Icarus Week 247 Brings 14 Saddle Options to the Slinker
The update also resets Elysium foliage and terrain fixes across existing Open Worlds and Prospects, while Scoria Deep Ore is planned for all maps next week.

Icarus Week 247 gives Slinker riders more ways to customize their companions, bringing the total number of compatible saddles to 14. The update also includes a broad cleanup pass for Elysium, and its foliage reset affects every existing Open World and Prospect on the map.
RocketWerkz detailed the changes in its Week 247 Steam announcement. The saddle expansion follows the previous Week 246 update, which previewed 8 Slinker saddle options.
Slinker gets 14 saddle choices
Three standard craftable saddles are now available for the Slinker, including the Desert Riding, Arctic Riding, and Arctic Survival designs. Slinkers can also use styles from the Creature Comforts DLC, with Arctic Explorer, Armored, Bearhide, Crocodile Skin, Deluxe Leather, Desert Tracker, Racing, and Sandworm Scale options joining the lineup.
That gives players more ways to match their Slinker to different environments, whether they are crossing frozen ground, hot desert routes, or simply trying to give their favorite companion a different look.

Elysium receives a foliage and terrain reset
Elysium’s reset addresses several world problems, including holes in the terrain, unreachable voxels, plants appearing inside walls or underground, and trees floating above the ground. Duplicate ore voxels and other objects that were clipping through the terrain are also part of the cleanup.
Players with established bases and cleared paths may notice trees, rocks, and shrubs growing back after the reset. The western swamp now contains more harvestable mushrooms, while changes in the eastern swamp expose a previously hidden cave and a route toward the volcanic region.

The Reaver also receives a combat adjustment. Its dive attack now deals half the previous damage and no longer has a chance to inflict Deep Wound. The active Reaver population is limited to 2.
Scoria Deep Ore is planned for every map next week
The next weekly update will enable Scoria Deep Ore Veins on all maps. Existing Prospects outside Prometheus will need to reroll their Deep Mining Ore Deposits with the Deep Cycler before Scoria becomes available there.

