1. Into the Radius 2
  2. News

Into the Radius 2 News

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]

Weeklong Deal 30% off until June 2nd!

HOTFIX 0.13.1

[h2]FIXES[/h2]
  • [General] Fixed a known issue where the VR headset would display no image during shader compilation on first launch by adding loading screen.
  • [Crash] The game no longer crashes when you terminate a Top Priority Mission.
  • [Weapons] Removed the reticle inside the Sight Magnifier that was displayed there by mistake.
  • [Weapons] Improved precision of the Reflex Sight for G36 Handle – bullets no longer veer to the left.
  • [Weapons] You can now use the button to break or close the shotgun while holding a cartridge taken from the shotgun’s cartridge belt in your other hand.
  • [Weapons] The safety on Fort-17 pistol is now positioned correctly.
  • [Weapons] Foregrips installed on weapons no longer occasionally stop working after a saveload.
  • [Gear] Helmets no longer have collision that made them interfere with weapons.
  • [Radius Locations] Made the Forest location less dark.
  • [UI] The death screen is no longer obstructed by objects in the game world.
  • [Valve Index] Player’s fingers are now tracked correctly when using Valve Index controllers.
  • [Valve Index] The required grip strength for the right hand is now equal to that of the left hand, rather than being significantly greater.

UPDATE 0.13.0 GHOST TOWN

[previewyoutube][/previewyoutube]
Hello explorers!
A new location with unique traits and atmosphere, new weapons and attachments, numerous changes and features - all await you in our latest and greatest (definitely biggest) update to date.
See you in the Radius!
[h2]IMPORTANT NOTICE[/h2]
This update is not compatible with any previous saves! To experience all the changes, please start a new game, but beta testers will be able to transfer their saves from Betas 2 and 3 (not 1).
[h2]KNOWN ISSUES[/h2]
  • The first launch after the update might be confusing, as shader compilation will take place during loading, but there won’t be any image visible in the headset. This is normal – the process just isn’t properly reflected in the UI yet.
  • Foregrips may temporarily stop working after a saveload or transition between locations. Detach and reattach them to restore functionality.
  • The reticle inside the Sight Magnifier is there by mistake and will be removed in an upcoming patch.
  • In Co-op, the client may still hear the host's microphone after transitioning to a different location, even if the host's mic volume is set to 0%. Workaround: fully disable voice chat (Settings -> Audio -> Voice Chat [Off]) and/or mute your teammate’s microphone on the Team tab in the pause menu.

[h2]KEY FEATURES[/h2]
[h3]Player Body Improvements[/h3]
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 in Settings. We also increased the accuracy of automatic height calibration. The player’s character has been made slightly shorter by default and the hands are now slightly smaller. Slightly adjusted the camera position relative to the body for improved comfort, and tuned the grip mechanics for all climbable objects for improved climbing comfort and ease of use. Physical crouching has also been improved: you can now crouch much lower and even lie down. For better visibility when crouching very low, the player's body becomes transparent so it doesn't block the view.
[h3]Customizable Chest Rigs, Armor Vests, and Backpacks[/h3]
The weapon and item placement system got a complete overhaul – now, you’re able to not only use pre-configured Chest Rigs and Armor Vests 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. 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). Loadout parameters have been completely rebalanced 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.


[h3]New Guns and Attachments[/h3]
New weapons have been added, each with multiple variations: the Fort-17 pistol, the SVD sniper rifle along with its silencer, and the G36 rifle, which comes with a unique set of attachments (muzzle brake, rail, handle with scope, short rail, and a Reflex Sight for it). Foregrips have been reworked into standalone attachments, and two versions of vertical and angled grips have been added, each available in three colors. Also added another variant of the Rail with Dovetail Mount, the Riser Rail attachment (allowing sights to be mounted higher than the base rail), and the Sight Magnifier, compatible with various sight types.


[h3]New Location[/h3]
Introducing a 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.
[h3]New Progression & Balance[/h3]
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. 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.

