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Into the Radius 2 News

Update 0.12.0 Beta 2

Hello explorers 👋
Massive thank you to the beta participants for their feedback. Welcome to the second part of the beta!

💠 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 0.12.0 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 0.12 sub forum to share your feedback!

[h2]CHANGES[/h2]
🔹 [Tutorial] Added the option to choose between seated or standing mode in the tutorial step for height calibration.
🔹 [Settings] Added automatic height recalibration when switching between standing and seated modes.
🔹 [Weapons] Added side-mounted cartridge belts for 4 and 8 cartridges for double-barrel shotguns.
🔹 [Weapons] Added a new scope for the regular SKS and stashed SKS.
🔹 [Weapons] Added additional smoke VFX when firing the PP-19 Bizon and M4A1.
🔹 [Gear] Added additional indication when an item doesn’t fit into a container.

[h2]FIXES[/h2]
🛠️ [Player] The updated height calibration now works correctly even with the boundary turned off.
🛠️ [Player] The player no longer appears too tall in the Main Menu.
🛠️ [Player] Hands no longer lag during a snap turn when holding an item with consumables/ammo.
🛠️ [Weapons] Reduced the damage variance between different versions of the same firearm.
🛠️ [Weapons] The PP-19 Bizon Magazine can now be found in weapon crates around the Forest.
🛠️ [Weapons] Ammo no longer disappears after an update.
🛠️ [Weapons] Scopes no longer turn black after a saveload.
🛠️ [Weapons] Fixed visual bugs on some guns and magazines.
🛠️ [Weapons] The Low-Cap AKM/SKS magazine now fits into pouches in the correct position.
🛠️ [Weapons] All firearm parts are now correctly covered with ash and gun oil.
🛠️ [Weapons] The number of cartridges loaded into each IZh-27 is now correctly displayed in their Item Info.
🛠️ [Weapons] Fixed the incorrect name for the Universal Handgun Rail Mount.
🛠️ [Gear] Significantly increased the capacity of the starting backpack.
🛠️ [Gear] Adjusted the grab area of the pistol holster to make it easier to draw pistols blindly.
🛠️ [Gear] Made the Anti-Distortion Headgear more comfortable: increased the size of its lenses and reduced the flicker frequency.
🛠️ [Gear] Items with consumables/ammo no longer disappear from your hands after passing through a Portal Anomaly.
🛠️ [Gear] The headlamp now always shines from where it should and in the right direction.
🛠️ [Gear] Chocolate bars always open without issues.
🛠️ [Gear] Items no longer jump from your hand to the arm slot on the same side.
🛠️ [Gear] Reset the Ash Counter on the glove so it no longer shows a placeholder value until the feature is fully implemented.
🛠️ [Gear] Player nicknames with Japanese or Chinese characters now display correctly on the Tablet and Terminal.
🛠️ [Facility] Fixed the missing and incorrect information on price tags in the Supply Depot.
🛠️ [Facility] The Anti-Distortion Headgear now appears in the Supply Depot only after completing specific missions, rather than at the start of the game.
🛠️ [Facility] The special effects of the unpurchased Anti-Distortion Headgear no longer persist after it is destroyed when attempting to leave the Supply Depot.
🛠️ [Missions] Adjusted the number of Security Points required to unlock Top Priority Missions.
🛠️ [Radius Locations] Anomalies, enemies, and artifacts now spawn as intended when transitioning to a location and after the Tide.
🛠️ [Radius Locations] Reduced the number of Distortion Zones across all locations.
🛠️ [Radius Locations] Adjusted the boundaries of all Distortion Zones to prevent them from causing outside damage.
🛠️ [Radius Locations] It is now easier to see and move within Distortion Zones.
🛠️ [Radius Locations] Increased the number of Ash Chunks and Artifacts in Distortion Zones.
🛠️ [Radius Locations] Fixed audio bugs related to Distortion Zones.
🛠️ [Radius Locations] The Mirror Shards Nest now reacts to all light sources again.
🛠️ [Radius Locations] The fog now always returns you back to the location.
🛠️ [Enemies] Enemies always damage armor plates.
🛠️ [Co-op] Video and audio settings on the client are always applied immediately.
🛠️ [Co-op] Fixed client issues with reloading and shooting the M4A1.
🛠️ [Co-op] The large backpack is no longer replaced by a small one for the client after restarting a co-op game.
🛠️ [Co-op] The client now takes damage from the Distortion Zone as intended.


