Skip to content

Icarus Week 244 Update - In-World Fish Patch Notes (6th August 2026)

Week 244 brings the waters of Icarus alive with 70 unique fish species that now spawn according to their fishing locations, a new Carbon Fishing Rod, and a stable Dedicated Server Browser.

Nathan Lees14 min read
Icarus underwater scene with diverse fish species swimming in a lake environment.
Share:

The Week 244 update to Icarus transforms fishing from a mechanical exercise into something that actually reflects the world around you. At launch, only three fish species spawned naturally: Snapper, Jack, and Piranha. This patch expands that to all 20 fish species with three variations each, totalling around 70 unique fish that now spawn throughout Icarus. More importantly, the spawning system now uses the same biome logic as the fishing mechanic itself, meaning if you can catch a particular species in a lake, you'll actually see it swimming there. This closes a gap that many survival games leave open: the disconnect between what you can catch and what you see in the world.

The Carbon Fishing Rod slots in as a tier 3 option, craftable at the Fishing Bench. The patch notes list stat updates and audio setup for the rod but don't specify what makes it superior to existing rods, so the practical advantage remains in the full changelog. This is a minor addition compared to the ecosystem work, but it gives players a progression target for late-game fishing runs. The Fishing Bench itself received a rename from "Basic Fishing Bench" and LOD tweaks, suggesting the developers were tidying up this corner of the game.

The Dedicated Server Browser's exit from beta addresses real friction points that plagued the feature during testing. Previously, applying a search filter while the browser was still discovering servers could populate results with non-matching servers, forcing players to manually sift through noise. That's now fixed. Peer-to-peer servers also used to appear twice in the list when multiple friends were in the same session; that duplicate is gone. The Matching Version filter is now enabled by default, which means players will see only compatible servers without having to understand version numbers. A rotating loading indicator on the refresh button provides clearer feedback that searches are active. These are unglamorous fixes, but they transform the browser from frustrating to usable.

The patch also contains substantial mission fixes across multiple expeditions. Livewire, Offender, Ape_A, and several story missions had spawning, progression, or cleanup issues that are now resolved. Prebuilt structures were firing completion delegates multiple times or not at all depending on the mission type; that logic is now hardened. Friendly soldier NPCs now engage neutral enemies without waiting to be hurt first, which should make escort missions less tedious. The Nailgun's aim inaccuracy during repairs has been reduced, addressing a specific quality-of-life complaint.

Next week brings Tusker breeding and new phenotypes, which the patch teases as a way to grow and diversify your herd. The patch also includes future content changes to the Radiation Boss that substantially increase its threat: burn chance jumps from 5% to 100%, melee damage doubles, health increases by 15%, and spit attacks now spawn five projectiles instead of three. These changes suggest the Rad Boss is being repositioned as a harder encounter, though the patch does not explain the reasoning or when these changes will go live.

Full Patch Notes

Buff Nerf Fix Tweak

Welcome to Week 244.

This week we're making the waters of Icarus more diverse, with fish now accurately represented in the world based on their fishing locations. Alongside this, we're introducing the Carbon Fishing Rod to help you catch them.

We're also bringing the Dedicated Server Browser out of beta following a much-needed update, including a range of fixes and quality-of-life improvements.

Finally, we're taking a sneak peek at what's coming next week: Tusker Breeding and brand new phenotypes.

Notable Improvements:

  • Fixed issue where the Garbage collection could cause crashes when reserving UID's for objects
  • Fixed issue where in some cases AI was not spawning correctly in the world when players are moving around the terrain.
  • Updates to Accumulation hint text and objectives update to provide more context and structure to the mission
  • Fixed issues with faction mission spawners where they could spawn in destroyed and never activate or cleanup

This Week: In World Fish & Carbon Rod

This week we're making the waters of Icarus feel much more alive by dramatically expanding the variety of wildlife you'll find beneath the surface.

At launch, only three fish species spawned naturally in the world: the Snapper (Fish01), the Jack (Fish02), and everyone's favorite nuisance, the poisonous Piranha (Fish03).

