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Into the Radius 2 News

Patch 0.10.1

  • [Settings] Body rotation now locks to head when looking down, but this can be switched back to Hybrid rotation in settings.
  • [Settings] Added Virtual Stock option.
  • [Crash] Fixed a rare crash when transitioning from the Facility to Forest.
  • [Crash] Fixed a rare crash occuring right after the Tide.
  • [Crash] Fixed a crash that occured at Mission completion.
  • [Crash] Fixed a crash after dying on the parallel bars.
  • [Player] Reduced the sensitivity of stick reaction to jumping and crouching to minimize accidental jumps and crouches when turning. The parameters are now the same for both left-handed and right-handed players.
  • [Player] The player no longer gets killed when climbing.
  • [Player] The ability to sprint no longer disappears when changing the dominant hand in the settings.
  • [Weapons] We reduced the flick sensitivity of IZh-27 to make it easier to reload.
  • [Weapons] Adjusted safety switch positions for Beretta M9.
  • [Weapons] Fixed interaction with PP-91 Kedr.
  • [Weapons] Fixed a bug where the weapon would continue to fire even after releasing the Trigger.
  • [Weapons] Fixed an issue that prevented loading the PP-19 Bizon magazine from the ammo box.
  • [Weapons] Weapons in hand and in the chest rig no longer clatter against each other.
  • [Gear] Replaced the handheld flashlight with a pocket one in the Tutorial and Starter Kit. The old handheld flashlight can no longer be purchased at the Facility and can only be found in the Radius.
  • [Gear] The compass now works correctly in all locations in the Radius.
  • [Gear] Items no longer shift or disappear due to frequent saveload or after transition.
  • [Gear] Items in the backpack retain their position.
  • [Gear] You can now put the cigarettes back into the pack. Used cigarettes no longer go back into the pack and are not replenished in it.
  • [Enemies] Fixed the enemy spawners.
  • [Tutorial] An autosave is now created after each transition from the Tutorial to the Facility.
  • [Tutorial] After proceeding from the Tutorial to the Facility, the player’s health is always fully restored.
  • [Tutorial] Removed a potential softlock in the Tidemeter Tutorial.
  • [Facility] The items selected for purchase and placed in the backpack remain in the backpack when you switch hands.
  • [Facility] Purchased items no longer appear on other Supply Depot screens. They will no longer be removed without a refund.
  • [Facility] Now you can always use items after a saveload in the Supply Depot and exiting from it.
  • [Radius Locations] Slowed down the time in the Radius.
  • [Radius Locations] Bushes on swamps no longer block your hands.
  • [Radius Locations] Load autosave no longer returns you to the place of death.
  • [Missions] Mission items placed in the backpack you’re holding are no longer marked as lost.
  • [Co-op] Fixed client crash when loading the IZh-27.
  • [Co-op] The guns held in two hands appear and behave the same for both the host and client.
  • [Co-op] Fixed the playback of gunshot sounds for Mimics and Explorers for both the client and the host.
  • [Co-op] The client can now always purchase items independently, and the host is able to see their selected items.
  • [Co-op] Artifact Nest states are correctly shown to all participants.
  • [Co-op] Enemies no longer duplicate after host respawn. Please note that extra enemies will only disappear after the Tide.
  • [Main Menu] Fixed the bug that didn’t let you use the Main Menu.
  • [Optimization] Improved GPU performance.
  • [Pricing] Updated the price of the game in Poland.
  • Fixed a whole lot of visual bugs.
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Out Now in Early Access!

[previewyoutube][/previewyoutube]
Hello explorers!

This week marks ITR’s 4th anniversary. Today, we’re very excited, happy, and proud to announce the Early Access release of Into the Radius 2. The launch is also accompanied by a 15% discount until July 31st.

We’d like to extend our gratitude for your patience and feedback during the months leading up to Early Access. Your responses to our Dev Diaries and Questions have been incredibly helpful in not only shaping the game, but also keeping us motivated.

Below is some useful information to keep in mind if you decide to play the game.
[h3]What to expect in this version[/h3]
  • Over 12 hours of gameplay
  • Basic tutorial on a separate location
  • Completely reimagined player base with old and new features
  • 2 full-fledged Radius locations, one of which is larger than any in ITR1
  • 14 types of firearms (some with 2-3 variants) with new animations and sounds
  • A set of basic attachments, standard and tracer ammo, and various magazine options
  • 6 types of chest rigs with different configurations (each in right-handed and left-handed versions) and 4 types of starter backpacks
  • Basic Explorer gear: updated probes, artifact detector, electronic tablet, flashlights, injectors, cigarettes, and crackers
  • Basic set of updated enemies and anomalies
  • Various types of artifacts and brand new "nests" for them
  • New movement types, including jumping and special anomalies
  • Full progression with 7 top-priority missions, multiple Security Level increases, new weapon unlocks, and 6 types of side missions
  • Single-player mode and an early version of 2-player co-op mode
  • Click here to learn more

[h3]Important notes about ITR2[/h3]
  • Works only through OpenXR
  • It doesn’t support LIV. In some cases, you may need to uninstall LIV from your computer.
  • Doesn’t have integration with bHaptics and other additional accessories
  • May have issues when using OpenXRToolkit
  • If you launch the game and experience shaking visuals or controllers, make sure that OpenXRToolkit is not running, and if you are connecting via Virtual Desktop, ensure it uses the VDXR runtime (from version 1.32.9 this happens by default when the OpenXR runtime is set to Automatic).
  • We cannot guarantee that each EA version will support previous saves, so be prepared for your progress to be lost with updates. We can also tell you long in advance that you'll need to start fresh after full release as well.

