RocketWerkz pushed Icarus Week 208 live and used the update to drop a trailer called Critical Mass and confirm the next major expansion, Dangerous Horizons, while also shipping a small but practical addition to base builds: wall-mounted cupboards.
The Critical Mass trailer serves as a teaser for Dangerous Horizons and outlines the new Elysium region. According to the developer, the expansion brings a proper narrative mission chain, the long-requested Tech Tier 5, new biomes and bosses, new armor and tools, oil and related systems, new creatures and tames, mounts, radiation mechanics, and a laser sidearm. RocketWerkz also said it will ship a good chunk of free content alongside the paid portion, and any players in a host’s session will get access if the host owns the expansion.
For players who just want better base kit, Week 208 adds three small wall cupboards craftable from existing cupboard blueprints: wood, refined wood, and metal. Each small wall cupboard has roughly half the slots of the floor version, costs roughly half as much, takes less than half the footprint, and can be mounted on walls. The team also adjusted inventory sizes so refined wood now sits squarely between wood and metal as a mid-tier option.

Week 208 also includes a set of gameplay quality improvements: juveniles now calculate follow distance better while the player is mounted to avoid getting underfoot, trapped animals have improved taming progression so they are less likely to stall, and juvenile taming tooltips have clearer icons to show shelter and temperature requirements. RocketWerkz said it will share more details through livestreams and future weekly updates; the studio will mark four years since Icarus 1.0 with a developer livestream and the Frostfall multi-biome outpost next week. The livestream is scheduled for 9am NZT on RocketWerkz Twitch livestream.
Console PC Gaming has kept a running record of those weekly tweaks; see our Week 206 update coverage for recent additions and previews that led into this run of changes.
Patch Notes – 2.3.19.145194-rel-GreatHunts
New Content
- Setting up and unlocking small cupboards (Wood/Refined/Metal)
- Adjusting Inventory Sizes for the Small Cupboards and interior cupboard so they are not tierified (wood<interior wood<metal)
- Small pass on Cupboard Crafting Times as they where slightly too quick
- Small pass on T3 Tech Tree cleaning up spacing for new blueprints
- New Small Wall Mounted Cupboard use the same unlock BP as the existing cupboards
- Unlocked Metal_Cupboard_Small ItemTemplate and add DTValidation to processor recipes to detect active recipes with devlocked ItemsStatic/ItemTemplate rows
Fixed
- Fixed a number of typos
- Changed F to Interact on a couple of umg strings
- Fixed an issue where the Dribbo was incorrectly described as a herbivore
- Updated icons on juvenile taming tooltip to make shelter requirement look less like sleep, make it more obvious when tame is too hot or cold
- Glass master shader now has glass PM by default.
- Add AlbedoColor multiplier for tinting the glass.
- Fixed issue where AI that were dynamically spawned to eat from baited traps were being cleaned up when player moved too far away
- Fixed issue where trapped AI would attempt to eat from other baited traps even though they couldn’t reach, preventing them from eating nearby corpses instead
- Remove additional check preventing materials from being in sync with Electric furnace state. Increase emissive texture resolution to 2k and tweaked material so the LCD looks better. Add additional supporting light for active state
- Fix highlight issue on cake pieces by disabling collision on pieces that have been taken
- Increased precise reach target height multiplier on juveniles to prevent them from getting too close when trying to follow a mounted player
- Improve collision and LODs on MetaGel mesh, remove DF and optimize textures from 2k to 512.
- Fixed dithering effect on alpha for the Mangrove Seedling leaf material
- Mount saddles now always render if owning mount is currently rendered
- Fix a hover debug tool isn’t working on clients
Future Content
- Committing missed Steel Barrel Meshable Datatable update
- Adding Dragonfly Nest Mesh to the Spawner Blueprint
- Setting up Oil barrel so you can carry it correctly on you back using the new mesh
- Updates Meshes in the Advanced OEI
- Removing duplicated blueprints for the landing pad and OEI
- wip far view radiation FX
- PricklyPear: Add fiber to loot. Add new Raw_WetFood to recover even amount of Water and Food
- Agave: Now gives small amount of Tree Sap (50% chance when harvested, 75% with axe)
- Change Truffle surface type from Plastic to Cactus to better suit audio
- Raptor mount should no longer idle on four legs
- Added crouch support for Raptor that decreases it’s threat and the cost of movement speed
- Fixed an issue with Raptor where removing a modifier at the same time as dismounting would make the icon persist when you hopped back on
- Both raptor mounts now start with their attack enabled, removed related talents from trees
- Fixed a number of issues with raptor loco and animbp
- Slightly adjusted hand target positioning for raptor mount
- Added voxels in the Arctic Blue Quad, Elysium
- Adding first pass batch of flesh sac floater audio files and events
- Added UDA sign materials and textures, record art assets, and magazines for Eden set dressing
- Ely – mesh placement in mission 3 cave and tweaked rotations of QMs to align doors with walls, red quad
- Added first pass T5 metal alloy armor sk, textures and materials
- Updated SK meshes for synthetic armor and added textures and materials. Also updated D_Armour – WIP
- Fixed firefly FX culling on angles due to Fixed Bounds being too small
- Update Fuel/Elec positions on Organic Extractor. Increasing some T5 Bench textures to 4k, reduce some to 2k
- Clarify what organic matter is in Organic Extractor description
- Fix Geothermal to Volcanic biome transition map painting
- Added heavy attacks to Abomination
- Fixed alert widget location on Abomination
- Abomination now plays emerge montage on spawn
- Added heavy hit reacts to Abomination upon reaching half health
- Added sweep attack niagara particle to Abomination
- Fixed Abomination swim height
- Fix Raptor Mount status locator position
- Tanks will now fully resist immobilize and 75% resist to slow.