[h3]Latest Diary Entries[/h3]
🔸 Common Requests, Update 0.12, and a little more
🔸 The Upcoming Update and More
🔸 The Post Launch Feedback

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

Update 0.12.0 Beta 1

Hello explorers 👋
Welcome to our second major update for ITR2! Just like last time it’ll go through a beta stage, which you can participate in by following the instructions below. As always we can’t wait for your feedback, see you in the Radius :)

💠 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 0.12.0 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 0.12 sub forum to share your feedback!

Warning: With this update you’ll be teleported to the Facility! Some of the changed missions may reset and you’ll need to accept them again.

[h2]KEY FEATURES[/h2]
🔸 [Player] We changed our approach to body handling. Now legs scale to match the player’s height (nobody is 2 meters tall anymore). We’ve also added a separate sitting mode. Body turning logic has been improved and resembles ITR1 more.
🔸 [Weapons] Added 2 iconic guns – AKM and M4A1 in several variations. The length of the M4A1's telescopic stock can be adjusted.
🔸 [Weapons] All weapons have been reworked so that each firearm has at least 2 versions: 1) the simplest and weakest – found in the Radius; 2) obtained from the UNPSC – which can be a full base version or the most advanced, modified version (or both variants may exist). Configuration changes have affected all current weapons! Don't be surprised if something has disappeared or appeared. Most of the missing items should reappear at the table at the Facility, but we can’t guarantee it 100%, so be sure to check.
🔸 [Weapons] Added weapon wear and damage to the game, which degrade weapon performance and increase the chance of misfires or jams.
🔸 [Weapons] Added basic weapon cleaning (using a bench vice, spray, and a brush) to the game, allowing players to restore damaged firearms.
🔸 [Gear] Added 3 ballistic helmets: SSSh-94 ‘Sfera-S’, PASGT, and FAST helmets. They protect you from impact until they completely wear out and become useless. Some helmets have rails for flashlights and laser aiming devices.
🔸 [Radius Locations] Significantly improved the visual design of the Radius locations: new appearance of ash, the sun, the sky, time of day transitions, and numerous small changes in the landscape and details of points of interest.
🔸 [Radius Locations] The Pechorsk Anomaly now features a new phenomenon – Distortion Zones. To avoid damage, don’t venture into them without the protective gear. Distortion Zones only affect the player's health and do not damage weapons or items.
🔸 [Gear] Added special headgear that provides temporary protection within Distortion Zones.
🔸 [Enemies] Added a new low-level Monster in two variations. Good luck encountering it ;)

