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Into the Radius 2 News

Update 0.11.0 Beta 2

💠 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-Beta) and the saves will be compatible with the live version, once 0.11.0 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.
[h2]CHANGES[/h2]
🔸 [Player] Hunger now accumulates slower, and the audio is played later and less frequently.
🔸 [Gear] Increased the protection for all Armor Plates.
🔸 [Gear] Reduced the prices for all food items and adjusted their energy value.
🔸 [Radius Locations] Loot distribution has been changed significantly: added more places where it can appear, using more interesting spots in houses. Ash now appears more frequently, ammo crates and medicine boxes are now rarer, but ammo and syringes can be found without them.
🔸 [Enemies] Mimics more actively inform others in their group about the enemy.
🔸 [Enemies] Reduced the number of enemies on Peninsula for higher difficulty presets.
[h2]FIXES[/h2]
🔹 [Graphics] Removed strange flickers in the left eye.
🔹 [Player] Low stamina sounds no longer play continuously if the player is too hungry.
🔹 [Weapons] When taking out an ejected magazine from a pistol, the other hand no longer grips the pistol instead.
🔹 [Weapons] You can no longer manipulate the shutter when holding the foregrip.
🔹 [Weapons] Fixed the visual bug for Beratta M9 Magazine at Supply Depot.
🔹 [Gear] The armor indicator on the watch now correctly displays the armor’s durability.
🔹 [Gear] Fixed the display of shelter markers on the map.
🔹 [Gear] The Tablet light is not as bright anymore.
🔹 [Gear] The chocolate bar wrapper no longer turns into a half-eaten piece that can be consumed after a save load.
🔹 [Gear] Cans of sprats no longer become invisible when opened and then placed in the backpack or dropped on the ground.
🔹 [Gear] Canned sprats no longer defy gravity if they were thrown out of an opened can after being in the backpack.
🔹 [Facility] Fixed the Mission tabs on the Terminal.
🔹 [Facility] The player no longer loses the ability to use items after saving and exiting the Supply Depot.
🔹 [Facility] Items no longer get stuck between the floor and the ground at the Supply Depot.
🔹 [Radius Locations] Fixed certain branches that blocked the player from passing and did not allow bullets to pass through.
🔹 [Radius Locations] Ladders no longer push you away while you’re climbing.
🔹 [Radius Locations] If the player dies in mid-air, their items now always fall to the ground instead of floating in the air.
🔹 [Radius Locations] Fixed the lighting and fog on Peninsula.
🔹 [Radius Locations] Fixed minor visual bugs and missing collisions.
🔹 [Anomalies] Anomalies no longer spawn on top of each other.
🔹 [Anomalies] Random anomalies no longer change their location after a save load.
🔹 [Enemies] Extra groups of Mimics no longer spawn after you upgrade your Security Level.
🔹 [Missions] Artifacts for Top Priority Mission 5 now always spawn correctly, regardless of which ones have already been collected.
🔹 [Co-op] The client is now always able to see what the host is doing on the Terminal.
🔹 [Co-op] Fixed the incorrect functioning of ammo counters on Ammo Boxes for the client after transitioning between locations.
🔹 [Co-op] The client’s hand no longer gets stuck in an opened chocolate bar.
🔹 [Co-op] The host can no longer finish a chocolate bar that the client has already completely consumed.


[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

Update 0.11.0 Beta 1

Hello explorers 👋
Welcome to our first major update! Just like with ITR1 major updates will undergo an open beta before going into full release. Below is an instruction on how to enter the beta if you’d like. And if you want to share feedback and bugs from the beta, please use the Beta 0.11.0 sub forum.