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. 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 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.
[h3]New and Improved Radius Entities[/h3]
Added a new variant of the Fragment monster – with an explosive core, and a new variation of the Creep monster – a hunter version. Mimics with shotguns now operate at closer range, shooting and reloading while walking. 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. A new variation of the Hedgehog Anomaly has been added for nature locations. The appearance of the Distortion Zones has been altered to make them less bright and more ominous.
[h3]Proximity Voice Chat in Co-op[/h3]
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!
[h3]Enhanced Visuals of the Radius Locations[/h3]
We improved the atmosphere for day/night cycle in the Pechorsk Anomaly locations: overall palette, sky, fog, new trees, and more. Plus, new ash structures have been added to the Pechorsk Anomaly locations.


[h2]MAJOR CHANGES[/h2]
  • [Tutorial] Updated tutorial sections to reflect all gameplay changes.
  • [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] Added two side rails to the handguard of the Modified AKS-74U.
  • [Weapons] Improved the gunfire sounds for all weapons.
  • [Gear] Adjusted the settings, restrictions, and parameters of Vests and Armor Plates.
  • [Gear] Rebalanced ballistic helmets.
  • [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.
  • [Gear] Adjusted the flashlight position on the Chest Rig.
  • [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] Added details and signs of habitation to all premises at the Facility to make it feel more authentic and lived-in.
  • [Facility] Added flashlights to the helmets on the mannequins with gear setups in the Supply Depot.
  • [Facility] You can turn off the music in the Supply Depot by hitting the button on the computer screen.
  • [Facility] Separated the checkers and backgammon tables and moved them to the second floor above the Armory.
  • [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] Added new Mimic voice lines (still using placeholder recordings) and monster sounds, made the voice lines louder and more fitting for the situations.
  • [Enemies] Adjusted health and slightly increased the damage for some Mimics.
  • [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] 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.
  • [Settings] Fixed an issue with enemy spawns when the 'No Enemies' setting is applied.
  • [Settings] The option to disable tracer trails for the player’s shots works correctly again.
  • [Player] The items you hold no longer offset when your wrist moves.
  • [Weapons] The PP-19 Bizon can no longer be used with the pistol silencer, but it is now compatible with the AK silencer.
  • [Weapons] Visual effects for all Muzzle Brakes are now displayed correctly.
  • [Weapons] The IZh-27 info now correctly displays the number and type of loaded cartridges. The cartridge colors have been fixed, too.
  • [Weapons] Pistols reload sound effects no longer play after any transition.
  • [Weapons] The sound of closing slider on M4A1 now plays correctly and gunstock textures no longer have issues.
  • [Weapons] The safety on the GSh-18 now moves together with the trigger, as it should.
  • [Gear] The image no longer freezes in the optical sight when using it for the first time after mounting it on a weapon.
  • [Gear] The backpack loadout indicator now displays correct values from all angles.
  • [Gear] The Anti-Distortion Headgear sounds will no longer play when the Combat Helmet is put on.
  • [Gear] Fixed cigarette interaction issues: clients can now light and grab cigarettes from their mouth after transitions, and cigarettes can no longer be placed in item slots.
  • [Facility] The Facility gates and doors no longer close, and the transition menu no longer disappears if you stop moving in front of them.
  • [Facility] Attachments no longer require overly precise aiming to trigger the item info popup at the Supply Depot.
  • [Facility] The pointer and highlighting now work correctly in the Supply Depot.
  • [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.
  • [Radius Locations] Made various environmental tweaks and bug fixes, including collision adjustments, visual improvements, and updates to object positioning.
  • [Radius Locations] Mimics can no longer go through walls around the Sanatorium in the Forest.
  • [Anomalies] Hedgehog Anomaly now has a proper damage range.
  • [Anomalies] Teleport Anomalies no longer have visual issues.
  • [Co-op] The host no longer hears endless gunfire SFX after the client fires any weapon in Full Auto mode.
  • [Co-op] The client no longer dies after reconnecting if they had already died before.
  • [Co-op] Tide timing is no longer desynced between host and client when the host is asleep in bed and the client isn’t on the server.
  • [Co-op] Player position no longer shifts after a saveload, preventing getting stuck in the walls.
  • [Co-op] Items stored in pouches, Chest Rigs and Vests no longer duplicate after the player’s death.
  • [UI] Info windows no longer become distorted when inside the Distortion Zones.
  • [UI] Fixed the incorrect display of defense parameters in damaged helmets.
  • [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.
  • [Index] Player’s fingers are now tracked correctly when using Valve Index controllers.

