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Into the Radius 2 News

Introducing CMI + Modding Guidelines

[h2]CM IMMERSIVE[/h2]
Hello explorers!

CM Games has recently split into several independent studios, and we are excited to introduce ourselves as CM IMMERSIVE (CMI for short), a brand new independent studio made up entirely of the team behind Into the Radius.

ITR remains fully ours. The IP belongs to CM IMMERSIVE now, and we are continuing our work on the game same as before. Nothing about your experience will change. The only difference is that moving forward, you’ll see CM IMMERSIVE credited as the developers instead of CM Games.

The CM Games logo will remain in previously published materials.

[h2]MODDING GUIDELINES[/h2]
For our modding community we’ve compiled an official list of guidelines on creating mods for our games. Feel free to share your feedback!

[h3]General[/h3]
  • Mods are created and used at your own risk. CM Immersive is not responsible for any damage, data loss, or issues caused by third-party modifications. We also do not provide support for installing, troubleshooting, or maintaining mods.
  • Make sure you have permission to use any third-party content in your mods. If it’s not yours, don’t include it unless you’ve been granted the right to use or modify it. By publishing a mod, you confirm that you have the necessary rights to everything in it. CM IMMERSIVE is not responsible for the content of any mod.
  • If you use someone else’s work (with permission), please credit them clearly in your mod description.
  • Mods for the Into the Radius IP must be distributed for free. You may not sell them or lock them behind a paywall tied directly to access. We’re absolutely fine with creators earning support through Patreon, Ko-fi, or similar platforms, as long as the mod itself remains freely and equally available to everyone.
  • CM IMMERSIVE is not responsible for how mods function after official game updates. If a mod stops working following a patch or major change, it is up to the creator to decide whether they want to update it. We cannot guarantee backward compatibility for mods across different game versions.
  • CM IMMERSIVE reserves the right to request that specific mods be altered or removed.
  • Into the Radius and all related assets are © CM IMMERSIVE. Mods are allowed under these terms, but modders do not own any part of the original game or its intellectual property. However, the rights to your original mod content remain yours.

[h3]The following is prohibited[/h3]
  • Mods for Into the Radius must not promote hate speech, harassment, discrimination, or unlawful content..
  • Creating mods that collect personal data, inject third-party trackers, or include malicious or harmful code of any kind.
  • Mods for Into the Radius must not promote hate speech, harassment, discrimination, or unlawful content.
  • Adding any form of monetization directly within the game via your mod. Including but not limited to in-game advertisements, NFTs, lootboxes, microtransactions, etc.
  • Offering early access, exclusive features, or any form of preferential treatment related to a mod in exchange for financial support.

See you in the Radius!

Dev Diary // One Year Later

Hello explorers!
This day marks one full year of Into the Radius 2 in Early Access. In this diary, we’d like to look back on everything we’ve achieved in the past year, tell you what we’re working on now, and share our future plans.
[h2]A Retrospective: One Year in Early Access[/h2]
At launch, there were very few settings, and no difficulty presets at all. These, along with numerous quality-of-life and accessibility improvements, were added over time. This also includes new gear options and settings tailored for content creators.

Initially, there was only one body turning mode. Now there are three. Major issues with height calibration were fixed, interaction with the world became more intuitive, and ladders and bars stopped being death traps.

[video][/video]

We’ve added tons of new firearms (e.g. AKM, M4A1, SVD, G36), and most weapons now have 2–3 variants instead of one. This allows you to discover new guns in the Radius or upgrade from basic to modified versions.

[video][/video]

The base weapon set was expanded with dozens of new attachments, wear-and-tear mechanics, and cleaning tools. Aiming mode was added, and ammo can now be purchased and stored in larger boxes.

[video][/video]

At launch, loadout options were limited to three chest rigs in a single color. Since then, we’ve added 2 vests, 3 types of armor plates, 3 ballistic helmets, and 2 types of Distortion-Proof headgear, as well as multiple color variants for most gear. A custom loadout system was also introduced, allowing you to freely place and arrange pouches as you see fit.

[video][/video]

Artifact detectors were initially locked to your right forearm. Based on your feedback, they were turned into regular items you can lose, drop, and buy. Other gear upgrades followed, such as the headlamp. Hunger and fatigue systems were introduced, along with food to manage them.

[video][/video]

Progression, missions, game balance, and mechanics have been revisited, polished, and rebalanced repeatedly. The same goes for nearly every UI and text element.

The base originally felt too clean and empty. Over time, it became more lived-in and believable, and proved that its structure is actually very convenient. The largest and most complex map, Pechorsk Outskirts, was added in our latest major update. All original locations received significant visual and gameplay upgrades across multiple iterations. The day-night cycle was balanced, making time of day more noticeable. Anomalies became more visually distinct, enemies more grounded, and their behavior more natural. Distortion Zones, ash structures, and breakable human figures were added to many areas.

[video][/video]

Three Fragment variants, an additional Creep, and a new “Hedgehog” anomaly version were introduced after the initial EA launch.

[video][/video]

Co-op mode spent some time in beta and was initially rough for many players. Later, it became much more stable and now includes a proximity voice chat that’s gradually factoring in the environments of both players.

Overall, the game became more stable, user-friendly, and better optimized, with noticeable performance gains. Of course more work is yet to be done.

We’re proud of how the game has evolved this past year, and we’re not slowing down…
[h2]What We’re Working On Now[/h2]
We believe the core gameplay of ITR2 is now strong enough to deliver dozens of hours of playtime. Our next big goal is expanding and improving on these systems and features, setting the stage for a proper 1.0 version. One with a clear beginning, middle, and end.

