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Into the Radius 2 News

Dev Diary // The Trials and Tribulations

Hello explorers!
Today we'll talk about some of the “trials and tribulations” we've already faced, continue to encounter, or will definitely encounter during the development of Into the Radius 2.

ITR2 is the second part in the series, and it quickly became clear that it's both a good and a bad thing. On one hand, there's a foundation to build on, understanding what players loved about the original game and what they're most looking forward to in its sequel. On the other hand, it's quite easy to make mistakes here, and also very difficult to find that delicate balance between preserving what was in the original and adding elements that will make the sequel a fully-fledged new game. Moreover, it needs to be interesting to veteran Explorers with dozens and hundreds of hours in ITR1, while also accessible to those starting their journey with the series directly from the second part.

We began by breaking down everything that makes up ITR1, everything our players can expect from a continuation, and everything we wanted but couldn't do in the original. Then we formed separate concepts for the game as a whole and its individual parts. As a result, we rejected at least two full concepts because it became evident that they drastically changed the game and strayed too far from the foundation of the first part—a dark, atmospheric shooter with realistic weapons. Let us know if you’d like to learn about these rejected concepts in a future diary.

Through discussions and debates, we concluded that ITR2 should first and foremost be the ultimate ITR1, where everything meaningful has been refined (or where resources didn't allow us to do as we and the players would like), and where co-op and necessary changes have been added to make the second part perceived as a new game (more cohesive visual design, narrative, and many other important elements).

Co-op was one of the most requested features by ITR1 players, and we ourselves wanted to play our game with friends and colleagues. We were confident that in co-op, the gameplay of ITR1 would unfold in the most exciting way without compromising immersion and the overall gameplay experience.

We immediately decided that it wouldn’t be a separate mode with distinct functionality and content, but rather another way to play the same game as in single-player. This approach clearly seemed better, and the game's design (open locations, the ability to act differently, the "materiality" of items and the environment) allowed for it.

Focusing on co-op became one of the major challenges for game design. Its presence in this format required us to consider it in the design of absolutely all game elements: mechanics, interactions with objects, in-game interfaces, missions, progression, rewards, and even narrative. This meant that every decision, moment, gameplay detail in both design and implementation had to constantly answer the question, "How will this work in co-op?"

Additionally, co-op became (and will clearly remain until the very end of development and game support) a “nightmare” for our technical team. Even initially using co-op as a design modifier, we underestimated how significantly it would impact the implementation of every mechanic. Now, literally everything needed to not only be reprogrammed on a new level with deeper requirements but to also function in co-op, for multiple players at once. It wasn't immediately obvious that co-op increases the time and complexity of implementing any feature not just by a factor of two, but by 3-4 times! And this isn't even mentioning how many more bugs it generates… Maybe we’ll share some fun ones with you from time to time.

An unexpected issue was also the need to clearly convey to all players how the presence of co-op affects the game as a whole. Seeing mentions of co-op, many assumed that the second part would be purely multiplayer, although it was and will primarily remain single-player, just with the option to fully experience it in co-op. We hope our efforts to clarify this haven't been in vain.

Our biggest challenge yet, which we (and you) will soon face, will be the Early Access launch of the game. Often, there's an expectation that an Early Access game is almost ready. ITR2 will enter EA in a very limited form, due to us wanting to iterate on the game with community input. There’ll be bugs, missing features, and plenty of content yet to be added post-release. We hope that those who choose to purchase the game at such an early stage understand this, and do so to support the continued development of the game, rather than expect a complete and finished product. Our next diary entry will cover in great detail what to expect from ITR2 on EA release, so stay tuned!

By the way, as you might’ve noticed, releasing these dev diaries on a consistent basis has also been surprisingly difficult haha. We haven't done this before, and maintaining their regularity, which takes time away from urgent development tasks, isn’t easy. But your reactions, comments, expectations, and even videos inspired by them, let us know they are clearly worth it. Thank you for staying with us, see you in the Radius.


[h2]Previous Diary Entries[/h2]
[expand]

https://store.steampowered.com/news/app/2307350/view/4164220603448083397
https://store.steampowered.com/news/app/2307350/view/4165344601312375901
https://store.steampowered.com/news/app/2307350/view/4177728231403944325
https://store.steampowered.com/news/app/2307350/view/4181104663292221332
https://store.steampowered.com/news/app/2307350/view/4193488293621894543?l=english
https://store.steampowered.com/news/app/2307350/view/4115799931687545740?l=english
https://store.steampowered.com/news/app/2307350/view/4130435365852766085?l=english
https://store.steampowered.com/news/app/2307350/view/4194610392076293661?l=english
https://store.steampowered.com/news/app/2307350/view/4059501135884135951?l=english
https://store.steampowered.com/news/app/2307350/view/3996449472307187236?l=english
https://store.steampowered.com/news/app/2307350/view/5797888151162063655?l=english
https://store.steampowered.com/news/app/2307350/view/3862464213256385055?l=english

[/expand]

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Dev Diary // The UNPSC Explorer Facility

Hello explorers!