With this update, we're expanding that roster to include all 20 fish species, each with three additional variations, bringing the total to around 70 unique fish that can now naturally spawn throughout Icarus.

We've also updated the spawning system to use the same biome logic developed for Fishing. If a fish can be caught in a particular body of water, you'll now also see that species swimming there, creating a much more authentic ecosystem where the fish you catch reflect the wildlife around you.

So dive into a lake and discover a host of new aquatic companions. When you've had your fill of exploring, craft a Carbon Fishing Rod at the Fishing Bench, catch something fresh, and cook yourself a well-earned meal.


This Week: Dedicated Server Browser Update

This week we're taking the Dedicated Server out of beta with a much-needed update.

The Server Browser has received several quality-of-life improvements to make finding sessions more reliable. Previously, applying a search filter while the browser was still discovering servers could result in servers that didn't match the selected filter appearing in the list. This has now been resolved, so only servers matching your chosen filters will be displayed.

We've also fixed an issue where peer-to-peer servers could appear twice in the server list. Each server will now only be shown once.

In addition, we've made two usability improvements. The Matching Version filter is now enabled by default (though it can still be disabled if needed), making it easier to find compatible servers. Finally, the refresh button now displays a rotating loading indicator while searches are in progress, providing clearer feedback that the Server Browser is actively searching for servers.


Next Week: Tusker Skins

Next week we're introducing brand new Tusker phenotypes alongside the ability to breed Tuskers. Discover new phenotype combinations as you grow and diversify your herd.


Your support makes these updates possible.

Changelog 3.0.22.155681-rel-DangerousHorizons

New Content

  • In-world fish now visually represent the types that you're able to catch when you're fishing in that area
  • Added T3 Carbon Fiber Fishing Rod
  • Updated stats on the Carbon Fishing Rod and unlocked it
  • Fixed Preview Item data on all fishing rod item BPs
  • LOD tweaks to the Fishing Bench; renamed Basic Fishing Bench to Fishing Bench
  • Carbon Fishing Rod audio events and data setup
  • By default, only sessions/servers with a version matching the client are displayed
  • Unfiltered sessions/servers are no longer added to the list while a filter is applied
  • Duplicate sessions no longer show in the peer-to-peer list when multiple friends are in the same session
  • A circular throbber now shows on the refresh button while servers are refreshing

Fixed

  • Livewire: Fixed the mission being unable to progress if you kill the wolf pack before triggering the travel event
  • Livewire: Fixed new wolf dens appearing on every reload and removed duplicate dens
  • Livewire: Minimap icons are now visible on player reconnect
  • Livewire: Search areas now reappear on reconnect; travel areas at location 2 increased in size and shifted so they can't be bypassed
  • Livewire: Fixed common scan quests blocking the radar interaction
  • Livewire: Improved logic around radar disabling at location 1 to be less repetitive
  • Livewire: Mission briefing step re-added; prebuilt undevlocked
  • Livewire: Undevlocked epic Terrenus
  • Livewire: Removed placeholder (DNT) tag from the fallen wolf corpse tooltip
  • Livewire: Removed a leftover highlightable row after a rename; logic cleanup
  • Prebuilt structure binds now only fire once on completion, not on subsequent runs
  • Fixed loot double-spawning in some prebuilts
  • Fixed prebuilt completion being called twice when following the older flow
  • Fixed legacy structures not calling the correct completion delegates — fixes many pre-Elysium missions
  • Fixed all faction mission spawners being set to destroyed by default; destroyed states now persist on reload
  • Additional hardening and fixes for the new prebuilt structure loading logic
  • OFFENDER: Fixed caveworms not spawning as intended inside the cave
  • APE_A: Fixed structure and decal cleanup
  • GH_RG_C: Fixed the Secure Status mission step
  • RG_B: Fixed mission after prebuilt update
  • ELY_STORY_2: Fixed soldiers not spawning in the central lab as intended
  • ELY_SQ_ESCORT: Fixed issues with soldiers spawning at camps
  • ELY_STORY_3: Fixed mutated creatures not spawning in the lab as intended
  • Avalanche: Fixed two separate expedition issues that could completely block progress
  • Avalanche: Expedition now appropriately cleans up minor objects (minimap icons, laser, spawn point) after completion
  • SQ_Farmer: Fixed the Farmer NPC not cleaning up when abandoning the quest
  • Fixed clients sometimes not getting mission NPC dialogue speakers registered correctly, causing some lines to not play at all
  • Friendly soldier NPCs now actively engage 'neutral' enemies without needing to be hurt by them first
  • Reduced aim inaccuracy of the Nailgun that made it difficult to hit pieces while repairing
  • Fixed weather culling setups on various curved/diagonal building pieces
  • Fixed user reports not recording the current mission when in open-world; added validity check to the Sentry context updater
  • Explosive resist stats now display as a flat percent instead of plus-percent
  • Fixed display name for the Electric Seed Extractor and the icon for the Seed Extractor
  • Electric Textiles Bench: moved the electrical connector underneath the box, removed proxy meshes hiding display pieces when composite head/chest pieces were removed, centered the camera
  • Removed DNT tags to allow translation of some item text; fixed a few typos
  • Removed the Double XP event and banner