Right after wrapping up the loadout customization system, we began designing a similar system for weapon customization. We’ve wanted to do this for a while, but struggled to find a solution that was both well-designed and feasible. Now, with the loadout system in place, we have a technical base to build from. The vision is clear, the design documentation is done, and implementation is underway.

In parallel, we’re working on several new guns, including the long-awaited Mosin-Nagant rifle.

A new, advanced artifact detector is also in development. It will let you reveal invisible artifact nests, bringing back the full functionality of the ITR1 detector. This opens up room for future iterations.

We’re also creating new Committee equipment to diversify mission objectives, as well as a batch of new anomalous items to collect in the Radius.

Work continues on polishing and optimizing Pechorsk Outskirts. These improvements benefit both the PC VR version and the ongoing Meta Quest port of this massive location. We’re also revisiting key points of other maps to improve gameplay flow and visual quality, adding more props and environmental details along the way.

At the same time, we’ve started working on the game’s narrative. This includes systems and elements not found in ITR1. It’s too early to say whether any of these will be included in the next update, some story content just doesn’t make sense to release in small pieces.

The next major update is scheduled for September~October. As usual, we hope to release a beta version beforehand, but no sooner than mid-August.
[h2]What’s Next[/h2]
While current development continues, we’ve also started planning and prototyping the remaining features and content for the full 1.0 release.

Here’s what we currently expect to include in version 1.0:
  • Expanded mission system
  • A small final location
  • Lore materials
  • A full story with a beginning and end, including unique missions
  • New firearms
  • More anomalies and enemy types
  • Improved destructible figures
  • Reworked artifact system
  • Interactive props and openable doors, hatches, and drawers
  • Higher overall optimization
  • More stable co-op mode

We’ll share more about these features in future dev diaries. Of course, keep in mind that these are our current plans and they can change.
[h2]What We’re Not Doing Before 1.0[/h2]
To be clear, here’s what we definitely won’t start working on until the full release:
  • Localization. Not worth doing until the story is finalized.
  • 4-player co-op. Might be possible for PC VR, but won’t happen on Quest due to technical limitations.
  • Ports for other platforms. Maintaining two major VR platforms during Early Access is already a full workload for our team.
  • Mod support. This isn’t viable while the game is still in active development (updates, system changes, etc).

We’re aiming to release version 1.0 around the middle of next year and will share more precise dates ahead of time.
Thank you for supporting us and being a part of this journey through Early Access. See you in the Radius!



[h3]Latest Diary Entries[/h3]
🔸 The Ghost Town Update and more
🔸 The Tips & Tricks
🔸 The End of the Year

[h3]Socials[/h3]
🔹 Follow on X
🔹 Join our Discord
🔹 Join our Subreddit

Update 0.13.7 Anniversaries

[p]Hello explorers![/p][p]This summer, we’re celebrating two milestones on Steam: 5 years since the release of the original ITR, and 1 year of ITR2 in Early Access. To mark the occasion, we’ve prepared a set of special rewards inspired by both games in the series. Please note some of these items will only be available during Early Access![/p][h3]MAIN CHANGES[/h3]
  • [p]\[Gear] At the Facility, you’ll find a new patch featuring the emblem of the original Into the Radius.[/p]
  • [p]\[Gear] Three toy Pechos have been added to the game — now with a heartfelt visual update, while keeping their familiar ITR1-style look. One was left at the Facility by a fellow Explorer, and the other two can be found in shelters throughout the Pechorsk Anomaly. These miniature versions of the legendary Pecho aren’t just cozy base decorations, you can also take them with you on your next trip Into the Radius.[/p]
  • [p]\[Facility] Special mugs have appeared at the Facility for those who joined (or will join) ITR2 at any point during Early Access. After the game’s full release, this item will remain exclusively with players who purchased the game before launch.[/p]
  • [p]\[Facility] Those who supported us during the first year of Early Access will find a special honorary reward, The UNPSC Certificate of Distinction, waiting for them at the Facility (available only to those who purchased the game before July 31st, 2025).[/p]

[video][/video]
[h3]OTHER CHANGES & FIXES[/h3]
  • [p]\[Crash] Fixed a crash that could occur when hitting a Fragment from a very long distance.[/p]
  • [p]\[Settings] Renamed the highest difficulty from Nightmare to Realistic and changed the settings of its parameters.[/p]
  • [p]\[Facility] Fixed visual bugs related to outdoor lights.[/p]
  • [p]\[Co-op] Fixed a crash that occurred on the host's side when releasing the backpack of a dead client.[/p]
  • [p]\[Performance] Made some optimizations to ammo boxes.[/p]
  • [p]\[UI] Map markers in the Facility location are no longer misplaced.[/p]
[p][/p]

HOTFIX 0.13.6

[h3]FIXES[/h3]
  • [p](Crash) The game no longer crashes when you hit a Mimic from long range.[/p]
  • [p](Crash) Fixed the crash that occured during the gameplay at the Pechorsk Outskirts.[/p]
  • [p](Weapon) The sights now function properly in Co-op and are positioned correctly.[/p]
  • [p](Gear) Containers with various contents (ammo boxes, food, etc.) no longer disappear if left at the Facility immediately after purchase.[/p]
  • [p](Radius Locations) Transition to Forest is no longer blocked if you terminate Top Priority Mission 3 after you had accepted it.[/p]
  • [p](Radius Locations) Fixed the ability to pick up certain environment objects in the Pechorsk Outskirts.[/p]
  • [p](Co-op) The client no longer crashes on saveload.[/p]
  • [p](Co-op) The client’s weapon doesn’t go on safety or become uncocked after transitioning between locations.[/p]
  • [p](Co-op) The client no longer survives the Tide.[/p]
[p][/p]

Summer Sale 30% off until July 17th!

[p][/p]