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Article header image for Icarus Week 232 Update | Gribbler Husbandry Notes (14th May 2026)
Patch Notes1 min read

Icarus Week 232 Update | Gribbler Husbandry Notes (14th May 2026)

Juvenile Gribblers have arrived in Icarus, and yes, they are exactly as unsettling as you'd expect. Week 232 also fixes the silent Laser Sidearm and pushes the Timber Extraction Unit to next week.

Nathan Lees
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Juvenile Gribblers are now a thing in Icarus, and RocketWerkz is leaning fully into the creature's deeply weird charm. Week 232 introduces Gribbler Husbandry as its headline addition: a new system where you can raise juvenile Gribblers through the Ranching Station using a craftable Gribbler Serum. With 8 Phenotype variations already in the game, there's a real collection and breeding loop here for players who've been building out their ranching operations.

Elsewhere, rams can now grow and be shorn for wool, which feels overdue for a survival game this deep into its lifecycle. The patch also fixes the Laser Sidearm and Heavy Flamethrower losing their fire sound effects on alternate fire, and there's an optimization pass over Animal Beds and Rugs covering textures, LODs, and Gfur setups. Small stuff, but the kind of polish that adds up.

One thing to flag: the Timber Extraction Unit, a legendary chainsaw/buzzsaw that can both melee and launch blades to fell trees at range, was originally slated for this week but got pushed to next week after additional testing. Probably the right call; rushing a legendary item out the door rarely ends well. Here's the full breakdown.

Full Patch Notes

author: Last week, we said we would be releasing a new legendary item this week - the Timber Extraction Unit. While testing it, we decided to make some additional changes to improve how it feels and to properly integrate it into Icarus. As a result, we’ve decided to push the release back to next week instead.

Welcome to Week 232.

This week, we’re introducing Gribbler Husbandry, a new system that expands how Gribblers can be raised and developed. This includes a juvenile Gribbler form, along with serums that enable and support the husbandry process, opening up new ways to influence growth and progression.

We’re also taking a quick look at the Timber Extraction Unit, a new feature slated for release next week. This item is designed to improve resource gathering efficiency, and we’ll be sharing more details as its launch approaches.

Notable Improvements:

  • Rams now grow wool and can be shorn
  • UI Scale Adjustments for Elements that where too small
  • Optimization of textures, LODs and Gfur on Animal Beds and Rugs
  • Fixed Laser Sidearm and Heavy Flamethrower alternate fire not producing fire sound effects
  • Fixed to new Field guide layout and item display
  • Fixes to Blinkys eyes and skeleton so the fish can swim and blink correctly

This Week: Gribbler Husbandry

This week we’re expanding our ever-growing husbandry content once again. With a face only a mother could love, we’re proud to announce that juvenile Gribblers have officially arrived on Icarus.

These quirky little creatures can now be raised as part of your ranching operations, bringing even more variety to your creature collection and husbandry setups. Whether you find them adorable or deeply unsettling, there’s no denying that Gribblers are one of the more unique additions to the surface of Icarus.

To help you get started, a new Gribbler Serum item is now available to craft at the Ranching Station. Once crafted, you’ll be able to begin collecting and raising your own juvenile Gribblers as you work toward completing your collection.

As a reminder, Gribblers already feature 8 distinct Phenotype variations for you to discover, collect, and breed, giving Prospectors plenty of reasons to keep experimenting with different outcomes.


Next Week: Timber Extraction Unit

Next week brings a brand-new legendary item - the Timber Extraction Unit. This high-powered chainsaw buzzsaw can engage in melee combat or can launch blades to fell trees from a distance. It can be upgraded like all legendary gear.


