ICARUS had a somewhat of a rough start, if its old Steam reviews are to serve as any sort of an indicator. RocketWerkz went for a rather ambitious concept and developed a survival game around the idea of limited resources, unforgiving environment, and — most notably — a pressing time limit.
Releasing ICARUS has been the studio’s coming of age. As I’ve mentioned before the Beta weekends last year, prior to our release, were a mixed blessing. On one hand, it demonstrated a significant ground of players eager for our content – but it also outlined problems with both the concept as well as the game itself.
– Dean Hall, CEO
However, with the consistent (like, “one update a week” kind of consistent) schedule of updates, addressing bugs one set at a time, and introducing new content in packs (stuff like farming, new meats and ways of cooking them, rustic furniture pack, and deep mining with related challenges) has seemed to paid off. ICARUS seems to be getting a much better reception, and the game’s ability to retain its loyal fanbase speaks volumes about the experience it offers.
Here are the notable changes over the last year that the devs themselves chose to list:
Adding insurance to prospects in Week Six so players could test harder missions without fear of losing their characters
Adding Deep Ore Deposits in Week Ten for late-game valuable resource sourcing
Adding Talent Respec in Week Thirteen, allowing players to rebuild their characters as they unlock new skills
Changing the real-life timer to an in-game timer in Week Seventeen
Adding Open World in Week Forty Seven, a full persistent survival experience
Changed to a bigger, bolder Icarus logo
This One Year Anniversary Update is a testament to what has seemed to be the RocketWerkz’s mission thus far: keep pushing. Try out new things, implement features the community asks about that seem to make the most sense, and talk with the community. In my honest opinion, that last bit, along with the many events RocketWerkz hosted for its fans, has been the most impressive feature of the ICARUS experience.
Week 53 Update Highlights
Data Decentralization
All cloud data migrated to local computers, combining offline and online modes.
Open world and outpost sessions preserved, while all progress on prospects is reset. Character gear will not be lost. If players still need to pull their characters out of prospects (and maybe still complete them, if desired), they can swap to the “Centralized” branch of the game on Steam. This will only be available for a limited time.
Exotics are no longer returned on dropship. Craft Orbital Exchange interface to call down a cargo pod for exotics. When it returns, you immediately get credited with the exotics on board.
Characters are not tied to any particular mission. The same character can participate in multiple active prospects simultaneously, whether solo or multiplayer. Characters cannot be lost on any prospect.
Mission rewards are granted immediately on completion of mission, and insurance only insures loadout items as characters cannot be lost. Mission timeout results in loss of workshop items in loadout. Insured items can be reclaimed after 5 real-time days.
Workshop items are not auto-repaired in orbit. Workshop items require 10 Ren each to repair in the orbital inventory. They can still be repaired in the Tier 3 workbench in a prospect using a repair kit.
Also worth mentioning is that, with the decentralization finally being completed this week, a Dedicated Servers Beta officially begins. Support for this will be provided on the #dedicated-server-beta channel on the official ICARUS Discord server.
Recent Steam Reviews
Gamerunner Dean Hall’s assessment of the game and the year-long development effort by RocketWerkz is both critical, honest, and promising. While ICARUS certainly debuted with Mixed (66% positive overall) reviews, every major content update yielded a mostly positive bump.
The most dramatic burst has been in the past month (87% positive recent reviews) as the studio released the Open World mode (no-timer, unrestricted development) and expanded it with dynamic missions. They did this all while releasing new timed missions, completing and refining the models in the planetary tech tree, and polishing the transition from cloud-based to locally-stored saves. Let us not forget all the posts on work toward the upcoming Prometheus DLC.