- Flying tank 33% projectile resist while Flightless gets 50% resist.
- Increase flightless min health from 5500 to 7500.
- Change carcass bones size to large for both tanks
- Adding radiation level parameter for tracker or needle
- Added textures for the TPS Spray Paint Decals for use in Elysium missions
- Add ‘Force Shallow Water Points’ to WT_Lake / WT_Fishvolume for generation of water points in shallow water (like geothermals)
- Adding various Radiation UI sounds. Injection consume sound and more appropriate blood transfusion table setup. Also adding potential radiation tracker event and radiation gauge audio
- Added Cliffs and Landscape sculpt in the Arctic Red/Blue Quad, Elysium
- Ely – added water points to geothermal lakes, red quad
- ELY3 – Resaving Defence to adapt to new terrain
- Fixing issue with the prebuilt code which was preventing splines from being saved
- ELY4 – Rework of Mission 4
- Syringe mesh now uses GLS shader which supports Panini for FP view.
- Add new yellow syringe material for antiradiation injection mesh.
- Antiradiation transfusion is no longer held up in FP (no mesh).
- Add temporary mesh for Antiradiation tonic which is held up in FP
- Fixed a number of issues with juvenile raptor AnimBP, Control rigs
- Fixed Juvenile raptor not eating/sleeping properly
- Ensured raptor idle anims are using the 2leg variants, not 4leg
- Queen – Heavy attack now shoots a very quick barrage of pillars from the ground that then detract soon after
- Added Cliffs and scree slope to the Arctic on Blue Quad
- Added the flesh sack floater creature art assets to the project
- Ely – mesh placement in mission 3 cave, red quad
- Missed file in prior commit (multitasking poorly)
- Ely – adjustments to rock meshes and added new variant of bat nest for radiation zones
- Added a version of the Steel Barrel, called SM_DEP_Steel_Barrel_Back, for the player to carry on their back, with straps added
- Don’t spawn sulfur worms on top of other worms
- Adding large batch of drone death vocalisations to add variation
- Increase in volume to initial debuff radiation for better urgency and awareness to the player
- Ghost Croc’s submerged camera shake should no longer occur when stationary and should scale in intensity based on current speed
- Adjusted lerp speed of Ghost Croc’s sand mound mesh
- Added dialogue rows for ELY character audiologs
- Correcting ballistic audio data and raptor footstep range increase
- Added Exotic and Set Dressing Cave on Yellow Quad, Elysium
- Added player crafted OEI Landing Pad, including all SMs, SK for lights, and custom LODs, using existing materials and textured for the large landing pad. Also added a BP made from the existing landing pad and added the new meshes at half scale
- Adjustments and balances for sulfur cave worms emerging so the water splash sounds are in line with the movement and emerge
- Adding sound additional layer into geo area
- Radiation Modifiers – Removed ‘remove on death’ checkbox so the players radiation and the poison modifier match after death
- Mix and balance pass of abomination
- Fixed Flare Gun item icon being too tiny
- Reimported fixed abomination anim assets
- Updated the Tundra monkey carcass textures
- skinning issue quick fix for TEI NPCs
- Fixed issue where oil geysers were duplicating on reload. Will not remove duplicates from existing prospects
- More abomination audio notifys
- Adding lots of additional abomination sounds and audio events to new and existing animations
- Ely – removed cliff blocking entrance to mission 3 cave, red quad
- ELY4 – Prepare Steps now have more information and are optional
- ELY4 – Adjusting Prebuilt to have required Medical Equipment
- Adding Spider to Geothermal Spawn Zones
- Adding new stat and modifier to prevent certain objects from being saved as prebuilts which should deal with the issues with multiple versions of the same deployable appearing in when the level reloads
- Adding Unobtainable modifiers to the ely communicator and landing pad
- Adjusting Industrial Tool Stats so they have proper inheritance and are common rather than super bespoke
- Adding Tooltypes for Chainsaws and Jackhammers so they inherit the correct stats
- Setting up new tags for Chainsaws and Jackhammers for tooltype enum assignment
- Slight Adjustments to Chainsaw and Jackhammer Stats
- Adjusting Jackhammer Stats so they no longer have [DNT]
- Fix LODs on new Stone fortification meshes.
