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ICARUSEventsIcarus Week 249 Update | Inaris Powerbank
Major update

Icarus Week 249 Update | Inaris Powerbank

ICARUS · published 10 Sep 2026, 22:11 UTC · build 25226979

All eventsPlayers around this dateRead on Steam

Welcome to Week 249.

This week we’re adding a brand new item to the Workshop: the Inaris Powerbank. This allows you to bring a pre-charged power bank down with you, giving you a portable way to charge items on the fly.

We’ve also updated the Volcanic Stomper, giving it a more subdued coat that better fits its volcanic environment.

Noxious Crusts have received some slight adjustments too, and will now spoil and break down into their original ore.

Finally, we have a sneak peek at next week, where we’ll be introducing a new high-tier Seed Extractor.

Notable Improvements:

  • Improved SMPL3 Missions so that the 'Hidden Cache' no longer spawns creatures inside the crate and correctly spawns creatures native to that biome.
  • Fixed Tamed Conifer Wolf not retaining custom phenotypes when it dies
  • Lithium tools now show their correct effects and state when active on clients
  • Icon texture optimization on many item / alteration and other icons.

This Week: Inaris Power Bank

This week we're introducing the Inaris Powerbank. Found in the Gadgets category, this portable unit can be used to recharge all of your handheld, battery-charged devices and high-tier Lithium equipment while out in the field. The Inaris Powerbank stores 150% the charge of its craftable equivalent, so it can easily keep tools like the Inaris Flashlight powered through multiple dark Icarus nights.


This Week: Volcanic Stomper Update

This week, the Stomper, a rare spawn found in volcanic biomes, has received an updated appearance. Its bright pink coloring has been replaced with a more subdued, volcanic-inspired coat that better suits its surroundings.

The Stomper previously stood out a little too much against the volcanic landscape, so this change helps it blend in more naturally. It also gives us the opportunity to move the more colorful Stomper variant into another biome in the future, where its vibrant colors will be a better fit.


This Week: Noxious Crusts

This week we've also revisited Noxious Crusts and the rather unbalanced state it was in. If you haven't yet played with the Noxious Crust mechanic, the short story is you get yourself a Miasmic Pickaxe and a Cleansing Device (available at Tier 3) and you've got yourself a 500% boost to gathered Ore resources. While the investment required to obtain Miasmic tools and biofuel-powered cleansing devices wasn't nothing, the investment was almost non-existent compared to the immediate and permanent returns.

To provide some level of balance and gameplay resistance to this mechanic we had a few levers we could pull, and after playtesting a few options and several discussions later we approached this in a way that allows players to still get tons of resources but which puts a time-pressure on it, and that is Noxious Crusts now spoil.

We explored and tested a few other options, including having mounts take poison damage while carrying Noxious Crust and reducing the conversion rate from 5x to 3x or 2x. Ultimately, none of these felt like the right solution. We wanted to preserve the high resource returns that make the mechanic rewarding, while adding a small amount of pressure and difficulty around how quickly you could take advantage of it. Spoiling gave us a way to do that without significantly reducing the overall value of Noxious Crust.

A full 50 stack of Noxious Crust will take a little over 4 (real) hours to completely spoil and they also spoil into 1x of the cleansed resource. So at the absolute minimum you will still see a 2x return, up to a 5x return if you cleanse it quickly enough.

Additionally, Exotics Noxious Crust are now reduced from 5x cleansed rate to a 3x cleansed rate, as we felt this still nullified the other methods of gathering rather precious Exotics resources a little too much.


Next Week: T4 Seed Extractor

Next week should be a joyous occasion for all expert farmers, as we'll be introducing the Electric Seed Extractor, a Tier 4 upgrade that extracts seeds from vegetation significantly faster.


Your support makes these updates possible.

https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set


Changelog 3.0.27.157242-rel-DangerousHorizons

New Content

  • Finishing Setup of Workshop Power Bank and Removing Dev Lock
  • Added Epic Creature nameplates to Alpha creatures (Wolf, Snow Wolf, Hyena, Snow Leopard and Cougar) spawned during Horde mode waves (Vapor Condenser). This doesn't change the difficulty of the creature (except +15% chance for Hemorrhage if it wasn't already present) but is primarily there for the nameplate purpose
  • Noxious Crust will now spoil (5 minutes per unit, 50x stack will take >4 hours to spoil)
  • NPC Soldiers are now flammable and can catch fire
  • Added unique background image for Tier5 tech tree. Added source files for all tiers
  • Added new bedroll, sleeping bag and bed Health regen modifier icons.

