Icarus Week 236 Update, Ubis Husbandry & Phenotypes (12th June 2026)
Icarus Week 236 opens up breeding for the game's iconic Ubis, plus a look ahead at expanded boss trading.

Ubis breeding arrives in Icarus this week, letting you finally establish your own populations of those towering swamp birds instead of just collecting juveniles. It's a natural expansion for the ranching system, and the addition of seven distinct phenotype variations means there's actual reason to experiment with different breeding combinations rather than just breeding for the sake of it.
You'll craft an Ubis Serum at the Ranching Station to get started, then work toward collecting every variant. Beyond breeding, this patch tackles aquarium desync issues that were plaguing bases with multiple large tanks, swaps the Norex Trader to deal in Sandworm Scales instead of Caveworm ones, and optimizes collision meshes across several expensive setups to smooth out performance.
Next week's Norex Trader expansion is the real headline, you'll be able to buy Boss Vestiges from all world bosses, meaning you can craft their unique items on maps where those bosses don't naturally spawn. Check the full notes for the complete breakdown of fixes and optimizations.
Full Patch Notes
▲ Buff▼ Nerf✓ Fix◆ TweakWelcome to Week 236.
This week introduces Ubis breeding, allowing Prospectors to establish their own breeding populations of these iconic swamp birds.
Looking ahead, next week's expansion of the Norex Trader will provide new ways to access world boss rewards across more maps.
Notable Improvements:
- Optimizing a number of collision setups of many expensive mesh setups
- UX Pass on Aquariums, fixing client desync issues, optimizations, improved LOD setups, improvements to visuals and more
- Norex Trader now trades for Sandworm Scales instead of Caveworm scales
This Week: Ubis Husbandy & Phenotypes
This week, we're expanding the possibilities of ranching on Icarus with the addition of breedable Ubis.
These towering swamp birds have long roamed the wetlands of Icarus, and while juvenile Ubis could already be collected and raised, Prospectors can now breed them as part of their husbandry operations. This new addition opens up more opportunities to grow your flock, experiment with breeding outcomes, and work toward collecting every available variation.
To get started, you'll need to craft a new Ubis Serum at the Ranching Station. Once crafted, you'll be able to begin establishing your own breeding population and continue expanding your collection.
As a reminder, Ubis feature 7 distinct Phenotype variations for you to discover, collect, and breed, giving Prospectors plenty of reasons to keep experimenting with different combinations and outcomes.
Next Week: Expanded Norex Trader
Next week we are expanding the Norex NPC Trader adding Boss Vestiges of all world bosses to be purchased allowing the unique items that can be crafted with them available on all maps that the specific bosses are not present.
Your support makes these updates possible.
Changelog 3.0.13.152513-rel-DangerousHorizons
New Content
- Setting up Ubis Husbandry, Behaviour and Serums
- Fixed materials on the 6th Ubis variant, as well as on one of the Ubis carcasses
- Fixing issue with the Ubis being unable to use the quick tamer saddle
- Fixing issue with the Ubis Enzyme Serum being uncraftable
Fixed
- Fixing issue where the Norex Trader trades Biomass for Caveworm Scales instead of Sandworm Scales
- Increased vapor condenser DF quality and added additional LOD
- Optimized expensive/unnecessary collision on several meshes. Updated tooling to reflect more accurate collision information
- Added custom collision mesh for Iris' lab in Eden
- Removed DF from IrisLab COLL mesh
- Improved LOD screensize settings on Cave Roots Hanging meshes
- Removed expensive collision from Mangrove cave root meshes which players are unlikely to collide with (hang from ceiling/walls). Deleted unused COL assets which matched primary mesh. Updates to MeshTools collision checking
- Outpost_006 - adjusted depth on 2 lakes to force sublevel regen and hopefully fix invisible water inside cave
- STYX - fixed hole in cliff geo, yellow quad (added additional cliffs, couldn't move existing one and couldn't reshape landscape without resetting FLOD)
- Perform valid check on components before attempting to apply custom primitive data in FactionBoss Sandworm BP
- Fixed Komodo being unable to be dropped when carried. Added DT validation to detect future cases
- Aquariums UX pass: Fixed effects not updating for clients by running through RepNotify. Perform material swap instead of creating dynamic materials. Added distance culling to fish SKs for a substantial optimization on bases with multiple large aquariums. Fixed T3 Aquarium Biofuel setup not working correctly. Fixed incorrect material slot define on T3 Aquarium variation. Fixed incorrect fish drop point on T3 Aquarium variation. Made 'clean' glass material slightly more transparent. Tweaked lighting setup on Scyther aquarium. Added BP for XL Aquarium (no data yet)
Future Content
- Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
- Adjusted scale of the Money Plant variants, as well as fixed the fade settings on several DESTR materials that weren't fading out correctly
- T4 Launcher - Launcher now causes all shot projectiles to explode on impact
- Added FX to RadBoss Spit and Breath Attack, Assigned BP_RadBoss_Spit to D_Meshable
- T4 Launcher - Added change in launch force based on whether shooting a flare or not. Rock golem grenade stack size is now 5 from 1
- Added CST_Jute and ITM_Seashell with 3 variants each, including SMs, materials, textures, BPs and DT entries
- Added physics assets to the rad boss saddles and created or assigned physics assets to any other saddles that were missing them
- Added ITM_Backpack_Planetary_T4
- Added initial data for EMP Grenade. More WIP on Payload
- T4 Launcher - Added ability to use flares in launcher. Fixed ADS. Dev locked grenades as a valid ammo type
- Deleted unused WIP blockout Eden meshes
- Deleted unused foliage COL assets
- Updated Rad Boss Armour textures and materials. Added first pass skeletal meshes with basic skinning
