These hold up to six items, helping you have a cleaner and simpler inventory with more storage layers.
We’ve also got some updates on the work going into the Great Hunts missions, which we’re excited to be releasing soon.
Notable Improvements:
- Buffs to Caveworm and Sandworm Javelin Damage
- Liquid storage (from portable tanks to waterskins) has significantly reduced weight when not filled

This Week: Small Pouches
This week we’re adding a new Small Pouch with 4 different colorways so you can mix and match to your stylistic content.
The pouch cames in ‘Tan’ as the base colour, requiring five rope, 20 leather and five iron nails to craft.
From here, it can be upgraded using paints, with Red, Green and Blue variations available.
To craft, you will need one ‘tan' base pouch and five paints in your colour of choice. You can do this at the Mortar & Pestle.
The Small Pouch is unlocked in Tier 2, and crafted at the Textiles Bench. These pouches hold six items and help compartmentalize your inventory. This will help you carry more items, but you’ll still have to monitor your total weight as this is not impacted.
Pouches can store all items except utility slots, other bags and noxious materials.

Coming Soon: Great Hunts Bosses and Mission Chains
A couple of weeks ago, we talked about how we’d internally delayed the launch of Great Hunts, so we could make some improvements to the experience before we released it.
In that time, we’ve done a semi-overhaul of the UI, balanced and tweaked the Boss encounters, improved the combat experience, buffed the mission rewards and added new bases, quest objectives and unique creatures to each different quest.
We’re also completing a lot of bug fixing and testing, with the team playing daily and reporting back on any blocker or even small inconsistency that we can quickly address.
We’ll have new details to share with you soon, so keep your eyes on our update posts and ask questions of us in Discord also.

Next Week: Prometheus Effects on Workshop Gear
Next week, we’re adding a range of ‘Prometheus Effects’ to elemental weapons from the Orbital Workshop that released with New Frontiers.
These are effectively ‘buffs’ or ‘perks’ that are logic and lore relevant, for example:
- Fire damage workshop gear will gain a chance to smelt or cook instantly
- Frost damage workshop gear will gain a chance for frozen ore, frosted wood or chilled food
- Poison damage workshop gear will gain an opportunity to gain Noxious Crusts, Acidic Glands or Infected Bark

Your support makes these updates possible.
https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog v2.2.61.139213
New Content
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- Unlocking Pouches for Weekly Patch
- Fix Generic Pouches allowing other pouches/bags inside them
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Fixed
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- Fixed Heavy Obsidian Armor unlock being called Heavy Chest Armor
[/expand]
Future Content
[expand type=details expanded=false]
- Small improvements and adjustments to sniper rifle impact bullet. Adjustment to delay on hit indicator audio to feel more snappy and less laggy
- ApeClub: Add Sweeping attack setup to base weapon (left click) attack. Add capsule for sweeping setup. Updated upgrade stats as per document
- Adding uinque sniper rifle impact audio event and ballistic data table setup
- Reword RG_C NPC descriptions
- small ADS adjustments and position adjustments to sandworm crossbow so it points to the correct position when aiming
- Replace consumables within RG_C base. Fix typo in Wedge description
- Resaved Damage Ship widget to ensure proper translatable text linking
- Adding additional wounded NPC breathing audio in to account for increased use of NPCs
- Fixed missing Salvage text string in damaged ship interface
- Fix interact for stasis bag to be able to pickup new NPCs with left click
- Added base setup for legendary sniper and bow alteration stats
- Small dialogue timing pass
- Updating dialogue to have ccorrect end of mission line
- Clawfire: Reduce recoil, new CamShake setup, added MuzzleSocket as a MeshSocket and repositioned to suit shorter barrel
- Turn off drill arrow damage for Ice Slug spawners
- Adjusting the priority of the dialogue so that GH dialogue plays over intro line
- Shortening the bullet in sound for the legendary sniper rifle to better match the animations
- Updated LODs on legendary bow arms and handles
- Fixing ads on sniper rifle not quite lining up again
- RG_C - Adjust Quest Objective Preview & Adding Keybinds to Quest objectives for Map
