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Intravenous News

Intravenous demo available once more!

Hey everyone!

The demo version of Intravenous is now back on Steam once again.
Several months after it became available for the first time, I began working on additional major updates for the game, and became very busy with things going on in real life.
Being the only person working on the game, I didn't have enough time to dedicate to updating the demo version after each update of the full game, so I decided to make it inaccessible until I had more time, as at that point the demo version was no longer representative of the full version's state.

By that I mean the full game's performance was a lot better, it had more features, the AI had been tweaked, and graphically it was also more pleasant to the eye.
Now, with all major updates released, I've decided to update the demo build to the latest game build, so that it is finally a good representation of what the full game is about.

And so now the demo version is once more available on Steam, and, hopefully, won't be going anywhere this time. If you've a friend who was thinking of trying out the game - let them know!

Thanks for reading!

Game patch 1.3.37.8

Hey folks!

This patch fixes an oversight in enemy AI when they would panic. Enemies were supposed to wait a short while before blindfiring, but they'd open fire immediately instead. It also fixes an issue where enemies would immediately go to panicking & blindfiring upon taking damage if they were seated, which shouldn't happen.

Version 1.3.37.8:
- fixed enemies firing their weapons immediately upon becoming panicked
- fixed goons being capable of panicking and blindfiring while sitting down/getting up/sitting which would cause enemies to die under the sofa in some cases

Don't forget to report any issues you encounter in this thread!

You can also join the official Discord server!

Thanks for reading, hope you're enjoying the game!

Intravenous price will not increase

Hey everyone.

As I'm sure some of you are aware, due to the global political climate, some currencies are experiencing inflation. Electricity, gas, and food prices all across Europe are going up, too - as someone living in eastern Europe, I am, too, directly influenced by this.
In response to that, I've noticed some indie devs raise the price of their products. Intravenous will not have it's price increased, unless there is extreme inflation and I have no choice but to bring the price to where it would be without inflation, and only in relation to said currency under inflation. There are two reasons why I've come to this decision.

First, I initially intended to price the game at $14.99 on launch, however decided not to, because I felt that top-down games ought not to cost that much. Obviously, this can be argued. The game, in my opinion, would've justified a $14.99 pricetag back then, and especially now with so many updates released, additional content added, and with Workshop support implemented.
Still I decided on a $12.99 pricetag, since I thought it'd a gesture of goodwill for those who don't have much money to spend on games. As time goes on, games lose their value, so increasing the price on a finished product 14 months after it's release seems like nonsense to me.

Second, and this is a bit of a personal reason, I grew up in a rather poor family, so I know very well what it's like to not have much money to spend on things to have some fun. This also plays into my reasoning as to why I chose the pricetag of $12.99 over $14.99, and it's also why I've decided to not increase the game's price. It's no fun to see prices go up, even on things that aren't necessary, when financial distress is all but certain.

Barring that, I am an indie developer, and so I rely on word of mouth very much for continued sales of Intravenous. The development of Intravenous 2 is going strong, but temporarily halted as I've become sick with the flu 4 days ago. (recovering just fine, don't worry!)
I intend to reach out to a publisher in regards to the second game, but as much as I'd like that, I'd honestly prefer to stay completely independent - creative vision is very important to me and I fear of corporate involvement too much.
So if you wish to help maintain the vision of the second game as close to what is intended as possible, then don't hesitate and spread the word about the first Intravenous! Every sale, every review, every person being aware of the game helps - every little bit helps.

Thank you for reading.

Sincerely,
Roman Glebenkov

Game patch 1.3.37.7

Hey folks!

This patch slightly optimizes the game from the CPU side, and should help folks with hitching/stuttering a bit. The update adds interleaving to NPC logic updates that are far from the player and the light caster validation. This spreads the CPU processing load over two frames (instead of one), which should reduce CPU usage. Due to the nature of the optimization, this should help reduce hitching for people with high refresh rate monitors more than those with 60hz monitors - the higher the framerate, the more noticeable the effect should be, however even if you don't have a high refresh rate monitor, you will still benefit from the optimizations mentioned here.

Version 1.3.37.7:
- added NPC logic update and light caster validation interleaving, which should help reduce hitching and increase average FPS on CPU-bound machines
- optimized the lighting filtering algorithm - uses less graphics card power and produces a better looking result
- russian localization tweaks

Don't forget to report any issues you encounter in this thread!

You can also join the official Discord server!

Thanks for reading, hope you're enjoying the game!

Intravenous 1.3.37.7 on the "test" branch!

Hey everyone!

An upcoming update is now on the "test" BETA branch.
The purpose of this update is to optimize the game on both the CPU and GPU fronts.
It should provide a small increase in GPU performance, thanks to a different shadow filtering solution, and a decent bump in CPU performance, thanks to lots of various optimizations.

Currently the test branch carries "RC1" in it's version name. If anyone would like to test it out, that'd be a great help, since optimizations can sometimes bring new bugs.

Thanks for reading, hope you're enjoying the game!