Icarus Week 240 Update - Foundry Update Patch Notes (10th July 2026)
The Foundry finally gets the size reduction players have been asking for, and a critical Workshop items bug is squashed. Next week brings the Launcher weapon.

The Foundry's been a space hog for years, and Week 240 finally addresses that. The new mesh cuts its footprint while keeping full functionality intact, though existing Foundries stay in their old form. Any newly crafted ones will use the compact version. This matters because the old device was awkward to place next to other benches, and base layouts were often built around avoiding it.
Alongside the Foundry trim, recipe times across the Anvil, Forge, and Foundry have been rebalanced. Many high-tier items were either instant or took just 3 seconds to craft, which flattened progression feel. Now crafting times match item importance and tier, with faster benches actually crafting faster than slower ones. Steel Screws output has dropped from 100 to 10 per craft to bring them in line with Nails and Aluminum Screws, preventing infinite mid-game resources from a single steel stack.
The Rustic Mission (formerly Homestead) kicks off the promised Olympus Operations refresh with improved flow and reduced backtracking. More critically, a long-standing bug that silently deleted Workshop items during transit between characters and space has been fixed. Steel Screw output adjustments and the new Launcher weapon preview round out the week.
Full Patch Notes
▲ Buff▼ Nerf✓ Fix◆ TweakWelcome to Week 240,
This week, we've updated the T4 Foundry Mesh, reducing its size while preserving its full functionality - a popular community request. We also perform a slight balance of the recipes found on this, the anvil and the forge.
We're also kicking off the first in a series of refreshed Olympus Missions with the updated Rustic Mission.
In addition, we've fixed a long-standing bug that could, in certain circumstances, cause players to lose Workshop items when sending them back to space via dropships or exotic exchange pods.
Finally, we're giving you a first look at a brand-new weapon archetype arriving next week: the Launcher.
Notable Improvements:
- Fixing issue in the Styx Mission Repopulation where you could get the mission into a failure state and be unable to progress
- Fixing issue where trying to dismiss buffs on mounts by clicking the X button in the corner would not work as intended
- Removing stat which was increasing the chance to catch blinky from the Uranium Rod as it was intended to be on the fishing rod and not the currency
- Adding new Hint text to numerous Olympus Missions
- Correcting potbelly stove using campfire audio instead of cooking station
This Week: Foundry Update & Recipe Rebalance
This week brings a brand new mesh for the Foundry. It has been a long community request that this device's footprint be reduced as it took up a extremely large space compared to similar crafting benches. It could not be nicely used next to other devices and placing it was awkward and difficult. If you already have a Foundry crafted, it will keep it in its old form, but any newly crafted ones will utilize the new mesh.
While implementing and testing the new Foundry, an existing issue with many of the recipes on the Anvil, Forge, and Foundry, became apparent. The crafting times for many items that are typically only crafted once were 3 seconds, and others were basically instant, so we've done a pass over some times to match the importance and tier of the items. Additionally the higher tier benches now have their crafting speeds correctly tiered, so items you make on the Anvil will craft faster on the Foundry.
In a similar vein, we're changing the Steel Screws' recipe to bring their output in line with Nails and Aluminum Screws. In many cases, Steel Ingot usage per craft via screws was incredibly small, and a single stack of steel crafted into screws could last players the entire game. This should have a minimal impact on most crafting items but we will listen to feedback and correct if there are some cases where the impact is too high.
This Week: Rustic Mission Update
This week we’re doing our first installation to the Olympus Operations Update. As referenced before: the game, our technology, and mission design approach has changed dramatically over the years. Some of the older operations need a little bit of love, and some need a lot.
The biggest change of the week is to the Operation formerly known as Homestead. It’s been renamed to Rustic, due to conflicting with one of our DLC offerings, and now has a much improved flow that should avoid prospectors trekking across the map unprepared.
We also have some small additional hints sprinkled into some early Operations and plan to have some more improvements in for next week.
This Week: Workshop Items Bug Fix
This week we took some time to really dig into all of your helpful reports around Workshop/Meta items that disappear upon sending them back up to space.