Icarus 3.0.25.156508 Patch Notes
Beyond the Slinker additions and Elysium cleanup, the changelog covers world boss naming, building and terrain fixes, Reaver balance, deployable issues, localization, and weapon rack updates. Its future work section also tracks launcher changes, new biome assets, creature animations, and additional Deep Ore tooling.
New Content
- Slinker Saddles – Hooking up Arctic Survival saddle for Slinkers
- Added slinker arctic survival saddle skeletal mesh
- Slinker Saddles – Added Arctic and Desert varieties. Removed devlock from the other new saddles
- Lava Hunter world boss now has unique name list. ‘Little friend’ is reserved for Prometheus mission 6
Fixed
- Fixed Elysium landscape default surface type issues. Updated tooling
- Fixed Meta deposit nodes in Elysium floating or clipping excessively through landscape. Fixed many with incorrect node row causing incorrect mesh to not be selected. Updated tooling to check these more accurately
- Fixed some floating/clipping objects in Elysium
- Fixed board game albedo resolution being too low by increasing to 1024px
- Fixed hole in Prefab cave
- Halved damage and removed chance to cause deep wound during Reaver dive attacks, as they were excessively deadly. Limit active population to 2
- Inaccessible foliage optimization and cleanup for Elysium
- Fixed drill ‘remaining’ non-localized text
- Extended culling distance on Eden exterior dish and solar panels. Fixed some mesh floating/holes in Tundra/Desert
- Cairn – Default text/title now localizable text
- ELY – added more voxels around Rad colony, fixed various landscape and mesh bugs in red and yellow quads
- Fixing Platinum Physical Material being incorrectly assigned as Coal
- Fixing issue where you could not pick up a landing pad after dropping it on the ground
- ELY – Removed numerous overlapping duplicated voxels, updated tooling for better detection. Minor buried foliage/actor cleanup
- Fixed Simple Building Shadow self-shadow artifacts on several Stone/Ice/Scoria building pieces
- Weapon Rack – Fixed launcher z axis being too low and hanging in mid air
- Changed Rock Golem sledgehammer collision to be capsule so it won’t stand up when dropped
- Sound size increase for repair building so panning isn’t so dramatic when repairing building piece just to your left or right
- Fixed some floating/clipping objects in Elysium
- Fixed Elysium landscape default surface type issues
- Fixed Meta deposit nodes in Elysium floating or clipping excessively through landscape. Fixed many with incorrect node row causing incorrect mesh to not be selected
- Submitted missing map content from previous build
Future Content
- Further improvements to Deep Ore tooling checks
- Electric Seed Extractor – making it so it affects navigation and fixing validation break
- Electric Seed Extractor – Added proxy mesh to show seeds when it’s full. Changed deployable sound to metal to match similar deployables
- First pass crab attack audio and setup for audio
- Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
- Added art assets for the axolotl carc and bones
- Added first crawler art assets to the project
- Updated Biome Map, Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Red/Green Quad
- Dino – Updated new mesh, Changed scale, Fixed all colliders to match new height, Fixed running speed to fit new size
- ARK – mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
- Added seeds mesh for proxy mesh
- Legendary Launcher: Fixed missing FocusAnimMetaData on equip anim. Fixed LODs on Core. Fixed preview item row handle. Removed needle/flame bones coming from flamethrower skeleton. Decreased MuzzleB fire rate boost
- T4Launcher: Added smoke trail to launched projectiles. Added unique Muzzle FX for T2 and T4/Legendary. Add unique camshakes for T2/T4/Legendary. Increased delay before rendering projectiles to get them further from camera. Decreased T4 durability
- Launcher – fixed per gun trail not working on client
- Inventory – unplugged dev locked hover over an item and press a hotbar to switch as there were a few rare bugs
- Added seed extractor T4 mesh, materials and textures
- Achievements – Fixed achievements to match steam IDs
- Correcting data table biomes setup for coast using beach instead of coastal for the audio row
- Fixed devlock status on T4 Launcher and RadBroodling Head
- Feature lock T4 Launcher to ElyGH. Fixed dropped mesh to be weapon and improved weapon collision accuracy
- Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
- ARK – mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
- Adjustments to B end dialogue, recorded new line etc
- Beaver – Added updated animations for attacking/eating
- Added a split version of the launcher loader piece so we can have the chamber rotating
- Fixed issue with incorrect parsing of demo level CL param
- Added a new CL param to force-load a demo level post character selection
- Adjustments to what lines play when rian is on speeder bike. Removing lines that didn’t make much sense. Adding a cooldown to dialogue playback
- RAD_D – Laser now deals damage to creatures and players that walk in front of it while its active
- Updated Cliffs at Cave Entrance, Added Mushroom and Landscape Sculpting in the Swamp, Orange Quad
- RAD_B2 – Adding more Fish, Bandages, Suture Kits and Materials for the Experiment
- Updated the modified legendary launcher end reload animation and updated to the new reload montage in the DT
- impassable, macro, and cliff placements. decal and landscape painting as well
- Added jungle hunter skeletal mesh, physics asset and idle animation
- Added jungle monkey animations to the project
- Added beaver swim and bite animations from Trace to the project
- Weapon Rack – Added launcher transforms for t4/legendary
- Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
- Launcher – Made tags more clear and added new queries to match new weapons for weapon rack purposes
- Fixed references to unused ‘grenadelauncher’ tag
- Optimized the giant Banyan trees to be roughly half their original tri count
- Adding T4 launcher audio event. Adjustments to t2 and t4 to sound different. Adding new launcher audio for legendary to give it a more prominent difference
- Adjusted wind settings on the Money Plant SMs so they feel more realistic/believable
- Fixed foliage collision settings on the Elderberrry FTs
- ARK – mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
- Tropical Bird – Initial setup of DataTable entries and Blueprints
- Achievements – Fixed bug with ‘complete rad campaign’ quest
- RAD_B – Damaged Hoverframe is now the double one
- Reduced Legendary Launcher explosion resistance now that cap is 75%. Weapon (25%) and two unique upgrades (20% + 20%) will reach 65%
- Implemented various RadBoss world stats
- Slightly reduced default RadBoss laser damage weakness
- Added Kiwi Base tame icon and Kiwi Bait item icon
- Added GOAP Setup for Elegant Horse
- Text update for updated dialogue
- Adding dust debris layer to speed of vehicles to match visual fx more. Adjusting dialogue at end of B to not sound repetitive if done in specific order
Which Slinker saddle will you use first? Share your thoughts in the comments, and follow us on X, Bluesky, YouTube, Instagram, Steam, and Telegram.
Icarus
Developed by RocketWerkz