- Tidied and removed EventGraph logic overriding AnimBP seemingly unnecessarily causing new gates to not work.
- Add missing bounds extension on Gate mesh as per validation
- Added the Dragonfly Nest, including SM, Materials and Textures. Still needs to be implemented and added to the appropriate BP
- Ghost Croc’s sand mound and mesh now align to average terrain normal. Should reduce frequency of issues where mound or mesh stick out on steep inclines
- Enabled root motion on irradiated abomination jump attack
- Added carcass assets for the tundra monkey and updated it’s carcass BP
- Set Dressing & Adding Caves in Desert on Yellow Quad, Elysium
- Lots of dialogue tweaks, adding NPC dialogue lines and distress call. Various tweaks to things within the mission
- Fur card opacity option added
- Ely – added mesh and materials for radiation zone rocks
- Lithium shield now plays zap fx when dealing damage to attacker
- Chew Mount – Removed root bone transform when swimming so saddle doesn’t sink into model
- Added latest irradiated abomination anims
- Increase Raptor min health from 750 to 1500. Increase prime meat chance from 45 to 85%
- Adding Low Tier Radiation Tonic that heals a small amount of radiation over time
- Dialogue timing and placement adjustments
- wip Lithium Shield zap FX
- Updated prop monitor assets to use a second material on the screen, set to a reflective black material by default. Added 10 new screen materials for the different screen display images to be used for set dressing
- Chew mount – Switched AnimBP to be chew instead of zebra. -added ‘pet target’ so hearts come from correct position. Changed default speeds to be walk speed
- Added new Tundra Monkey anims into engine
- 1/2 the amount of time that radiation accumulates
- Added missing DT config for Storca, Tundra Monkey, Orka to make sure they can be tamed via snare trap
- Fixed slinker eat montage having notifies out of order, preventing hunger from being sated
- Fixed bug preventing Tundra Monkey from playing non-attack montages
- Fixed issue with snare trap rope not attaching to correct bone on some of the newer creature assets
- Fixed issue where trapped creatures wouldn’t finish their eating montage (when eating bait)
- Setting up Lithium Sledgehammer to generate terraforming dust when mining
- Adjusting lithium sickle to only generate plant extra when reaping an edible food item
- Adding first pass abomination laugh vocalisation and notify
- Added Deep Ore and Respawn Pods in Desert on Yellow Quad, Elysium
- Adjustments to chew mount data table to point to correct creature at specific moments to play correct sounds. Removing unused events
- Adding correct BT to mount version of Chew BP so that it doesn’t play incorrect audio when attacking
- Adjustments, fine tunes and additions to abomination audio
- Tundra Monkey dodge anim now correctly uses root motion
- Add some more (dev only) convenience cheat buttons to bestiary UI
- Added additional corkboards posters, and document folders for set dressing
- Updated radiation material and added sphere mesh with flipped face for testing
- Added Meshes to the RAD Area in the Desert, remove in foliage transition and fixed bugs in the Arctic Blue Quad, Elysium
- Dialogue volume tweak
- tweaked emissive settings on some radioactive material variants, WIP radiation zone in NW volcanic, red quad
- abomination adjustments and music setup
- removed emissive on smoke VFXs for T5 oil deployables and geothermal steam
- Updated sk mesh, textures and materials for synthetic armor
- Queen – Adjusted distance check for ranged attack
- Dialogue timing and placement adjustments for m4
- Adjusted montage notify timing on Tundra Monkey drink montage to hopefully fix issues where it doesn’t successfully drink
- Adjustments to Storca/Slinker IK to hopefully prevent stuttering movement and feet sinking through terrain
- Tweaked capsule sizes on Storca BPs
- Fixed Orka not being able to eat due to incorrect montage setup
- Queen – Spike attack now has random offset
- Fixed damage not being dealt.
- Fixed spikes stopping right on you, it now assumes you’re slightly further away.