We finally managed to nail down a reliable reproduction case for at least one of the issues that have been reported, specifically for cases where a single player would have multiple characters on the same prospect.
If one character brought down a Workshop item, but another character returned it (either via Exotic Delivery Pod or Drop Ship), there was a chance that item got silently deleted in transit, removing it from both the prospect and space loadout.
Fixes in this week's update correct this, ensuring those items make it to their destination.
Next Week: The Launcher
Next week we will be introducing a brand new weapon archetype - the launcher. This weapon will have the ability to fire items that where traditionally throwable - such as grenades. Its the first in a line of weapons that we plan to introduce to the game in the coming weeks.
Your support makes these updates possible.
Changelog 3.0.18.154111-rel-DangerousHorizons
New Content
- Rebalanced Anvil/Forge/Foundry recipe times to be more meaningful and tierified. Updated bench tiers to be faster than the previous tier. Fixed itemsStatic tags. Decreased Steel Screw recipe output stack size from 100 to 10
- Rustic improvements on feedback:
- Hard difficulty wood pieces required for cabin :: 50 >>> 45
- Also requires a Chimney Cap for fireplace, for extra coziness
- New hint tip for nail crafting location
- Fixed DNT display name for Foundry V2. Decreased durability from 10k to 2.5k to suit tiered growth and new smaller size
- Fixed a number of typos in item text, subtitles, quest text
- Rustic (previously Homestead operation) minor tweaks
- Hint tip for gathering wood moved to subquest s only shown while gathering wood
- Amount of wood pieces per difficulty from :: 20/30/50 >>> 15/25/50
- Adding hammer impact, door open, gas, door close and start loop and stop audio for t4 anvil v2. Also adjustment to om 1 intro dialogue
- Adding Adding new Foundry Item Replacement, the old one will still be in peoples bases but any new ones crafted will use the new model
Fixed
- Fixed Issue where you couldn't dismiss buffs on mounts and tames by clicking the x in the corner of the buff
- Fix to Styx Mission REPOPULATION - which allows for the quest to be continued and completed from a common failure state
- Adding new Hint text a number of early olympus missions
- RAD_O1 Removing Blinky catch bonus to the Uranium Rod currency
Future Content
- Added SK_CHA_Head_02 for feminine blend shapes for the character customization
- Detail pass to chopped trunk pieces for the JU_Banyan_Med variants, including the burnt versions
- RAD_B - Some navmodifier tweaks for Ely around mission area. Fixed hole above cave
- Hint tips for a number of the stages
- Adding a bunch more missing rad boss audio
- Adding rad boss death audio
- Added supporting light for Rad Bomber emissive (High spec only)
- Added Macro, Lakes and Landscape Sculpting in the Jungle, Green Quad
- Re linking vfx for lava fly that I didn't hook back up after adding audio occlusion to them
- Adding chemistry bench specific crafted audio and applying to all chemistry bench items
- ARK - adjusted material settings for LC Cliff decals, changed blend mode on seashells material to masked so that dithering works correctly
- Fixed T4AnvilV2 haze effect not disabling
- Added Colonist Envirosuit item icon
- Replaced Radboss Great Hunt button background
- RAD_B2 - Stopped the Double Spawning of Minions during the final quest phase
- Updating dialogue for miles for b2. Adding end dialogue when experiment goes wrong
- Updated collioson and meshes for DEP_Fortification_Stone_Walkway and DEP_Fortification_Concrete_Walkway
- Grammar fix on Laptop description
- Removed tiny RectLight for Cooler deployable and replace with material swap logic
- Electric Seed Extractor now uses electricity as expected
- Fixed processing time back to 50% improvement over base
- Undevlocked D_Processing
- Added IMP, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
- Mission dialogue audio and adding npc miles temp dialogue until real ones recorded. Setting up NPC to play correct voice
- Updated mesh for Damaged Generator. Changed Interactable logic to also trigger destruction effects if owner is a Deployable. Change inputs to Press F to salvage
- RAD_B2 - Adding SplineTool_Electricty to the prebuilt structure as it is needed for the mission
