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IcarusNewsIcarus Week 247 Update | Slinker Saddles
Major update

Icarus Week 247 Update | Slinker Saddles

Icarus · published 27 Aug 2026, 23:11 UTC · build 24941209

All newsPlayers around this dateRead on Steam

Welcome to Week 247.

This week, we've updated 11 existing Saddles to work with the Slinker, bringing the total number of Saddles available for the Slinker to 14.

We've also made a range of optimization and cleanup improvements to Elysium, which will reset Foliage and Voxels on the map.

Finally, we'll take a quick look at what's coming next week, with Scoria becoming available on all maps through Deep Ore Veins.

Notable Improvements:

  • Optimized Foliage on the Elysium Map
  • Fixed duplicated Ore Voxels on Elysium which where stacked on top of each other
  • Removing numerous floating trees, shrubs, and meshes from the Elysium Map
  • Removing a number of and inaccessible voxels from the Elysium Map
  • Balanced Reaver dive attack damage output

This Week: Slinker Saddles

This week, we’re releasing the full set of Saddles for the Slinker, giving you more options to comfortably ride your companion across all terrains while giving them a fresh new look.

The update includes three standard craftable options: the Desert Riding, Arctic Riding, and Arctic Survival Saddles.

Your Slinker can also now be outfitted with all of the styles from the Creature Comforts DLC, including the Arctic Explorer, Armored, Bearhide, Crocodile Skin, Deluxe Leather, Desert Tracker, Racing, and Sandworm Scale Saddles.

Give your favorite Slinker a well-deserved new look and get ready to ride!


This Week: Elysium Foliage Reset

This week, we’ve reset the foliage on the Elysium map, meaning all existing Open Worlds and Prospects will be affected. This reset was necessary to address a number of terrain and foliage issues, including holes in the terrain, unreachable voxels, plants spawning inside walls or underground, and floating trees.

Because foliage resets can be disruptive to existing bases and paths, causing trees, rocks, and shrubs to regrow in areas players have deliberately cleared, we aim to bundle these fixes together so that foliage resets are kept to a minimum.

As part of these changes, the western swamp region now has a greater abundance of harvestable mushrooms.

We’ve also adjusted the terrain in the eastern swamp region to reveal a previously hidden cave and pathway leading through to the volcanic region, making this route much easier to find and access.


Next Week: Scoria Deep Ore on all maps

Next week, we’ll be enabling Scoria Deep Ore Veins to spawn on all maps.

For existing Prospects outside of Prometheus, you’ll need to re-roll your Deep Mining Ore Deposits using the Deep Cycler device for Scoria to become available.


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 3.0.25.156508-rel-DangerousHorizons

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
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