[h2]OTHER MAJOR CHANGES[/h2]
🔹 [Tutorial] Improved the dominant hand selection window and related options in the Tutorial.
🔹 [Settings] Added a separate option for Sitting Mode.
🔹 [Accessibility] Players with the left hand as their dominant hand automatically start the Co-op Mode with left-handed chest rig.
🔹 [Player] The speed of running backward has been reduced.
🔹 [Weapons] Added new attachments: 4 reflex sights and an adjustable magnification scope.
🔹 [Gear] Added a headlamp that can be worn separately on the head or with the SSSh-94 ‘Sfera-S’ helmet and distortion protection.
🔹 [Gear] Added a separate slot for helmets/headgear to all backpacks.
🔹 [Gear] The external slots of backpacks, including their pouches, can now hold a wider variety of items. The same applies to the chest slots of vests and chest rigs.
🔹 [Gear] It is now impossible to place an item in a chest rig or backpack if they are out of capacity – the item will fall out onto the ground. If your current backpack's limit is not enough, consider getting one with a higher-capacity.
🔹 [Gear] Rebalanced the weight and capacity of all items and equipment.
🔹 [Gear] Improved the functionality of all types of flashlights.
🔹 [Facility] Now, items in the Supply Depot display Item Info when hovering the pointer over them.
🔹 [Facility] Designed the interior transitions between the Facility modules.
🔹 [Facility] Playing checkers is now much more convenient.
🔹 [Radius Locations] Improved the rocks and their ash-covered variations.
🔹 [Radius Locations] Improved the interior walls in the houses.
🔹 [Radius Locations] Added holes in the roofs of some houses.
🔹 [Radius Locations] Added a bunch of small environmental details: updated and new furniture, and other interior items.
🔹 [Radius Locations] Added destructible human figures to the locations of the Pechorsk Anomaly.
🔹 [Enemies] Changed the number and variety of enemies in the current locations of the Radius (more low-level Monsters, fewer later-stage Mimics).
🔹 [Enemies] Improved the group behavior of enemies. Additionally, adjusted the vision and hearing of each individual enemy.
🔹 [Enemies] Changed the behavior of each Mimic type in fire fights: the distance they keep from a spotted player, the range they shoot from, their firing modes and rates of fire, and when and how they switch them.
🔹 [Enemies] Improved enemy spawners to correctly account for the player's mission progress.
🔹 [Enemies] Mimics no longer instantly turn towards the player outside of combat.
🔹 [Enemies] Mimics now check the last known position of the player more cautiously.
🔹 [Enemies] Improved the Mimics’ dialogue playback system.
🔹 [Co-op] Changed the mechanics of transition between the locations – now all players need to be near the transition point to activate the transition process.
🔹 [UI] Improved the display of overload and its absence in Player Info.
🔹 [UI] Added tooltips for all current markers on the map. Clicking on a mission marker opens the selected mission panel.
🔹 [UI] Improved the sleeping UI.


[h3]Latest Diary Entries[/h3]
🔸 Common Requests, Update 0.12, and a little more
🔸 The Upcoming Update and More
🔸 The Post Launch Feedback

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

Dev Diary // Common Requests, Update 0.12, and a little more

Hello explorers!
As mentioned in our previous dev diary, we plan to release another major update before the end of the year. We’ll dive into what’s coming, but first, let’s address some...

[h3]Common Requests[/h3]
🔹 Teleport movement
In ITR1, less than 10% of players used teleport movement. Even with such numbers, we understand this feature is very important to those that need it. However, as of now, it is not high on the priority list of features for ITR2, at least until full release.
🔹 Chest rig customization
We’ve thought about this a lot, but still haven’t found an optimal implementation. For now, this feature is still up in the air and will need more time. In the meantime we’ll keep adding QoL settings and various vest options.
🔹 Knives
The introduction of knives is highly uncertain, as implementing melee combat at a high standard is challenging, and it would heavily affect gameplay and balance. At the very least, don’t expect them before full release.
🔹 Support for HTC Vive, Pico 4, and other headsets
At this stage, we cannot guarantee full compatibility with all VR headsets. We’re testing the game primarily on Quest and Index, as they are the most common, and we can’t promise full support for all other devices before the game’s release.
🔹 Full weapon disassembly
While we’ve discussed this, we concluded that implementing full disassembly in VR would be too labor-intensive and not entirely justified for ITR2. We’ve settled on a modular approach for some weapons, which better fits the experience we’re aiming for.
🔹 Performance issues
We’re constantly working on optimizing the game for stability and smoothness across a variety of PC configurations. While it’s impossible to ensure perfect performance on every possible combination of hardware and software, we’ll continue to address the most common performance issues and smooth out optimization with each update.