Future Content

  • Rad Boss: RadiationBurn chance on attack 5% -> 100%, melee damage 150 -> 300, laser resistance 0 -> -33%, base health 65k -> 75k, attacking movement speed +11%, head crit area shrunk (extra weak -> weak), web lifetime 10s -> 15s
  • Rad Boss: Adds spawn from a random location instead of furthest; spawn pits now apply a slowing aura
  • Rad Boss: Spit cooldown now scales with player count (-25% per player); spit accuracy is now distance-based; spit attacks spawn 5 projectiles instead of 3; increased spit projectile damage
  • Rad Boss: New spit attack during its second rock phase applies guaranteed radiation sickness; normal attacks no longer have a random chance to cause radiation sickness
  • Rad Boss: Upright-phase super heavy slam applies guaranteed radiation sickness; heavy slams deal 50% more damage and 75% more knockback
  • Rad Boss: Web trap duration reduced 15s -> 13s; arena web-area slow no longer applies to NPCs, just players
  • Rad Boss: Fixed the boss not making previously spawned Adds hostile in its upright state; increased upright movement speed
  • Rad Boss: Target acquisition range 25k -> 30k; switches targets more often during rock phase (still prioritises recent damage and FOV)
  • Rad Boss: Increased spit attack speed and minimum spit damage; further significant spit damage increases with less falloff at range
  • Rad Boss: Adds are directed at the player target and spawn at the pit closest to ~1500 units from the target; adds no longer blocked navigating across water
  • Rad Boss: Removed faction spawners from the arena; arena lake no longer applies the water modifier; added world spawn blocker
  • Rad Boss: Increased melee damage; increased projectile, electroshock and explosive resistances; removed health regen
  • Rad Boss: Emerge/Submerge now more reliably deals damage; persistent screenshake on movement; rad flyer spawns on roar after falling off the rock; performs more attacks in scuttle phase
  • Rad Boss: Base health 75k -> 60k; per-player health scaling +33% -> +50% on medium difficulty (similar on other difficulties)
  • Rad Boss: Regenerated navigation within the arena; added a placeable generic aura modifier actor
  • Rad Boss: Replaced DNTs with Malformation on related modifiers; removed duplicate radiation boss creature type row; renamed the arena atmosphere
  • Rad Boss: Increased range of roar and death audio; new large ballistic impact event; web-stuck distancing/volume tweaks
  • Rad Boss: Removed wrong dialogue event after the kill and delayed the correct one; end dialogue now only plays once
  • Added Radboss Armor set: stats, recipes and unlock
  • Updated Radboss Module stats
  • Updated Radboss Crossbow with a new rig and animations
  • Added SM versions of the Radboss Fishing Rod for being dropped in-world; uniformed Radboss and Carbon rod row names
  • Legendary Launcher: added unique Legendary Weapon data entries, upgrade stats and descriptions; increased base reload time; un-blacklisted Launcher, blacklisted Sluglauncher
  • Added Radboss map icon
  • Added trophies: Rad Revenant, Rad Bomber, Rad Broodling, Rad Specter, Rad Wraith

