
Icarus Week 233 Update | Timber Extraction Unit Notes (22nd May 2026)
Icarus Week 233 brings the Timber Extraction Unit, a Legendary circular saw with 12 customisable alterations and the ability to fire saw blades at enemies.
A chainsaw that also shoots spinning saw blades at enemies. RocketWerkz didn't have to go that hard, but here we are.
in Week 233 is the Timber Extraction Unit, a Legendary item purchasable from the Biolab for one Legendary Licence. It runs on Refined Oil and comes with 12 alterations across its Motor, Handle, Blade and Drive sections. Upgrades range from the practical (the Expanded Motor auto-collects chopped wood, freeing up talent points) to the aggressive (the Serrated Blade applies Bleed and boosts hardpoint damage). Firing saw blades as projectiles was originally an optional upgrade; the devs decided it was too fun to gate and made it a default function. Wood yield on chainsaws has been trimmed by around 30% to keep things balanced, so the TEU isn't a free pass to ignore progression.
Elysium's Western Volcanic Region has also received a small structural change blocking off a previously unbuildable area, a setup for future content with no gameplay function yet. On the performance side, dozens of Niagara particle effects have been optimised and MIP settings fixed across over 2,000 icons. Next week, curved interior wood floors and railings are planned.
Here's the full breakdown.
Full Patch Notes
Welcome to Week 233.
This week marks the launch of the Timber Extraction Unit, a brand-new Legendary item purchasable from the Biolab. Designed for high-efficiency harvesting, this powerful tool can rapidly decimate forests while also doubling as a dangerous weapon, launching spinning saw blades at unsuspecting creatures.
Elysium has also received a small map update in preparation for future content, with a new structure now appearing in the Western Volcanic Region.
We’re also giving a small preview of what’s arriving next week: interior wood curved floors and curved railings, expanding building customization options even further.
Notable Improvements:
- Optimized several dozen common (creatures + environment) Niagara effects, reducing load on CPU/GameThread. Reduced spawn rate of wisp effects.
- Optimized MIP gen settings on over 2000 icons which should result in crisper looking icons and some resolution/compression optimizations. Added tooling to find icons with incorrect settings.
- Fixed Leech talent on Slinker and Skulk not working due to missing stat to define how much health to leech. Fixed missing title/description on Skulk talent tree.
- Fixing Savage Bloodline so it has the correct stat so creatures can leech life on hit
- Moved DLC and heavy item type icon from title bar pop up to main item pop up window
- Added LODs to plane used for water ripple effect. Prevent spawning water ripple effects unless actually tracing against water.
This Week: Timber Extraction Unit
This week brings a brand new Legendary item, the Timber Extraction Unit, a fully customizable circular saw with 12 unique alterations to select from to upgrade the Motor, Handle, Blade and Drive sections. This allows it to be specialized into making wood collection a breeze and to become a formidable weapon against your enemies.
Powered by Refined Oil, the TEU is capable of ripping entire forests to shreds in minutes. Upgrades such as the 'Refined Drive' will automatically award you with Refined Wood, or the 'Skinning Motor' allows for the skinning of creatures, or the 'Serrated Blade' causing increased hardpoint damage and applying Bleed, or the 'Expanded Motor' automatically picking up chopped wood to allow you to repurpose those critical character talent points. There's a nice variety of useful upgrades to customize the TEU to be your own.
While originally we had it as an optional upgrade, we decided the ability to fire the saw blades as projectiles was too fun to not make it a default function of the item. The TEU doesn't come with a Sawblade built in, they can be crafted on planet with just a handful of Iron Ingots, or for those who really want to hit the ground running, a Sawblade Workshop Bundle is available for purchase and immediate use. The TEU is available for purchase in the Bio-lab and requires 1x Legendary Licence.
This Week: Elysium Map Adjustment
This week in the Western Volcanic Region, a new area has been sealed off. Previously marked as unbuildable terrain, the location is now blocked by a newly appeared structure, preventing further access.
This change is tied to future content planned for the Elysium map. At the moment, the area has no interactions or gameplay functionality.
Next Week: Curved Interior Wood & Railings
Next week we are planning on adding an addition to the interior wood set - the curved floor pieces. As well as new curved wood railing which will snap to all curved floor pieces.