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 3.0.10.151870-rel-DangerousHorizons

New Content

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  • Updated tundra monkey SK LODs, updated groom in the the character and corpse BPs, Updated carry physicas asset
  • Updated tundra monkey SK LODs, updated groom in the the character and corpse BPs, Updated carry physicas asset
  • Adding tundra monkey juvi footstep event and data table setup
  • Juvenile Gribblers now have their correct experience events setup and have their own AIGrowth row
  • Juvenile Gribblers can now be picked up and attached to the hip and simulate physics correctly
  • Adding tundra monkey audio row to ai setup
  • Adding Gribbler Serumn and Juvenile Gribber Carcass Item Icons
  • Setting up Gribbler Husbandry behavious so the male walks to the female when trying to inpregnate and the female rests while gestating
  • Fixing internal name for gribbler fertility serumns so they match in the datatable
  • Adding juvi monkey idle vocal event and audio row setup
  • Setting up Gribbler Fertality Serumns and Recipes
  • Resource Inspector fixed spacing / scaling for other languages
  • Setting up Juvenile Tundra Monkey, its corpse, loot and basic behaviours

Fixed

[expand type=details expanded=false]

  • Ram now grows wool and can be shorn
  • Added trimmed down concrete fortification wall for colony gate (SM_RadBoss_Colony_GateWall)
  • Fixed waterfall mesh type and displacement/texture settings in Cave_TU_SML_001_DLC2
  • Fixing Build Error where the incorrect name was used for gribbler serumns
  • UI/String Translations - Changed Char to be Lvl for better readability
  • Added a version 2 of the blinky SK that uses the fish01 rig and updated the blinky physics assets
  • Increased Icon size and added padding to text in Delete Character text box
  • Unhiding Fuel spline tool, Sulfur Vesper trophy, and Checkered Flags from Fieldguide. Added some additional DT validation for checking Blacklisted items that are actually craftable. False positives so gated behind increased verbosity checks
  • Fixed floating rock & player gets snagged on landscape, Blue Quad, Elysium
  • Increased box size and font of 'delete character' box
  • Added Field Guide sets for Fireplaces
  • Fixed misc Niagara effects producing errors on build log
  • Fixed engine folder material references in several DMs
  • Fixed engine folder material references in several DMs
  • Update Cave Spotlight meshes to be slightly larger. Added emissive material swap for supporting VFX. Fixed LOD setups. Added DeployableSetup names for variations. Delete obsolete meshes
  • Fixed Environment Buildup meshes coming through underside of Iron buildables. Fixed DF setup on TrapdoorFloor mesh
  • Updated Prometheus map texture resolution from 256px to 512px to bring it inline with other maps
  • Gates static mesh for shadow added and applied in blueprint
  • Fixed incorrect equip montage being used on Legendary Bow
  • Adjustments to the build blocker subsystem to take into account the build blockers rotation as it was performing AABB not OBB resulting in bad checks and results in false positives when checking if deployables or buildings can be placed within certain 'locked out' map regions
  • Updated ape boss rug RMA to to better match the roughness to the ape boss Gfur
  • Optimization pass over Animal Beds and Rugs, including texture sizes, LOD setups, collision, DF setups, shadow setups, Gfur setups, tweaked materials to reduce difference between Gfur and non-Gfur visuals
  • Fixed missing texture file reference for M_CRE_Slinker_Fur
  • Fixing bad Generic action interface call which needed to be recompiled to fix the build break
  • Fixed Transfer resource widget displaying unformatted rich text when multiple objects can be refilled (only auto-selects if there's a single entry) by adding new default string guiding players to select an item to fill
  • Adding blinky eyes blink audio, event and notify
  • Fixed creature eye shader artifacts and added emissive
  • Resaved DMs with material errors to try and resolve
  • Removed DNT from CropGrowth modifiers for Pig Talents. Remove other DNTs doing nothing and Missing icon defines
  • Fixed Laser Sidearm and Heavy Flamethrower alternate fire not producing fire sound effects by adding PlayFireFX logic in DoFire override for FillableAmmo actionable. Change AttachPoint data for Laser Sidearm to be Muzzle as Trigger1 is not on this mesh/skeleton

Future Content

[expand type=details expanded=false]