Thank you to everyone who responded to our Dev Question about what you'd like to see in future diaries. We're thrilled that your requested topics align so well with our plans. One such popular topic is the player base, which we'll be discussing today.

The UNPSC Explorer Facility is a crucial location with unique functions in both ITR1 and ITR2. We faced the challenging task of preserving its significance while also updating and enhancing it.

In ITR1, the base was essentially a "survivalist's den" – improvised, haphazard, and modest. This reflected the Committee's disappointment and even despair in deriving any practical benefit from studying the Pechorsk Anomaly, as well as their rather indifferent attitude towards the Explorers at that time.

As mentioned in Dev Diary #3, by the time of ITR2, the Committee's attitude and capabilities have changed significantly. The most noticeable reflection of this is the radically new look of the UNPSC Explorer Facility where the protagonist now resides. Rest assured, the new player base will retain all the functionalities from the original, though they will be organized and presented on a new level.

Beyond retaining familiar functions, creating the new UNPSC Explorer Facility involved ensuring it conveyed several important, interwoven themes. The player base should feel like a prison where Explorers are confined by the Committee, a temporary work camp where they labor for the UNPSC, a military field base where they are armed and equipped to face the dangers of the Pechorsk Anomaly, and a home where they can rest, recover, organize their gear, and prepare for their next expedition Into the Radius. The new base combines these features, and it’ll be up to you to decide how well we delivered on this. We eagerly await your feedback after Early Access launch.

Moreover, we aimed to use the principle of contrast where appropriate. The base should feel like a complete opposite to the Radius locations: a normal world versus an alien surreal reality, the rapidly developing late 2000s versus the frozen-in-time mid-80s, prosperity versus decay and abandonment, order and structure versus chaos and unpredictability, calm and tranquility versus tension and danger, bureaucracy and regulation versus freedom and spontaneity. These contrasts are reflected in the new look, feel, and sound of the UNPSC Explorer Facility.

The new player base is clearly divided into zones and modules, each with its own functions. Some will be available from the start, while others will unlock as the player progresses and their Security Level increases.

The Command Room serves as the headquarters where Explorers receive and submit assignments from the Committee. Here, you'll find a computer terminal with a mission map and a device for submitting and retrieving quest items. You might have seen a screenshot of these devices in Dev Diary #11.

The heart of the player base is the Dormitory, a living module designed to house multiple Explorers. It’s a place for rest and recovery. You can neatly and beautifully arrange your weapons and gear here (and take screenshots to show off your setup, as shown in Dev Diary #10). You can also clean your gear, store your accumulated items, eat and drink alone or with your co-op companions. Not all these features will be available in the initial Early Access version but will be gradually added with future updates.

As you progress and collect more weapons and gear, the Armory will become available – a separate module for storing and organizing your equipment. It’s designed to make storage convenient and visually stand out.

A separate area is designated for submitting loot and unwanted gear collected in the Radius (working name – Exchange Counter) and acquiring new weapons, gear, ammunition, and consumables (Supply Depot – since the Committee doesn't sell items to Explorers but issues them in exchange for Supply Credits earned from completing tasks). We've made this a full-fledged showroom where you can handle all displayed items (though the selection in Early Access will be modest), but you can't use them.

A separate Laboratory is intended for processing artifacts (see Dev Diary #9 for more on that).

Besides these main modules, the UNPSC Explorer Facility includes several other zones and features that will be pleasant additions, as the Committee now strives to care for its Explorers in its own way.

In the initial Early Access version, the following modules of the UNPSC Explorer Facility will be available and open off the bat: Dormitory (without cleaning mechanics and some minor features), Command Room, Exchange Counter & Supply Depot. The Armory will unlock as you increase your Security Level. The Laboratory will become operational in a future update.

That’s all we have for today. Thank you for reading, and as always, see you In the Radius.


[h2]Previous Diary Entries[/h2]
[expand]

https://store.steampowered.com/news/app/2307350/view/4165344601312375901
https://store.steampowered.com/news/app/2307350/view/4177728231403944325
https://store.steampowered.com/news/app/2307350/view/4181104663292221332
https://store.steampowered.com/news/app/2307350/view/4193488293621894543?l=english
https://store.steampowered.com/news/app/2307350/view/4115799931687545740?l=english
https://store.steampowered.com/news/app/2307350/view/4130435365852766085?l=english
https://store.steampowered.com/news/app/2307350/view/4194610392076293661?l=english
https://store.steampowered.com/news/app/2307350/view/4059501135884135951?l=english
https://store.steampowered.com/news/app/2307350/view/3996449472307187236?l=english
https://store.steampowered.com/news/app/2307350/view/5797888151162063655?l=english
https://store.steampowered.com/news/app/2307350/view/3862464213256385055?l=english

[/expand]

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Dev Diary // The Missions and Progression

Hello explorers!
The general concept of progression will remain the same. Equipment, missions, and some special features will gradually unlock as players increase their Security Level (SL). To increase SL, you need to complete a Top-priority mission. But before such a mission becomes available, you'll need to tackle a few simple ones.

