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  <title>Ideas for SurviveIcarus</title>
  <subtitle>Ideas for SurviveIcarus as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://icarus.featureupvote.com"/>
  <id>pr_stmtz02lt5qiltf</id>
  <updated>2026-06-22T07:37:41Z</updated>
  <entry>
    <title>[Bug] Icarus Console Edition</title>
    <link href="https://icarus.featureupvote.com/suggestions/703430/bug-icarus-console-edition"/>
    <id>sug_8fd3kexiacgwjjn</id>
    <published>2026-03-27T09:01:23Z</published>
    <updated>2026-06-24T10:47:43Z</updated>
    <content type="text/plain">Can't resume offline game and when clicking load prospect and set up offline it doesn't go anywhere and resume button doesn't work can't play</content>
  </entry>
  <entry>
    <title>[Suggestion] Late-Game Automation Suggestion: Mining Drone Logistics</title>
    <link href="https://icarus.featureupvote.com/suggestions/721740/suggestion-lategame-automation-suggestion-mining-drone-logistics"/>
    <id>sug_6vjrumnitkuiuwu</id>
    <published>2026-07-17T13:12:46Z</published>
    <updated>2026-07-17T16:27:49Z</updated>
    <content type="text/plain">Hello RocketWerkz Team,&#13;
&#13;
I would like to suggest a new late-game feature for Open World: an automated mining logistics system.&#13;
&#13;
Once an Electric Extractor is placed on a mineral deposit, players could connect it to a new building called a Drone Hub. The hub would dispatch transport drones that automatically collect extracted ore and deliver it to a storage container selected by the player.&#13;
&#13;
The purpose is not to increase mining speed or resource generation. The extractor would work exactly as it does today. This feature would only automate transportation after players have already invested in exploration, electricity, infrastructure, and late-game technology.&#13;
&#13;
To keep it balanced, the system could include:&#13;
&#13;
- High crafting cost.&#13;
- High power consumption.&#13;
- Limited operating range.&#13;
- Limited cargo capacity per trip.&#13;
- One drone serving only a few extractors.&#13;
&#13;
I believe this fits naturally with Icarus, which already features electric extractors, power grids, batteries, water systems, farming, and other forms of automation.&#13;
&#13;
At the moment, maintaining multiple extractors often means making repetitive trips just to move resources. This doesn't make the game harder, only more time-consuming. A drone logistics system would reward players who build advanced industrial bases without affecting the survival experience of the early or mid game.&#13;
&#13;
I believe this feature would be a natural extension of Icarus' existing technology progression, giving players a rewarding logistics system once they have invested heavily in power, infrastructure, and mining operations.&#13;
&#13;
Thank you for considering this suggestion!&#13;
&#13;
&#13;
Kind regards,&#13;
&#13;
zZefouu&#13;
An Icarus end-game grinder.</content>
  </entry>
  <entry>
    <title>[Bug] Flatline - Styx OW | Timer starts immediately</title>
    <link href="https://icarus.featureupvote.com/suggestions/721749/bug-flatline-styx-ow-timer-starts-immediately"/>
    <id>sug_zusi44urwvvkntd</id>
    <published>2026-07-17T14:32:08Z</published>
    <updated>2026-07-17T16:27:22Z</updated>
    <content type="text/plain">When launching the mission "Flatline" on Styx as an operation (Open World), the timer starts counting down immediately. When playing Flatline as a mission, the timer waits for the prospector to interact with the Biological Containment Pod. Depending on the prospector's location and the difficulty of the OW when the operation is started, the timer may fully elapse before they reach the destination.</content>
  </entry>
  <entry>
    <title>[Suggestion] Transfer Inventory</title>
    <link href="https://icarus.featureupvote.com/suggestions/721273/suggestion-transfer-inventory"/>
    <id>sug_0ymyoswefaqqah0</id>
    <published>2026-07-14T13:34:22Z</published>
    <updated>2026-07-17T09:44:39Z</updated>
    <content type="text/plain">Since a take all button already exists, why not expand on it?&#13;
&#13;
I suggest adding a deposit all button that transfers all eligible items from your inventory into the currently opened container.&#13;
&#13;
I often find myself moving items from one storage container to another frustrating, as transferring one item at a time is very tedious. The take all button already saves a lot of time when emptying containers, so having the opposite function would be a great quality-of-life improvement.&#13;
&#13;