Full Changelog (v1.2.28.105394)
New logo
Added server settings for preventing non-admin players from either launching or deleting prospects
Cleaned up matchmaking subsystem code, adding comments and extra steps to make sure session finding gets cleaned up correctly
Moved test matchmaking server browser code into it’s own file
Removed duplicate spawn of quest manager
Adding the ability to repair workshop items in space for 10 Ren
Orbital Exchange Interface now has an associated Blueprint and Updated Recipe
Fixing Return Via Dropship text so it makes sense in terms of the data decentralization
Updating the Workshop Repair in Space to use better calls and logic
Tidying up the Load Prospect Screen UI to show more feedback on remaning time, rewards and small layout fixes
Adding Description text for Open World in D_ProspectList
Tidying up Server Browser, fixing various overlap issues, Adding Open World text to Open World Sessions
Change Insurance timeout from 14 days to 5 days
Updating Descriptions where insurance is mention to explain how it works
Updating Insurance Display Panel to show text if there are no items currently insured
Updating Escape Menu database save text to reflect what it is now actually doing, saving the state of the prospect
Updating Load Prospect UI to include Open World & Outpost names when selected
Added Session type prefix before names in button selection in the Load Prospect UI
Fixed talent syncing issues with unlocking new workshop items and unlocking new missions
Updated Workshop Repair Kit and bundle description to refer the player to the repair bench instead of machining bench and fabricator.
Added icon for Orbital Delivery Interface
Modified Rocket saving to clean up rockets for players who are no longer part of the prospect
Pre-migration character data on drops should now be correctly cleaned up. This should prevent flip-flopping between two different inventories/positions when reloading pre-migration saves repeatedly
Locked STYX Open World and Mission buttons behind Styx_Map PackageFlag. Added optional MultiFlag requirement to all IcarusWidgets
Fixed issue where Package Flags weren’t being automatically unlocked in editor build target
Added scroll bar to Load Game prospect list. Adjusted UI layout of Load Game window elements to be more in line with other Load/New/Join screens
Tidying up Insurance Claim UI and Popup
Players can now close the insurance claim UI with Escape
Currently selected prospect in load screen is now highlighted. Adjusted style of resume prospect list to match others
Adding new function to player data component to retrieve a characters loadout based on a passed in prospect
Adding loadout information and various information messages about loadouts on the load screen
Fixed bug where outposts tied to PackageFlags couldn’t be selected when starting a new outpost
Uninsured loadouts are no longer automatically deleted when returning from a prospect. This allows the option of returning to a prospect to collect the missing items. Loadouts can still be deleted from the popup menu if no longer wanted
Added a scrollbox to the insurance popup and itemsondrop popup so that no items overflow if you bring over 10 items now
Made layout and navigation of ‘Load’ screen similar to other prospect/outpost screens
Fixed leaving a prospect that has multiple of your characters on it via dropship removing the wrong character from the prospect
Fixed envirosuits still showing as checked out on a loadout when they were returned but another part of the loadout wasn’t
Fixed OldMap log spam on dedicated servers when loading an existing prospect
Fixed burnt trees being incorrectly loaded after rejoining which caused clients to not them
Can now only reclaim/destroy existing drop loadouts from the ‘Loadout’ screen after character select, could previously do this by clicking on any instance of the UMG_ItemsOnDrop widget
Removed case where old prospect expiry time is set when it is no longer used
Fix a possible cause of multiple instances of the same prospect showing in Load screen, and sometimes missing associated characters data. Change the GetAllAssociatedProspects function to get all outposts and open worlds first before character associated prospects, and de-duplicate the merged results using prospect ID. To be manually merged up after review
Included OW/Outpost names on buttons and loadouts for better clarity in menus
Added temporary fix for incorrect lobby privacy when resuming prospects. Lobby privacy is now set to whatever privacy you initially hosted the prospect with
Updates to ‘Load’ Screen UI. Players are now prompted to select Lobby Privacy when loading a prospect they have a character on
Fixed issue that was preventing deletion of the last remaining character on your account
Deleting a character now correctly removes additional character related files (associated prospects file)
Fix sorting of GetAllAssociatedProspects results so that prospects which the selected character is actually associated with are at the top of the list
Updating Text for Peer-to-Peer & Dedicated Servers so it is localised
Resume button will now be disabled if the previous prospect played was with a server/friend
Updated migrator version. This will trigger a fresh migration for all players
Updated title screen to use new key art
Reduced size of Icarus Logo Texture to improve aliasing issue on main menu. Added parallax effect to main menu key art
Adding Logging to Update & Host Session Functions
Forcing an update to trigger everytime the prospect data is set (The update allows a refresh and broadcast of the session for multiplayer)
Fixed issue where key art character position would pop on first opening title screen
Switched to clean version of new Icarus logo. Added panning smoke. Shifted character keyart in front of new logo
Fixed smoke clipping on title screen.
