Icarus

Icarus Dev Tracker




21 Feb

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We are working on solving these, sorry for the trouble. Some crashes relating to data issues are solved by verifying install, but confirmed cases of this happening without. Have got good detail from someone directly on discord, hunting down as quick as we can sorry


16 Feb

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Originally posted by drumstix42

Note that I was not talking about the team being slow, I was specifically talking about the deep mine drillers. They they mine very slowly. I edited my comment to reflect this.

I appreciate your response. I'm looking forward to a lot of the changes that are coming out on the newest experimental branch this week.

I will say however that it's been a bummer that it's taken as long as it has to address things like seeing in a cave. The torch slot will be a big help. But up to now players have been resorting to using Low shadow settings. Things like this that are such core gameplay components of the game, and are where my frustration towards play testing manifests.

Absolutely sorry about that - Reddit is being very bizzare for me right now and creating multiple posts when I edited it. I've tried to edit it acknowledging that I completely got 50% of my post entirely wrong.

Really sorry about that! Loving all the discussion and good ideas here though.

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Originally posted by thedeanhall

I have learned (at great pain) that you cannot balance a game by yo'yo'ing it. You make very cautious changes.

We are very aware of the balance issues and in many cases we might agree with the existence of a problem. But a short term focus is not always the best; sometimes the better solution for balance issues is to take out or change a mechanic entirely.

That also doesn't mean that we don't balance it in the meantime, but that does mean we have to design the changes, develop them, and test them.

I know it can be very frustraiting - but remember games are made by people! Things take time. I certainly wholeheartedly disagree that:

  • things are not playtested
  • the team is laughably slow

We even put together a team (myself included) who worked through the holidays.

I totally agree we have a lot more balance work to do - but I absolutely disagree that the team isn't committed and working extremely hard to fix bugs, add...

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(tripple post!)

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Originally posted by aaspider

Sorry to hear you are disheartened sometimes but in this instance I think you misunderstood. The OP was referring to the drill being slow, not the team.

You’re totally right, I got that wrong and will include an edit at the top indicating I was wrong


15 Feb

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Originally posted by drumstix42

Their sense of balance makes you think they don't play test anything at all.

The purpose of these and the rate that they return were heavily discussed in the experimental version of this update and the only outcome it led to was a decreased amount of components it takes to craft them.

Not that they can't or won't tweak them in the future, but currently they're laughably slow for how short most of the missions are.

(double post)


14 Feb

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Originally posted by BigKid1973

Thank you very much for your answer.

House keeping could be done by whiping inactive prospects after 14 days or even 30 days. Or prospects could be moved to a kind of backup storage after a certain time of inactivity. So this can't be the real reason - or if it is - it's a lame one... sorry to say that...

And no - the timer is NO finite time limit IN GAME - it's in your real life only. You set a 7 days reallife time limit. Some people can afford to play 100 hours in that time (no way that's finite). Others not even 10 hours. Probably 5 hours. That's too finite. And not fair. And not balanced (how could it - 100 vs 5 ?)

If you consider it a key game mechanic its both unbalanceable and badly balanced for 99% of humanity.

Again: (Almost) No one is asking for NO timer. People are asking for it to PAUSE when you are not playing - and then adjusted to be actually finite and matching the mission.

I'm no streamer or influencer so you will most proba...

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There’s a lot to unpick but I think you might have missed what I’m explaining. I’m not saying the options that you propose are bad or good. I’m just pointing out why it’s not straightforward to make changes like this.

While people meme a bit “why don’t they test”. We test things extensively at enormous cost. System changes have to be designed, built, tested, modelled, and then released. All our cost modelling and everything was based on a very different way of working.

Does this mean what you are suggesting is impossible? Not at all. And we absolutely have been making changes to how all this works, such as splitting out the difficulties etc… and we will be continuing to do so.

But these things take time, often much more than you might expect from the outside. I totally understand the passion and frustration, I’m just trying to provide some context as to why what might seem trivial (or even stupid!) can actually be not straightforward at all.

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As another commenter noted, the entire games systems were built around finite time limits. Both from a design as well as systems perspective.

For instance, the state of a prospect is held on our server infrastructure, so that any member of that prospect can resume it. It would be a non trivial change for us to retain that forever.

