Icarus is a bit of a dark horse in the survival genre, but it's pretty solid, if you have a tolerance for jank. Icarus has two main pillars. There's the standard open world, where you set up a persistent world to build and develop. You can take this as far as you want, with a huge fixed map to explore, develop, and exploit. There's also missions, which were the original core of the game. Missions (some of which can be launched and run from an open world you're in, but many cannot) drop you in a fresh temporary instance and task you with miscellaneous objectives. Some are basic building or gathering, some require you to go hunt particular wildlife, others might even see you testing out new experimental technologies. Missions are interesting in that by depositing you in a fresh instance, they force you to learn and become familiar with all levels of the standard survival game technical and gear hierarchy, versus something where you set up your map and you go through the low level starting process once ever and forget about it. As you get more familiar with Icarus, you learn the more efficient ways to set up those mission encampments, identify what tools and structures you need to make, what's probably overkill to build, and tap into different aspects of the map design. You'll appreciate when you can run a mission in your developed open world map and just take your preexisting setup out into the field, but having you interface with both sides of the equation is pretty savvy design. All this feeds into an overall development process for your character ("Prospector"). As you play the game, you get experience, which levels you up. Leveling gets you talent points (which are a limited resource, though you can respec if desired) and blueprint points (which are effectively infinite, as you never stop earning them) to learn new technologies. There's also a separate "solo" talent tree that gives you extra talent points to spend that only apply in solo play, which helps compensate for lack of efficiency from being by yourself. Missions also earn you currencies for Workshop tech, which are a set of items that you can take with you into missions. While the number of things you can take is limited, it reinforces the overall mission loop by letting you work towards a standard kit (armor, some tools or weapons, building facilities, etc) that rewards you for playing the game via improved efficiency and streamlined progress. Workshop tech is in most cases inferior to what you can ultimately build on-planet, but being able to drop in with a full set of armor, a solid weapon, and some mid-level tools really helps keep things flowing. All the while, you're going to benefit from the developer's extremely aggressive development and patching schedule. As best I can tell there's been weekly updates since the game launched, and they're still going strong. Sometimes those updates are minor additions of a few pieces of furniture or a new tool, other times it's new creatures (the bee invasion of Week 112 claimed many lives and buildings), others they're full out system overhauls and reworks. These don't always go smoothly, as you'd expect for such a fast-paced release schedule, but the devs are responsive to feedback for those releases and the game I'm reviewing now is definitely in a much different and better state then when I picked it back up in December. I'm not about to claim Icarus is a perfect game. There's definite and obvious gaps all over the place in terms of tools and technologies. The game can be laggy or crashy. Our open world still has a permanent grave marker from a corpse that fell through the terrain and was unrecoverable. Balance of tools, gear, and talents are all over the place. If you dislike games without a high level of polish, Icarus is just never really going to fit your needs because of their development and iteration processes. It's also not a game that I think would be great for a solo player; it can be extremely unforgiving, and the sheer scope of technologies and resources means that having only one set of hands is going to spread your blueprints and focus extremely wide and thinly, and some of the fights versus large swarms or boss type creatures are going to be very difficult alone. I can't speak towards the history of Icarus; my understanding is the game's current design ethos does not really match the mission-first presentation from the Kickstarter and really disappointed some of the backers, and given some of the gaps and systems jank I still see two years after launch, I imagine the early going was really, really rough. That said, it's a good time currently if you've got friends to play it with, and there's a ton of content in the base game alone; I don't think it's coincidental the overall reviews have trended upward over time. Give it a look if you and some friends are looking for a new survival game to poke at and want something that's not in the earliest stages of EA release.
Read more