update · October 22, 2026
Icarus Week 255 Update Adds Rifle Turret and Fixes Defensive Targeting
The latest Icarus update brings a Tier 4 Rifle Turret, adds critical hit capabilities and wall-targeting fixes to all auto-turrets, and expands base-building options. The patch also introduces extensive settlement management logic and character customization upgrades.
Week 255 in Icarus delivers the Rifle Turret as a new end-tier defense option alongside sweeping mechanical improvements for all automated turrets. Developers have also rolled out extensive settlement task management tools, creature adjustments, and bug fixes across the survival game.
Tier 4 Rifle Turret and Turret Adjustments
The new Rifle Turret sits at the end of the Tier 4 tech tree, firing 7.62mm rounds that deal double the damage of Pistol Turrets with roughly 50 percent greater range. It features a narrower targeting angle than its pistol counterpart but higher accuracy. All turrets have received a fix for an offset targeting point that previously allowed them to shoot incorrectly through low walls. Turrets also now possess a 200 percent critical hit damage stat, and Pistol Turrets received a 200 percent crit damage modifier. For better readability, all automated defense systems are renamed to Auto-Turret in the Field Guide, and the Tesla Coil is simply named Tesla Coil.
Settlement and Base Mechanics
Settlements now utilize a task management system driven by the D_SettlementTasks table, replacing older nested generation entries. Buildings feature slot counts, tasks, and default assignments. Unattended machinery such as generators, reactors, and solar units operate without settlers, while locations like kitchens and medical stations require specific tag queries like raw food or metal ingots. Players can assign settlers to specific slots using the ledger UI, and assigning an occupant to an already filled slot automatically relocates the previous worker.
Character Customization and UI Revisions
Face customization sees world mesh integration, with rebreathers, helmets, and hoods grouped into a new Visualization tab. A new rebreather checkbox removes the suit helm while previewing the character. The T4 Armor Stand now costs 1000 power, has an idle state when not active, restores 1 durability every two seconds when powered, and sets doll poses to none upon closing its doors.
Creature Fixes and World Adjustments
Mammoth head critical hit areas are adjusted to fix inconsistent headshots caused by rightward offsets. Koala Sheep, Jungle Kangaroos, and other creatures receive updated skinning events, experience yields, and corrected death animations. The Elysium biome map is refined to reduce unnecessary transitions around caves and ledges, and Radboss perception range returns to 10,000.
Why this patch matters
Week 255 delivers meaningful utility to base defense builders with the Rifle Turret and fixes frustrating turret blind spots, while laying groundwork for deep settlement task management.