- RG_C - Adding 2nd Half of RG_C where players have to Stabalise, Revive and Extract 2 NPC's
- RG_C - Adding Natural Spawn Blocker to the Area so we can control the spawns via the quest
- RG_C - Added ability to apply custom damage to NPC's that require stabilization in missions
- RG_C - Adding new Quest Steps so there is quarrite burrows at the Outpost Location
- RG_C - Removing map marker and using Grid Coords instead
- RG_C - Adjusting Worm Spawn location to use closest player instead of middle of the arena (with a max distance)
- RG_C - Adding new quest steps to close burrows and take out caveworms before the Landhark appears
- RG_C - Buffed Landshark stats for RG_C now similar to RG_E
- RG_C - Added new Logic so if the worms are too far from the player they are cleaned up and new ones spawn
- RG_C - Adding new Quest Markers & Gameplay Tags for Burrow Locations
- RG_C - Adjusting mining platform so there is a few pathways to climb up when in the water
- RG_E - Fixing issue with quest step where it was not granting the session flag to allow crafting of the Stasis Bags
- Adding new stat to stop projectile tool type inheritence where required
- Fixed issue where the sandworm crossbow was inheriting rifle stats because of its incorrect tool type instead of bow/crossbow stats OR Spear stats. It now correctly just uses bow/crossbow stat scaling
- Adding Sniper Rifle Ammo Type and Item Setup
- Updated UMG_BinocularsOverlay to use a material-based overlay for better resolution scaling support
- wip on creature eye shader improvement
- Added legendary recurve bow assets to the living weapon, living weapon upgrades, and meshable data tables
- Volume balance pass on various GH UI sounds to avoid some from being too loud
- Updated naming of the legendary recurve bow core piece
- RG_F: Rehook up first half of quest that was unhooked for testing
- Fixed DT validation
- Adjusted Frostbreaker stats and renamed part names to be representitive
- Revolver: Reduced HandleC damage buff from 30 to 25%.
- Removed ItemWear and Reload stats from ChamberA/B/C.
- ChamberA now hits much harder and has a high chance of slowing.
- ChamberC now fires much faster and has a chance to cause burn.
- ChamberB is a safe middleground. All fairly even in terms of DPS
- Added art assets for the legendary recurve bow
- IM Fight - Reduced IM head crit hitbox size as it was far too easy to hit
- Firearm scopes are now enabled using FirearmScopeType_Enum stat, which should directly map to D_FirearmScopeData index
- FirearmScopeData rows now additionally control ADS time, target FOV, ADS offset in first-person
- IM Fight - Added a health threshold that the IM will return to refresh his armor (currently 66% and 40% hp)
- Added BEAST Scanner Device VFX
- Reapplying position ADS offset and grip for sniper rifle with SK that was missing and stopped previous adjustment from working
- Removing reference to Norex station from RG D2_7 audio event to avoid any confusion
- Change all Throwable Spears to use BaseCriticalDamage instead of the Spear-specific stat in order for this to propagate to Sandslinger crossbow.
- Remove -50% crit damage as it destroys DPS in comparison to throwing it by hand
- Enabled scopes in D_GameplayConfig for GH weapons that support it
- Add resource widget (such as on Blueprint unlocks) translatable text
- Fixed issue in RG_E, C, B where LandShark was being spawned at incorrect scale, preventing from dealing damage during it's dive attack
- Update Olympus translatable text in terrain selection
- Adding audio blueprint logic that was somehow missing for legendary block that was legendarily blocking the audio from playing
- Add translatable text for the Min in crafting windows
- Adjusting dialogue delay at the end of the mission to wait for 3 seconds for better result. Various UI balances
- Update C0NT4CT device header text to be translatable
- Fix ClawFire being able to be fired before reload had completed by moving animNotify to the end
- Added 100% break chance to Quarrite gun projectiles, to ensure stone isn't added to carcasses
- Returned ape to it's higher health level now that the 60s of 80% projectile damage reduction has been removed from boss
- Fix quarrite burrows taking damage from things they shouldn't
- Added text for NullSec achievements
- Fixed bug where Killer Throw talent worked on boss/epic creatures
- Updated Killer Throw talent description to show that it requires a stealth attack (behaviour hasn't changed, this just wasn't previously communicated anywhere
- Adjusting ADS offset for sniper rifle so it looks in the middle of the scope. Fine tunes to the grip socket so the hand touches the gun.