In ITR2, the way Top-priority missions unlock will change slightly. Instead of completing x missions, you'll need to accumulate x points. Different missions yield different points. This means a player can complete 5 easy missions or 2 hard ones to unlock a Top-priority mission. As SL rises, players will have more missions to choose from.

The gameplay state of the Radius is also closely tied to SL progression. It's not auto-leveling per se, more so reshaping and expanding the world of the Radius as players progress.

Let's dive into some examples:
- An explorer with SL1 ventures into Location 1 and encounters two simple enemies.
- An explorer with SL3 revisits the same spot. Apart from the previous enemies, they find a couple of mimics sitting on a roof.
-- OR they stumble upon a patrol of mimics, armed with pistols and shotguns.
-- OR the spot where monsters were before is now a cluster of anomalies with artifacts.

Another example with anomalies:
- An explorer with SL1 reaches an anomaly cluster where they can find one artifact.
- An explorer with SL3 returns to the same cluster and faces new dangers, but now there are two artifacts to discover.
-- OR the anomalies remain the same but are covered by a Distortion Zone (the name is a WIP, we’ll share more in the future).
-- OR there is no cluster at all.

The composition of enemies, anomalies, and artifacts will depend on the base difficulty of the location. You won't encounter the most dangerous enemies in the first location, except maybe very rarely and only at max SL.

The same goes for loot, especially artifacts. As SL increases, loot quality goes up, but not drastically. At early locations, you might find more valuable items, but never as valuable as in later ones.

We want to maintain the feeling of player progression. The deeper you venture into the Radius, the more dangerous it gets. But you can always return to earlier locations to feel big and strong ;)

Additionally, we aim for more variety and diversity in the game. Returning to early locations might be easier, but you'll encounter new combinations of enemies and anomalies, keeping things interesting.

At Early Access launch, this system will be present but simplified, as some elements like enemies, artifacts, and anomalies are not fully developed yet.

A bit about missions themselves. We've completely revamped their structure. Now each mission consists of sequential steps, each requiring specific actions from the player - go to a location, deliver an item, activate an object, kill enemies, and so on. The complexity of a mission depends on the number of steps, and the harder it is, the more steps it’ll include.

Within missions, various scripted events can occur, such as enemies and/or anomalies spawning in.

Another small but important change: occasionally, in addition to “money”, you'll receive items as rewards for missions.

At EA launch, there will be four types of mission steps available, from which all initial EA missions will be constructed. The number of steps will gradually increase over time.

What did you think of this diary entry? What other topics would you like us to cover in the future? Be sure to let us know, and we’ll see you in the Radius!


[h2]Previous Diary Entries[/h2]
[expand]

https://store.steampowered.com/news/app/2307350/view/4177728231403944325
https://store.steampowered.com/news/app/2307350/view/4181104663292221332
https://store.steampowered.com/news/app/2307350/view/4193488293621894543?l=english
https://store.steampowered.com/news/app/2307350/view/4115799931687545740?l=english
https://store.steampowered.com/news/app/2307350/view/4130435365852766085?l=english
https://store.steampowered.com/news/app/2307350/view/4194610392076293661?l=english
https://store.steampowered.com/news/app/2307350/view/4059501135884135951?l=english
https://store.steampowered.com/news/app/2307350/view/3996449472307187236?l=english
https://store.steampowered.com/news/app/2307350/view/5797888151162063655?l=english
https://store.steampowered.com/news/app/2307350/view/3862464213256385055?l=english

[/expand]

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Dev Diary // The Equipment

Hello explorers!
In ITR1, the equipment was an unchangeable part of your character, which was very disappointing for our players. In ITR2, we completely redesigned the equipment and weight systems. Now the character has slots on their body where various equipment can be "worn". This equipment affects overall encumbrance and forms the player's "build".

[h3]Helmet Slot[/h3]
A familiar slot from ITR1. You can wear a helmet or a mask that increases protection against combat or anomaly damage. But don’t expect them at the start of EA (early access), they’ll appear later down the line.

[h3]Tactical Vest Slot[/h3]
The vest has two primary functions: item arrangement in pockets and damage resistance (combat and anomalies). Different variants will lean towards one or the other. Players will buy pre-made tactical vests.

You won’t be able to rearrange pockets on the vests themselves! We have no plans for such a system. But don't worry, there’ll be plenty of options to choose from.