    Rad missions (Great Hunt / RAD campaign)

  • RAD_A/B/B2/E/F: Fixed radio tower, experiment and mission laser interactions for clients
  • RAD_B2: Clients can now correctly interact with the Experimental Cage; added icons for Solution alterations
  • RAD_C: Theo and Victor no longer stow their weapons; added compass icon for the Farm
  • RAD_C2: Adjusted Theo's set dressing so it's easier to walk past him during the EDEN attack; adjusted Iris position in EDEN; added dead Abomination dressing
  • RAD_D: Friendly NPCs now spawn after the fortification finishes spawning so they keep elevated positions; added fortifications to the base; laser has health/resistance; clients can restart the laser mid-mission
  • RAD_E: Missing raw art added; updated prospect image
  • RAD_O1: Made the Antiradiation Stew a much better food
  • RAD_Final: Added quest steps so the mission can be completed, plus a map icon at the den location
  • RAD_A: Updated small portable generator icon
  • FEV injections now grant +1-3 guaranteed genetic points up to a soft cap (45 with current 60 max); above the soft cap the item reverts to the previous EV-neutral gamble; stat spread fully redistributed, sex preserved, infertility risk unchanged
  • Added new data-driven prebuilt functions for missions (no more manually specified string names)
  • Added Radiation Resistance stat to the player main inventory UI, with a small version of the radiation icon
  • Dialogue volume pass on all OMs and across missions B2 and D; Miles' dialogue split to align with quest steps
  • Iris dialogue adjusted to prevent repeating; spatial adjustments
  • B2 final mission dialogue balance; correct audio event wired to new B2 dialogue row
  • C2: Mini-game end event given max instances and a cooldown so it can't trigger multiple times as a client
  • D: Removed a dialogue double-up; further end-of-mission delay to give the explosion breathing room; correct audio event on the den blocker being destroyed
  • Removed unnecessary dialogue in C and after collecting ammo; mission step and timing adjustments
  • Scout drone audio: reduced distant layers, increased base far layer; small balance pass
  • Radiation grenade audio loops split into several smaller loops for optimisation
  • Plant Boss world fertilizer stats changed: now +60% yield, -60% storm resistance
  • Plant Boss Fertilizer recipe changed to include basic fertilizer; craft time 1s -> 6s
  • Plant Boss module: new recipe
  • Plant Boss attachment: new effects; fertilizer new effects and typo fixes
  • Beaver: initial implementation, skeletal mesh/material/textures, gFur, skinning updates, bones and carcass art, physics asset, carcass fur material, fixed corpse model/animbp, fixed feet sliding
  • Giant Turtle: initial implementation (flightless tank)
  • Turtle Fish: initial implementation
  • Coastal Crab: fixed anim speed mismatching movement speed
  • Jungle, Green Quad: trees, cliffs, lakes and landscape sculpting; biome map updates
  • ARK Geothermal, Purple Quad: mesh placement, foliage placement and landscape sculpting
  • T022: navmesh blocker refinement and nav generation debugging; foliage slope alignment and decal density tweaks; culling volume added
  • Added T2, T3 and T4 Weapon Racks: data, item text, collision/distance-field settings, tech tree shuffle to accommodate unlocks; T3 gated behind Small Crate; T2 crafted on Crafting Bench instead of Carpentry
  • Added new Orka skin variation: Primal
  • Updated Duel Hoverframe textures and adjusted light meshes on the back
  • Reduced XP granted from killing Gas Flyer by half; removed unnecessary skinning event
  • Creature data hygiene: removed unused AlphaCat and ArcticFlier creature rows, Garganutan renamed to include Prime + XP event fixed, Juvenile Woolly Mammoth and Cat/Cougar XP entries fixed
  • Added data table validation for unused CreatureType rows and FLOD shadow/culling mismatches; added icons for various alterations
  • Added EUW for viewing armor set stats; fixed inability to filter armor stats consecutively

Sources

Share:

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 Lees

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

Related Posts