To make it even more useful, players could lock individual inventory slots to prevent those items from being transferred accidentally. By default, the hotbar slots could be locked to avoid depositing tools and weapons, with the option to unlock the entire slot if desired.&#13;
&#13;
This would be a simple but valuable QoL feature that complements existing features like sort inventory, making storage management much faster and less repetitive.</content>
  </entry>
  <entry>
    <title>[Bug] Ice Curved Buildings Destruction Mesh same as Stone Curved Buildings</title>
    <link href="https://icarus.featureupvote.com/suggestions/721305/bug-ice-curved-buildings-destruction-mesh-same-as-stone-curved-buildings"/>
    <id>sug_lftqaholccqazut</id>
    <published>2026-07-14T16:08:28Z</published>
    <updated>2026-07-17T11:22:32Z</updated>
    <content type="text/plain">When the ice build pieces take damage, the model gets replaced with the Stone Curved Buildings. It seems it's only caused after storms, though, as meleeing the pieces doesn't seem to reproduce the same effect. Both build pieces shown in the screenshot are at 40 HP; the minimum the ice building pieces will deteriorate to. Might only be the curved roof pieces, as the walls seem to have the correct mesh. Haven't tested all ice build pieces. [v154111]</content>
  </entry>
  <entry>
    <title>[Bug] Tech Tree doesn't show Tag crafting in recipes</title>
    <link href="https://icarus.featureupvote.com/suggestions/721307/bug-tech-tree-doesnt-show-tag-crafting-in-recipes"/>
    <id>sug_bfydyx2d81y341a</id>
    <published>2026-07-14T16:27:23Z</published>
    <updated>2026-07-17T11:53:25Z</updated>
    <content type="text/plain">In the tech tree, when hovering over a blueprint or blueprint point, the required materials are not shown if the recipe includes a "Tag Crafting" resource. Exceptions seem to be seeds, probably because it's a real "Item," whereas the tags don't seem to be. Examples include the Omni Animal Feed, which uses the "Raw Meat" and "Vegetable" tags, and Silage, which uses the "Grain" tag. Also includes things like the hot drinks "Water Container".</content>
  </entry>
  <entry>
    <title>[Bug] Organic Extractor looses all Biofuel when picked up</title>
    <link href="https://icarus.featureupvote.com/suggestions/721319/bug-organic-extractor-looses-all-biofuel-when-picked-up"/>
    <id>sug_wtt674zmaepeev6</id>
    <published>2026-07-14T18:13:19Z</published>
    <updated>2026-07-17T11:46:30Z</updated>
    <content type="text/plain">The Organic Extractor fails to retain any biofuel that should be stored in the tank if it is picked up and moved elsewhere. Based on the UI elements in the inventory, I would expect the deployable to retain any biofuel when picked up.</content>
  </entry>
  <entry>
    <title>[Bug] Haulier envirosuit has bulwark's item comment</title>
    <link href="https://icarus.featureupvote.com/suggestions/721459/bug-haulier-envirosuit-has-bulwarks-item-comment"/>
    <id>sug_1oli3f3d7xcquh9</id>
    <published>2026-07-15T16:47:37Z</published>
    <updated>2026-07-17T10:23:05Z</updated>
    <content type="text/plain">Instead of having the actual comment for the Haulier envirosuit, its replaced by the Bulwark's description, which is the complete opposite of the Haulier.</content>
  </entry>
  <entry>
    <title>[Bug] Electric deterrent isn’t working correctly</title>
    <link href="https://icarus.featureupvote.com/suggestions/721464/bug-electric-deterrent-isnt-working-correctly"/>
    <id>sug_twscbkcwggbythq</id>
    <published>2026-07-15T17:32:21Z</published>
    <updated>2026-07-17T10:26:27Z</updated>
    <content type="text/plain">While on some prospect the Electric Deterrent works most of the time, I’m noticing my new prospect, it doesn’t work at all. It’s powered on, I can see the protected circles on the map, but the aggressive creatures are ignoring its presence. I’m on the latest expansion and the game is updated.</content>
  </entry>
  <entry>
    <title>[Suggestion] Wood Door Cross-Brace</title>
    <link href="https://icarus.featureupvote.com/suggestions/721499/suggestion-wood-door-crossbrace"/>
    <id>sug_ttmjmv4iykqywu0</id>
    <published>2026-07-15T23:58:21Z</published>
    <updated>2026-07-17T11:56:57Z</updated>
    <content type="text/plain">For the wood door, the cross brace is the wrong direction to provide proper support, the bottom of the cross-brace should be on the hinge side of the door to allow proper support. https://www.youtube.com/watch?v=s18JHq7gBhA for explanation.</content>
  </entry>
  <entry>
    <title>[Suggestion] Whole animal roasts</title>
    <link href="https://icarus.featureupvote.com/suggestions/721637/suggestion-whole-animal-roasts"/>