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 [@VERSION]
New Content
[expand type=details expanded=false]
- Tweaks to Biolab pin positions on Timber Extraction Unit
- Adding Ability to Draw and fill from Oil Barrels when they are deployed
- Adding Talent and Recipe for crafting Sawblades on planet
- Removing feature lock from Legendary Chainsaw Alterations
- Fixing damage visibility on workshop sawblade pack
- Unlocking Legendary Chainsaw and Fixing Biolab Shop so it can be purchased
- Adding Sawblade Workshop Pack and Raw art for the Saw Blade Item
- Mission Board's Mission Available pop up now has Mission details on it
- Added ITM_Banana, with SM, textures and material
- Prospectors can now hold bananas in their hands
- Uranium set dressing nodes now have a highlightable that updates based on their active state
Fixed
[expand type=details expanded=false]
- Fixed Leech talent on Slinker and Skulk not working due to missing stat to define how much health to leech. Fixed missing title/description on Skulk talent tree. Various grammar fixes
- Fixing issue so you can correctly pickup oil barrels
- Fixing Savage Bloodline so it has the correct stat so creatures can leech life on hit
- Decreased Wood Yield on chainsaws by around 30% to balance them out more
- Fixing Camera Preview and Pin Positions in the Biolab for the Legendary Chainsaw
- Fixing layout of biolab so all legendary weapons can be seen
- Fixed a bug where placing a stacking item back into the transport pod would dupe the item and could split indefinitely
- Fixed MIP gen settings on over 2000 icons which should result in crisper looking icons and some resolution/compression optimizations. Added tooling to find icons with incorrect settings. Added missing local source files for icons
- Re-did Buffalo and Wolf serum icons so the head isn't floating. Re-organized serum recipes so their variations are grouped together properly. Adjusted grammar on serum descriptions
- Enable weakpoint damage on Sawblades so that projectile shots can still crit
- Misc LOD and DF fixes for various meshes
- Fixed niagara effects erroring in build log
- Fixed Natural Oil Refiner toggling visual effects when power is connected but not yet actually running. Added Distance Culling on Niagara component
- Updated Nuclear Reactor materials
- Added supporting light to Nuclear Reactor console. Added ProjectionLocation component. Setup material swap logic for console. Disable animation when not running
- Fixed issue where radiation nests where not damageable as they where failing the valid hit query, they are now correctly tagged as world objects
- SM Projectile bug - Fixed a bug where projectiles would get stuck in clients when projectiles were either too big or too slow
- Moved dlc and heavy item type icon from title bar pop up to main pop up window
- Fish20 blink animation is now additive, so no longer blocks standard control rig simulation
- Added a new version of the blinky blink anim using the FIsh01 skeleton. Updated the blinky specfic parts of the fish hold BP to use the V2 blinky assets, Updated Meshable DT to reference V2 blinky skeletal mesh
- Optimized several dozen common (creatures + environment) Niagara effects, reducing load on CPU/GameThread. Reduced spawn rate of wisp effects. Added LODs to plane used for water ripple effect. Prevent spawning water ripple effects unless actually tracing against water. Added cheat to reveal oil geysers on the map. Changed uranium deposits map icon to be unique from meta deposits
- UI/String Translations - Changed 'required resource' box to be slightly larger for readability and also changed format of the string to include a tab so when the numbers get large it doesnt get very small
- Fixed two invalid DT rows
- Fixed a few typos
Future Content
[expand type=details expanded=false]
- Added Rad_House_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
- Adding rad boss spit audio, event and notify
- Added Radboss den entrance (BP_GH_DenEntrance_RadiationBoss)
- RAD_A - Fixing Quest Logic so the quest can be started from the start and not mid way through
- Added Apex destructible mesh for Interior Wood Curved Floor (APEX_BLD_Floor_Curved_Wood_INT)
- Updated Outpost11 biome map. Added first pass of Jungle Light atmosphere
- Setting up Jungle into Beach, Set Dressing Jungle Lite and 2nd Jungle, Outpost 11
- Added Mission Virus Sample, Medical Grade Syringe and AntiSerum item icons
- Added (devlocked) serums for Orka and Storca in future update.