Fixed buttons not being interactable
Fixed ordering of new title screen keyart to prevent it overlapping settings/credits menu
Fixed tiling smoke texture on title screen not filling entire viewport for some aspect ratios
Fixed talent syncing issues with unlocking new workshop items and unlocking new missions
Remove harvest particle and associated assets used on BerryBush actor, not using the existing effects flow. New unique DM for Berrybush pending
Various texture settings fixes and optimizations
Remove projectionlocation component from BP actors that shouldn’t need it (copy pasta)er
Improve location on Fir/Pine saplings
Fixed persistent blocker actors initialising before recorder components had been reloaded; Fixes issue where existing open world saves would have their blockers active even if player had completed related mission to unblock them
Fixup redirectors in ENV folder
Fixed Floating Mineable Rock J13: [IC-21723] Fixed Floating Cliff I6 on Styx
Remove duplicate unused BerryBush assets
Reparented BerryBush BP to ResourceNodeBase instead of DressedNodeBase as that tech is no longer being used
Clean up some master texture references
Fix grass being disabled on some plants where it makes a tangible difference to visuals
Fixed dependency issue with hab menus
Exotic Delivery ships now can only carry exotics in their inventories
Delete 6 copies of the same bark texture, genercise filenames and repath use cases
Delete 3 duplicates of the same Leaf normal texture, repath use cases for variations
Delete duplicate smoke texture, repath use case
Fix Fir01 filenames so that the incoming 1300+ reference fixes point to a nice filename
Fix Flare Arrow and Transport Pod flare setups to be Green/Yellow again via new assets (after BP configurable setup caused crashes and was removed)
Delete old Flaticons textures only used as placeholder/overridden icons
Fixing issue where players could not unlock workshop items, may block mission talent unlock in multiplayeron clients, another fix will come shortly
The Drowned Drone in the Open World Dynamic mission will now reload as intended, it was not saving itself
Hunt Missions are now once again Deterministic after creation, no more random flip flopping of targets on reload
Dynamic Cache mission: Fixed quest tagging on rewards to never give the quest tag stat (was previously giving stat = 0). This will allow players to stack Cache rewards as expected
Fixed description text format for AUGMENTATION, SPELUNKING and ABYSS steps to allow translation.
Updated AUGMENTATION mission objectives to use a variable for the count, allowing easier updating of those values
Fixed not being able to scroll in the server browser
Enabled logging on shipping client builds
Dynamic Cache mission: Fixed random seed of creature spawns guarding the cache so they will not reset on relaunch
Remove Red light on Orbital Exchange interface. Moved audio locator for both OEI and Short Range Radio to be closer to devices for mesh
Change hint text from ‘Enter Outpost Name’ to ‘Enter Prospect Name’ now that this UI is used for Outposts and OpenWorld
Blacklist RDP adapter from graphics driver detection
Fixed bug where you couldn’t shoot through fortification gate.
