
Icarus
GameBy RocketWerkz · Released Dec 4, 2021
An alien world for the taking. Explore, survive and make your fortune if you dare. Icarus is a multiplayer co-operative survival game with persistent metagame progression.
Connections
Each row is a game or company named alongside Icarus, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- Dec 4, 2021
- Developer
- RocketWerkz
- Genres
- Simulator, Adventure
- Platforms
- PC (Microsoft Windows)
- Links
- Official site, Wikipedia
Game data from IGDB.com
Documents about Icarus
The Steam Games That Sold the Most Copies Over the Holidays
Steam experienced a record-breaking December in 2025, generating $1.6 billion in gross revenue from over 100 million players.
- Steam generated $1.6 billion in gross revenue during December 2025, marking a 22.7% increase over December 2024 and surpassing the previous record set in December 2020.
- ARC Raiders led Steam sales between December 21 and January 4 with 1.2 million copies sold, contributing to the title reaching 12 million total copies sold and 7 million on Steam.
- Detroit: Become Human shifted 993,000 copies during the holiday period, driven by a record-low price of $4 that helped the title surpass $150 million in total Steam revenue.
Plus: December's Steam Debut Hits So Far – From Icarus to Wartales
This analysis evaluates the performance of premium PC and console game debuts during the first half of December 2021.
- Survival and tactical titles are currently outperforming casual games, with RocketWerkz’s Icarus achieving a strong 0.23 Hype-to-Reality (HTR) ratio.
- Shadow Tactics: Aiko's Choice demonstrated high market conversion with a 0.29 HTR, while Mechajammer failed to gain traction, recording a low 0.03 HTR due to technical issues.
- Steam’s sales charts prioritize individual SKU performance, whereas Epic Games Store charts provide a broader view of revenue by including in-game purchases and DLC for titles like Genshin Impact.
Owlboy: The Motivational Power of Inspiration
The nine-year development cycle of the indie title Owlboy serves as a case study for the critical role of sustained creative inspiration in long-term game production.
- Maintaining long-term motivation over a 9-year development cycle requires a team-wide commitment to a core vision, even when faced with significant financial hurdles and the need for secondary employment.
- Design inspiration can be sourced by internalizing experiences from other media, such as architectural elements observed during travel, and by allowing the mind to wander during periods of boredom.
- Iterative design is more effective when moving from small, rough sketches to pixel art sprites, which helps developers focus on essential shapes and silhouettes rather than getting stuck on minute details.
NEXON Q3 2016 Earnings Call
Nexon demonstrated financial resilience during the third quarter of 2016, generating ¥44.3 billion in revenue.
- Nexon generated ¥44.3 billion in revenue for Q3 2016, exceeding initial expectations despite year-over-year declines caused by currency fluctuations.
- The company achieved a 4% revenue growth rate when measured on a constant currency basis, driven by the performance of core PC franchises MapleStory and Dungeon&Fighter in Korea and China.
- Management issued a cautious outlook for Q4 2016, anticipating a year-over-year revenue contraction due to ongoing currency headwinds and seasonal factors.
Games You Might Not Have Tried - ep 6 - Find New Games - Extra Credits
This analysis highlights a curated selection of video games chosen for their unique design perspectives, mechanical innovation, and ability to provide distinct player experiences.
- Games that prioritize unique design vectors—such as procedural generation, asymmetric roles, and unconventional storytelling—often provide more compelling player experiences than those following conventional industry trends.
- Titles like 'Cart Life' and 'Papers, Please' demonstrate that minimalist UI and moral decision-making mechanics are effective tools for fostering player empathy and simulating complex human experiences.
- Handheld titles like 'Crimson Shroud' and 'Etrian Odyssey IV' successfully adapt traditional tabletop and dungeon-crawling mechanics into modern, accessible formats.
Union Yes? Computer Game Design, Management, and Labor Relations
This interview with game developer and project manager Joshua Peery, conducted by Judd Ethan Ruggill and Ken S. McAllister in 2011 and 2012, forms part of a broader multi-institutional project examining the political and interpersonal economies of computer game labor.
- The game industry's secrecy, driven by intellectual property protections and profit concerns, has left its working realities poorly understood, making this insider interview a rare perspective at a time of widespread assaults on organized labor in Europe and the United States.
- Joshua Peery's career moved through several studios, including Icarus Studios, Electrotank, and Carbine Studios, marked by layoffs, contract work, and sudden funding collapses.
- Peery argues that game labor increasingly resembles film industry patterns, and that practices such as unannounced crunch periods, salaried employees denied overtime, and no advance warning before layoffs make unionization sensible, with film and writers' guild models offered as possible templates.