- Adding music v1 version of jungle theme, audio and event
- Assembled basic structure of Radboss BT combat loop
- Created a number of montages, both placeholder and final
- Added a number of particle/screenshake effects to Radboss attack montages
- Added new SelectInOrder BT composite node which sequentially picks each child node one by one each time the selector is entered
- RAD_A - Added Missing Quest Queries
- RAD_A - Increased time between spawns on the radiaiton spawner from 15 -> 30 seconds
- RAD_A - Setting up final spawning and quest markers for the last quest steps
- RAD_A - Adding in Pillar, Quest Markers and Quests Steps
- RAD_A - Adding Serum and Virus Delivery Steps
- RAD_A - Adding Quest Objects to the Lab Prebuilt Structure
- RAD_A - Setting up new Syringe and Wraith Corpse interactions to collect and Item and Creating quest steps
- RAD_A - Adding Quest Objects to the Greenhouse Prebuilt Structure
- RAD_A - Setting up quest flag for Serum recipe and setting it when the combine step is started
- Work on radboss movement/ctrl rig/leaning on rock pillar
- Added Radboss ctrl rig for upright RockA state (and possibly other upright states)
- Temporarily clearing Radboss mesh rotation upon entering upright state to fix alignment on rock
- Reworking Swamp into Beach, Added Jungle Lite and Added 2nd Jungle, Outpost 11
- RAD_A - Adding Quest Objects to the Operations Prebuilt Structure
- RAD_A - More Quest Markers for Specific travestal points within the colony and fixing travel distances for the sites inside the colony
- Adding new Common Quest Base Travel Tiny
- RAD_A - Implementing Quest Steps for Searching through the colony houses
- Added buffalo double saddle skeletal mesh for testing
- Updated Outpost11 configuration and data. Initial creature spawn setup, prospect data, updated Biome from Swamp to Beach, and weather data
- Added SMs, DMs, Texture and Material for BLD_Floor_Curved_Wood_INT. Apex DM still needs to be made, as well as BP and DT entries
- Attempt to fix niagara build log warnings take 2
- RAD_A - Adding new Quest Markers for the Ops, Greenhouse and Lab
- RAD_A - Adding new Items for the Virus, Serum and Syringe
- RAD_A - Adjusted Colony BP so that the Boss is hidden until it is needed
- Added Radboss Saddle icon
- RAD_A - Fixing Nest Locations and Entry Quest Marker Locations
- RAD_A - Spawning Nests and Mutations before the colony door is opened so they don't pop in, remove manually spawning od the door as it is now in world
- RAD_A - Adding the security door to the map, and shifting set dressed items up to the correct locaction
- Setup skin variations for Skulk
- Edits to radboss animbp/spire connection
- Updated texture for DEP_Natural_Oil_Refiner
- Updated mesh and material for DEP_Nuclear_Reactor
- Added MTK_Drone_Companion
- Fixed compilation error on Bat Kill Niagara effect
- Reworking Swamp into Beach, Outpost 11
- Removed .p4config example file now that latest version of P4 doesn't allow modifying of files named .p4config, breaking build steps (see P4_SYSTEMIGNORE since 2025.2/2907753)
- Rad Saddle - Added missing creatures (Arctic Moa/Standard Horse)
- RAD_A - Adding new Quest Steps for Searching Lab / Greenhouse / Ops and Living Areas
- RAD_A - Adding new Collectable Notes for the Lab, Greenhouse and Ops
- Adding new common quests for the for arrival with subquests so they don't require a map icon to trigger
- Lead lined box - template now no longer dev locked
- Added initial BT/BB for RadBoss
- Updated atmosphere/biome for RadBoss Arena
- Converted RadBoss spire to BP, replaced in arena map
- Adding jungle first pass ambient audio base layers and over 200 scatter ambient creature sounds. Data table setup
- T3 Generic Bag Added
- Reworking Swamp on Outpost 11
- Added some initial files and DT rows for RadBoss
- Increased displayed resolution of RadBoss material textures
- RAD_A - Adding new quest markers for radiation nests and spawning them in during the colony step
- RAD_A - Removing unused Prebuilt Structure from files
- Added Wall for Rad Colony on Yellow Quad, Elysium
Stay on top of every update — find all the latest patch notes and gaming news at XP Gained. Join our Discord for live patch note alerts and discussion.
Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
Related Posts

ICARUS Hotfix 3.0.11 DangerousHorizons Patch Notes (22nd May 2026)
A small but focused hotfix lands for ICARUS today, targeting a performance leak tied to Gas Flyer visual effects and tidying up the Timber Extraction Unit added in Week 233.

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.

Icarus Week 231 | New Unique Fish & Optimization Notes (8th May 2026)
Week 231 brings new unique fish to every map and continues the quiet but meaningful work of trimming Icarus's memory footprint.