Fixed

  • Fixed Tamed Conifer Wolf not retaining custom phenotypes or placing map marker due to base class of corpse
  • Miasmic and Inaris "Night" Pickaxes tooltip improvements so mining yield isn't split into two different stats
  • Updated Vapor Condenser UMG visuals to be consistent with other UIs. Added Emissive 'On' material swap setup for Condenser. Removed Niagara system that wasn't activated properly. Added accompanying high-only lights
  • SIMPL3 Hidden Cache mission fixed edge case where spawned creatures would be stuck inside the box
  • SIMPL3 Hidden Cache mission now has more appropriate creatures for different biomes. No more wolves in the Elysium Desert. Also random selection fixed so a variety of creatures can be selected from within the biome
  • SIMPL3 Collect Quest now has appropriate creatures spawning in Tundra, Geothermal, and the Elysium Desert biomes, instead of defaulting to bear cubs
  • Fixed load prospect UI issue.
  • Alteration icon now hides when tool or weapon is slotted into alteration bench.
  • Added new alteration icons for extended chamber, pistol accuracy, rifle accuracy that were missing.
  • Localization - Fixed laser side arm attachments not having an attachment icon setup. Added logging to show its missing.
  • Added laser pistol attachment icon.
  • Localization - Fixed 'sawblades' being used by 'sawblade' now says Timber extraction unit
  • Added additional RepNotify to Lithium Tool base class to handle effects toggling
  • Fixed LOD screensize values on T4 Stove. Disable GenerateOverlapEvent on light meshes in BP. Fixed LOD Screensize on Dehumidifier mesh and Homestead fridge
  • Swapping Stomper Skin with one that correctly fits the volcanic biome & removing bespoke volcanic BP's
  • Adding Stomper_Coastal Creature and Corpse BP using the original colors
  • Fixing Redirectors in AI Folder
  • Added new bestiary image for the stomper with the new textures.
  • Fixed Texture settings on numerous icons for optimization and image quality. Updated Texture Asset Validation to check textures in icon folder for correct settings
  • Fixed MipGen settings for several icons
  • Fixed icon asset validation and updated several icons
  • Re-adding Exotic Noxious Crust but lowering recipe rate from 5x -> 3x
  • Noxious Crusts down spoil into their base ores (so a iron crust will decay into 1 iron ore)