- ARK - mesh placement, landscape and decal painting in coastal, yellow quad
- Further reduced RadBoss adds count and increased time between spawns
- Fixed issues with RadBoss not correctly transitioning to RockA before phase 2 starts
- Fixed error when ModifierStateBehaviour_Irradiated tried to apply to actors without a SurvivalCharacterState
- Adds spawned by RadBoss no longer attempt to anchor themselves to the nearest source of radiation
- RAD_B2 - Now when capturing the mutated prospector the Malformation appears and summons minions
- RAD_B2 - Added Clearer instructions for the creation of the solution and updated the Experiment Cage so that it reflects the sucess of the esperiment
- RAD_B2 - Adding new quest markers and shifting current to make room for the rad minions in the cave
- Removed RVT actors from Radboss arena per arena requirements
- Added initial minimap images and bounds data for T022
- Creation of simple developer quest testing level
- Updated the albedo maps for the new heads
- Added normal maps for female heads
- UI pass on Field Guide DLC filter
- Adding audio to lead crate open and close
- Added Radboss rod item icon
- Added Radboss Vestige item icon
- RAD_B2 - Adding Prebuilt Structure File
- Removing the words -and deploy- from mission b2 quest steps since that is no longer the requirement
- Halved number of adds that spawn per-player in RadBoss fight, reduced maximum cap from 30 to 20
- Drastically reduced RadBoss' chance to inflict radiation burn or radiation sickness via projectile attacks
- Fixed issue where RadBoss wouldn't perform more than one rock state transition before trying to spit at targets
- RadBoss should now submerge after each random move order during it's second phase
- Removed RadBoss spit payload modifier application
- RadBoss' Adds spawning is now controlled by a Blackboard boolean with the service sitting at root of 2nd phase (instead of having separate services throughout the tree)
- Additional radboss behavior tweaks
- RAD_D - Various quest text fixes, grammar, clarity and consistency
- RAD_B2 - Reworked Mission so that there is prebuilt structure and colonist who you interact with while doing the experiment
- RAD_B2 - Adding in new poster and directions for the experiment and new quest markers for the structure / npc etc
- RAD_B2 - Removing step which involves the sinotai supply pod as it it no longer needed
- RAD_D - Lighting/VFX pass on Laser effects
- RAD_D - Removed Search area component from Cut quest which was creating a secondary search area
- RAD_D - Increased friendly NPC soldier health from 550 to 1000. New unique setup that can be tweaked further
- Fixed Great Hunt Creature Info datatable not saved
- Field Guide DLC checkbox filter - Added ability to filter items based on DLC (currently collapsed
- waiting on UI pass)
- Fixed flare rotation on Soldier weapon. Added Flashlight mesh to rifle to support lighting setup
- Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
- Added Radboss Great Hunt Button
- Lots of updates to mission dialogue for various missions
- Launcher T4 - Changed idle animation to match the snipers so it gives a better view when holding. Changed ADS fire animation so it doesnt clip into the camera. Added reload/shoot animations so the chamber spins after each shot/grenade chambered
- Update to the T4 grenade launcher art assets
- Updates and additions to mission B2 and B dialogue
- RAD_D - Added Lime search area and use in RAD_D base location. Small quest text fixes
- Updated the T4 grenade launcher texture and model. Added reload animation
- Fixed NPCs not highlighting all meshes when interactable by adding tag-based primitive component lookup
- Improved collision accuracy for Concrete Platform and tweaked LOD screensizes
- Added valid check on Rad Manager for Den Entrance
- Fixes to RadBoss additive montages being offset when played after adjustments were made to their reference animation
- Adding updated dialogue for Rad B intro and bike return
- Radboss Rod (Malformation Fishing Rod) modified to have radiation resistance instead of exposure resistance to match better thematically
- Launcher - Fixed frontsight clipping into itself when not in ADS
- Adding line mentioning to head back to the colony after getting both door codes
- Added DEP_Generator_T4_Damaged
- Added DEP_Weapon_Rack, T2, T3 and T4
