RocketWerkz released Icarus Week 216 on January 22, 2026. The update focuses on lighting consolidation and a first look at an upcoming creature genetics and husbandry system, with new Workshop sickles planned for next week.
Notable improvements this week:
- Fixed issue where ‘full’ cows were unable to be milked after reloading prospect or being called down from space
- Spiders will no longer spawn at a cave if a player is within 50m (was previously no limit)
- Cave Spiders now despawn during daylight hours & Spiders will no longer spawn at a cave if a player is within 50m
- Balance pass on XP of a number of creatures
- The forge now provides heat when active
- Added bulk recipe for crafting shotgun slugs
- Drones will now have a 50% chance of dropping Electronics
- Fixed played inventory so the modifiers will no longer overflow
- Reduced spider poison chance
- Reduced spider poison damage (poison-type damage applied on hit, not DoT)
- Poison Resistance now affects Scorpion’s poison DoT modifier

Lights update
Week 216 applies a consolidation pass to lighting items to reduce duplicate recipes and simplify placement. For most lights, wall and ceiling variants have been combined into a single item. Existing ceiling lights support both variants and many assets were merged with variation options rather than separate recipes.
New items added include the Shroud Light and Spotlight (with tripod and ceiling variants). Other changes to lights include stacking to 10, more realistic weight values, renamed types (“Single” light to “Caged” and “Basic” light to “Bunker”), and an increase in power consumption for Shroud lights to 250w. Ceiling and wall placement are now handled as variations (use Hold R) rather than separate unlocks. Crafting time for lights has been doubled to 2 seconds.

Genetics and husbandry preview
Week 216 introduces an early implementation of creature genetics and husbandry that will expand creature progression and make tames more distinct. Genetics assign a sex and inheritable attributes to creatures. The initial attribute set is: Vitality, Endurance, Muscle, Agility, Toughness, Hardiness, and Utility. Attribute values range from 1 to 10, with 3 representing the current baseline. Values below 3 reduce stats while values above 3 increase them. Wild creatures will typically generate around the baseline with some variation.

Existing mounts keep their current stats until the player opts in by using a new Reveal Genetics button. Mounts and tames acquired after the patch automatically have genetics revealed. Genetics also adds skin variation so creatures can look unique.
Husbandry adds breeding and raising mechanics. Initially breedable species are Chickens, Sheep, Cows, Moas, and Buffalo. New juvenile and adult variants such as Roosters, Chicks, Rams, and Lambs will appear. A craftable serum lets males fertilize females; males require a recovery period after fertilization. Gestation now takes 1200 seconds and displays progress in the UI and chat messages. Juveniles inherit attributes from both parents; their genetics persist through reloads and transfer to adults. Some creatures will gain multiple new skin variations via breeding or mutation.

Next week
New Workshop sickles arrive next week in the Orbital Workshop. These sickles carry harvesting effects that were previously exclusive to Prometheus-map tools, including Obsidian, Cold Steel, and Miasmic effects, expanding options for Workshop gear.
This update continues the weekly cadence of changes following earlier patches such as Week 213, which added tag-based fish crafting and a number of mammoth fixes (Icarus Week 213).