Fixed bug where creatures couldn’t navigate properly through the semi-destroyed variant of fortification gate
Fixed issue where Steam API call wasn’t recognising unreleased DLC packages
Painted mangrove seedlings and polished foliage, decal in Swamp biome, Purple Quad, DLC
Adding blueback attack slam audio and animation notifiers
Ice Borer T3 – meshes, materials, textures, animation added
Added logging when cave templates fail to generate to help track down the exact issue
Fixed renamed foliage references in swamp cave templates
LC Terraces – prototype mesh added
Fix M_RockMaster missing function and new triplanar support
Update Voxels in GL & LC Cave Templates for DLC Map
Placement of Cliffs in the Phase 2 Area of Purple Quad, Prometheus
Added destructible meshs for tundra bushes and tunrda saplings. Created harvest BPs and linked to node BPs
Fixed CF_FirSap DM Materials that weren’t assigned correctly
Painted Pro Cave Voxels and stalactites in cave transition between Green and Purple Quad, DLC
Added Destructible meshes for ToiToi and Aspen Saplings
Updating p4ignore with backend removal changes
GL Tussocks Harvest VFX Setup
Various updates and fixes for breakable rocks:
Fix issues with initialisation order which broke stuff when playing in a level
Reserve FLOD instance when actor is first damaged
Switch rep graph policy to Spatialise_Dormancy, which seems to be required to get replication working correctly with FLOD setup
Set up a basic recorder component, needs testing on reload
Resaved ErrorCodes DT to fix validation
Placement of Cliffs in the Phase 2 Area of Purple Quad, Prometheus
Update voxels in AC cave templates, made 2 new AC template cave & replace old cave templates with new ones on Blue Quad, DLC Map
Updated swamp quadruped physics assets and added critial hit volumes to BP. Removed carry function for swamp quadruped corpse. Added base setup for SwampQuadruped Mount
Paint Cave Pro voxels in manual cave tunnel between Swamp and Lava biome, polish dressing, Purple Quad, DLC
Placement of Cliffs in the Phase 2 Area of Purple Quad, DLC
Added derstuction for lava biome foliage
Placement of Cliffs in the Phase 2 Area of Purple Quad and Added Red Grass Foliage In Volcanic Biome, Prometheus
Added new cave templetes & replace old caves on Blue/Green Quad, DLC Map
Resource_Scoria_Var1 mesh update
Resource_Obsidian_Var1 mesh update
Resource_Clay_Var1 mesh update
SW_Tree_SML_Dead variations mesh, BP, material and textures
SM_Node_SuperCooledIce mesh, material and textures
Painted Cave Pro voxels in Mega tree cave , polished dressing, Purple Quad, DLC
Fix initialisation issue with breakable rocks which prevented them from breaking properly when placed in editor. Add missing API macro to rock base recorder
Delete duplicate Fir01 burnt bark texture from Fir02 folder and repathed 1400 materials to use the texture from the Fir01 folder with correct filename
Added WL_Mangrove_Roots, 6 variations
Adding blueback calls V1. May adjust once behavior is in game
Update last remaining Brick buildable BPs and data to complete set. Add icons for all remaining meshes
Fix wrong icon used on Iron Wall DBL window
Adding swamp specific tree creaks to ambience layer
SM_DEP_FurnaceElectric_IngotObsidian mesh and textures
Delete unused duplicate ponga assets. Fix filenames and texture settings
Placement of Cliffs in the Phase 2 Area of Purple Quad and Added Riverbanks Along Lava Rivers, Prometheus
Added initial setup for Snow Striker mount
Fix accidentally deleted Meshable row for Moa carcass
Previous version of Account Flags are now Package Flags. Implemented new version of account flags, similar to characters flags but shared across all characters
Temporarily removing Package Check for Styx, Reverting to deluxe edition package check for outposts
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Mila Grish
Dedicated contributor at EIP Gaming and a part-time collector of books she will never have time to actually read. Jumps on the newest releases just as quickly as on the uncovered dusty collections from the basement. For her, shiny graphics can never be an excuse to not have a polished player experience or an immersive story.