Recommended, with some significant "but..." clauses added to it. If you're a fan of survival-craft games this one checks all the boxes. You get dropped into a dangerous environment which becomes progressively less dangerous as you grind your way up the technology tree and become more familiar with how things work in the game. The technology tree is deep and wide and offers a whole lot of upgrades and ever-more-efficient ways to accomplish your goals. There's the usual - pick up stick, use stick to hit rock, tie rock to stick to make axe, chop down tree, use log with bigger rock to mine iron, etc. etc. Eventually you work your way up to running around in full high-tech combat armor and laughing in the face of polar bears as rare and priceless resources spill out of your pockets. It's a very pretty game to look at, and it can offer enough diversity to keep you (and a few friends if you wish) busy with just building bases and goofing around. There is a lot of technology to unlock and a lot of weapons, machines and items to play with and experiment with. This is where the game really shines and a player can lose hours (or hundreds of them) just growing crops, churning cream and cleaning the gunk out of their waterwheel power generator. As a "homesteader simulation" it can be a lot of fun, but as a mission-driven game it starts to get a little wobbly. Icarus initially launched with a unique and controversial model of time-limited, discrete missions which would wipe everything you'd built off the map when the mission was done. A lot of people (myself included) didn't like this - after all, who enjoys spending 8 hours smacking rocks just to have the house and machines you've built be thrown away without any kind of payoff? So they added the Open World mode which allows you to play through most of the missions while keeping your carefully constructed base and hard-won resource stockpiles. This is better, and by RocketWerkz' own admission it has become the most popular game mode by a large margin. The missions still remain in the game though, and here's where the "but..." starts to creep into my review. While the missions provide a little bit of structure and encouragement to travel to new parts of the map ,the rewards are paltry and hardly worth the time and effort required to complete them. At the conclusion of each mission you're handed a little bit of scrip ("Ren") which can be used to purchase additional tools and items from the orbital space station. The biggest failing in this system is that it requires multiple missions (many of which can take 4-8 hours or more to complete) to buy even the worst of the available equipment, and even the best of the available equipment is inferior by a large degree to what you can make yourself. Icarus apologists and purists make the argument that the orbital Workshop items are just there to give you a running start when you first land for each mission, but the addition of Open World makes this head start largely superfluous. You can either spend 40 hours doing missions to be able to afford a pickaxe that's heavy, flimsy and capable of only mining Iron and Copper or you can spend 4 hours working your way up to making your own Titanium pickaxe that can do everything 10x better. Outside of the improved "Envirosuits" that you can purchase (which can't be crafted or changed on-planet) and a couple of the specialized suit modules and backpacks available for sale, there's very little incentive to actually run the missions or harvest the Exotic minerals. This is strange, because the entire gameplay loop appears to be that you're supposed to run missions and harvest Exotics in order to buy better gear, which in turn is supposed to allow you to access harsher areas of the planet and complete more rewarding missions and harvest greater quantities of Exotics in order to buy still better gear in order to... Well, you get the idea. In actuality, there is no "better gear" available in the Workshop and there are really no "harsher areas" of the planet either. There is a pair of Arctic areas and a pair of Desert areas which offer a small bit of additional challenge, but this is easily overcome by even a modestly prepared Prospector and, more troubling, these areas don't actually hide any resources or assets that you can't already find in the relatively safe Forest at considerably less risk and travel time. At its core, Icarus fails to offer the player any kind of incentive to explore or undertake missions beyond doing them for their own sake. There's nothing on the table to really work towards outside of leveling up to unlock blueprints for things you make for yourself - and you can do all of this within 1km of your comfortable lakeside cabin in the woods if you so desire. Once the technology tree is unlocked and you've had a chance to build everything and play with everything a little, the answer to the question of "what next?" mainly has to come from the player's own imagination. There's no story, no sense of progression or accomplishment, and what should have been the prime end-game goals - expensive and powerful Workshop equipment and deadly, high-paying missions that require them - are poorly implemented or just outright missing. 15 years ago Minecraft set the standard for these kinds of games and even back then they realized they needed to offer some kind of story and goals and ever-more-desirable resources to push the players away from the temperate forest and into the harsh deserts, snowy tundras and terrifying alternate dimensions. Icarus seems intent on reinventing the wheel and making those same mistakes all over again, but it can still be a fun and contemplative game for people who are able to set their own goals and enjoy doing them for their own sake. Ultimately my recommendation for this game depends on what the individual player is looking for. A player seeking a new game with a lot of what they enjoyed in, say, Stardew Valley might really like Icarus' take on the genre and the way it adds just a little more danger to the mix. For someone looking for a more linear sense of progression and storyline, or for someone who enjoys the hard grind into a challenging and satisfying endgame tier of content, this game may not fill the need.
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