PATCH NOTES
Changelog v2.3.27.147460-rel-GreatHunts
New Content
- Unlock new Shroud (Wall/Ceiling) and Spotlight (Tripod/Ceiling) items. Lights now stack to 10 and have more realistic weight values. Make Ceiling/Wall Lights variations (Hold R) of the same item instead of individual recipes/unlocks (existing Ceiling lights support both variants but existing Wall lights remain old/single type). Renamed ‘Single’ light to ‘Caged’ light and ‘Basic’ light to ‘Bunker’ light. Rename Spotlight BP and cleanup row names for unreleased lights. Fix Fill lights on Directional Worklamp being stuck on due to nesting of Light components. Increase power consumption for Shroud lights to 250w. FG Blacklist deprecated ‘Wall’ light items. Fixed Meshable entries for lights. Double crafting time for Lights (now 2s)
- Unlocking new Shroud and Spotlight lights on the tech tree
- Combined many light assets into single assets with variations
- Added ability for StatAffliction duration to be stat-driven
Fixed
- Fixed issue where ‘full’ cows were unable to be milked after reloading prospect or being called down from space
- Fixed woolly mammoth stomp attack not being granted extra damage/knockback stats when called from a client
- Fixed collider on Woolly Mammoth mount incorrectly dirtying navigation, causing mammoth to wander left and right when trying to follow player or idle. Reduced size of extra blocker collider to better match agent radius
- Compass HUD element now updates to match current viewport camera rotation. Fixes issue where it wasn’t updating as expected while mounted, or while using free-look
- Added a fix for issue where getting back on a mount while inside a cave could remove the cave debuff / screen effects
- Further reduced electronics drop chance on drones
- Forge now provides heat when active
- Added bulk recipe for crafting shotgun slugs
- Drones will now have a 50% chance of dropping Electronics, and 1% chance of Powerbanks
- 2px padding reduction and fill alignment for player inventory modifiers scrollbox so that the scrollbar isn’t unnecessarily shown until 8th modifier is added
- Spiders will no longer spawn at a cave if a player is within 50m (was previously no limit)
- Reduced spider poison chance (can revert if DoT roll stops happening more than once per attack)
- Reduced spider poison damage (poison-type damage applied on hit, not DoT)
- PoisonResistance now affects Scorpion’s poison DoT modifier
- Update Snare Trap icon (too small), fix missing Deployable context in Meshable. Fix Mip settings
- Creature XP pass: Glaci halved to 1500xp to match other slugs. Doubled Scorpion Summons to 200xp. Terrenus increased 600->1000xp. Bees halved to 250xp. Trapjaw tripled to 3000xp. Orka reduced 2000->1500xp. Slinker increased 1750->2500xp. Chew increased 550->1750xp. JuviRaptor doubled to 520xp. Raptor 260->2500xp. Hopper 260->1000xp. Dragonfly 100->1500xp. Gribbler decreased 1000->500xp. Added entries for Gibbler, Chickens and Wraith.
Future Content
- Increase explosives timer on ELY2 blocker from 5s to 10s (takes 2s for text to update). Add radial damage from explosion
- Added French Bulldog art assets to the project. Updated Border Collie model, textures, and groom
- Added secondary attack talent to raptor mount that stuns in an AoE
- Added new raptor talent that decreases threat and enables sneaking
- Removed some less important talents from raptor tree
- The two raptor variants now only have one elemental damage talent each instead of both
- Geothermal spiders now have same poison damage as cave spiders
- Reset Cave, Added Decals and Expanded Radioactive Area in the Swamp on Orange Quad, Elysium
- Ely – fixed buried voxels in Arctic + Tundra, green quad
- Adjusted the proportions for the Yeti Head Armour and fixed material artifacts
- Move Cave tools into separate EUW. Add function to add locator to Prefab Caves for Editor viewing
- Fixed Raptor/Desert Raptor juveniles spawning incorrect adult variants
- Lakes inside Cave Prefabs should now generate with the specified lake depth, defaulting at 1500
- Added spawnrate stats – horse, moa, lava broodling
- Added Decals to Expanded Radioactive Area in the Desert on Yellow Quad, Elysium
- Disable Distance Field AO on Ice Buildings as we hide the support mesh via material swap but mesh DFAO still casts the shadowing assuming its still visible