- Adjustment to UI ducking to not be as dramatic for purchasing legendary weapon
- Adding position adjusted animations for potential use for sniper rifle and crossbow sandworm
- Fixing Ensure - It was backwards in terms of triggering
- RG_F - Quick Second Half of RG_F where you follow the quarrite tunnels and close them then fight some epic creatures at the end
- RG_F - Adjusting QM to get the Burrows Spawning in the Correct Locations
- RG_F - Committing First Half of new quest - players now have to find and scan golems with a BEAST then track tunnels with an ECHO device
- RG_F - Adding new QM for marking out locations
- RG_E - Adding Hint Text to inform that some caves may have been resealed
- Replace RG_Gauntlet durability increase to be reduced wear instead
- Landmine - Added isvalid checks to ensure the landmine isnt trying to set non existant dynamic materials
- Repaired some missing sections of navmesh inside RG arena
- RG per-player health/armour bonus on hard difficulty increased from 33% -> 50%
- RG now teleports to blocker wall in edge case where it gets stuck during pathing
- RG JumpAround behaviour now has damage source come from centre of NPC
- Slightly increased RG melee damage bonus on hard difficulty from 15% -> 20%
- RG Ceiling Rocks no longer affect navigation
- Updated RotateToFaceBBEntry BTTask to support 2D direction vectors if desired
- Fixed bug where RockGolem Rock payload wasn't cleaning itself up
- MoveToVectorAdvanced behaviour can now optionally move agent to nearest patch of navmesh before beginning move operation
- Fixed bug in BTS_SweepBoneDamage where SelfActor BT key was getting overridden
- Update RG_Gauntlet to use biofuel and updated all upgrades
- Added Rocks to block player snipe ape on Ape Arena
- IM Fight - Fixed bug where pillars wouldnt be removed from the pillar array when destroyed from collision and timeout
- Updated legendary bow handle A mesh and textures with corrected normals
- RG_C - Reduced Worm Spawn Frequency from 30s -> 40s Base
- RG_C - Reduced Max Worm count at anyone time based on scaling from difficulty and player number
- RG_C - Increased time it takes for worms to move 5s -> 10s
- RG_HUNT - Adjusting Objective Description to match the bosses name
- Adding an AI setup for the Rock Golem Juvenile Arctic so it differs from the base
- Adjusting the Rock Golem Juveniles Loot so that the variations add the specific ores and the base is more plain, also gave them soft meat as a 100% drop
- Preparing Materials for the Arctic Element Armor Variations
- Adding Rock Golem Juvenile Arctic Variation Textures for Bones and Carcass and Implementing on the Corpse
- RG_C2 - Adding additional Natural Spawn Blockers around the quest area's where the quarrite burrows are
- RG_C2 - Adding new Quest Steps to Build a Simple T3 Base and Craft some Basic Equipment before hunting down the quarrites
- RG_C2 - Adding new quest base to pull item name from itemable rather than always specifying it within quests
- RG_C2 - Adjusting Landing Location of the Droppod so it doesn't land in the base you just built
- RG_C2 - Incorperating existing dialogue for first finding the quarrites and then updates when skinning and collecting vestiges
- RG_C2 - Adding new Map Icons for the Quests
- RG_C2 - Adding Natural Spawn Blockers to Areas surrounding base outpost and Quarrite Burrow Locations
- RG_C2 - Removed Collection of Basic Vestige
- RG_C2 - Adjusting Faction Mission DT to show Previews of the Quest Correctly
- RG_C2 - Changed up flow to give more context and change dialogue triggers to allow for dynamic collection
- RG_C2 - Adjusted Map Markers, Tags and Trigger steps to allow for better quest objective locations
- Feature Locking New GH Accoldes / Achievements
- Adding Helper Functions of Quest Object Cleanup so you can specify lifespan so you don't need to call the 2 other functions
- IM Fight - Removed random pillar spawning.
- Added EQS based Pillar spawning (1 under player, 9 in area around player, and 10 max.)
- Boss can now walk through pillars to prevent him from not being able to go into caves and for players being able to destroy pillars.