- Changed attack order so there’s a melee and ranged ‘phase’ so the queen wont try to walk to you before ranged attacking
- Removing threat levels from mounts for audio
- Ely – mesh, landscape, decals around entrance to mission 3 cave, red quad
- Added Exotic/Deep Ore Deposit/Respawn Ship Placement in the Arctic Blue Quad, Elysium
- Various adjustments to radiation UI
- TotalMaxDistance is now replicated with the correct values for radiation queries
- Lots of mix pass adjustments. Adding raptor aggro state audio event. Adjustments to ducking when dialogue is playing to ensure dialogue is always audible etc
- New outpost prebuilt structure set dressing added for undefined logistics mission
- Adjustment to storca threat level audio
- Added Mini Hippo and Raptor irradiated skeleton Assets with blob growths for set dressing in the irradiated areas, including SMs, materials and textures
- Adding flesh sac floater movement audio event and notify. Data table setup etc
- Added destroyed version of the Dragonfly Nest, with SM, material and textures
- fixed WT_Lake17 (geothermal, red quad) water points generation for sulfur worm spawns
- Attempting to fix fmod after yesterdays crash left it in an odd state with missing files
- Fixed 2 collision meshes that were named incorrectly on SM_DEP_OEI_LandingPad_T4_Base_Metal
- Fixing Unobtainable cheat buttons
- ELY3 – Quick Pass on Lab with new layout
- Adjustment of Specter Spawn Locations
- Adding Cheat for making all deployables and buildings place indestructible and unobtainable for prebuilt structures
- Decreasing radiation accumulation – now 0.8 per second meaning a player can stand for ~20mins in an a radioactive zone until reaching max radiation
- Increasing Radiation Falloff from 2000 -> 3500 meaning it will affect a larger area
- Adding Radiation0 Modifier
- Adjusting Survival triggers for radiation so you the radiation effects are delayed until 200/1000 giving zone in which there is no negative effects
- Removing Uranium node in the Mission 3 Bunker
- Changed the name of Terraforming Dust to Ionic Dust
- Bone now only counts towards the Lithium Knife Bone -> Carbon Paste Conversion, Leather is still removed
- Added new Gameplay config stat for bone -> Carbon paste conversion rate
- Lithium Knife Carbonpaste conversion rate now actually rolls the value rather than it being a binary 0 or 1 if they stat exists to perform the conversion
- Adding missing icons on curved building piece talents
- Adding Destruction State to Dragonfly Nest
- Adding Dragonfly nest to the spawner cheat
- Adjusting Dragonfly spawn locations on the nest
- ELY3 – Swapping over new Set dressing for base
- Adding Icons for new props
- Adding new Props and Items Setup [Cone, Monitor, Radio, Record Player, Specimen, Dissected Roach]
- ELY3 – Increase Agro range of Specters in the bunker
- Queen – Switched order of phases now ground->submerged->flight. Wyrm transitions now count as attacks so if the wyrm dives into ground it will hurt players. Fixed wyrm flight rotation not working and stalling forever. Fixed phase transition not working properly. Fixed phase beginning on 2nd phase. Fixed submerge phase stalling for many loops even after its phase has ended
- wip radiation particles FX
- reworking IMP layer in the Arctic Blue Quad, Elysium
- Lots more wyrm queen notifications and adding attack wing whoosh and footsteps
- Added new computer screen materials for the reactor control room and updated cropping on one of the existing ones
- Added various art assets to be used for set dressing
- Updates to how many uranium nodes can play at once. Stopping audio if further away than 150m
- Ely – radiation zone set dressing in NW volcanic, red quad
- Ely – added radioactive blob SMs as separate assets, various radioactive material variants
- Dialogue placement adjustments for quest 4
- Set Dressing the Uranium Area in Desert on Yellow Quad, Elysium
- Added more exterior features to outpost prebuilt structure on undefined logistics mission
- Wyrm queen wing audio and events and various first pass notifications etc
- Small audio mix tweaks and adjustments to music stopping setup combat
- Added new Mount and Tame map icons
- Mix balance adjustment to eating sounds for creature to better match its size
- ELY4 – Updating the outpost Iris is at
- ELy4 – Removing Quest Delay after defeating drones
- ELY4 – Updating First Outpost in the Radiation Area
- Adding new Eden Mag props
- Fixing Radiation Display – the variables where to small
- Added the Radiation Sphere to the Aura and attached it the owner so the effect can be seen in world
- Alpha Mange Wolf health increased (1250/2000 > 2500/3500) damage increased (50/100 > 80/130). Mange Wolf health increase (200/600 > 600/900) damage increased (35/80 > 50/80). Increased character mass for both
- Moved Shaped Ruby recipe from T4 Material Processor to T3 Glassworking Bench but gated talent unlock behind level 35 (not used until T5 (level 40)). Shuffled some BP unlock nodes around to make room. Recipe now takes 30s instead of 20s
Join the conversation and share thoughts about Elysium, wall storage, or the four-year livestream on X, Bluesky, and YouTube.
Icarus
Developed by RocketWerkz
