- Rad Boss animation FXs
- Fixing Distiller Static Mesh Reference in datatables and incorrect great hunt reward in the faction missions table
- Improvements and adjustments to radboss ballistic. Adding unique layer for the web flying audio, increase to range of audible ballistic fly for better player awareness. volume adjustments
- Added first pass of 3 Jute plant variants for the Coastal biome, including FTs
- re rendering rad boss release sound to closer match capture
- Removed orange trim from Elephant Ear plant
- T4 Launcher - Added weight stat override to make grenades act the same when being shot out of the grenade launcher
- Rad boss spatial and volume adjustments and pitch adjustments to ballistic and vocals
- Fixing GH_RAD talents so the mission tree works based on the new layout
- Adding and Fixing the Distiller static mesh preview when placing the deployable
- Lots of additions to rad boss audio. Adding modif loop, modif impact and modif break away from web. Adjusting vocalization events and ballistic audio
- RadBoss arena - swapped WT_lake for BP_interactable lake
- Correcting rad grenade length to match visuals exactly
- Cleaned up folders containing character head assets migrated form PHX, which included moving most assets to subfolders and renaming them to remove references to PHX. Also deleted assets we won't need in ICARUS
- Radiation area fade length adjustment
- Improvements to rad boss roar and flinch audio. More variation and unique feel
- Resaved D_SettlementNPCTaskTypes
- Added a dynamically generated ISM fortification wall that is created when you place down a building inside a settlement
- Fixed Settlement test talents not being unlockable due to having no rewards
- T4 Launcher - Switched hunting rifle model for prototype version
- Adding rad boss web ballistic audio, event and setup. removing old audio from payload. adding corrosive impact audio to standard ballistic rad boss
- Adjusted orientation of Curved Stairs Prototype and renamed it, as I also added a reversed version for testing
- T4 Launcher - First pass implementation without model
- RAD_B2 - Fixing issue where quest would complete on a partial success
- RAD_B2 - Reducing crafting cost of Cage as the water requirement was too high
- Added temp mesh for the prototyping of the T4 grenade launcher
- RAD_B2 - Adding remaining quest steps for collecting research, powering the cage, using the distiller, crafting a cure and administering a cure
- Adjustments to distancing of rad boss for better audible experience when moving
- Added Volcano impassable meshes, textures and materials, placed in DLC3 test map (SM_RCK_LC_Volcano_01-06)
- Renamed Lifespan variable to AOE_Lifetime for RadGrenade as it seemed to be in a broken state after multiple saves (internal name conflict?)
- RAD_B2 - Distiller now only consumes 1 item and not the entire stack
- RAD_B2 - Cage and Distiller now have UI which reflects the objects states
- RAD_B2 - Cage can now administer and identify successful cures
- Fixed an issue where Settlement talent changes weren't being synced to storage properly
- Added missing blockout buildings for Settlement prototype
- Settlement building placer radial menu options are now correctly locked behind required talents
- Removed need to have separate BP_SettlementBuilding child classes for each D_SettlementBuildings row
- Constructing buildings can now provide experience to Settlement when construction finishes
- Added validation to ensure correct naming of Settlement Building deployable setup rows
- RAD_B2 - Adding new Item Distiller item, UI, recipe and modified quest step to require the crafting of one
- RAD_B2 - Setting up Various tag queries to allow the conversion of items via distiller
- Adding radboss flinch vocals, event and data table events
- Updated D_Armour and weightpaints for radboss envirosuit
- Re fixing radiation grenade lifetime of radius that didn't save
- Adding audio for all new rad boss animations
- RAD_B2 - Adding new Mesh and Icon for the Experiment Cage
- RAD_B2 - Adding new UI, Elements and Interactions for the Experiment Cage
- Added SK_CHA_FEM_Envirosuit_RadbossV1
- Added a proper foliage mesh for the XL Aquarium
- Changed AnimBPs used on Radboss Envirosuit additional meshes to work with the chosen skeletons
- Added next batch of Rad Boss animations to the project
- Added modifications to support a 2.5m buffer zone around settlement building placement
- Settlement buildings now apply an obstacle nav modifier
- Added new SettlementSubsystem to cheaply fetch reference to nearest registered settlement
- RAD_B2 - Initial Quest Setup and Blockout & Adding Quest Markers and new Map Icon Entry
- RAD_B2 - Adding Quests Steps for Preparing Equipment (Darts, Pistol, Cage, Stasis)
- RAD_B2 - Adding Quest Steps for Capturing a Mutated Prospector
- RAD_B2 - Setting up Capturable Mutated Prospector, Special Logic making it unkillable and able to be tranquilized
- RAD_B2 - Adding new Items (Tranquillizer Darts, Biological Modification Chamber, Tranquilized Specter, Full Specter Stasis Bag)
- RAD_B2 - Setting up new Biological Modification Chamber deployable with kit-bashed meshes
- Adding radiation location based loop when entering radiation sphere for rad grenade
- Setting radiation sphere FX to last as long as the radiation rather than end immediately
- Added initial data for Radboss Envirosuit
- Settlement Hub now has a working talent tree, controller, model, view
- Added some temp talents to test the new Settlement talent tree
- Added prototyped for curved stairs, with this initial prototype being for the Interior Wood Buildable Tier
- Removed DF from Heavy Speeder backpack mesh
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 Week 234 Update | Curved Building & Railing Notes (29th May 2026)
Icarus Week 234 brings curved interior wood floors and seven new railing options, plus a look ahead at the Deep Cycler dropping next week.

ICARUS Hotfix 3.0.11 DangerousHorizons Patch Notes (23rd May 2026)
A single-fix hotfix lands for ICARUS, unblocking hoverframe refuelling that was broken by a faulty interactable.

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.