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Into the Radius 2 News

Update 0.13.0 (Beta 2)

Hello explorers!
This one took way longer than expected. But we hope the wait was worth it. Please enjoy.

Important note: This beta version is not compatible with any previous saves! To experience all the changes, please start a new game. And once again – this will also apply when Update 0.13 is fully released.

💠 To access the beta go to Steam, Select Into the Radius 2 game, Manage>Properties>Betas> select “active-beta”. The beta has its own save folder *(%Documents%/My Games/IntoTheRadius2)* and the saves will be compatible with the live version, once 0.13.0 fully releases. You’ll need to copy your saves from the beta folder.
💠 Be sure to remove any installed mods before playing. The update adds foundational changes which will inadvertently break most mods.
💠 Make sure to use the Beta 0.13 sub forum to share your feedback!
[h2]KEY FEATURES[/h2]
  • [New Location] Introducing the new massive location, with the working title Pechorsk Outskirts! This is a comparatively late-game area, making it more challenging than previous locations, with new conditions, dangers, and trials awaiting all Explorers. Proper preparation, equipment, weapons, and supplies are essential before venturing in. In its current implementation, access to the new location is unlocked through the Top Priority Mission: Distorted Sample Delivery.
  • [Progression] The in-game progression has been completely reworked. Missions, loot, enemies, anomalies, and access to weapons and equipment have all been adjusted to ensure a gradual difficulty curve and progression, with the introduction of the new large location. The maximum Security Level has been increased to 4, with some equipment and weapons now unlocking only upon reaching it.
  • [Balance] Completely rebalanced loadout parameters for all weapons and gear. With these changes, the lighter your equipment, the heavier and bulkier weapons you can handle without being overloaded, and vice versa. Please note that Loadout Points do not represent weight but rather a synthetic parameter combining weight, size, and ease of use.
  • [Gear] All items in the game have received updated internal capacity parameters and their impact on the capacity of containers they are placed in, aligning with our current vision for the loadout system and its customization. Now, your overall loadout is determined only by the Loadout Points of the Helmet, Rig or Vest, Backpack you're wearing, and the weapon in your hands. It is also affected by the attachments on your Helmet and weapon. The heavier they are, the slower you move – regardless of how much is stored in your Backpack, Chest Rig, or Vest (each of them has their own compatibility and capacity limits).
  • [Radius Locations] With the addition of a new late-game location, the Forest location has been made less dangerous and difficult, as it was originally intended to be. The number and difficulty of enemies there have been reduced.
  • [Anomalies] The anomaly distribution across all Radius locations has been reworked. Some anomaly clusters have been removed, others have been modified or completely redesigned, and new cluster variations have been added.
  • [Enemies] Enemy distribution across all Radius locations has been completely reworked in terms of both numbers and difficulty. New enemy placement variants have been added, taking into account their updated behavior, including ambush tactics.
  • [Loot] Loot across all Radius locations has been reworked. With the new progression system, loot distribution between locations is now more distinct. Additionally, numerous small adjustments have been made following the "fewer containers, more loot in natural environment" approach.
  • [Co-op] Proximity chat is now available in Co-op. Please note that it's a beta version and the chat may not be very stable. We want to start playtesting it as early as possible to check its real performance at scale. Your feedback would be of great help to us!