    <id>sug_vwt8u2yplvoeatl</id>
    <published>2026-07-16T21:27:52Z</published>
    <updated>2026-07-17T10:57:47Z</updated>
    <content type="text/plain">The in the game files but unimplemented t4 smoker and t4 butchering table came up in disgusting last night, and I threw out an off the cuff suggestion of cooking whole animals with an included picture from an asterix and obelix feast. the idea proved to be quite popular so I figured I'd put it in as an official suggestion.&#13;
&#13;
The basic framework would be hauling animal corpses to the t4 butcher table to prepare it, then you would chuck it in smoker with whatever ingredients to produce the cooked product.&#13;
&#13;
There had been the suggestion of variable buffs depending on what sort of sauce you cook it with, though that could quickly cause unwieldy recipe bloat. A workaround for that would be a higher-tier salting station that can apply sauce effect as an additional buff to the item.</content>
  </entry>
  <entry>
    <title>[Bug] Clamp wild bees to their hive</title>
    <link href="https://icarus.featureupvote.com/suggestions/721641/bug-clamp-wild-bees-to-their-hive"/>
    <id>sug_m8p8hsfpqxfhbmf</id>
    <published>2026-07-16T22:05:27Z</published>
    <updated>2026-07-17T10:10:19Z</updated>
    <content type="text/plain">If you aggro wild bees, either from a cave or a tree, they will follow and attack no matter the distance until they are killed. The bees should be clamped to a radius around their hive, much like vespers were in a recent update.</content>
  </entry>
  <entry>
    <title>[Bug] Organic Extractor not working with sticks, oil and wood (Ingredients/Recipes are unclear)</title>
    <link href="https://icarus.featureupvote.com/suggestions/721644/bug-organic-extractor-not-working-with-sticks-oil-and-wood-ingredientsrecipes-ar"/>
    <id>sug_p9olp6cmyec0wnh</id>
    <published>2026-07-16T22:16:07Z</published>
    <updated>2026-07-17T11:06:19Z</updated>
    <content type="text/plain">Organic Extractor's tooltip says that it breaks down organic matter (foods/plants), but sticks, oil and wood are not processed. These are able to to be turned into biofuel in the T3 and T4 composters, so it would be reasonable to expect they would work in the T5 version.</content>
  </entry>
  <entry>
    <title>Undo - Pouch Glitch Fix</title>
    <link href="https://icarus.featureupvote.com/suggestions/721672/undo-pouch-glitch-fix"/>
    <id>sug_russobwetftikb5</id>
    <published>2026-07-17T03:07:29Z</published>
    <updated>2026-07-17T11:11:50Z</updated>
    <content type="text/plain">As the title says - A request to undo or add a toggle to 'allow' pouches to have no weight. &#13;
&#13;
The community adored it, was aware it was a glitch, but we loved it and would like a feature or option for it to remain even if it breaks the balance a little (like steel screws, its a QUALITY OF PLAYER LIFE thing).</content>
  </entry>
  <entry>
    <title>[Suggestion] Completionist Gear</title>
    <link href="https://icarus.featureupvote.com/suggestions/721139/suggestion-completionist-gear"/>
    <id>sug_3znstif44ze8avk</id>
    <published>2026-07-13T17:48:40Z</published>
    <updated>2026-07-14T10:37:30Z</updated>
    <content type="text/plain">A new Completionist Omni Gear reward system could give long-term Workshop progression a meaningful payoff. By unlocking every item in a Workshop category, players would earn a special Omni version of that category that combines the bonuses of all unlocked items in that category. As in:&#13;
&#13;
- Unlock all helmets? Earn the Omni Helmet.&#13;
- Unlock all pickaxes? Earn the Omni Pickaxe.&#13;
- Unlock all knives? Earn the Omni Knife.&#13;
&#13;
You get the idea...&#13;
&#13;
This would apply to armor (including armor set bonuses), envirosuits, backpacks, tools, weapons, and consumables.&#13;
&#13;
For example:&#13;
&#13;
If one Workshop helmet grants +10% movement speed, and another helmet grants +5% stamina regeneration, then the Omni Helmet would include both bonuses.&#13;
&#13;
The Omni item would not introduce entirely new effects; it would simply combine the bonuses from the items the player has already unlocked in that category.&#13;
&#13;
DLC Compatibility&#13;
&#13;
The Omni Gear should dynamically include bonuses from all Workshop items currently available to the player, including DLC-added gear. For example, if the player doesn't own Dangerous Horizons, the Omni Helmet won't include the bonuses provided by the Stabilization Helmet.&#13;
&#13;
Why This Would Be a Good Addition&#13;
&#13;
- Rewards completionists: players who invest time into unlocking every Workshop item gain a meaningful endgame reward.&#13;