- Added a lifespan to the pillars so after 5 mins they'll destroy
- Repositioned damage source location for RG jump attack
- Fixed issue where RG's jump attack BT task wasn't receiving the additional stats given to it
- re-organized files for creature eye shader
- Added cheat to update prospect difficulty at runtime
- Reduced drill arrow damage from 85->25, but now it deals an additional 3 instances of damage over time after hitting target
- Drill arrows are no longer affected by armour that causes projectile ricochet
- RG boss fight worm spawns are now affected by prospect difficulty
- Slightly increased base health/armour of RG based on difficulty level
- RG melee damage now scales based on difficulty level
- Added new attack in final phase of RG fight
- Potential fix for rare issue with RG fight where boss won't emerge after burrowing
- Various small timing tweaks to RG boss fight
- Adding sniper crack blend layer to give more mid range aggression. Currently blended in - may adjust and fine tune
- Adding legendary bow reload, draw, fire, shaft, stick events and data table setups. Added possible animation for holding the bow slightly further away for better visibility
- Adding new Chance to deal double damage stat
- Adding New Endurance Modifier & Stats for one of the ape club modifiers
- Naming Legendary Club Parts
- Adjusting legendary Club so the alternate attack is given by default and the 4th upgrade now provide bonuses which apply to all attacks
- Adjsuting Stat name to not mention lava pools but instead mention setting the ground on fire
- Adding Names for Crossbow Alterations
- Removing Summon Sandworm Stat and Replacing with Damage and Projectile Speed
- Fixing issue where only one affliction stat should be shown on the upgrade tooltip (fixes issue where bleed and wound where both not being shown at the same time)
- Revolver Upgrade Name Pass
- Removing Outcome Text from GH interface as it now just uses World Stats and Flag Descriptions (this was changed a few weeks ago and the data not removed)
- Adding DT for Stasis bags so we don't need to keep 2 maps up to date in different locations
- Adding new Arctic Rock Golem Texture Variations for the Elemental Infusions
- GH_RG - Updating Outcomes of RG Great Hunts to balance out the tree
- GH_RG - Adding Rock Golem World Stat Outcome for Landsharks appearing in large caves
- GH_RG - Setting up new Cave Creature Landshark for it appearing in caves
- RG_O2 - Adding specific spawning and hints to player as to where the spawning is happenning
- RG_O2 - Adding a bit more context as to why you are doing what you are doing
- RG_O1 - Adding new Creature Subsystem Notify for creature armor breaking
- RG_O1 - Adding Specific Den Spawn Locations for the quest and letting the player know via objectives
- RG_O1 - Adding new Objectives to give he quest more context, such as aquiring a vestige, more context on what needs to be built and using arrows specific remove armor
- RG_A - Replaced Map Icon with Grid Coords in Objective
- RG_A - Removed Scarecrow as it was adding a search area to the map which was not intended revealing the base location
- RG_A - Adding a Map Marker when players find the base
- RG_A - Capping Max rock Golems in Area to 1 - Making an epic creature with no new stats - will help players learn about the creature rather than be overwhelmed mission 1
- RG_A - Capped Number of Extra Spawns - even with multiplayer spawning - now has a 120 second delay before attempting to spawn an additional
- RG_D - Adjusting the Condensed Extotic Dropped Mesh to be the same as the back, and applying a map icon when the object is dropped
- RG_D - Removed the Cleanup timer from the Condensed Exotic when dropped
- RG_D - Fixing Quest Description that was not ticking off correctly making it look bugged
- Fix projectiles for fireball/slug launcher not visible when terrain deformation is on, also re-added color variation for slug launcher ammo types
- Ape Fight - Increased healing from 4% to 35% as he seemed to only heal once in the fight
- Reduced legendary bow base arrow speed, increase rate of fire on fire rate upgrade, reduced arrow speed slightly and added projectile damage to arrow speed upgrade
- Frostbreaker fix stamina consumption for base attack. Adjust stats on weights to reduce freeze, increase shattering rewards and reduce stamina consumption. Remove stamina consumption bonus from mining upgrade
- Reduce Behemoth damage variation to 10% from 20%
- Update Noxious Cloud upgrade to show modifier for attack chance
- IM Fight - Pillars now have a little spike that is in the ground on spawn that shows there is a pillar there and raised the niagara effects to give better visibility. Removed the ability for pillars to hurt/knock back the boss on spawn (being destroyed instead)
- RG_Gauntlet significantly increased durability, reduced fuel use and fuel capacity.
- Added mining rewards and tweaked damage and attack speed
- Add blinking Red/Green nav lights to Drone.
- Add DF shadow setup for DroneSpawner.
- Add supporting light and toggle on/off material states.
- Lights will go out when no more drones are queued to spawn.
- Remove bespoke highlight setup that isn't needed
- Buff Sandworm Javelin damage and crit damage
- Buff Caveworm crit damage
- Fixed bug where CF_MED_002 cave was spawning caveworms at the wrong scale
[/expand]