[h2]MAJOR CHANGES[/h2]
  • [Tutorial] Updated tutorial sections to reflect all gameplay changes.
  • [Player] Made slight adjustments to the camera position relative to the body for improved comfort.
  • [Player] Adjusted grip mechanics for all climbable objects to improve climbing comfort and ease of use.
  • [Weapons] Reintroduced the Vertical Foregrip as an attachment, now available in the Supply Depot.
  • [Weapons] Added the Riser Rail attachment, allowing sights to be mounted higher than the base rail.
  • [Gear] Now you can attach pouches to other pouches without any technical restrictions that were in Beta 1. However, capacity and loadout-related limitations now apply.
  • [Gear] Adjusted the settings, restrictions, and parameters of Vests and Armor Plates.
  • [Gear] Rebalanced ballistic helmets.
  • [Facility] Added flashlights to the helmets on the mannequins with gear setups.
  • [Facility] Added details and signs of habitation to all premises at the Facility to make it feel more authentic and lived-in.
  • [Radius Locations] Distortion Zones are now present in all locations from the start, but venturing inside them without proper protection is still risky. The total number of zones has been reduced, but the remaining ones are now larger. Visibility range within a Distortion Zone has been doubled – for both the player and the enemies inside it. Each zone now contains valuable artifacts or other valuable loot.
  • [Radius Locations] Added day and night ambiences and ambient sounds for natural zones, including forests, swamps, and water bodies, with dynamic wind, foliage rustling, and other environmental effects.
  • [Enemies] Adjusted health and slightly increased the damage for some Mimics.
  • [UI] Added key information and usage instructions to Item Info windows, allowing players to easily access action guidance on specific items by holding B/Y while holding the item.
  • [UI] Updated the hint display system in the Main Menu: hints now appear on hover over the question mark icon instead of requiring a click.

[h2]MAIN FIXES[/h2]
  • [Tutorial] Tutorial windows no longer stop appearing after the initial preferred controls setup.
  • [Gear] Fixed cigarette interaction issues: clients can now grab cigarettes from their mouth after transitions, and cigarettes can no longer be placed in item slots.
  • [Gear] The image no longer freezes in the optical sight when using it for the first time after mounting it on a weapon.
  • [Facility] The Facility gates and doors no longer close, and the transition menu no longer disappears if you stop moving in front of them.
  • [Missions] Anomalies no longer block the path to the target item in the first Top Priority Mission.
  • [Missions] Items no longer disappear from the Terminal after a saveload made during the mission completion.
  • [Anomalies] Hedgehog Anomaly now has a proper damage range.
  • [Anomalies] Teleport Anomalies no longer have visual issues.
  • [Co-op] The client no longer dies after reconnecting if they had already died before.
  • [UI] The Load button is no longer displayed in the Main Menu when there are no save files.
  • [UI] The Item Info window in the shop now always appears correctly and disappears without delay.

[h2]BETA 1 FIXES[/h2]
  • [Weapons] The Holographic Sight is now always positioned correctly when attached to a 45 Degree Rail.
  • [Weapons] Dropped weapons no longer get stuck in the air.
  • [Weapons] The GSh-18 with a silencer now plays all the appropriate sounds when firing.
  • [Gear] Lags no longer occur when you grab an item – these mostly took place in Supply Depot and when equipping a backpack.
  • [Gear] Armor Plates now properly reduce incoming damage and wear down as a result.
  • [Gear] Pouches can now be rotated when attaching them, even inside the Supply Depot.
  • [Gear] Fixed an issue where the wrong pouch was selected when attempting to remove it, causing a noticeable offset in selection.
  • [Gear] Pouches’ rotation angle no longer resets to default after certain actions.
  • [Gear] The game no longer freezes when you attempt to attach one pouch to another.
  • [Gear] FAST Helmet now has 2 attachment slots.
  • [Gear] Explorer’s watch now correctly displays the helmet’s armor value.
  • [Radius Locations] Restored the trees that had accidentally disappeared from the Radius locations.
  • [Radius Locations] Fixed numerous minor visual bugs across all locations.
  • [Anomailes] The Reflector Anomaly is now properly visible inside the Distortion Zone.
  • [Enemies] Fragment's animations now play correctly.
  • [Enemies] Mimics no longer produce the sounds of gunshots they do not actually fire.
  • [Co-op] The pouch's position and rotation no longer reset upon release if the client was not holding a Vest or Backpack.
  • [Co-op] Client’s pouches no longer disappear after transition between locations.
  • [UI] Mission objective item count is no longer displayed outside the bounds of the mission popup window.
  • [UI] Item Info windows in the Supply Depot no longer overlap or clip on walls.
  • [UI] Refined the names of attachments and various elements of the loadout customization system.