[h2]BETA 3 FIXES[/h2]
  • [Balance] Reduced the number of enemies in the new location.
  • [Weapons] The collision of the Rifle Scope for the SKS now works correctly.
  • [Weapons] The Vertical Foregrip no longer stops working when attached to the weapon via multiple rails.
  • [Weapons] The cleaning oil is now applied to all parts of the AKS-74U, so it can be fully repaired.
  • [Weapons] The change of two-handed grips now works correctly on handguns with Vertical Foregrips.
  • [Weapons] Weapon collision in a holster attached to the Backpack is now always disabled when you wear the Backpack.
  • [Gear] Items inside an unequipped Backpack no longer regain collision as a result.
  • [Gear] Chest Rig or Vest no longer jitter if an item placed into the Drop Pouch touches them.
  • [Gear] The change in Vests’ and Rigs’ capacity during and after attaching pouches is now displayed correctly.
  • [Gear] 9x18 ammo boxes are no longer invisible at long distances when View Distance is set to Low.
  • [Gear] The pack of crackers no longer shrinks in size when not held in hand.
  • [Facility] Refined the items placement in the Supply Depot.
  • [Radius Locations] The floating clothing hangers no longer block the entrance into one of the houses on the Peninsula location.
  • [Radius Locations] Improved the appearance of ash piles at low graphics settings.
  • [Radius Locations] The table collision now works correctly on all locations.
  • [Co-op] The client now can change the magnification level of the Variable Magnification Rifle Scope.
  • [Co-op] Vertical Foregrips no longer stop working for the client shortly after being attached to the weapon.
  • [Co-op] Host's interaction with the Terminal UI is now correctly displayed for the client.
  • [Co-op] Microphone Volume now adjusts only the player's microphone volume, not that of others.

[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

Dev Diary // The Ghost Town Update…and more!

Hello explorers 👋
Beta testing of update 0.13 is in full swing. While we continue working on its completion, we’d like to discuss what’s happening with the game right now and what lies ahead of us.
[h2]Betas of Update 0.13[/h2]
First and foremost, a huge thank you to everyone who has played and continues to play the beta versions, sharing their reactions, bug reports, and feedback! This greatly aids us in the development and evolution of the game.

Beta 1 was released in February, introducing a complete overhaul of the loadout system (backpacks, chest rigs, and vests), now featuring numerous individual pouches and options, making it fully customizable. Additionally, the player’s body was refined, new variations of anomalies and enemies were added, locations and visual designs of various entities were improved, and the majority of annoying bugs from version 0.12 were fixed. It also included results from refactoring and optimizing multiple systems for both single-player and co-op modes.

Beta 2, released in early April, added a new massive location (Pechorsk Outskirts) crafted in the urban style frequently requested and discussed. Alongside this, the entire in-game progression, settings, and balance of locations, anomalies, distortion zones, enemies, loot, weapons, and items were reworked. The Loadout Points system was simplified, tutorials, climbing mechanics, location audio, and Base design were refined, proximity chat was added to co-op mode, and both old and new bugs were fixed. Beta 3 was released just last week, containing even more fixes!

Currently, we’re still focusing on bug fixing and minor adjustments, in preparation for 0.13’s full release.
[h2]Progress Wipe[/h2]
But it’s not all sunshine and artifacts — with update 0.13, we’ll need to perform a wipe, meaning all existing save progress will be reset. Into the Radius 2 is still in Early Access, and periodic wipes are a natural part of that process. We know it’s not ideal, and we did our best to avoid them during the 9 months we’ve been in EA — which led many to think wipes weren’t going to happen at all. But that was never the intended norm.

With update 0.13, a wipe has become unavoidable. The scope of changes (technical, progression-related, balance and location settings) is fundamentally incompatible with old save files. Supporting legacy saves would require significant resources — resources we’d rather invest in new features and content. The point of Early Access is to develop and evolve the game, and long-term save stability just isn’t something that can be guaranteed in this phase.

Will there be another wipe in the future? Yes — at the very least when we launch the full version (1.0). Beyond that, it’s hard to say. It’ll depend on the nature of future changes. In any case, we’ll warn you in advance, just like we did starting with Beta 1.
[h2]Scale and Significance of Update 0.13[/h2]
Update 0.13 is a very large update by our standards, that doubles the game’s content and playtime. ITR2 hasn’t received such a substantial update before, and nothing comparable is expected at least for the rest of this year.