- Preserves progression: players still need to unlock each item first; the Omni item is earned through completion, not purchased immediately.&#13;
- Adapts to DLC ownership: the reward naturally scales with the content a player owns.&#13;
- Creates a true pinnacle item: Omni Gear would represent mastery of that Workshop category.&#13;
&#13;
Thanks for your time :D</content>
  </entry>
  <entry>
    <title>[Bug + Suggestion] Overflow bags just vanish after save is reloaded</title>
    <link href="https://icarus.featureupvote.com/suggestions/721141/bug-suggestion-overflow-bags-just-vanish-after-save-is-reloaded"/>
    <id>sug_0xphf0onughga3f</id>
    <published>2026-07-13T18:01:02Z</published>
    <updated>2026-07-14T10:37:43Z</updated>
    <content type="text/plain">After uninstalling three cupboards full of stuff, I decided it would be a bright idea to go to the main menu and look at the things I could buy with my previously aquired exotics, since i have totally forgot to do so beforehand. After browsing for a while, I reloaded the save and BAM. Abracadabra, all my save's work is just gone. Don't know if its a bug or optimization feature, but if its the second option, I think its better to just add a button that just cleans up all the junk such as overflow bags with a confirmation popup.</content>
  </entry>
  <entry>
    <title>[Suggestion] Add some sort of color coding to help identify tame mounts</title>
    <link href="https://icarus.featureupvote.com/suggestions/721103/suggestion-add-some-sort-of-color-coding-to-help-identify-tame-mounts"/>
    <id>sug_f2j4occiuhzfjtv</id>
    <published>2026-07-13T13:54:47Z</published>
    <updated>2026-07-13T15:13:35Z</updated>
    <content type="text/plain">In some of my open worlds, I play with 3 friends, and each of us has 2 or 3 tame raptors. Finding the one you are looking for in the crowd of moving animals is a time consuming challenge. Some form of color identification would be very helpful (different saddle colors, collars that display the name of the animal, some sort of sign that could be attached to the animal, etc.).</content>
  </entry>
  <entry>
    <title>Allow ennemy tower looting after eliminating ennemies.</title>
    <link href="https://icarus.featureupvote.com/suggestions/721108/allow-ennemy-tower-looting-after-eliminating-ennemies"/>
    <id>sug_tdfznyw7dskfzp2</id>
    <published>2026-07-13T14:22:39Z</published>
    <updated>2026-07-13T15:18:58Z</updated>
    <content type="text/plain">When you eliminate all ennemies in a tower, the only thing you can obtain is what is in their corpses, which is fairly minimal, and in my view, not worth the effort. The prospector should be able to pick additionnal items from the tower, like solar panels or ladders.</content>
  </entry>
  <entry>
    <title>[Bug] New foundry does not count for missions that require a foundry. Missions completely broken.</title>
    <link href="https://icarus.featureupvote.com/suggestions/720902/bug-new-foundry-does-not-count-for-missions-that-require-a-foundry-missions-comp"/>
    <id>sug_vcq7srzcqzmqw9x</id>
    <published>2026-07-11T17:22:37Z</published>
    <updated>2026-07-17T11:56:22Z</updated>
    <content type="text/plain">The new foundry does not count for missions requiring one. Such as Promethus:Miasmic mission. Mission is impossible to complete as of now as old foundry cannot be crafted, and new one does not tick the requirement for the mission. Also the mini electric furnaces that can be obtained on an earlier Prometheus mission also do not count as electric furnaces for mission required items.</content>
  </entry>
  <entry>
    <title>[Bug] Farming trader npc</title>
    <link href="https://icarus.featureupvote.com/suggestions/720947/bug-farming-trader-npc"/>
    <id>sug_1ctbkszdszqkwm7</id>
    <published>2026-07-12T04:33:05Z</published>
    <updated>2026-07-13T12:30:15Z</updated>
    <content type="text/plain">Just finished the mission that unlocks the agriculture trader npc, their marker appeared on the map, I logged off for the night, come back and the trader has disappeared?</content>
  </entry>
  <entry>
    <title>[Bug] Mission pods should drop on the landing pad</title>
    <link href="https://icarus.featureupvote.com/suggestions/720976/bug-mission-pods-should-drop-on-the-landing-pad"/>
    <id>sug_nmtt63pbxl5n10x</id>
    <published>2026-07-12T12:07:35Z</published>
    <updated>2026-07-13T12:38:46Z</updated>
    <content type="text/plain">I started an operation near a landing pad but instead of using that, the mission supply dropped in the middle of a giant tree on Styx and I couldn't access it. Resupply requests didn't do anything since I could even send the pod back up.</content>
