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Into the Radius 2 News

Dev Diary // The Upcoming Update and More

Hello explorers!
Since the Early Access launch a month ago, we've rolled out two patches with a bunch of bug fixes and minor improvements – 0.10.1 (a quick follow-up with 0.10.2) and 0.10.3. So, what are our plans moving forward?

First and foremost, we’ll try to release at least two content updates before the New Year. After each of these, there will likely be patches with various fixes. We’ll continue to publish dev diaries and questions to ensure we take into account opinions not only on what’s already been released but also on what’s still in development.

Our team is currently focused on four main tasks.

[h3]Work on the Upcoming Update[/h3]

First of all, in update 0.11.0, you'll find large ammo boxes. They’ll take up more space and have a greater impact on your loadout, but they’ll hold significantly more rounds.

We're also putting a lot of attention into refining the existing chest rigs. We've added numerous small improvements to make them even more user-friendly.

Right now, we’re also working on the armor mechanic and armor vests. We won’t speculate on how many will be included in update 0.11.0 – the most important thing is that we’re creating a technical foundation that’ll allow us to introduce several types of armor in the future.

We're developing the hunger mechanic, which will require you to replenish it by eating food. Crackers and other foods will become important resources.

We continue to enhance our system for spawning various entities in the Radius locations – enemies, anomalies, artifact nests, and loot.

We're also working on game accessibility. We plan several improvements for left-handed players, as well as adding difficulty settings.

We’ve received a lot of feedback expressing dissatisfaction with the artifact detector being fixed to the forearm slot of the dominant hand. To allow you to use this slot as you see fit, we’ve decided to detach the artifact detector from this slot and from the player entirely. Starting with update 0.11.0, it will become a regular item: you can place it in any slot, lose it, or buy a new one at the Supply Depot.

You shouldn’t expect any new weapons in 0.11.0, but you can count on a couple of extended magazines.

Additionally, we’ll refine the interfaces of multiple Committee devices, and the Radius locations will be filled with new details and items.

Also, in 0.11.0, there’ll be a massive number of changes to gameplay settings: enemy behavior, anomaly and loot placement, missions, balance, and economy.

[h3]Work on Subsequent Updates[/h3]

Simultaneously, we’re working on features that’ll not be released in 0.11.0 but in future updates.

For now, we can reveal that we’re prototyping and playtesting new enemies and anomalies within the team, which are designed to fill gaps in the current sets. We plan to release them individually to fully develop each one.

We’re also working on the full implementation of the Tide, and we’ll share more details about this later, in a dev diary of course ;)

[h3]Work on the next Location[/h3]

This is very long-term, so it definitely won’t be ready this year or even at the beginning of next year.

The new location is meant to be noticeably different from the ones already released, both in gameplay and visuals. We want to take enough time to develop its concept, prototype it, and create new assets for it.

[h3]Work on the Technical Foundation[/h3]
All updates will include numerous under-the-hood changes that aren’t visible to the player but are necessary for the game to function and evolve. With each new feature, the system becomes more complex. And of course, with each update, we’ll be fixing bugs and working on the stability of co-op mode.

Please note these are our current plans, and they may change. If that happens, we’ll be sure to let you know. In the meantime, we’re eager to hear your thoughts on the plans above. And let us know what else you’d like us to share in future diaries.

See you in the Radius!



[h3]Latest Diary Entries[/h3]

🔸 The Post Launch Feedback
🔸 The Early Access Expectations
🔸 The Trials and Tribulations

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

Patch 0.10.3

  • Be sure to remove any installed mods before playing. Otherwise you might encounter issues due to incompatibility.
  • [Settings] Added an option to adjust stick sensitivity to jumping and crouching.
  • [Settings] Added an option to disable haptic feedback for interaction with objects.
  • [Valve Index] Added an option to Settings to adjust the grip strength for grabbing objects.
  • [Valve Index] Fixed a bug where the weapon would continue firing even after releasing the Trigger.
  • [Valve Index] Fixed some of the Main Menu issues.
  • [Player] Various body parameters have been improved.
  • [Player] It’s easier now to reach items on the floor without distance grip.
  • [Player] The character slightly crouches when looking down.
  • [Player] Body rotation speed has been reduced when looking down and trying to turn.
  • [Weapons] Installed attachments and shells on the shotgun’s buttstock no longer affect the weapon’s position.
  • [Weapons] All pistols enter slide lock when pulling the slide with an empty magazine.
  • [Weapons] Fixed the position of the inserted Glock 18C magazine.
  • [Weapons] Fixed some of the discrepancies with the real model on GSh-18.
  • [Weapons] Grabbing a shell from the buttstock of IZh-27 behind your back instead of the shotgun is no longer possible.
  • [Weapons] IZh-27 no longer jumps its grip into the hand holding the fore-end when you let go of its grip.
  • [Weapons] The safety on IZh-27 visually switches even when switched manually.
  • [Weapons] Fixed the incorrect position of the shell when ejecting it from Saiga-12 short magazine.
  • [Gear] The tablet and pouches on the chest rigs are now positioned lower for greater convenience.
  • [Gear] Items no longer become invisible while still affecting the player’s loadout.
  • [Gear] Fixed the non-functional internal light in the Recon Sample Pack.
  • [Gear] Fixed a bug allowing items and weapons to be extracted from the backpack or backpack slot without removing it.
  • [Gear] Removed the collisions from all parts of the weapon in the holster.
  • [Gear] You can no longer insert a magazine into a pistol in your backpack.
  • [Gear] The backpack no longer closes when you hang it on a rack.
  • [Gear] Cigarettes are now positioned where they should be.
  • [Enemies] Improved the enemy spawners.
  • [Enemies] Fixed the spawning of extra enemies.
  • [Facility] Now, after the game updates, player items that cannot be placed in their correct positions should appear on the table under the tent. This also applies to the secondary firearms that were lost with patch 0.10.1.
  • [Facility] Fixed a bug where, after dying at the Facility, the player could not use their gear.
  • [Facility] Fixed Supply Credits’ incorrect adjustment upon Mission completion.
  • [Facility] Item selling no longer stops working after attempting to sell Mission Items.
  • [Facility] The quantity of bullets inside Ammo Boxes is always taken into account when selling them.
  • [Missions] Artifacts in Top Priority Mission 5 no longer disappear or move to other spot after a saveload.
  • [Missions] In some Missions, Mission Items are placed in more obvious locations, and their sounds have been made louder.
  • [Co-op] Fixed the playback of gunshot sounds for Mimics and Explorers for both the client and the host.
  • [Co-op] Artifact Nest states are correctly shown to all participants.
  • [Co-op] It is no longer possible to accidentally load a single-player save after the host dies.
  • [Performance] Fixed a potential lag when removing/putting on the backpack.
  • Fixed a number of visual bugs.
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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]
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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

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Hotfix 0.10.2

- Fix flickering screen issues affecting some users after 0.10.1 patch