The new location is 1.5 times larger than the biggest locations in ITR1, surpassing Forest, the previous record-holder in the series. With its addition, the total area of Radius locations in ITR2 will constitute 3/4 of all locations from the first game. The visuals and atmosphere of previous locations in the Pechorsk Anomaly have also been given an upgrade.

Importantly, many technical changes in Update 0.13 lay the groundwork for the game’s further development. For example, the addition of proximity chat will make co-op more convenient and independent, and it opens up the possibility of implementing a full-fledged radio/walkie-talkie mechanic. The introduction of customizable loadouts and backpacks has our game designers eager to make other elements customizable as well.
[h2]What’s Next?[/h2]
Very soon we’ll release update 0.13. This will mean that over half of the game is officially complete, and available to our early access players. Apart from all the content in the betas, 0.13 will also include several new weapons and attachments, as well some additional refinement of the Pechorsk Outskirts, and bug fixes.

Following Update 0.13, we plan several patches to further stabilize and optimize the vast amount of functionality, content, and technical changes. At the same time, we’ll continue to improve and refine the new location.

According to our estimates, on the path to the full release, we still need to make several major updates (though not as large as 0.13). This doesn’t mean that work on the game will stop after version 1.0 is released. We’ll continue to release content updates, patches, and fixes, but they will develop, deepen, and expand the full game.

But that’s all about the future. For now, let’s cover some...
[h2]Recent Topics[/h2]
The pace of Early Access
The game has been in early access for nine months now. With updates every 1–2 months if you count all the patches, hotfixes, and betas. We believe this to be a solid pace for us.
The importance and impact of the Meta Quest version
From the beginning, we’ve designed and developed the game to be as platform-agnostic as possible. The release of the Meta Quest version will not reduce or negatively affect the content and features of the SteamVR version—quite the opposite. Parallel work on the standalone version has already had a positive impact on the SteamVR version, especially in terms of performance. Since Meta Quest requires more thorough optimization, this improves overall stability and lowers hardware requirements for the PC version as well. Despite external industry factors that could affect development speed, we’ve maintained our pace and focus.
Don’t forget about settings!
The game includes a wide range of settings that let you adjust gameplay and controls to your preference. Please use them to tailor the game, its difficulty, and key elements to your personal playstyle and setup.
Interactable drawers, lockers, etc.
We’re working on this! They won’t appear in Update 0.13, but development is underway.
Co-op stability
We’ve made significant improvements in 0.13 (special thanks to everyone who played co-op and submitted bug reports), and we’ll continue improving it moving forward.
Weapon physics
We don’t plan to bring back weapon inertia when swinging weapons with your hands. The initial experiment was deemed unsuccessful, and the feature turned out to be problematic, buggy, and unjustified in the long term. We consider the current amount of weapon sway while walking to be sufficient for a realistic feel.
“Enemies see me through walls”
They don’t. The enemy AI is built so that each enemy acts as an independent agent with its own sight and hearing. Enemies hear you, hear your gunshots, see you if you’re exposed, and share information within their groups. They shoot where they last saw you and move toward where you might be. If you always have your flashlight on and stay behind the same rock, they don’t need to see through it—they just aim at where you’re presenting yourself. We recommend changing positions more often and staying mindful of your actions.
New weapons
Of course! Expect some in 0.13, and definitely more in future updates. We’re not planning to add the TT pistol, as we’re keeping the weapon selection focused on what could be provided by the Committee in the late 2000s. The Mosin-Nagant rifle, however, is a different story—it’s in development, though it won’t be in 0.13.
The shooting range
We don’t plan to start work on the shooting range until after the game’s full release.
Sounds
Just like the overall visual style, the sounds aren’t final yet. In update 0.13, they’ve been significantly upgraded once again and will continue to improve in future patches. Various interactions and items will also continue receiving their own unique sounds.
Mimic voice lines
Work is still ongoing here — you may have already noticed a few different iterations as we experiment with different approaches. We’re looking for the right balance between clarity, lore integration, and just the right amount of frequency — not too much, not too little. And yes, the current voices are, of course, placeholder.

That is all for today, explorers. We hope you enjoy the upcoming Ghost Town update, and have a great rest of your day. See you in the Radius ☀️



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

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