1. Into the Radius 2
  2. News

Into the Radius 2 News

Dev Diary // The Post-Launch Feedback

Hello explorers!
A huge thank you to everyone who supported ITR2 on Early Access launch! And thank you for sharing your impressions and feedback – this is the essence of developing a game in Early Access. We see your comments/reviews/posts and are working to process and respond to them as best we can. There’s also a lot of suggestions and criticism that we’ll gradually address and take into account going forward. Some of the issues you've pointed out have already been fixed in patch 0.10.1, released earlier today.

Now, we'd like to clarify the most frequent issues raised so far and what we are doing or have done about them.
[h3]Day-Night Cycle[/h3]
First of all, in patch 0.10.1, we slowed down the passage of time in the Radius locations. It was indeed too fast, and this change is already in the game.
[h3]Player Height[/h3]
The issue with player height is significantly more complex and doesn't have a fix in update 0.10.1. It involves a number of different factors. Firstly, it's related to our technical implementation, and we are working on fixing the associated bugs. Secondly, the player's height in the game is influenced by how correctly their safety zone is set up (we measure from this point, and if it's above the floor, the height will be higher). Thirdly, for architectural reasons related to co-op, all players' heights in the game are the same. This approach is standard for modern multiplayer VR games, and it is necessary to reduce the number of bugs related to ensuring everything in the game works the same for users of any height. The discrepancy between real and virtual height can be confusing for some players, even if everything else works correctly. When these factors combine in certain ways, we get the current situation with height. We are continuing to research the problem and are looking for the most effective solution.
[h3]Body Rotation[/h3]
We've also received many requests for different solutions regarding body rotation relative to the head. Today we’ve added a setting for this to the game, so everyone can adjust this aspect to their comfort.
[h3]Technical Aspects of the Current Version[/h3]
Additionally, a significant number of problems and misunderstandings arise because the game works only through OpenXR and doesn’t support other, no longer developed runtimes. Please use only the OpenXR runtime and avoid using OpenXRToolkit and LIV. Also, use the latest version of Virtual Desktop with automatic runtime selection or any version with VDXR set as the default. We currently don’t support HTC Vive Wands controllers. We’re exploring options for full support of various VR devices, but this is not an easy or quick task.
[h3]Troubleshooting[/h3]
We see that some technical issues are related to specific hardware and operating systems. We’re actively helping our players resolve these issues and have already published a guide on common technical problems and their solutions.
[h3]Co-op[/h3]
Regarding all issues in co-op mode – as we warned, it is in beta, and we’ll be working on it until full release. We continue to work on its stability and proper synchronization, and in update 0.10.1, we fixed some bugs related to it. The rest are in progress.
[h3]The Base[/h3]
We’re aware that not everyone is happy with the new Base, particularly its scale and appearance, though the feedback on its convenience, new features, interfaces, and the format of the Supply Depot is generally positive. With all these changes, the Base simply couldn't remain in its old form, and its new version reflects the changes since the original game. We've written about this in several diaries, and the theme will be further explored in the game later. In any case, thank you for the feedback! Work on the Base is not finished, and there will be further iterations.
[h3]Future Plans[/h3]
As for our future plans, in the coming weeks, we’ll continue bug fixing and are planning another patch. Part of the team has already switched to working on our first content update. We’ll share more details about our plans in one of the upcoming diaries. Stay tuned :)

See you in the Radius!



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

https://store.steampowered.com/news/app/2307350/view/4381522638238326925
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

Hotfix 0.10.2

- Fix flickering screen issues affecting some users after 0.10.1 patch

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.
Join our Discord Join our Subreddit Follow on Twitter

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 :)

Join our Discord Join our Subreddit Follow on Twitter

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