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Into the Radius 2 News

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]

Patch 0.13.5 (Ghost Town Patch)

[p]Hello explorers![/p][p]With the recent release of 0.13 and the Meta Quest port in spring, the dev team are taking a bit of a break. Our next major update is coming this autumn (most likely September). We also have a Dev Diary scheduled for July. In the meantime we hope you enjoy the following changes and fixes! [/p][h3]CHANGES [/h3]
  • [p](Settings) Added an option to disable the display of the current helmet. [/p]
  • [p](Settings) Added a section for Creator Settings to the game menu, where you can enable and configure the Creator Camera (note: using it will reduce game performance). Also added an indicator in the main menu showing when the Creator Camera is active. [/p]
  • [p](Performance) Improved overall performance and optimization, increasing the game's stability and efficiency. [/p]
  • [p](Weapons) For some weapons, installing a foregrip now disables the ability to grip the handguard with the off-hand. [/p]
  • [p](Weapons) 6x Cartridge Belts for the IZh-27 stock are now available in two variants: for the right and left side. Barrel-mounted Cartridge Belts can be attached to either side, too. The Sight Magnifier is now also available in two versions: flipping to the right or to the left. [/p]
  • [p](Weapons) You can no longer interact with the cartridges in IZh-27 barrel cartridge belts while the weapon is in a holster. [/p]
  • [p](Gear) Added new Artifact models and adjusted their color schemes. [/p]
  • [p](Gear) Item information in certain missions now updates immediately upon changes. [/p]
  • [p](Radius Locations) Improved the environment design of the Pechorsk Outskirts. [/p]
  • [p](Radius Locations) Increased the amount of loot found in buildings at the Pechorsk Outskirts. [/p]
  • [p](Radius Locations) Some small environmental objects are now grabbable. [/p]
  • [p](Enemies) Refined enemy vision settings: reduced player detection distance and increased reaction time at all times of day, including dawn and dusk, and especially at night. Fog, grass, and bushes now have a greater impact on enemy vision. [/p]
  • [p](Co-op) Voice Chat and microphone are now enabled by default when starting a Co-op game. The system's default input device is automatically selected, and microphone volume is set to 50%. [/p]
  • [p](Co-op) Significantly increased the range of Proximity Voice Chat. [/p]
  • [p](Co-op) Proximity Voice Chat is now affected by the surrounding environment, making voices sound more realistic. [/p]
  • [p](Co-op) Player names are no longer displayed above heads. [/p]
  • [p](UI) Instead of a black screen during shader compilation, a progress bar is now displayed to indicate that a background process is running.[/p]
[h3]FIXES[/h3]
  • [p](Settings) Bullet Tracers option now works correctly again.[/p]
  • [p](Tutorial) Leaving the Command Room during the tutorial on the first visit is no longer possible.[/p]
  • [p](Weapons) The distance grip issue of all IZh-27 no longer occur after placing them in the backpack.[/p]
  • [p](Weapons) The foregrips can no longer be gripped with both hands, can always be removed, and no longer stop working or cause hand twisting under certain conditions.[/p]
  • [p](Weapons) Ammo in M4A1, G36, and \[classified] now always chambers correctly when changing magazines and cycling the bolt.[/p]
  • [p](Weapons) Increased the effective range of the Laser Sight.[/p]
  • [p](Weapons) Fixed incorrect Rate of Fire value in the Item Info for the Stashed Beretta M9.[/p]
  • [p](Gear) Fixed the armor indicator on the Explorer’s Watch.[/p]
  • [p](Gear) The mission zone radius on the map now exactly matches the zone radius in the location.[/p]
  • [p](Gear) Backpacks are no longer unequipped when placed in the Terminal’s tray for mission items.[/p]
  • [p](Gear) Pouch rotation now works correctly when placing them on the lower part of the backpack.[/p]
  • [p](Facility) Restored the original size of the trees floating on the edge of the Radius.[/p]
  • [p](Radius Locations) Collisions on ladders in the Pechorsk Outskirts are no longer missing.[/p]
  • [p](Radius Locations) Fixed visual bugs on all locations of the Radius.[/p]
  • [p](Radius Locations) Fog in Distortion Zones now displays correctly when the player enters without Distortion-Proof Headgear.[/p]
  • [p](Enemies) At the Pechorsk Outskirts, Mimics in ambushes no longer shoot through walls when they hear the player in the next room.[/p]
  • [p](Enemies) Mimics no longer freeze or get stuck in place without reacting when the player approaches.[/p]
  • [p](Enemies) The Fragment’s core can still be destroyed if a saveload was made after its spawn.[/p]
  • [p](Enemies) The Fragments’ visual effects bugs no longer occur.[/p]
  • [p](Co-op) Refactored the Hedgehog Anomaly for the Co-op mode and fixed its animation display for the client.[/p]
  • [p](Co-op) Mission items on the client no longer appear unfolded or keep playing their sounds after a saveload or transitioning to another location.[/p]
  • [p](Co-op) The host's backpack no longer appears open to the client after a saveload or transitioning to another location.[/p]
  • [p](Co-op) Items in the Shop no longer appear unavailable to the client after they rejoin the session.[/p]
  • [p](Co-op) The Trigger button no longer stops working for the client after exiting the game in the Supply Depot and rejoining the session.[/p]
  • [p](Co-op) Facility gates no longer ignore the client after completing the Top Priority Mission: Extract the Case.[/p]
  • [p](Co-op) Removed the unnecessary Load tab in the client’s in-game menu.[/p]
  • [p](Co-op) Fixed several issues related to voice chat.[/p]
  • [p](Co-op) The client can now also open and close the fridge at the Facility by pulling the handle.[/p]
  • [p](Co-op) Fixed a bug where the client would start experiencing various issues when too many items were present on the map.[/p]
  • [p](Index) Fixed issues with Valve Index controller functionality in the main menu.[/p]
[p][/p][h3]Latest Diary Entries[/h3][p]🔸 The Ghost Town Update… and more! [/p][p]🔸 The Tips & Tricks [/p][p]🔸 The End of the Year [/p][h3]Socials[/h3][p]🔹 Follow on X [/p][p]🔹 Join our Discord [/p][p]🔹 Join our Subreddit[/p]