- Added MattCat cat variant for Homestead, including adding data table entries for the new cats and adding corpse BPs, and also tweaked the gFur grooms for both new cats
- Add voxel overlap check tooling. Disable WIP foliage tooling
- Homestead bath deploy
- Barn door deploy audio
- Ely – fixed various buried voxels, expanded set dressing + decal painting of radiation zones in NW volcanic, red quad
- Updated creature carcass text to use unique descriptions
- Adding barn door audio and sockets
- Added text for banana recipes, fixed a few typos
- Homestead fireplace tools etc deploy audio
- Updating Cave_AC_MED_007_DLC2 Lake Depth on Yellow Quad
- Adding homestead bellow animation audio and notify
- Added Homestead Barn Icon and its variants
- Added setter for PrimitiveComponent AffectsDistanceFieldLighting
- Cushion deploy audio
- Adjusting pitch for audio row
- Resized Homestead Kitchen Bench, Sink, Storage and Stove Icons
- Resized Homesteasd Iron Stove Icons
- Fixing in progress prospects for the blocker being invisible for ELY2
- Removing blocker removal / cleanup on ely2/3 as the code doing this has changed and is no longer needed
- Adding new BPs for CatC
- Adding new Banana Recipes and Items for Dangerous Horizons
- Adding new BPs for Cat and Dogs, DogC2, DogE and CatB
- Fixing Redirectors
- Adding Frozen Bull to Workshop
- Very Quick Genetics combination for testing
- Adding Fertility Serum Recipes
- Adding Husbandry Chat Messages
- Adding Sheep behaviour for giving birth
- Moa’s, Buffalo, Chickens, Cows and Sheep can now be fertalized and produce offsprint, feature locked for now
- Adding Serum Item setup and Icons for Rooster, Moa, Bull, Buffalo and Goat
- Adding new header file for common genetics recorder structs
- Juveniles will now record their own genetics so it persists upon reload
- Child DNA and gestation progress is now saved on the relavent mounts and will persist on reload
- Adjusting Fertilisation Serum to show a prompt on the UI and only allow male creatures with the correct tag (defined per serum) that are not currently under the effects of the serum be allow to be injected with the serum
- Gestation now takes 1200 seconds and is displayed on the mothers tooltip while she is gestating
- Genetics now correctly transfers from Juvenile to Adult
- Setting up barn doors as deployables instead of buildables
- Saloon doors now use a physics asset instead of animations
- Adding missing well varient icons to the deployable setup
- Fixing Homestead Kitchen Units Snapping Positions so their meshes no longer loverlap
- Reverted paint requirement for Homestead Refrigerator as it was locked behind a different DLC
- Fixed Homestead Refrigerator’s D_ProcessorRecipes row preventing it from being crafted. Added paint requirement
- Added missing seed extractor recipes for new Dangerous Horizons crops
- Fixed issue with flower pots (and other deployables with proxy meshes) where proxy mesh wasn’t visible upon reloading the game until you removed then re-added relevant item
- Increased taming time for raptors, slinkers, woolly mammoth, and draven
- Temporarily removed shelter requirement for raptor taming
- Slightly raised max temperature requirement for taming raptors and draven
- Adjusted Tundra Deer’s bone blacklist to prevent aim assist not hitting
- Halved required leather for miner legs
- Reduced juvenile spawn chance for Raptors, Slinker, and Chew
- Fixing C++ Compile Error
- Adding Father/Mother Juvenile Inheritence as the function was not called previously
- Removing husbandry state from mounts datatable and ui
- Removing Old Husbandy code as it no longer is relevant
- Adjusting Stats effected by creature genetics
- Assigning Sex to creatures during genetics reveal
- Removing old Husbandy commands as they are not longer relevant
- Adding new item Feralization Serum for Chickens
- Setting chicks and roosters to be feature locked to homestead
- Roosters can now fertalize chickens and chickens will give birth to chicks
- Adding Workshop Frozen Rooster Item
- Setup for parent genetics being transferred to juveniles and then to adults
- Misc tools updates
- Added Uranium Emitter and Expanded Radioactive Area in the Desert on Yellow Quad, Elysium
- pitch for data table setup audio
- Change AI relationship on Drones from EnemyPlayerOnly to DefaultXCarnivore to fix various creatures being very upset with them