Now on to the good news!

[h3]What’s In Update 0.12?[/h3]
First of all, we’re planning to release two new weapons, each with a couple of variations. We’re also working on a larger set of new weapons and will share more about our approach to them in the future.

The upcoming update will introduce the first iteration of wear and recovery through basic cleaning for all weapons.

We’re also continuing to expand the armor system with the introduction of ballistic helmets. Unlike ITR1, which had only one head protection option, ITR2 will feature multiple ballistic helmets, each with distinct properties and additional options. Later, we’ll add various attachments that can be mounted on the helmet or used separately.

In update 0.12, we’ll be introducing a new spatial mechanic to the Radius locations – Distortion Zones (work in progress title). This is an evolution of the gas areas from ITR1, which we’ve transformed into unique Radius phenomena. These are dangerous areas, clearly marked, that you shouldn’t enter without special gear. Initially, we’ll add only the weakest Distortion Zones, but in the future, they’ll vary in levels of danger.

To help Explorers venture into these zones, we (and the Committee of course) will be introducing special distortion protection gear, which you can wear on your head instead of a ballistic helmet. This gear will provide players with a fixed time to explore the appropriately levelled zone before taking damage.

Additionally, we’ll be introducing a new enemy type in several variations. This will be a redesigned version of one of the enemies from the first game. We can say upfront, it’s not the Slider – we have enough late-game enemies at the moment.

With the introduction of this new enemy, the set of enemies in the current locations will align more closely with our original vision (and once the second main location is released, Sniper Mimics and Gunners will no longer appear in the current ones).

We’re also significantly improving the visual design of the Radius locations. Expect updates to the sky, sun, day-night cycle, and reworked landscape textures, colors, and ash accumulations. Also reimagined destructible figures will begin appearing in the Radius locations – though in limited variations at first.

Equally important changes are coming to the balance, loot, and economy systems. Full details will be in the accompanying patch notes.

Update 0.12 will also include a lot of under-the-hood work that might go unnoticed but is critical for the game’s evolution. We’re refactoring the player body, improving the mission system, refining entity spawners, optimizing graphics, and handling plenty of technical tasks.

[h3]What’s Next?[/h3]
In parallel with preparing update 0.12, we’re actively working on the next main location. We hope it will be the central content of update 0.13, which we’re aiming to release in spring next year.

We often see questions about why new locations take so long to be added. The main locations are the largest content pieces in the game, and naturally, their development takes a significant amount of time. This includes prototyping, multiple iterations of level design and art direction, creating new gameplay situations, producing new environment models, designing and testing missions, as well as placing enemies, anomalies, and loot points.

At the same time, we’re prototyping new enemies and anomalies, refining solutions for all necessary weapons, interesting loot, and working on tutorials and story episodes. Expect all of this to become available gradually throughout next year!

One last important note: with our current resources and development pace, it’s become apparent to us that ITR2’s full release launch will require more time than initially projected. So we’ve decided to move the game’s release window to early 2026.

As always, these are our current plans and they can change. So keep up with our Dev Diaries to stay in the loop :)

Thank you for sharing your feedback and supporting us. We do our best to read everything and take as much as we can into account.

See you in the Radius!



[h3]Latest Diary Entries[/h3]
🔸 The Upcoming Update and More
🔸 The Post Launch Feedback
🔸 The Early Access Expectations

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

ITR2 is part of the Chase the Horizon Sale!

ITR2 is part of the “Chase the Horizon” sale with a 20% discount! Want to experience the relaxing adventures of the Radius? Now’s a great time to try 😌

Hotfix 0.11.2

🔹 [Settings] Added an option to adjust stick sensitivity for turning and walking.
🔹 [Facility] Weapons no longer return to the wall plate on their own.
🔹 [Gear] Cans of Sprats no longer become unopenable after transitioning between locations or a saveload.