💠 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 0.11.0 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.
[h2]MAJOR CHANGES[/h2]
🔸 [Accessibility] Added basic implementation of Difficulty Settings to the game.
🔸 [Accessibility] Now the position of the Tablet changes depending on the dominant hand chosen in the Settings (always on the side of the non-dominant hand).
🔸 [Accessibility] Now in Tutorial and Single Player Mode, left-handed players automatically receive left-handed Chest Rigs.
🔸 [Accessibility] Added highlighting for recently dropped items (can be turned off in the Settings).
🔸 [Player] Added armor mechanics, different damage types, and various causes of death.
🔸 [Player] Added hunger mechanics, including its increase over time and from being overloaded, as well as hunger being satisfied with food.
🔸 [Player] Overload now increases Stamina consumption while running and jumping.
🔸 [Weapons] Reworked the recoil system for firearms and adjusted recoil for all weapons.
🔸 [Weapons] Added a 45-round Magazine for AK-74.
🔸 [Weapons] Added a 33-round Magazine for Glock 18C.
🔸 [Weapons] Added large Ammo Boxes.
🔸 [Weapons] Added stabilization mode (“holding breath”), which is activated with Y/B button while aiming.
🔸 [Weapons] Now all weapons can be manually set to the bolt stop.
🔸 [Weapons] Pistols and other weapons can no longer be accidentally grabbed while trying to hold them with both hands (to switch to the other hand, you now need to release the current hand).
🔸 [Weapons] Added glowing markers to fire mode switches on all weapons, so they are always visible even in the dark.
🔸 [Gear] Added several types of Armor Vests with inner slot for various types of breakable and replaceable Armor Plates.
🔸 [Gear] Lowered the position of the belt and pouches on all Chest Rigs.
🔸 [Gear] Fine-tuned all Chest Rigs.
🔸 [Gear] Adjusted the parameters for Chest Rigs, Backpacks, and Items.
🔸 [Gear] Added new food items: Canned Sprats and Chocolate Bar.
🔸 [Gear] Freed up the slot on the right arm. The Artifact Detector is now a regular item: it can be placed anywhere, lost, or purchased.
🔸 [Gear] Refined the visual effects for various flashlights and laser sights.
🔸 [Gear] Added labels to the slots on the backs of the Backpacks that can hold some types of items.
🔸 [Facility] Added small improvements to the Facility: materials, lighting, cameras, additional events.
🔸 [Radius Locations] Added new objects and environmental items to the Radius locations: authentic bus stops, doors, carpets, mailboxes, bottle crates and boxes, wall details, roof holes, bricks, and many other small details.
🔸 [Radius Locations] Adorned the locations of the Radius with new oddities.
🔸 [Anomalies] Made the Lightning Anomaly easier to recognize – it now emits sparks even when it’s “invisible”.
🔸 [Enemies] Improved enemy movement and positioning.
🔸 [Enemies] Mimics can fire at the player while switching positions.
🔸 [Enemies] Refined overall enemy behavior, making their vision and hearing more realistic.
🔸 [Enemies] Refined the enemy spawner, laying the groundwork for future changes.
🔸 [Missions] Changed the settings for some Missions, laying the groundwork for future Mission rework to ensure the current active set remains intact.
🔸 [Missions] Added the option to reroll secondary Missions.
🔸 [UI] Refined the UI for Maps and Missions on the Terminal and on the Tablet.
🔸 [UI] Improved the UI for progression in Top Priority Missions and obtaining a new Security Level.
🔸 [UI] Added tooltip information for Mission Items and Mission Points on the Terminal and on the Tablet, which appears when hovering over them.
🔸 [UI] Added and refined the information windows for Weapons, Ammo, Ammo Boxes, Attachments, Chest Rigs, and Backpacks.
🔸 [UI] Added highlighting to items that become interactive when being attached, put on or removed with A/X button + Grip.
🔸 [Performance] Optimized graphical technologies.
[h2]KEY FIXES[/h2]
🔹 [Weapons] Now weapons drawn from Holsters, Chest Rigs, and Backpacks are always held by the grip.
🔹 [Radius Locations] Tree foliage and bushes now conceal the player from enemy sight, too.
🔹 [Radius Locations] The water no longer stops bullets.
🔹 [Enemies] Enemies no longer respawn after save/load.
🔹 [Co-op] Fixed some crashes on the client.


[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

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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