[h2]KNOWN ISSUES[/h2]
  • [Player] The hand holding an item is not always displayed correctly.
  • [Gear] Your Chest Rig or Vest may jitter if an item placed into the Drop Pouch touches them. Try placing the items into the Drop Pouch so that they won’t come into contact with the Chest Rig or Vest.
  • [Gear] When removing a Drop Pouch or unequipping a Backpack, items inside may gain unintended collision. Try to do this only when your Drop Pouch or Backpack is empty.
  • [Performance] Issues in the Pechorsk Outskirts. We’ll be ironing them out over time.

See you in the Radius!



[h3]Latest Diary Entries[/h3]
🔸 The Tips and Tricks
🔸 The End of the Year
🔸 Common Requests

[h3]Socials[/h3]
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Update 0.13.0 (Beta 1)

Hello explorers! 👋
As we mentioned in our previous dev diary, this early beta of Update 0.13.0 is primarily intended for playtesting technical changes aimed at improving quality, stability, and optimization.
Today’s beta won’t introduce the new location (expect it in beta 2 or 3), but it does bring important new content and improvements to existing ones.
Please note that this beta won’t wipe your saves, but after the full release of Update 0.13.0, all progress across all versions of the game will be reset.

💠 To access the beta go to Steam, Select Into the Radius 2 game, Manage>Properties>Betas> select “active-beta”. The beta has its own save folder *(%Documents%/My Games/IntoTheRadius2)* and the saves will be compatible with the live version, once 0.13.0 fully releases. You’ll need to copy your saves from the beta folder.
💠 Be sure to remove any installed mods before playing. Otherwise you might encounter issues due to incompatibility.
💠 Make sure to use the Beta 0.13 sub forum to share your feedback!
[h2]CHANGES[/h2]
  • [Settings] We added a new option for the player’s body behavior when the player tilts their head – in the style of ITR1. The setting has been renamed to Body View and moved from the Gameplay to the Controls section of Settings. Any feedback on this new option will be highly appreciated! It is set by default, but if you’re using your old saves, please select the new option and let us know what you think of it.
  • [Player] The player’s character has been made slightly shorter by default.
  • [Player] The player’s hands are now slightly smaller and their position can be displayed inaccurately when holding an item. This occurs because the poses haven’t fixed yet, but we will do that in the upcoming updates.
  • [Player] Refactored the item grip system to optimize its functionality and simplify its future development. These changes should be seamless and not noticeable to the player.
  • [Weapons] Optimized the Ammo Boxes: now bullets inside are rendered only when visible to the player.
  • [Weapons] Improved the gunfire sounds for all weapons.
  • [Gear] Completely redesigned the weapon and item placement system – now, you can not only use pre-configured Chest Rigs, Armor Vests, and Backpacks but also reconfigure them and even create your own setup from scratch. You have near-complete control over which pouches and holsters you need, where and at what angle they will be placed, allowing you to fully customize your Chest Rigs, Plate Carriers, and Backpacks to fit your playstyle.
    Please also note the following known issues:
    - Old Chest Rigs and Backpacks look broken but still function as before. Please replace them with the new versions as soon as possible. All old Chest Rigs and Backpacks will be removed in the full 0.13 release as well as the saves from beta versions.
    - Due to the major overhaul of the weapon and item placement system, loadout points are not always calculated correctly. As a temporary measure, the weight and capacity parameters of many items have been significantly reduced. These values will be adjusted in future betas after initial playtesting and bug fixes.
    - Pouch rotation does not work in the Supply Depot but functions correctly outside of it.
    - In the future, you will be able to attach any pouch to any strap slot. In the current beta, a pouch with a front strap slot can only have a pouch without such a slot attached to it. After playtesting and bug fixes, we are planning to lift this restriction.
  • [Gear] Added Cartridge Belts for 4, 6, 8 and 12 cartridges, compatible with Chest Rigs, Vests and Backpacks.
  • [Gear] The Anti-Distortion Headgear is now breakable.
  • [Facility] Adjusted the heights of work surfaces and floors at the Facility to ensure that it remains comfortable after the change in the player’s height.
  • [Facility] Separated the checkers and backgammon tables and moved them to the second floor above the Armory.
  • [Radius Locations] Improved the atmosphere for day/night cycle in the Pechorsk Anomaly locations: overall palette, sky, fog, new trees, and more.
  • [Radius Locations] New ash structures have been added to the Pechorsk Anomaly locations.
  • [Anomalies] A new variation of the Hedgehog Anomaly has been added for nature locations.
  • [Anomalies] Changed the appearance of the Distortion Zones to make them less bright and more ominous.
  • [Enemies] Added a new variant of the Fragment monster – with an explosive core.
  • [Enemies] Added a new variation of the Creep monster – a hunter version.
  • [Enemies] Mimics with shotguns now operate at closer range, shooting and reloading while walking.
  • [Enemies] The visuals of Mimics have been refined to make them more sinister and grim: glowing jaws have been removed and the death visual effects have been changed.
  • [Enemies] Added new Mimic voice lines and monster sounds, made the voice lines louder and more fitting for the situations.
  • [Enemies] Adjusted the distance at which different enemies can see the player in the Distortion Zones.
  • [Co-op] Refactored the way firearms work in Co-op. This should resolve all major issues related to their use for both the host and the client.
  • [Co-op] Refactored weapon cleaning in Co-op.
  • [UI] Made a number of improvements to the UI, including new buttons and sounds, and adjustments to the size and display of some elements.
  • [UI] You can turn off the music in the Supply Depot by hitting the button on the computer screen.