  • Added icons for Lead lined crates
  • Adding Blueprint for the Radiation Boss Den Entrance
  • Refreshed LegendarySaw FireController BP to fix error
  • RAD_A - Added Correct Cleanup and Setting Unobtainable of all spawned prebuilts
  • RAD_A - Ajusting Prebuilt Spawn Locations so that they are loaded at various times throughout the quests rather than all at once
  • RAD_A - The Colony Radio Tower now can only trigger the minigame where powered and on
  • RAD_A - Adjusted Perimeter Station to have base ingredients to create and fuel a portable generator, and adjusted objective text to reflect the intended task
  • RAD_A -Adding the quests steps to locate, unlock and enter the colony door, with new quest markers and tags
  • Rad Spawner now spawns creatures slower and can be damaged by melee, projectile and explosive
  • RAD_A - Increased Radius of Deltas Trigger Location
  • RAD_A - Adding Spawn Blocker to Colony Location
  • Sawblade projectiles and weapon have their blade mesh match currently active upgrade
  • Added bHABPreviewOnly boolean to living item mesh customisations to prevent them from being automatically shown in-prospect
  • Lead lined box - Changed feature flag to new great hunts from development
  • Adjustments to sawblade reload timing now that its slowed down. Moving arm cloth sounds and blade reload
  • Crafting tooltip expansion - Added 'crafted from' and 'workshop item' sections that pulls the same as the field guide. Dev locked for now
  • Removed DNT from SWQ chainsaw sawblade
  • Fixed a number of animation issues with SWQ chainsaw
  • Added 3rd person animations to SWQ chainsaw
  • Fixed SWQ sawblade not disappearing when unloading ammo
  • Removed duplicate logic inside SWQ chainsaw BPs
  • Fixed focused montages not playing for SWQ chainsaw
  • SWQ chainsaw blades now correctly use the preview item logic shared by bows and crossbows
  • Removed redundant config from SWQ chainsaw D_Actions row
  • 'No Ammo' no longer spams if you left click while reloading SWQ chainsaw
  • SWQ chainsaw blades are now fired from socket on item instead of from player eyes
  • You can no longer cut down a tree with SWQ chainsaw if it has no blade attached
  • RAD_A -Adding Spawn Blocker to Delta
  • RAD_A - Adding Location Zeta and Echo Device Location
  • RAD_A - Adding new Prebuilt structure and dead colonists at Zeta Base
  • RAD_A - Setting up quest steps to ECHO to Zeta, then search area to base, then searching of base to find the second half of the door code
  • RAD_A - Colony Search Area now only displays at the correct step and cleans itself up afterwards
  • RAD_A - Removing Duplicated Search area that was spawning as part of the CODE subquest
  • Blocked Out Wall for Rad Colony on Yellow Quad, Elysium
  • Added additional rad boss animations
  • Updated Jungle Lite, Set Dressing and Working, Outpost 11
  • Reworking legendary chainsaw audio behavior to start the engine on the blade insert rather than blade insert then pull invisible chord. Removing anim hookups
  • RAD_A - Setting up new Blueprints and Items for the Dead Colonists - also adding new mateirals for chest and legs so they have a bespoke outfit
  • RAD_A - Setting up Lottable Prebuilt Structure at Location Delta with Dead Colonists
  • RAD_A - Setting up Location Delta with spawner, epic creature and bodies to loot
  • UI pass on Satellite Alignment Mini Game
  • RAD_A - Adding new quest markers for location zeta and delta
  • RAD_A - Adding and setting up collectable notes to allow entry into the the colony via the security door
  • RAD_A - Adding new quest steps for locating an ECHO device and searching for the zeta and delta locations
  • Added slinker croc skin and delux leather saddle skeletal meshs
  • Audio setup, adjustments and removing explosion impact audiuo from BP payload radiation grenade. Adding correct explosion to radiation ballistic impact audio row. Spacialisation adjustments and improvements
  • Adjustment to sawblade impact to reduce spamming on multi hits. Adding cooldown and limits.
  • Adjustments to speed of flying blade to better reflect its real speed and whoosh audio
  • Deleted old unused Prospect map images
  • Added WIP Radiation Grenade setup, new payload, ground decal, icon, tweaked LOD settings
  • Updated Jungle Lite, Set Dressing and Working on Jungle Entrance Types, Outpost 11
  • Initial migration of character prototypes from PHX to ICARUS, including all current assets to work with prototype facial rig