We adapted to provide options for what became outposts before the game released, and we are continuing to adapt and explore. But as with many things in game development, what may seem like it would be trivial to change can actually be very complex and difficult.


04 Feb


24 Dec

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Contact me at [email protected], if you can include your steam Id that would help a great deal. I will be able to help you out.


21 Dec

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Originally posted by Zephyries

There is nothing "rewarding" about it - it was deemed that the bugs and issued that had killed people were serious enough, that we needed to take drastic action. Which we did.

That doesn't alter the fact that it was portrayed as some sort of gift, or favour. "Happy Christmas | Your Abandoned Characters have been Revived!"

Thanks santa!

Don't get me wrong here, I really want the game to be all it can be.

I would love to post a long list of appraisals and suggestions, but without any kind of roadmap, it makes it very hard to do so.

Poking holes for the sake of it? No. Poking holes because there are already tears in the seams.

You are absolutely correct there - I could not describe that post as anything less than tone deaf.

That's very much my fault - I was too focused on the actual changes and when asked to review the post, i did not. Going to discuss with team that maybe we should retract that - and make a post that more ... in line with the reality.

I think we got the messaging right on discord, just not on steam - sorry about that.

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Originally posted by Zephyries

This was the surprise from the official discord yesterday.

"Several important fixes for missions, talents, crops and a surprise or two."

Weblink: https://discord.com/channels/715761957667602502/721300520412774450/922431434885566484

General discord link: https://discord.gg/surviveicarus

Steam link: https://store.steampowered.com/news/app/1149460/view/4308254080132414341

Like some form of reward, they have generously brought characters back from death that they initially caused. Merry f**king Xmas.

https://c.tenor.com/zJSKhoEmKdAAAAAC/generous-god.gif

The audacity

Not that it really matters anymore. Anyone need a new level 4...

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The characters needed to be revived because of the mistakes we made as a development team, as I said in the announcement on discord:

We've had a few concerning bugs and situations that resulted in people losing characters. We made some backend changes yesterday that had some unforeseen consequences resulting in an outage - however these changes have allowed us more flexibility with how we manage our back-end systems. We also predeployed a version of the game last night that will show more than three characters, so that when you login you may see more than three characters. I have revived 22,000 characters the database has set to abandoned (left on prospect), and 42,000 characters that were dead (on a prospect and downed). A more detailed post will follow.

There is nothing "rewarding" about it - it was deemed that the bugs and issued that had killed people were serious enough, that we needed to take drastic action. Which we did.

I a...

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20 Dec

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Since Launch:

  • Three full unplanned outages, no online play
  • One full planned outage, no online play
  • Two partial outages (affecting some, but not all users, for intermittent periods)
  • One chronic regional outage (korea + some in other ASEAN areas) affected many users in these territories during the first week of launch

Other than the last one, they all lasted between 20-70mins.

Today was a full unplanned outage. It was caused by a live change that we were making that caused an unexpected problem. Very sorry for that.


12 Dec

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Originally posted by RyanUp4Fun

I can not add it to fires or furnaces so idk yet

right click on it and select “consume” to unpack it


10 Dec

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Originally posted by nick1186au

Cheers for the reply! You guys are killing it with updates and fixes btw, refreshing to see awesome communication with the community too✌️

Thank you. We really want to fix as much of those bugs that should not have been in the game as posssible. We just added too much new stuff between the betas and the release.

And we missed some stuff that we should have fixed then too.

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Known issue we are looking into. Servers are fine, it appears to be a data issue related to talent saving. Team are working hard to find fix. I’m hopeful it might be a fix we can deploy live with no client updates or outages.


09 Dec

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This is a great thread, rolling much of this into balance discussions with the team


07 Dec

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I have only 16GB of ram running the game (im the gamerunner and CEO). Everyone in the office makes fun of me, because I only meet our minimum specs for running the game. I don't have an issue, but some people have reported RAM issues.

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Patch is live now. You may have to restart steam to trigger steam to update. Note IF YOU EXPERIENCE A CRASH ON START: verify game files. There have been lots of reports of steam client not downloading the files. If that happens PLEASE file a steam support ticket and they can guide you to logs to help them identify the issue

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A fix for this is deploying to main shortly. Is on experimental. There is a way to get it, there was a bug with the trigger that makes it a specific spot you have to walk.


06 Dec

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Can you try the new experimental build? There is a significant performance change that might help