We look forward to your feedback and first impressions!
Happy anniversary, and see you in the Radius :)

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Dev Diary // The Early Access Expectations

Hello explorers!
As you might have already figured out, Into the Radius 2 will launch in Early Access on July 24th! The full price will be $39.99. In this post, we want to clarify what to expect and what not to expect from the EA launch version of the game, as there's few things worse than unmet expectations.

First, let's address an obvious point – even the full release version of ITR2 cannot contain as much functionality and content as ITR1 currently has. Sad but true. The original has undergone a long development journey with numerous major and minor updates, both in EA and even after release. It will take time for ITR2 to reach the same level of content, and it's simply impossible until full release at the earliest.

The EA version of ITR2 won’t be anywhere near comparable to the current state of ITR1 (i.e. expect a lot of bugs). However, it's crucial for us to develop with player feedback, as this approach has proven successful with ITR1's updates. This is the same principle we follow by launching ITR2 in EA.

[h2]What to Expect[/h2]
[h3]Locations[/h3]
  • Tutorial location. We call it the "Hero's World," but initially, it will only contain a pure tutorial, with a full narrative to be added later.
  • A small location offering a few hours of gameplay, which will be the setting for the first missions and later an area for side quests.
  • The first main Radius location with its unique theme – significantly larger and more complex than the previous one (and larger than any location in ITR1!) – providing a full-scale ITR experience with numerous updates and improvements (jumping, artifact nests, new anomalies, and enemies). The main missions alone will offer 5 to 10 hours of gameplay in its current form.
  • A fully revamped next-generation Explorer Base, making the gameplay experience more convenient, interesting, and revealing storyline changes that will unfold in the future. Not all functionality will be available at the start of EA, as it will be added in future updates. Details are in Dev Diary #12.

The locations of the Pechorsk anomaly will be filled with new or updated anomalies and a basic set of enemies. Both will be refined and tuned over time. Even the current set will rotate and vary (as will the loot).

[h3]Progression[/h3]

The initial EA version of the game will include a full-fledged initial tutorial (on a separate starting location and the Committee Base) and a couple of contextual tutorials.

Additionally, there will be a basic implementation of the mission system with its infrastructure: a special terminal for receiving and submitting Committee tasks, a device for issuing and accepting required items, quest items in their basic form, almost a dozen top-priority missions and several dozen side missions. Missions will have a limited number of stages and conditions, which will be expanded and supplemented with updates.

As you complete missions, you can expect several Security Level increases, granting access to new guns, locations, and top-priority missions. Thus, all the content in the initial EA version will have full progression, similar to what will be in the release version of the game.
Weapons

For completing Committee tasks, you'll have at least a dozen guns at your disposal (yes, more than we initially mentioned in Dev Diary #4), some in 2-3 different configurations. Firearms have been enhanced with new, more detailed animations (trigger, hammer, and spring actions), and you can now chamber a round directly when the weapon is locked back. Some guns will have a couple of magazine options, and basic attachments can be mounted on the guns. Ammo will only be available in standard and tracer variants.

[h3]Equipment[/h3]

In addition to weapons, there will immediately be a basic set of updated Explorer gear: probes and an artifact detector, an electronic tablet, several new backpack types, 6 types of chest rigs with different configurations (each in right-handed and left-handed versions), flashlights, injectors, and other small items. In the initial EA version, they will be without upgrades.

[h3]Artifacts[/h3]

During expeditions into the Pechorsk anomaly, you will find new "nests" with various artifacts, Radius-altered items, and special quest artifacts and items. And of course the Committee hasn't forgotten to supply their Explorers with cigarettes and cookies.

[h2]What Not to Expect[/h2]
  • Any story moments or episodes. Gameplay first; narrative elements are already present in the visual design and individual details. The story will be expanded in updates.
  • Wear, cleaning, repair, and any customization of weapons.
  • Hunger and its recovery.
  • Armor and helmets.
  • Completely new enemy types.
  • Full implementation of the Tide (only the most basic version will be present).
  • Laboratory at the Base, artifacts with perks, and their processing.
  • Difficulty settings.
  • A stable co-op mode with fully functional radios. As mentioned in the previous dev diary, this is the biggest technical challenge for us, and work on co-op reliability will continue until the game's full release.

Important note: we cannot guarantee that each EA version will support previous saves, so be prepared for your progress to be lost with updates. We can also tell you long in advance that you'll need to start fresh after full release as well.

And please note the updated system requirements, which are current for the initial EA version (they will be adjusted in the future):
  • MINIMUM: i5-7600k/Ryzen 5-3600; Nvidia RTX 2060; 16 Gb
  • RECOMMENDED: i5-8600k/Ryzen 5-5600; Nvidia RTX 3070; 16 Gb

Your feedback on ITR2 will be invaluable to us. Early Access is the best opportunity for you to regularly provide feedback and for us to analyze it, draw conclusions, and adjust our plans. Be sure to join our Discord and Reddit, share your thoughts, ask questions and reply to our own. Together, we'll make ITR2 the best it can be. See you in the Radius!



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

https://store.steampowered.com/news/app/2307350/view/4243035499695174669
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]

Join our Discord Join our Subreddit Follow on Twitter

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]

Join our Discord Join our Subreddit Follow on Twitter