  </entry>
  <entry>
    <title>[Suggestion] Glass particles</title>
    <link href="https://icarus.featureupvote.com/suggestions/720995/suggestion-glass-particles"/>
    <id>sug_u966qmdwv2wuoui</id>
    <published>2026-07-12T16:05:32Z</published>
    <updated>2026-07-13T13:37:01Z</updated>
    <content type="text/plain">Could we make the glass have fewer shadow particles? I want to use the reinforced glass walls but I can't because the shadows lag me so badly. I have my settings turned down very low too. Just like the haze in Prometheus kills me I can't play on the map sadly, even though I adore it.</content>
  </entry>
  <entry>
    <title>[Suggestion] Norex Weapon tooltip</title>
    <link href="https://icarus.featureupvote.com/suggestions/721000/suggestion-norex-weapon-tooltip"/>
    <id>sug_xuxzcpshxpthi0t</id>
    <published>2026-07-12T18:20:09Z</published>
    <updated>2026-07-13T13:41:05Z</updated>
    <content type="text/plain">I have a suggestion, in the cosmetic:qol area&#13;
Please make the tooltip for the norex weapons fit to the screen. I cannot see the top bar with the percentage numbers on my 1920 x 1080 display</content>
  </entry>
  <entry>
    <title>[Bug] Disappearing Juveniles</title>
    <link href="https://icarus.featureupvote.com/suggestions/721021/bug-disappearing-juveniles"/>
    <id>sug_i8ddl0axkie9gof</id>
    <published>2026-07-12T21:44:30Z</published>
    <updated>2026-07-13T14:44:55Z</updated>
    <content type="text/plain">{Bug} Had a juvenile follow me back to my abode, had all the items needed to tame, set to not follow, closed door to my abode and upon opening the door, juvenile was gone. Had this happen 3 times in a row now.</content>
  </entry>
  <entry>
    <title>[Bug] Automatic firearms misfire and/or ghost fire 1 additional round.</title>
    <link href="https://icarus.featureupvote.com/suggestions/721026/bug-automatic-firearms-misfire-andor-ghost-fire-1-additional-round"/>
    <id>sug_gwxnpwhws3dl5mc</id>
    <published>2026-07-12T22:46:26Z</published>
    <updated>2026-07-13T15:23:10Z</updated>
    <content type="text/plain">I've noticed that automatic firearms tend to either fire an additional round, or fires what I call a false/ghost round when tap firing.</content>
  </entry>
  <entry>
    <title>[Bug] Bullets often go straight through creatures</title>
    <link href="https://icarus.featureupvote.com/suggestions/721058/bug-bullets-often-go-straight-through-creatures"/>
    <id>sug_5ze9fzuvdflj5z9</id>
    <published>2026-07-13T05:26:22Z</published>
    <updated>2026-07-13T15:24:05Z</updated>
    <content type="text/plain">This is an old but persistent bug that has finally driven me crazy enough to report. Seems to happen most frequently on the first shot - bullet goes straight through animals. Happens frequently to my friends (no matter who is hosting, dedicated servers, etc.) - playing on open worlds. Notice it a lot with automatic guns and even often with rifles. Adding some alt text to help people find this issue: first shot misses, bullet misses, shoot through animals</content>
  </entry>
  <entry>
    <title>[Suggestion] Add iron nail and copper nail to workshop refined resources tab</title>
    <link href="https://icarus.featureupvote.com/suggestions/720776/suggestion-add-iron-nail-and-copper-nail-to-workshop-refined-resources-tab"/>
    <id>sug_p2styxzylr1xgkd</id>
    <published>2026-07-10T12:22:19Z</published>
    <updated>2026-07-11T11:18:27Z</updated>
    <content type="text/plain">I got an idea if we can add a pack of copper nails and a pack of iron nails to workshop. Perhaps under refined resources or other category.</content>
  </entry>
  <entry>
    <title>[Suggestion] Add tree sap as a resource pack in workshop</title>
    <link href="https://icarus.featureupvote.com/suggestions/720777/suggestion-add-tree-sap-as-a-resource-pack-in-workshop"/>
    <id>sug_flzwellyelrrl1o</id>
    <published>2026-07-10T12:23:39Z</published>
    <updated>2026-07-11T11:32:47Z</updated>
    <content type="text/plain">Adding a pack of tree sap to workshop resource pack.</content>
  </entry>
  <entry>
    <title>[Suggestion] Allow snapping floors and half pieces halfway up walls</title>
    <link href="https://icarus.featureupvote.com/suggestions/720804/suggestion-allow-snapping-floors-and-half-pieces-halfway-up-walls"/>
    <id>sug_vtitt8djvidijpo</id>
    <published>2026-07-10T15:58:04Z</published>
    <updated>2026-07-11T11:38:59Z</updated>
    <content type="text/plain">Enable snapping floors and halfpieces halfway up wall pieces - will allow 'shelves'</content>
  </entry>
  <entry>