- Terrain022 - Temporarily setting World Settings nav system to null to test whether it disables nav generation
- Fixed all of the rock transition state blending
- IcarusPlayerMovementComponent now has a new bool exposed: bClearAnimRootMotionVelocityOnFlyingEnd. This zeroes the Character's velocity when flying upon montage completion
- New VanguardBPFunctionLibrary function GetMontageBlendOutAlpha returns a 0->1 value from the time a montage begins blend out to when it completes
- JumpLerpComponent can now affect rotation as well as location. It can now also run off montage blendout alpha instead of curve-based alpha
- Ported over MotionWarping component from UE5
- Altered root motion settings, import rotation, blending, motion warping on a number of RadBoss montages
- Adjustments to RadBoss AnimBP blending to better support rock states and fix some popping issues
- Collision optimization on nearly 70 meshes which were flagged by tooling as too expensive and would be contributing to hitching while generating navmesh. Many cases saw collision vertex count reduced to as low as 10%, some cases were 3x over budget. Updated Tooling
- Added icon, recipe and tech tree unlock for XL aquarium. Added icon source files
Hidden IsInvulnerable_? stat description so its not public facing
- RAD_B2 - You only need to get the health down to 25% before capturing the Mutated Prospector
- RAD_C & C2 - Removing Spawners being cleaned up when destroyed automatically as the quest wants to manually manage these
- Unlocking Radboss Rod in itemable because it's unncessary and don't want to complicate later unlocking
Improving stats on Radboss Fishing Rod (Malformation Rod). Devlocking itemable table
- RAD_B - Adding new Modifier which applies to hoverframe which means it will be destoryed when driven over lava
- RAD_B - Handelled Failure State of the Hoverframe being destoryed, it will respawn at the orgional location so the objective can be repeated
- Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
- Adding additional dialogue to mention stasis bag for better mission objective following
- Olympus mission changes, prototype rework to Livewire that's devlocked and in iteration
- Added new Radboss trophies to AccountFlags DT for unlocking
- RAD_B - Adding in new Quest Markers and Spawning of Flying Tank and Bombers During the
- Quest Over the Lava
- Added the BPs and DT entries for the Elephant Ear jungle plant variants
giant roach FX shortened duration
- Fixed material fade on the Hairy Palm Bush DM material
- ARK - added beach stones decal - mesh placement, landscape and decal painting in coastal, yellow quad
- Setup three new Radboss trophies (Specimen, Bronze and Stone statues), icons, tech tree setup, etc. Meshes no longer inherit parent material from irrelevant asset. Tweaked LODs and collision on new assets. Increased texture resolution in some cases where quality didn't meet standards. Update Specimen BP and added support lighting
- RAD_B - Hiding Map Icon when Chris has been picked up in a stasis bag
- Fixing issue where flipping the show map icon boolean in MapIconOnArrival Quests would not hide the map icon
- Giant Roach overlap zap FX
- RAD_A - Expanding Objective Zeta with a broken path over the lava and a bull / colonist to interact with
- More updates and improvements to various missions. b, b2, c and c2 bringing more clarity to events and less forced engagement
- Radiation Grenade not showing rad sphere - Fixed rad payload not getting radiation modifier. now spawns proxy actor that has modifier applied to it
- Added all remaining assets and DT entries for the Bird of Paradise tree variants
- T4 Launcher - Fixed new launchers ADS positioning and fixed broken AnimBP
- Adding b2 intro updated with a bit more context and info
- RAD_A - Adding new items in inventories for the Operations Building
- Adding new quest functions to allow populating lots of objects contents with loot tables
- Adding more context to the lab mention in b intro
- Updating mission a end to reflect the mission chain better and give more context
- Fixed DM_BLD_Wall_Win_DBL_Wood_INT_R_Support so that it has proper destruction levels
- RAD - Misc quest dialog fixes for Ely GH campaign. Fixed several unnecessarily capitalized NOREX and EDEN texts
Sources
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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