Future Content

  • Removing Dev Lock & Adding GHE Lock on 1/2 height concrete fortifications
  • RAD_D - Shifting Quest Markers so they trigger correctly when moving to the first are in the swamp, needed to be adjusted based on new swamp terrain changes
  • RAD_D - Removing T5 Limitation on the Utility Laser Recipe, replaced the aluminium screws with steel screws
  • RAD_D - Updating building requirement from 20 -> 30
  • Malformation Fishing Rod now has a +1,000% bonus chance to catch Blinky, making it more reasonable to fish for the quest granted recipe
  • Mounts now take Poison Damage when Miasmic items are in their inventory, same as player. Gated behind GreatHunts_Elysium feature level
  • Renamed Radiation Boss Arena biome to Malformation Spire
  • Fixed collision setup on Radboss Den meshes so that only the entrance plane is interactable. Updated Highlightable entry
  • Radboss Payloads now apply modifiers based on HitActors from initial RadialDamage result, instead of running additional (unoccluded) sphere trace to ensure consistent damage application
  • Disabled velocity based camshake on tick on Radboss
  • Increased web cables sides from 3 to 6 and decreased thickness from 40 to 20 for improved visuals. Fixed compression on Opacity texture and decreased to 1024px
  • updated Niagara FX on Grenade Radiation to fix flickering sprites
  • Updated description and flavor text for a handful of items
  • Adding Radiation Wind, Lightning Cloud and Speckles to the Weather Actions and Atmosphere Controller
  • Adding Radiation Wind, Lightning Cloud and Speckles to the Weather Controller, Weather Action Base and Player Effects Component
  • Adding Radiation Wind, Lightning Cloud and Speckles to Basic Cosmetic Radiation Test Weather Actions
  • New Resource Items - Chitin, Heavy Leather, Lead, Carbide, Alloys, Composite Wood (item setup + recipes devlocked)
  • Tweaked LODs on Electric Seed Extractor. Fixed collision setup. Updated RecipeSet icon and removed Devlock on row. Allow custom rotation on DeployableSetup
  • Fixed Engine folder material references in Electric Seed Extractor DM
  • Removed unused Electric Seed Extractor RecipeSet row. Fixed materials using Wood PM. Updated to MediumDeployable weight
  • Removed emissive on Seed Extractor material not properly setup
  • Added Crab Head itemable data
  • Ground Dragon - Initial Implementation
  • Ground Dragon - Added animations. Fixed movement speed. Fixed sound of wyrm queen on dragon. Fixed dragon floating. Added missing DNT. Added corpse
  • Ground Dragon - Fixing build changing feature level to core
  • Ground Dragon - Added new animations for goap actions. removed eat/drink water goap actions as there's no anim
  • Ground Dragon - Fixed ground dragon doing same anim as wyrm queen and not spawning a corpse. Added relevant experience events.
  • Ground Dragon - Fixed physics asset
  • Adding first audio layers to ground dragon movement animations
  • Adding ground dragon audio row setup. Adding new footstep events that better match its size. Velocity adjustments etc
  • Adjustments to bite attack audio ground dragon
  • Unhooking and duplicating animations for centipede and crawler to remove from RB references for audio
  • Audio setup for crawler. Removing all references to RB. Adjusting speed to work alongside audio
  • Updates to pitching difference between crab small and larger movement
  • Adding new unique looping footstep events for crawler and centipede. Adding to foliage event and adjusting with velocity for best representation of speed and intensity. Removing from BPs
  • Adding duplicates of attack montages for centipede and crawler. Adding audio for attacks for both. Footstep and movement fine tunes
  • Lots of adjustments to crab and crawler and centipede big and small. New attack montages for crab small to feel different from parent. Added parent crab health curve with slightly more health to feel stronger to match visual size difference. Adjustments of speed of attacks to feel weightier at different sizes.
  • First pass audio for crawler. Attack, spot, flinch and death events and data table entries
  • Crawler - Reduced crawler movement speed to use the 'jog' anim instead of the 'sprint' when attacking.
  • Crawler - added faster anims to make speed viable.
  • Crawler - moved crawler files from radboss folder to crawler folder.
  • Crawler/Centipede - Added corpses and dead animbp
  • Adding first pass of centipede voc and audio setup
  • Updates to centipede voc audio. Adding flinch and adjusting death
  • Centipede attack notifies
  • Adding new event for smaller crabs footstep loops to better represent their size
  • Beaver - fixed physics asset
  • Added art assets for the juvenile elegant horse.
  • Updated elegant horse skeletal mesh and textures
  • Updated the elegant horse fur mask and splines
  • Update to the elegant horse fur splines
  • Elegant Horse - Fixed corpse and physics asset
  • Large Dino - Fixed corpse showing raptor.
  • Plant Minion Elite - Added corpse and physics asset.
  • Jungle Hunter - Added new mesh and animbp with the few anims we have. Added physics asset and animbp for corpse.
  • Added additional jungle monkey animations
  • Added first pass flying lizard sk mesh, materials and textures
  • Updated flying lizard textures
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Yellow/Green Quad
  • ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
  • fleshing the initial tundra area out in blue quad. new cliffs, macros and sculpting.
  • More cliffs and macros for ARK
  • Replaced Trees with No FLOD Trees, Updated Cliffs Mats, Updated Rock Formations, Updated Biome Map
  • Added non-FLOD versions of Small Banyan trees to use for the top of the jungle pillar cliffs
  • Added JU_Clearing decal FT and material for jungle
  • Updating flod description for jungle plant for better audio foliage match
  • Updated collision on Elderberry bushes. Added unique ItemReward rows (still giving Fiber for now). Added unique Highlightable row
  • Disable DF on Jute plants
  • Adding new BP lake actor to water and generating ocean spline. Currently set to lake - updating to ocean soon
  • Adding ocean audio event and DT entry. Adjusting waves based on proximity immersion and z
  • Beach amb adjustments and fine tunes
  • Simplifying the ocean spline and also fine tuning placement so the water doesn't ever sound like waves splashing while on dry sand
  • Adjustments and fine tunes to coastal ocean, ambience and spline
  • Moving ocean spline to persistent level to be same as lakeaudio from previous maps
  • Further fine tunes to lakeaudio spline in coastal ocean
  • adjustments to close ocean waves width to feel more natural when close
  • Width adjustments based on direction of ocean
  • Added 3 wild variants of the Strawberry plant
  • Added 3 variants of wild Spinach plant, including all materials, textures, SMs, FTs, BPs and FLOD DT entries.
  • Added missing collision to the Spinach variants needed for audio
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