    <title>[Suggestion] Higher shared experience for crafting</title>
    <link href="https://icarus.featureupvote.com/suggestions/720805/suggestion-higher-shared-experience-for-crafting"/>
    <id>sug_hb5aaqcxxvregmn</id>
    <published>2026-07-10T16:09:17Z</published>
    <updated>2026-07-11T11:39:50Z</updated>
    <content type="text/plain">Shared experience for crafting should be the same, or a lot closer, for crafting. The large volume of precursor materials can lead to needing to manage leveling and is a nuisance.</content>
  </entry>
  <entry>
    <title>[Bug] Jackhammer server log spam</title>
    <link href="https://icarus.featureupvote.com/suggestions/720825/bug-jackhammer-server-log-spam"/>
    <id>sug_u4vaswdpx8xp1te</id>
    <published>2026-07-10T18:32:23Z</published>
    <updated>2026-07-11T11:08:25Z</updated>
    <content type="text/plain">I don't know if anyone else is aware of this, but Jackhammer has some kind of bug that puts an extreme strain on the server, and the warning messages are literally flooding the server log every thousandth of a second. (I've attached a screenshot) &#13;
This happens every time I pick up Jackhammer into the hands. &#13;
No other item behaves this way. (A chainsaw doesn't behave like that)</content>
  </entry>
  <entry>
    <title>[Suggestion] 10 screws for1 steel ingot???</title>
    <link href="https://icarus.featureupvote.com/suggestions/720841/suggestion-10-screws-for1-steel-ingot"/>
    <id>sug_nuyc3rltrztrpwa</id>
    <published>2026-07-10T21:19:41Z</published>
    <updated>2026-07-17T12:47:25Z</updated>
    <content type="text/plain"/>
  </entry>
  <entry>
    <title>[Suggestion] Mass command for tames</title>
    <link href="https://icarus.featureupvote.com/suggestions/720855/suggestion-mass-command-for-tames"/>
    <id>sug_da6o14e0sjpbdxn</id>
    <published>2026-07-11T02:23:37Z</published>
    <updated>2026-07-11T11:43:35Z</updated>
    <content type="text/plain">When you have multiple tames, may it be mount or pets, it can be really a pain in the *** to control them all. It would be really interresting to have a system to mass control them. &#13;
1- A system like a whistle to issu a mass command like "Follow" or "Stay" or "Agressive" and it put all near tames in that state. &#13;
2- A system like a laser pointer that make all tames that have an attack attack the target or move at a precise place. &#13;
3- Be able to control only the mount and "agressive" pets (wolf, and others) and not the farm animal or cat. &#13;
&#13;
It would make the tame build a lot easyer to fun to play!</content>
  </entry>
  <entry>
    <title>[Bug] Foundry - no resource refund when destroyed</title>
    <link href="https://icarus.featureupvote.com/suggestions/720879/bug-foundry-no-resource-refund-when-destroyed"/>
    <id>sug_yxlzcbmsi2votgp</id>
    <published>2026-07-11T09:37:39Z</published>
    <updated>2026-07-11T11:45:52Z</updated>
    <content type="text/plain">With the new foundry model, people will be tempted to destroy their old foundry to build the new.  At present, it does not refund *any* resources when you delete the old foundry.  Can't recall if the old/original one was more expensive than it is now, but still nice to get some resources back.</content>
  </entry>
  <entry>
    <title>[Website Improvement] Dark Theme</title>
    <link href="https://icarus.featureupvote.com/suggestions/720734/website-improvement-dark-theme"/>
    <id>sug_vdaaq24zsg7xjcr</id>
    <published>2026-07-10T03:33:31Z</published>
    <updated>2026-07-10T10:27:09Z</updated>
    <content type="text/plain">I have yet to report a bug because I get flashbanged and hurt my eyes opening the bug report site. How do you have this past 2018? I will report more of the game breaking bugs Ive run into once I can bear to look at this longer</content>
  </entry>
  <entry>
    <title>[Bug] Styx All Missions Achievements Miscount on Steam side</title>
    <link href="https://icarus.featureupvote.com/suggestions/720737/bug-styx-all-missions-achievements-miscount-on-steam-side"/>
    <id>sug_kpablz8dwf5hsbo</id>
    <published>2026-07-10T05:25:22Z</published>
    <updated>2026-07-10T10:30:12Z</updated>
    <content type="text/plain">When Dangerous Horizons DLC was introduced to the game and the various NPC missions added to bring the total number of Styx missions to 28 from 24, the Steam achievement count for all Styx mission completions were not adjusted from 24 to 28 it appears. The in game Accolades shows 28 total missions for the in game achievement, but Steam rewards the achievement on their client side at 24 missions completed.</content>
  </entry>
  <entry>