- Added WIP border collie art assets
- Add 50% chance to get 1 or 2 Tusks from Elephant carcass
- Added a long haired Himalayan cat variant for Homestead
- Added a proper gfur groom to the base Buffalo, as well as added a white buffalo variant
- Adding homestead pitchfork animation audio
- Adding ranch gate open close anim notifys
- Fix Homestead kitchen storage pointing to incorrect Deployable row
- Mr fish dialogue
- Lots of additions for the fishing mission. Adjustments to spacial for all fishing sounds to better reflect whats happening. Adding dialogue when showing off the fish. adding sound when putting fish in container
- Added Homestead Kitchen Bench, Sink, Storage and Stove icons
- Added Homestead Saloon Door icons
- Added Nav Modifier Volumes in the Arctic Green Quad, Elysium
- Flush Grass Cache on Outpost003
- Remove remaining references to DC_DeadTree in Dev Test level and remove from FLOD DT
- Move 200 AI stats Curve files into subfolder so that the DT files aren’t buried. Leaving redirectors for a while
- Added Uranium Emitters and Expanded Radioactive Area in the Desert on Yellow Quad, Elysium
- Add icon for Lost Equipment (Gravestone) to map Legend section. Fixed MIP settings on texture
- Lots of audio adjustments to orbital strike audio. additional layers, gasp etc
- Quick Tooltip for Genetic Values ont he UI and which stats they effect
- Updated Ram carcass BP and data table entries
- Adding toned back version of drone death spark and drone death vocal and drone death impact for hunter drone since its a lot smaller. Adjustments to carrier drones volume of opening and closing
- Updated saloon door physics asset to allow the player to walk through, pushing them open
- Fixing Genetics Component Replication Initialisation
- Creature Genetics now only trigger stat updates on the server
- Adding Creature Genetics which will be inherited in husbandy, currently opt in and feature locked
- Added SK_Door_Barn_Wood_1by1_Opposite, with destructible and animations
- SQ Fish – You can not collect any fishing rod instead of specific items
- Adding new mesh to barn door bps
- Adding new stats for elemental damage scaling and hooking up
- Updated SM_DCO_Soft_Armchair and DCO_Soft_Sofa with destructibles
- Orbital sequence FX update and timing adjustment on spawn
- Delete old/unused blueback Saddle entry with missing duplicate/data causing duplicate icons to appear in tooltip
- Saddle equip mount icons now feed into additional overflow horizontal box if icon count exceeds max allowed
- Set Dressing Mission 6 Cave in the Arctic Blue Quad, Elysium
- Homestead ranch sign deploy audio and camera focus fix
- Weather Vane audio deploy adjustment
- Adding cuckoo clock ding animation audio and BP setup
- Ely – new dead tree roots decal, painted down under trees in geothermal, red quad
- Add missing stats for Tundra Monkey tame to bring it inline with other tames. Add missing Survival stats on MiniHippoQuest (but hunger/thirst are basically nothing). Add missing BaseMaximumHealth value on LavaBomber (100, as per initialized default). Add some starting stats for Blueback Mount. Add DT validation for Tames that don’t have required Survival stats
- Added additonal Ram art assets and set up carcass BP
- Homestead curtain audio adjustments and fine tunes
- Spinning wheel balance pass audio
- Adding homestead spinning wheel audio event and notify
- Flower pot audio setup
- Added WIP fix for mount camera position being incorrect if mounting during lying/sitting anim state (Homestead)
- Knitting decor audio setup
- Copper hanging pots audio setup
- Retaining wall deploy audio and audio setup
- Wall candle audio item static setup
- Adding appropriate haybale audio row
- Added Tooling to visualize creature XP events, points and health for balancing
- Adjusted Cave Volume, Set Dressing Rad Caves in the Arctic Green Quad, Elysium
- Ely – cave volume, void, entrances for Mission 6 cave in arctic, blue quad
- Drones – Adjusted stats on carrier based on designer feedback. Added ability for multi spawning hunting drones on carrier. Fixed incorrect versions of nodes in reposition logic
- Audio sockets for forts
- Added first pass support for opening doors while mounted. Locked behind Homestead for now
- Interactions can now specify whether they can be performed while seated or not (defaults to false)
