooling and expertise of our newer missions, and with its update we hope to deliver you a better experience.  Other Operations will receive a similar pass in the coming months.



Your support makes these updates possible.


https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/
https://store.steampowered.com/bundle/81998/Icarus_Free_Weekend_Bundle

Changelog 3.0.20.154829-rel-DangerousHorizons

New Content

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  • Enabling Double Experience Event Banner and XP
  • Updated name of Workshop Flashlight to Inaris Flashlight
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Fixed

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  • Increased health and damage of Irradiated Mutation (Wraith)
  • Fixing Sandworm Lifecycle Poster as it was showing a corkboard instead when deployed
  • Adding giant roach zapper audio event
  • Fixing the sandworm poster as it was not displaying the texture as required
  • Item Popup Widget - Weight number now includes items within its own inventory
  • Fixed shadow artifacts from DF meshes on Simple Building Shadow settings. Removed unncessary collision and LODs from SHA meshes. Fixed some incorrect aux mesh assignments in Building BPs
  • Beachhead further improvements from player feedback
  • Beachhead - Easy XP penalty :: 25% >>> 0%
  • Beachhead - New quest tip informing player to Crouch for stealth and damage bonus
  • Beachhead - Creature Move Speed Baseline :: -10% >>> -15%
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Future Content

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  • Adding Rad Boss Legendary Weapon Background
  • RAD_E - Fixing Build break by removing accidently typed character
  • Unlocking Workshop Flashlight
  • RAD_E - Reducing Build Requirement, Adjusting Map Markers and Removing spoilage from the Radboss Residue
  • RAD_E - Adding second half of mission steps, quest is now playable
  • Updated NPCHighlight Stats to be Replicated as they weren't working for clients
  • RAD_E - Setting up areas Alpha & Beta
  • Added supporting lighting effects for Irradiated Mutation
  • Updated lighting setup for Irradiated Prospector with more optimized version similar to Mutation (several localized lights on Epic, 1 primary light for other settings)
  • Rescaled Orka Juvenile to be smaller than parent. Renamed Orka Juvenile files from Skulk to keep internal naming consistent. Fixed corpse rewards. Added tooltip for BabyAnimal variable on GOAPCorpse
  • Mission Radboss - Fixed radboss sitting still for 10 seconds after 3 attacks. instead changed to a roar to give players a tiny break. added a big break upon 10% health removed
    Fixed boss melee attack having 2 instances of damage (1 when montage starts and 1 when arm connects)
  • Fixed 'prone to upright' anim getting stomped because not waiting for animbp to play the anim
  • Added a run animation to the boss turning so it looks more like its trying to turn and not just sliding
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
  • Added several hair and beard SKs for the character customization demo
  • T4 and T5 planetary backpacks item inital setup
    head customization helmet toggle, hair and eyes color update
  • Adjustments to rad boss arena audio volume. Also adjusting rad boss death audio - increasing hte length of the final scream moment
  • Fixed class type of new rails tests
  • Adjustments to dialogue and quests for E. Also removing adsr from assault rifle loop for the NPC
  • ARK - mesh placement and landscape sculpting in geothermal, purple quad
  • Adding settler npc fire loop, assault rifle burst, single shot sniper and rifle single shot audio events and notifys
  • Fixed old Electric Furnace mesh incorrectly swapping materials
  • Fixed a number of typos and grammar issues
  • Added helmet variants for Beard_4 and Beard_08
  • Adding all gh rad E mission quest step dialogue in
  • Fixed inverted normals on BLD_Wall_CurvedAngle_Up_Stone_R_SHA
  • Added destructible and support meshes for BLD_Wall_CurvedAngle_Up_L_Brick_Inverted and R_Brick_Inverted, updated BPs
  • T4 Weapon Rack: Removed second camera and WeaponSK component. Removed unncessary base class variable setups. Swap pointlight for RectLight. Rotated electricity connector so puck is sideways. Removed toggling of resource component on interact causing light to turn on/off.
  • Remove DF from mesh as its not used due to lighting setup. Add 'on' material version. Removed metallic from material as it was negatively affecting lighting reaction
  • Mission Radboss - Fixed radboss rotation being jerky and added some more turns so the boss will always try to face the player before it attacks. Added a debug bool to IsFacingTarget to display bosses dot to player
  • RAD_E - Adding Quest Markers for the New Locations within the Quest
  • RAD_E - Adding new Set Dressing Rock in location beta
  • RAD_E - Setting up new recovery beacons, map icons and search areas
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
  • Adding Mission E start dialogue to prospect list for mission
  • Cow Milk Bug - Fixed log not working on client
  • Added 3 additional hairstyles from PHX for ICARUS character customization
  • Added Hair with helmet variants, as well as 2 adjusted helmets and one head armour for testing with new heads
  • ARK - mesh placement and landscape sculpting in geothermal, purple quad
  • Adding all diallgue audio, events and dialogue table setup for new mission steps
  • RAD_E - Adding First half of new quest including quests and markers
  • Correctly Tagging Aluminium Building Pieces, they where tagged as iron
  • Adjusting how the firing audio for theo is playing. Now playing off animations for better timing and consistency. adding reload and pump audio and events and notifys
  • RAD_C2 - Theo now fires as intended
  • Updated mission tooltip to fix inaccuracies around no tasks required
  • RAD_C2 - Adding Better Shooting and animation Setup for Victor / Theo and Agents while EDEN is being invaded
  • Tightened up edges of Jungle biome map for T022
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
  • ARK - Setting up Initial Drop Locations, Adding Dropship Spawn Groups to World Settings and setting up button so the ARK map can be selected and started on
  • C2 dialogue adjustments and delay adjustments
  • Updated Flavor Text for Cryogenically Frozen Lambs
  • Livewire updates
  • Livewire - Fixed some quest flow ordering
  • Livewire - Reduced amount of Terrenus spawns in final stage
  • Livewire - Changed Loc to be more purposeful at each stage
  • Livewire - Added prepare weapon and optional armor subquest
  • Special min max settings
  • Changing the way theos line plays after defeating creatures in cave. spacializing it with good rolloff and a little verb to feel more cohesive with the environment and moment. Delaying a touch more before playing
  • Adding theos dialogue to quest step when all the creatures are defeated in c2. Shotgun and dialogue tweaks based on distancing to feel better in the mission
  • Updating theos voice play chance, adding new gun sounds to eden agents and victor firing
  • Adding more theo attack dialogue lines and also extended the after battle line. Removing unused versions
  • Added missing icarus.mk changes
  • Updated perf_nightly.py to support client args passthrough
  • Adjustments and additions to RadBoss fight
  • RAD_C2 - Victor and Eden Agents will not fire and stop firing when the quest is over
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
  • Adding theo firing shotgun audio. Iris healed audio and theo shouting with enthusiasm
  • RAD_D - Adjusted Crafting Cost of the Weaponised Laser so its T4 not T5
  • RAD_E - Initial Commit of Mission Layout and Plan
  • Adjusting Rewards / Tree and Account Flags for the Elysium Great Hunt to Fit with new Mission being added
  • RAD_E - Setup of new Mission required colony tower item
  • ARK - mesh placement and landscape sculpting in geothermal, purple quad
  • Removiong double up of mission dialogue in c2
  • Adding rad boss vomit start audio to anim
  • Added new 'make perf-nightly' which will automatically run rails tests on each map and report the output to #icarus_dev
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