    <title>[Bug] Resurgent Armors have extra Whitespace</title>
    <link href="https://icarus.featureupvote.com/suggestions/720750/bug-resurgent-armors-have-extra-whitespace"/>
    <id>sug_0lhiuxfr50w4vkw</id>
    <published>2026-07-10T08:34:18Z</published>
    <updated>2026-07-10T10:31:54Z</updated>
    <content type="text/plain">Resurgent Head Armor , Resurgent Chest Armor , and Resurgent Arm Armor  have extra spaces at the end of their names.</content>
  </entry>
  <entry>
    <title>[Suggestion] I think adding a tutor or teacher system would be good</title>
    <link href="https://icarus.featureupvote.com/suggestions/720517/suggestion-i-think-adding-a-tutor-or-teacher-system-would-be-good"/>
    <id>sug_x5vgdo5hh2gha97</id>
    <published>2026-07-08T15:11:09Z</published>
    <updated>2026-07-09T18:33:12Z</updated>
    <content type="text/plain">I think adding a way to temporarily "Zero" out your account. AND I MEAN TEMPORARILY. To help teach new players without having an additional number of talent points.  I tried to teach a 100% new player with my account that has approximately 1400 hours and almost every mission completed, they disliked that my character had so many more talents than them. so it was more difficult to teach them from scratch, also due to the bonuses from my beastiary I was leveling up with a new character much faster than them.</content>
  </entry>
  <entry>
    <title>[Bug] Simple Creature Deterrent (Styx)</title>
    <link href="https://icarus.featureupvote.com/suggestions/720567/bug-simple-creature-deterrent-styx"/>
    <id>sug_j74oaav1qhqapq2</id>
    <published>2026-07-08T20:30:18Z</published>
    <updated>2026-07-09T18:36:50Z</updated>
    <content type="text/plain">Simple Creature deterrent is not working properly. Have placed two around the base and the crocodiles and jaguars are coming within the radius in an outrageous number.</content>
  </entry>
  <entry>
    <title>[Bug] Skinned snow wolves</title>
    <link href="https://icarus.featureupvote.com/suggestions/720504/bug-skinned-snow-wolves"/>
    <id>sug_vpet6pkuxfplwsm</id>
    <published>2026-07-08T13:29:33Z</published>
    <updated>2026-07-08T15:10:14Z</updated>
    <content type="text/plain">Snow wolves are appearing as skinned when alive, only fixes after I kill them</content>
  </entry>
  <entry>
    <title>[Bug] Effects of drops</title>
    <link href="https://icarus.featureupvote.com/suggestions/720490/bug-effects-of-drops"/>
    <id>sug_4rrnnvjttfcby4j</id>
    <published>2026-07-08T10:45:36Z</published>
    <updated>2026-07-08T11:25:48Z</updated>
    <content type="text/plain">another question about the effects.&#13;
It started raining, I didn't leave the house, but are my clothes and weapons/tools in drops of water? Why would this be happening? why can't this effect be formed after being exposed to rain</content>
  </entry>
  <entry>
    <title>[Bug] Snow and Roof Peak Connector Mesh</title>
    <link href="https://icarus.featureupvote.com/suggestions/720362/bug-snow-and-roof-peak-connector-mesh"/>
    <id>sug_equncvyhyrz6rvt</id>
    <published>2026-07-07T15:20:54Z</published>
    <updated>2026-07-08T11:25:58Z</updated>
    <content type="text/plain">Snow Mesh for the Roof Peak Connector is on bottom of the structure. The snow then falls to the floor inside the building.</content>
  </entry>
  <entry>
    <title>[Bug] Give Zebras same icon as other Mounts</title>
    <link href="https://icarus.featureupvote.com/suggestions/720412/bug-give-zebras-same-icon-as-other-mounts"/>
    <id>sug_yc1anhtrllri46s</id>
    <published>2026-07-07T21:10:45Z</published>
    <updated>2026-07-08T15:07:07Z</updated>
    <content type="text/plain">After completing the Relocated operation on Olympus (open world, PC) the five Zebras keep their zebra-head map icon and are visible at an infinite distance on the compass. It would be good if, after the mission is completed, the zebras would revert to the same arrow icon with the same view distance as all other tamed creatures and mounts.</content>
  </entry>
  <entry>
    <title>[Suggestion] Give Console the PC Game already</title>
    <link href="https://icarus.featureupvote.com/suggestions/720414/suggestion-give-console-the-pc-game-already"/>
    <id>sug_puqrpn0kc5ta5pi</id>
    <published>2026-07-07T21:25:28Z</published>
    <updated>2026-07-08T15:07:32Z</updated>