- Fixed a nullref error inside BP_ShelteredComponent::IsSheltered
- Fixing audio location playing at wrong location on fortification doors. also adjusting security door keypad to be same size as m3. Slightly more subtle
- Adding carrier drone open, close audio, event and notifys
- Adding fishing mission npc animation duplicates and audio notifys that will enable them to play correctly
- Set Dressing Rad Caves & Entrance in the Arctic Green Quad, Elysium
- Various mix adjustments and tweaks. Also adding duplicates of fishing anims for fishing mission and adding notifiers that will work for audio that isn’t the player
- Added ram creature art assets to the project
- Carrier Drones – Added new montages for open/shut doors. Now opens and shuts the door between spawning drones. tweaked tilt amount to try make movement look more ‘large’. Hunter
- Drones – When drones are in their timed explosion state any damage will make them immediately explode instead of waiting for the timer
- Added Homestead Ranch Gate sign icon
- Added Homestead old timey stove top icon
- Added Homestead Retaining wall icons
- Added Homestead Wildflower and Flowerpot icons
- Added Homestead Cushion Variant icons
- Adding homestead fridge item setup
- Setting up homestead wall candle, item, recipe, bp, etc
- Adding Homestead feature lock on Planter Boxes, Scarecrow, Sewing Machine and Picnic Table, slightly adjusting recipes
- Adding Homestead feature lock on Quilted Bed, Swing Chair, Sofa’s, rocking chairs
- Adding Homestead feature lock on Vintage Jam Jars, Water Tank, Silo
- Adding Homestead feature lock on homestead cabinets, adjusting inventory sizes and recipes
- Adding Homestead feature lock on Fireplace, Cheese, Honey Pots, Hanging Meat
- Adding Homestead feature lock on Coffee Grinder, Lamp Posts, Bird Feeders
- Setting up single weapon rack and added missing recipes for the weapon racks
- Feature Locking Weapon Racks to Homestead
- Adding Large Butter Churn Decoration and Adjusting Small and Large Butter Churn Decoration Recipes
- Adding new Homestead Feature Level
- Shifting Decorations Talent and removing Level Lock
- Update ModifierStateBehavior_TickDamage_Frost to scale off FrostDamage_+% stat. Add -50
- FrostDamage to Slinker to reduce DOT damage by 50%
- Carrier Drone – First Pass. Added a height variable to the ‘get random point flying’ node due to drones constantly flying to the floor
- Adding Rad Caves in the Arctic Green Quad, Elysium
- Ely – adjusted params on various placed WaterfallBase BPs in swamp, orange+purple quads
- Added extra params to BP_waterfallBase to make adjustments easier (nothing changed by default)
- Orbital laser audio adjustments and added vasrious layers. Diallgoue and quest placement and adjustments etc
- Ely – adjusted steam FX offsets on some terraces in Geothermal, red quad
- Drones – Added new variant of hunter drone specifically for carrier spawn
- Added Trophy for Mange Wolf, including adding new mesh to the BP with a gfur groom
- Added Trophy for Mange Wolf Alpha, including adding new mesh to the BP with a gfur groom
- Updated geothermal terraces BP to fix VFX weird offset
- Adding keypad audio, generic, accept and deny for mission keypad doors
- Added Bestiary images for Stomper and Stomper Matriarch. Matriarch still need to be added to the BestiratyData data table
- Updated SK_GUN_LaserPistol
- Adjustments to elevator audio, adjustments to dialogue play spawn amount and volume in eden
- Updated SK_DEP_Fortification_Stone_Gate, animations and destructibles
- Updated SK_DEP_Fortification_Concrete_Gate, with animations and destructibles
- ELY1 – Structures can no longer be destroyed until the quest is complete
- ELY2 – Structures can no longer be destroyed until the quest is complete
- ELY4 – Fixed Structure Cleanup so its at the end of the quest
- ELY6 – Stronghold building pieces are unobtainable until the end of the quest
- Fixing unobtainable modifier so it can be applied through new helper function int he prebuilt base class, the unobtainable modifier is now removed when a cleanup is triggered, the setting in DH still blocks cleanup if players have that enabled
- SQ_Fish – The fishing structure can no longer be damaged or picked up while the quest is active
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Icarus
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