Icarus

Icarus Dev Tracker




23 Sep

Comment
    loriipops on Steam Forums - Thread - Direct
Originally posted by The Unknown: ok so its only 20 quid...

WOW SOOOO CHEAP (for a game we can only play on the weekends!!!!) Which is why i have not... and will not purchase it until release in november (don't you know it was listed to release end of september/beginning of october?)

But we can only play once a week.... >.> should be a demo due to this *rage moan shout sware moan rage....*
Hey The Unknown,

People have paid for their pre-order. The bet access is an added benefit, not only that, it allows us to listen to our community (you!) and make the game better before launch day. It's an important stage of video game development.

If participating in our beta weekends isn't for you, that's okay! I hope you have fun playing Icarus if you do decide to purchase on launch day or beyond.

22 Sep

Comment

Originally posted by NakedFury

Is every area going to be a small valley between mountains?

This will end up feeling like playing a survival game on Final Fantasy hallway map sections. Illusion of a huge world.

For me a key to a good survival game is agency. But it’s not just about agency. It’s about having agency of decisions that matter. So being able to go “everywhere” doesn’t matter as much if that doesn’t have meaning and impact. The approach we took to map design, I developed after talking a lot with Chet Faliszek formerly from Valve who took me through the processes they used in L4D maps. It’s about giving agency with decisions of consequence. So the idea is to use impassible terrain to provide decisions and journerys… reducing the agency of moving everywhere in favor of giving much more consequence to the decision of travelling in general. I think that’s a huge win. I think too many survival games suffer for an obsession of “go literally everywhere” when that can have tremendous impact on game balance, pacing, and decision consequence.

Not to mention, it’s very inauthentic to “go anywhere”. I consider myself an accomplished mountaineer. Any mountain that isn’t par...

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Comment

Originally posted by WebHead934

Do we know if the map function will normally for beta weekend 3? Dean’s post about performance/stability improvements convinced me to re-download again in hopes of visible improvements.

Removing the map, for now at least, is deliberate for two reasons. It reduced the problems we faced when making a lot of map changes and fixes in a small time, as we had to bake out the map and that is a non-trivial task. Second, it gives us metrics on how players move around terrain when they can’t know what’s there. That’s very useful information for some of our potential plans later on. I do appreciate it’s annoying for now though. But the beta is about learning what we can to make the game best it can be at launch and beyond


21 Sep


18 Sep

Post

Everyone who has pre-ordered Icarus on Steam will gain access to our Beta Weekends, which happen every second weekend. In between these weekends you won’t be able to access the game. To play, look for the Icarus Beta app in your Steam Library (this is different to the Icarus app which will unlock for our full launch).

When are the Beta Weekends?

They’re every two weekends and unlock new content each time:

  • 28-29 August – Forest
  • 11-12 September – Storms
  • 25-26 September – Arctic
  • 9-10 October – Mission
  • 23-24 October – Desert
  • 6-7 November – Mission
  • 20-21 November – Community

We’ve structured our Beta Weekends to add more content each time so you can give us clear feedback on each new feature. Once each Beta Weekend is over, we listen to community feedback and do our best to work on any critical fixes before the next Beta Weekend or before our full launch!

Some features wi...

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16 Sep

Post

Discord Member: Fantomas

Hello, Prospectors!
Thank you for playing our second Beta Weekend! Was it really a weekend when it was four days long? ;-) We felt we owed it to the community to extend this beta after the “hug of death” many of you experienced, and we’re happy to hear you certainly made the most of it!

Storms were out in full force but you prevailed and created some amazingly intricate structures. The fun and mayhem that lightning brought to your gameplay was apparent, especially when your masterpieces went up in flames (we totally saw this coming!). Many of you also chose the blaze of glory approach and torched your own buildings at the end of the weekend.

This time we decided to create hotfixes over the weekend to ensure your gameplay experience was as optimal as it could be. If it wasn’t for ... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

15 Sep


14 Sep

Comment
    rocket2guns on Steam Forums - Thread - Direct
Originally posted by ranmas:
Originally posted by rocket2guns: ...
For beta we are trying to assess all the mechanics and systems that we can, so we can verify things work really well for our development. We are trying to keep things as consistent as possible to help us identify issues and bugs.
Comment
    rocket2guns on Steam Forums - Thread - Direct
You will be able to open your visor in future. But it might be dangerous, due to gas composition changes. So don't expect to have your visor closed (or open) all the time.
Comment
    rocket2guns on Steam Forums - Thread - Direct
We have been discussing these possibilities, it's something we will consider later when we have the current version of the game running well.

13 Sep

Comment
    rocket2guns on Steam Forums - Thread - Direct
Agreed - we are doing a lot of balance adjustments for each beta weekend. Hope you see some balance improvements for the next beta weekend!
Comment
    Rocket on Steam Forums - Thread - Direct
We are working with AMD to optimize the game for AMD users, will be something we try and get better for each beta weekend.
Comment
    rocket2guns on Steam Forums - Thread - Direct
We will be implementing full ultrawide support. For next beta weekend as a minium we have increased max FOV to 140, investigating the additional aspect ratio supports as well.