Tactical vests can be improved through the upgrade system, similar to weapons.

At the start of EA, there’ll be three vest variants of a similar type. They won’t increase the character's resistance but will have different combinations of pockets, their placement, and parameters.

[h3]Backpack Slot[/h3]
The general mechanics of the backpack will remain the same as in ITR1 - you can take the backpack off your shoulder and hang it in the air. If you step away, it’ll swoop over to your back. Inside the backpack, there’s an area where items can be arranged as you see fit. Outside the backpack, there are slots where specific items can be hung, like on the vest.

Items won’t physically obstruct each other, and there won’t be any grid-based placement! Many players praised ITR1 for its inventory system, and we don't want drastic changes in that regard.

Backpacks will also be pre-made. They’ll differ in appearance, the number and combination of pockets, as well as parameters. And just like with the vests, they can also be improved through the upgrade system.

At the start of EA, there’ll be four backpack variants of two types. They’ll have different combinations of pockets, their placement, and parameters.

[h3]Left and Right Hand Slots[/h3]
Everything a player holds in their hands has its "weight" and adds to overall encumbrance. Therefore, what weapons the player uses becomes very important for their "build", as well as which attachments and magazines they use.

[h3]Small item slot on the off-hand forearm[/h3]
A slot for small items. It is always available to the player and doesn’t depend on the vest or backpack.

[h3]Equipment, encumbrance system, and "builds"[/h3]
We want players to thoughtfully approach what equipment they take with them into the Radius. And we want them to change and review it depending on their goals. At the same time, we strive to make a flexible system so that our explorers can play the way they want.

A "build" is a combination of the helmet, tactical vest, backpack, and weapons in the player's hands. To make the choice meaningful, restrictions are necessary. In our system, this is the overall encumbrance of the character. Each item has "weight". Encumbrance has 4 stages - no overload, light overload, medium overload, heavy overload. Upon reaching each stage, movement speed decreases, and hunger increases. The overall encumbrance is displayed on the character's bracelet and in detail in the new character info display.

The vest and backpack themselves have “weight” but also have an internal capacity, allowing to ease encumbrance. For example, a backpack weighs 200 but can hold 1000, and a vest weighs 200 but can hold 500. They’ll have their own separate indicators showing how full they are. If you exceed the internal capacity, items can still be placed, but all extra “weight” will be added to your encumbrance. It will no longer be possible to cram items into the drop pouch without consequences. There’ll be a reason to use short and light magazines.

It’s important to note that the "weight" of all items is measured in special units called "load points". This is a temporary name, but the point is it’s not real weight! This is done so that items can be balanced. In the new system, this parameter combines weight and form factor simultaneously. An item can be lightweight but inconvenient or heavy but ergonomic.

This is especially important for weapons. Bullets, attachments, magazines - in reality, they can weigh little, have small dimensions, but when you carry a weapon with a suppressor and a large scope for a long time, it significantly affects ease of use.

This is impossible to convey in VR, since we don’t feel the actual weight, and form factor often doesn’t have much influence due to simplifications in the mechanics of items. Yes, we can simulate "weight" by slowing down the movement of the weapon, but we don’t want to use this mechanic. Therefore, to make various items have a stronger impact on player encumbrance, their numerical "weight" value must be greater than in real life. Hence it’s no longer weight, but "load points".

At the same time, the "heaviness" of weapons can always be compensated for through other elements of equipment - tactical vests, helmets, backpacks. Through the artifact system and upgrades to the weapons themselves. Thus, by choosing their equipment, the player decides how dangerous, mobile, and protected they want to be.

The encumbrance system will be in EA from the start. We like the idea of builds and the flexibility this system provides. But we’re worried it may be complicated. "Load points" instead of the usual weight, separate indicators of "weight" and internal capacity for the vest and backpack, an indicator of player encumbrance. There’s a lot of new stuff coming in ITR2, and we can’t wait to hear your thoughts on all of it. See you in the Radius!


[h2]Previous Diary Entries[/h2]
[expand]

https://store.steampowered.com/news/app/2307350/view/4181104663292221332
https://store.steampowered.com/news/app/2307350/view/4193488293621894543?l=english
https://store.steampowered.com/news/app/2307350/view/4115799931687545740?l=english
https://store.steampowered.com/news/app/2307350/view/4130435365852766085?l=english
https://store.steampowered.com/news/app/2307350/view/4194610392076293661?l=english
https://store.steampowered.com/news/app/2307350/view/4059501135884135951?l=english
https://store.steampowered.com/news/app/2307350/view/3996449472307187236?l=english
https://store.steampowered.com/news/app/2307350/view/5797888151162063655?l=english
https://store.steampowered.com/news/app/2307350/view/3862464213256385055?l=english

[/expand]

Join our Discord Join our Subreddit Follow on Twitter