    <content type="text/plain">At this point, the game is pretty much broken. Rendering is not happening. Animals dissappear. Audio glitches and the game freezes when you head back to station after finishing a mission. Simple fact; this game is struggling at even giving us a playable version. Just data dump the PC version so at least we can be mad and have the entire game rather than a shell of whatever this is called. One literally can't play the game. Have to close and reopen the game due to items not shifting from person to storage. So many issues it's absurd. Can't play for 5 mins without a bug showing itself. A nice data dump of what PC can do would be nice so at least I can play the game.</content>
  </entry>
  <entry>
    <title>[Suggestion] Underwater expansion</title>
    <link href="https://icarus.featureupvote.com/suggestions/720452/suggestion-underwater-expansion"/>
    <id>sug_5qmfuqtk9v7t13h</id>
    <published>2026-07-08T05:05:10Z</published>
    <updated>2026-07-08T11:29:33Z</updated>
    <content type="text/plain">looking for buildable spaces underwater with the ability to pump the water out of rooms, growable or farmable kelp or other underwater gameplay elements.</content>
  </entry>
  <entry>
    <title>[Suggestion] Dedicated Outpost character</title>
    <link href="https://icarus.featureupvote.com/suggestions/720250/suggestion-dedicated-outpost-character"/>
    <id>sug_ammb66jnxit2bhj</id>
    <published>2026-07-06T23:12:38Z</published>
    <updated>2026-07-07T11:15:14Z</updated>
    <content type="text/plain">Since Outposts are a way for Dev's to help fund development. Id actually like a character that can only use outposts in a way to remove the reduced experience point earnings and play these outposts more when a more relaxing/experimenting game session is needed. &#13;
&#13;
Also please give them unlimited talent points for testing talent point some of us never actually bother using, to see if we might actually use them in a future open world character</content>
  </entry>
  <entry>
    <title>[Suggestion] Better Water network flow</title>
    <link href="https://icarus.featureupvote.com/suggestions/720259/suggestion-better-water-network-flow"/>
    <id>sug_5m6kdor2rvhzobj</id>
    <published>2026-07-07T00:20:26Z</published>
    <updated>2026-07-07T11:27:58Z</updated>
    <content type="text/plain">It would be extremely nice if connected rainwater tanks when full diverted excess water into storage tanks. &#13;
Personally, I can't find a true reason to use barrels (except looks) over more rainwater tanks when the barrels can only be filled via a pump</content>
  </entry>
  <entry>
    <title>[Suggestion] Achievement based cosmetics</title>
    <link href="https://icarus.featureupvote.com/suggestions/720264/suggestion-achievement-based-cosmetics"/>
    <id>sug_lbml9wti8zsztdl</id>
    <published>2026-07-07T01:23:17Z</published>
    <updated>2026-07-07T11:27:35Z</updated>
    <content type="text/plain">With the planned addition of Transmorg armor sets (vanity slots), I think it would be really neat if certain blueprints or items could be tied to achievements. For example, giving prospectors the ability to make a "Cowboy Hat" with the achievement "Future Oil Barron" would be really cool. I do know there's a similar upvote called "[Suggestion] Achievements and generally accolades to start giving rewards".</content>
  </entry>
  <entry>
    <title>[Suggestion] Item display shelf</title>
    <link href="https://icarus.featureupvote.com/suggestions/720267/suggestion-item-display-shelf"/>
    <id>sug_m8weh5tv5cxyrfg</id>
    <published>2026-07-07T02:07:50Z</published>
    <updated>2026-07-07T11:26:37Z</updated>
    <content type="text/plain">Similar to the weapons and armor stands, create a shelf with one or two storage slots that displays whatever you put into those slots on the shelf. You could have small shelves that display just one item, or larger shelves or display cases that display multiple items.</content>
  </entry>
  <entry>
    <title>[Bug] Tamed animals disappearing</title>
    <link href="https://icarus.featureupvote.com/suggestions/719870/bug-tamed-animals-disappearing"/>
    <id>sug_5mmaphvoqfq3f5j</id>
    <published>2026-07-04T00:39:33Z</published>
    <updated>2026-07-06T14:48:47Z</updated>
    <content type="text/plain">Two of my tamed animals ( a Chicken named Mac Attack, and a wolf named Fluffy Mcgee) both disappeared from the game for no reason. I dont know if they glitch trough the ground or something but I am extremely upset about them disappearing. I only had Mac Attack for about i think two weeks but Fluffy McGee I had since almost the beginning of playing the game, he was already level 34 and I was very attached to him. If there is some way you can fix this and stop it from happening again that would be much appreciated and if there is anyway I can get Fluffy back i would be over the moon but I understand if thats not possible. Thank you.</content>
  </entry>
</feed>
