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Intravenous News

Update 1.4.0 BETA now on 'test' branch!

Hey folks!

This update brings several improvements, features and bugfixes ported from Intravenous. You may or may not know, but I'm very passionate when it comes to projects I work on - Intravenous is a passion project, too. Naturally, while working on Intravenous 2 I couldn't help but think to myself "this is such a good improvement, I should backport it to Intravenous" - which is exactly the point of this update. Most of the new things in this update are things that I believe don't affect the gameplay design of Intravenous 1, which is why they've been added.

Without further ados, here are the new changes!

[h2]New gadget - Medkit[/h2]
This something I talked about in one of the "What's next?" community posts here on Steam. However I completely forgot to implement it into the game, since life got really busy. Now that it's implemented in Intravenous 2, I thought it's only natural I backport it to the first game, especially since I announced that it would be added to the game a year ago.

Because this gadget doesn't contribute to the bandage use limit, map makers can easily use this to add as many healing items to levels as they want... if that's what their levels are all about!

[h2]New gadget - PKC-EMP[/h2]
A new toy for stealth lovers - a portable EMP device which knocks out electrical devices in a radius around the player. It's drawbacks are the fact that it charges quickly only when moving, and it's high weight which directly penalizes your movement noise and speed.

[h2]Improved light level calculation[/h2]
The formula responsible for calculating how lit any given object is has been improved - areas that are dark to the human eye now light the player up less, meanwhile bright areas remain just as bright. This change makes stealth easier in a way that makes sense.

[h2]Improved armor protection[/h2]
Yet another improvement backport. Previously, when you'd get shot, but the armor was able to withstand the bullet and prevented penetration, you'd receive a flat reduction in damage as per the armor vest's stats. Now, in addition to the flat protecion, you also receive additional damage dampening the further away said bullet is from penetrating the armor vest. For example, the Ceramic Plate, when hit by a weapon using 9x19MM, will provide even greater protection than before. Combat will now be a tad easier, don't expect miracles!

[h2]Visual recoil[/h2]
Among many improvements in Intravenous 2 is the addition of visual recoil (or camera shake) when firing weapons. Firing the first game up, I couldn't help but feel like something's missing when firing. So, with this feature backport you'll notice guns feel more satisfying to fire. However this effect is kept light, since vision is a very important aspect of combat in Intravenous, and having exaggerated camera shake would make combat more difficult.

[h2]New graphics setting - High-contrast rendering[/h2]
Enabling this will switch the lighting blending to a different algorithm, one that tries to preserve details while altering the colors. The result is a vastly different picture that brings out more details out of every pixel and one some might call "atmospheric" or "moody". This setting also responds much better to the in-game brightness setting. This is kept as a separate setting instead of replacing the old one since I am sure there are people that prefer the old mode over the new one. :)

[h2]Improved fake shadows effect[/h2]
This is yet another improvement backport from Intravenous 2. I didn't like how fake shadows were incapable of stacking, and you could not have object A that's placed on top of object B cast it's fake shadow onto object B. The improved fake shadows give a better feel of depth, and scenes look better overall. Oh, and did I mention that these improved fake shadows also use fewer CPU and GPU resources? What's not to like!

[h2]Improved grenade explosion & HSR-EMP visuals[/h2]
Grenades now create a visible blast wave when they explode to make them feel a bit more powerful. The HSR-EMP creates a small wave effect around the object it was used to affect.

[h2]Improved flashlight, security camera, and player view cone effect[/h2]
Yet another improvement backport. Now the cones fade in a much more softer manner. This is one aspect of the first game's visuals that I didn't like that much, so after improving it in the second game I figured I'd backport it here. :)

[h2]Improved night-vision goggles effect[/h2]
When using NVGs, the colors are sharper, and the overall color palette is more neutral, rather than giving off a strong green tint that might be a bit uncomfortable.

[h2]Fixed weapon spread increase rates[/h2]
The weapons in Intravenous have a highly dynamic spread system, which is influenced by many things - continuous fire, movement speed, mouse movement. One of the factors that affects the spread increase from your next shot is by how much spread has increased already, in other words how long you've been firing for. During the development of Intravenous 2 I noticed something bizarre - it worked in reverse. The lower the spread, the more spread is increased per each shot. This is an important bug that directly (and negatively) influenced the gunplay of Intravenous since version 1.0. Going into the game starting with version 1.4.0 you'll notice weapon handling is drastically different. This makes the game easier, but also more difficult at the same time, since NPCs also use the exact same weapon spread system.

These are the main changes in version 1.4.0. Several previous patches in the past have implemented various improvements/fixes backported from Intravenous 2, but this time I decided to pack several improvements I consider sizeable into one update. Hope you like them!

Version 1.4.0:
[h2]Additions[/h2]
- new gadget - Medkit:
* it can heal a total of 40 health points
* does not contribute to bandage use limit

- new gadget - PKC-EMP:
* disrupts eletrical devices in a radius around the player
* recharges quickly only when moving

- new graphical setting - High-contrast rendering:
* enabling this will switch to a different light-blending algorithm, one that will make details pop more
* it should have no performance difference compared to when disabled

[h2]Visual improvements[/h2]
- added visual recoil from firing weapons
- added blast effects for grenades and when using the HSR-EMP
- improved night-vision goggles effect
- improved fake shadows to be able to cast shadows on top of each other, while using fewer CPU and GPU resources
- shader optimizations, resulting in an up to 8% framerate improvement in GPU-bottlenecked scenarios
- improved menu blur - looks better and uses fewer GPU resources
- added a background panel to the loadout menu, so that it doesn't look like it's "floating"

[h2]Gameplay tweaks[/h2]
- improved light level calculation by evaluating the grayscale value of the light, rather than the sum average - dark areas are now darker, while bright areas remain just as bright, if not brighter
- increased armor protection in the event of the projectile failing to penetrate the armor vest - the further the bullet is from penetrating the vest, the greater the damage dampening

[h2]Fixes[/h2]
- fixed incorrect shot spread increase calculation
- fixed being able to go prone while cooking or throwing grenades
- fixed a crash that occured during cutscenes with the "Exploding Enemies" mutator enabled
- fixed some minor UI issues in the loadout menu

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 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!