  • Added jungle monkey creature materials and textures
  • DLC3 map - added new material instance for landscape with 3 new texture sets for the jungle (replacing swamp)
  • RAD_A - Fixed Power Radio Tower Quest Steps as it was looking at the colony BP and not the Radio Tower
  • RAD_A - Added new Quest steps for aligning the radio tower to the colonist signals & Adjusted Minigame UI to be consistent with quest steps
  • RAD_A - Updating Radio Tower Prebuilt to include the new tower item
  • RAD_A - Adding new Generic Action interfact function in which ints can be passed as an argument
  • RAD_A - Made Mini-game networked and Client Authoritive as we don't want to flood the network with client -> server update requests
  • Added Jungle Lite, Set Dressing and Working on Jungle Entrance Types, Outpost 11
  • RAD_A - Setting up and iterating on aligning satellite minigame
  • Update LODs on Radiation Broodling trophy. Fixed Skin XP event pointing to Kill event. Fixed XP values. Set Radiation Broodlings Bestiary to be Unknown biome to fix BG image. Fixed row defines in
  • Char BPs. Remove Radiation Bomber skinning setup. Setup Radiation Broodling Trophy data, recipes, icons, etc. Added carcass icons. Uniformed row naming schemes. Fixed Carcass durability for Radiation Broodling
  • Adding more rad boss audio. Heavy impacts, heavy steps, missing whoosh etc
  • Added plant boss, elite, vine, spore, and needle variants' art assets to the project
  • Adding new stat for disabling weakpoint critical damage
  • RAD_A - Starting word on mini-game for alignining satellite and adding new satellite item
  • More fine tunes to lower speed flying sawblade audio reducing in volume even more
  • Adding movement cloth sounds to chainsaw events to help the reload and pull chord feel more realistic
  • Adjusting sawblade flying audio to reduce in volume at lower speeds now that it can bounce. adjusting impact audio to be less loud the more times it impacts to help with the multiple bounce impacts
  • Legendary Chainsaw: Blade projectiles now bounce instead of attaching on hit and tweaked ballistic weight/bounce setup. 25% less durability and fuel use for alt fire. Doubled durability to 50k and reduced Basic chainsaw to 33% durability (60k) for balance. Reduced shake multiplier stat to 100%. Increased skinning speed by +50%. Doubled fuel bonus for HandleC upgrade. Increased fuel consumption on both chainsaws from 20 to 30/s. Updated itemable description. Added SK version of saw blade projectile to work around issue with clients. Updated description/titles for chainsaw related stats. Added debug buckshot mesh with emissive for testing SM projectile issue
  • Adding radiation storm audio to project
  • Set Dressing Rad Colony on Yellow Quad, Elysium
  • Rad boss audio timing adjustment
  • Added armoured saddle SK for the slinker
  • Added all fish BPs and FishSetup data. Added light to 06 Angler fish BP (High Effects only)
  • Updated SK_BOW_Crossbow_Radboss
  • Updating the Fish Editor Utility Widget
  • Polish of giant tree roots - fixed vines hanging too low, redo of leaf sim, edits to base mesh to improve collision so they are walkable and generate navmesh
  • Ely - fixed floating impassable mesh on yellow and cave entrance landscape on x5_y6
  • Fixing Data table Validation
  • Added dev-locked Drop All inventory function to drop all items of matching type from context menu, for testing
  • RAD_A - Adding new Quest Markers for Mission Introduction
  • RAD_A - Adding new quest steps for searching for and locating colony
  • RAD_A - Setting up new Colony Radio Tower for players to find and interact with
  • Fixed Legendary Chainsaw Handle RMA texture compression preset being HDR
  • Set Dressing Rad Colony on Yellow Quad, Elysium
  • Added skinning bench recipe for Juvenile Boar. Corrected inconsistent Itemable row handle
  • Adding radiation grenade explode audio and event
  • Adding missing prebuilt structures for GH_RAD_A
  • Adding audio event to correct bank
  • Added Cave, Set Dressing and Working on Jungle Entrance Types, Outpost 11
  • Adjustments to LargeRoot_01, fixed materials to properly use UVs instead of triplanar texturing
  • Added SK for slinker bearhide saddle
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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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