[h2]FIXES[/h2]
  • [Settings] Fixed an issue with enemy spawns when the ‘No Enemies’ setting is applied.
  • [Player] The items you hold no longer offset when your wrist moves.
  • [Weapons] The IZh-27 info now correctly displays the number and type of loaded cartridges. The cartridge colors have been fixed, too.
  • [Weapons] The pistol silencer can no longer be used with PP-19 Bizon.
  • [Weapons] Pistols reload sound effects no longer play after any transition.
  • [Gear] The Anti-Distortion Headgear sounds will no longer play when the Combat Helmet is put on.
  • [Gear] The backpack loadout indicator now displays correct values from all angles.
  • [Radius Locations] Made various environmental tweaks and bug fixes, including collision adjustments, visual improvements, and updates to object positioning.
  • [Co-op] The host no longer hears endless gunfire SFX after the client fires any weapon in Full Auto mode.
  • [UI] Info windows no longer become distorted when inside the Distortion Zones.
  • [UI] Fixed the incorrect display of defense parameters in damaged helmets.

[h2]KNOWN ISSUES[/h2]
  • Vertical grips have been removed from all firearms, but they will return to the game later.
  • Equipped armor plates might not reduce the damage taken by the player.
  • After transition between locations, the client may lose some of his pouches.
  • Some Mimics may continue to produce gunfire SFX after death, even though they are not actually shooting.
  • Fragments’ death animation sometimes displays incorrectly (their shards simply fall to the ground and remain motionless).
  • Cartridges in magazines may display incorrectly.

See you in the Radius!



[h3]Latest Diary Entries[/h3]
🔸 The Tips and Tricks
🔸 The End of the Year
🔸 Common Requests

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

Dev Diary // The Tips & Tricks

Hello, explorers 👋
Our team is actively working on the upcoming 0.13 update, and in February, we plan to launch its first beta. As we mentioned in our last dev diary, we’re changing our approach to beta versions, initially focusing on technical testing, with new content and features added gradually as they’re ready. So don’t expect the new location in the very first beta!

