Icarus is a survival game structured around sessions rather than a persistent world. You drop to the planet on a timed prospect, complete objectives, and extract before the clock runs out. Everything you built on the surface stays behind.
What carries over is what you bought in orbit with exotics, and your character's talents.
Why the structure matters
It changes the pacing completely. There is no long-term base to nurture, so every prospect is an expedition with a deadline, and dying costs you everything you were carrying.
That makes preparation the actual skill. What you bring down, what you can build from local materials, and whether you can survive the biome you chose.
The environment is the enemy
Temperature swings will kill you faster than the wildlife. Caves have no oxygen. Storms arrive with warning and are lethal if you are outside.
Shelter has to be sealed to hold heat, which means walls, a roof, a door and a fire. A half-built structure does nothing.
Who it suits
Players who like survival crafting but bounce off the endless-sandbox structure, and groups who want a session with a defined start and end.
Solo is viable and considerably harder, since one death ends the prospect.
Prospect types
Missions are short and objective-driven. Outposts are open-ended and let you build without a hard timer. Open world adds a persistent map for players who want the sandbox after all.
That last mode addresses the main criticism of the original design, and it is worth knowing it exists before dismissing the game as too structured.
Playing with others
Groups make prospects considerably easier, largely because the work divides. One person builds, one hunts, one mines.
Solo is harder in a specific way: nobody revives you, so a single mistake ends the prospect rather than costing a few minutes.
Time commitment
Individual prospects run one to six hours. The overall progression through talent tiers and the exotics economy is dozens of hours, and there is no ending to reach.
What it costs you to fail
An unfinished objective loses you the mission reward. A death loses everything you carried down, including anything rented from the workshop for that trip.
That asymmetry is deliberate: it makes extracting early with an incomplete prospect the correct call far more often than players expect.
Talents, and the two that matter first
Carry weight and stamina. Not damage.
What limits a prospect is almost never how hard you hit. It is how much ore you can haul in one trip and how long you can work before exhaustion forces a rest.
After those, specialise toward whatever you actually spend time doing. A player who mines and a player who hunts want almost nothing in common from the tree.
Respeccing is available, so early picks are not permanent, but the points are scarce enough that spreading them thin leaves you mediocre at everything.
Guides
The beginner's guide covers your first prospects and what to buy in orbit. The builds guide covers talents and the exotics economy, the walkthrough covers prospect types, and maps covers the biomes.