We’ve been reading your comments and watching your videos, and today’s post is dedicated to a Tips & Tricks roundup, highlighting some mechanics that may not be obvious or are often overlooked. Feel free to share your own life hacks in the comments so we can build the ultimate ITR2 guide collection together!
[h2]Weapons[/h2]
• Most firearms allow you to partially eject a magazine instead of dropping it completely. Hold A/X instead of just pressing it, and you’ll be able to pull the magazine out manually with your other hand. (Keep in mind - not all guns have this feature!)
• While holding a gun with both hands, press Y/B on the supporting hand to hold your breath for a steadier shot.
• You can transfer rounds between ammo boxes, not just from boxes to magazines.



• Empty ammo boxes you no longer need can be disposed of in the trash container at your Base. The Committee’s maintenance crew will clear it out while you’re in the Radius.
• Every firearm in the game—except for double-barrel shotguns—features a slide/bolt lock (even when not entirely realistic, it’s very useful). To engage it, pull the bolt back and press the fire mode switch button. The bolt will stay locked open. Pressing the same button again will release it.
• Using the bolt lock, you can manually load a round directly into the chamber or quickly charge the weapon when swapping magazines.
[h2]Items & Gear[/h2]
• Your backpack has more storage than you think—you can use the inside of the lid as well as certain outer sections for extra placement options.



• To swap backpacks, first remove your current one the same way you remove a chest rig (hold A/X and press Grip on the same controller). Then, simply equip the new one. Alternatively, use a backpack stand at the Base—just hang up your old pack and put on a new one.
• The headlamp can be worn on its own or attached to a Sfera Helmet. Other ballistic helmets feature rails where you can mount weapon attachments (such as weapon flashlights).
• Attachments can only be mounted while holding the helmet in your hand—you can’t modify a helmet while wearing it.
• To turn on a mounted flashlight, bring your hand close and press Trigger.



• You can store a turned-on flashlight in your thigh pocket, keeping both hands free while lighting your way in an emergency.
• No need to bend down or reach far to grab items—use distance grip instead: point at an item, hold Trigger, then press Grip.



• Health syringes differ in recovery speed, amount healed, rarity, and price:
• Red Emergency Syringe – Common, cheap, heals almost instantly but restores only a small amount.
• Blue Standard Syringe – Less common, more expensive, heals slowly, restores about half of your health.
• Green Full Recovery Syringe – Rare, expensive, heals quickly, fully restores health.


[h2]Expeditions Into the Radius[/h2]
• Gunfire and light sources reveal your position to enemies.
• Mimics can see and hear you, and they remember your last known location. They can’t see through walls, but they move and shoot based on where they think you are.
• Pay attention to sound cues—they don’t just warn of nearby enemies, but also give other useful signals. For example, armor plates and helmets make a distinct sound when they break, so you’ll know your protection is gone without checking.
• Running, walking, jumping, and sleeping all affect your hunger differently. The more active you are, the faster hunger builds up—always carry food and eat in time.
• Different artifact nests require different extraction techniques. Try different approaches to see what works.
• You can check if an item or artifact is a quest objective by holding Y or B while looking at it.
• And remember: red water kills!


[h2]Technical Notes[/h2]
Some VR-specific troubleshooting tips that can help in ITR2 and other VR games:
• If you use Virtual Desktop, disable SSW in the settings for better game stability.
• If you use Oculus Link, open Oculus Debug Tool (found in \Oculus\Support\oculus-diagnostics) and disable Asynchronous Spacewarp for a smoother experience.

Did you learn something new from this diary entry? Please send it to a newer explorer, and don’t forget to share your own tips & tricks, they just might help someone survive out there.

See you in the Radius ☀️

[h3]Latest Diary Entries[/h3]
🔸 The End of the Year
🔸 Common Requests
🔸 The Upcoming Update and More

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