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Into the Radius 2 News

Dev Diary // The Missions and Progression

Hello explorers!
The general concept of progression will remain the same. Equipment, missions, and some special features will gradually unlock as players increase their Security Level (SL). To increase SL, you need to complete a Top-priority mission. But before such a mission becomes available, you'll need to tackle a few simple ones.

In ITR2, the way Top-priority missions unlock will change slightly. Instead of completing x missions, you'll need to accumulate x points. Different missions yield different points. This means a player can complete 5 easy missions or 2 hard ones to unlock a Top-priority mission. As SL rises, players will have more missions to choose from.

The gameplay state of the Radius is also closely tied to SL progression. It's not auto-leveling per se, more so reshaping and expanding the world of the Radius as players progress.

Let's dive into some examples:
- An explorer with SL1 ventures into Location 1 and encounters two simple enemies.
- An explorer with SL3 revisits the same spot. Apart from the previous enemies, they find a couple of mimics sitting on a roof.
-- OR they stumble upon a patrol of mimics, armed with pistols and shotguns.
-- OR the spot where monsters were before is now a cluster of anomalies with artifacts.

Another example with anomalies:
- An explorer with SL1 reaches an anomaly cluster where they can find one artifact.
- An explorer with SL3 returns to the same cluster and faces new dangers, but now there are two artifacts to discover.
-- OR the anomalies remain the same but are covered by a Distortion Zone (the name is a WIP, we’ll share more in the future).
-- OR there is no cluster at all.

The composition of enemies, anomalies, and artifacts will depend on the base difficulty of the location. You won't encounter the most dangerous enemies in the first location, except maybe very rarely and only at max SL.

The same goes for loot, especially artifacts. As SL increases, loot quality goes up, but not drastically. At early locations, you might find more valuable items, but never as valuable as in later ones.

We want to maintain the feeling of player progression. The deeper you venture into the Radius, the more dangerous it gets. But you can always return to earlier locations to feel big and strong ;)

Additionally, we aim for more variety and diversity in the game. Returning to early locations might be easier, but you'll encounter new combinations of enemies and anomalies, keeping things interesting.

At Early Access launch, this system will be present but simplified, as some elements like enemies, artifacts, and anomalies are not fully developed yet.

A bit about missions themselves. We've completely revamped their structure. Now each mission consists of sequential steps, each requiring specific actions from the player - go to a location, deliver an item, activate an object, kill enemies, and so on. The complexity of a mission depends on the number of steps, and the harder it is, the more steps it’ll include.

Within missions, various scripted events can occur, such as enemies and/or anomalies spawning in.

Another small but important change: occasionally, in addition to “money”, you'll receive items as rewards for missions.

At EA launch, there will be four types of mission steps available, from which all initial EA missions will be constructed. The number of steps will gradually increase over time.

What did you think of this diary entry? What other topics would you like us to cover in the future? Be sure to let us know, and we’ll see you in the Radius!


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

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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Dev Diary // The Equipment

Hello explorers!
In ITR1, the equipment was an unchangeable part of your character, which was very disappointing for our players. In ITR2, we completely redesigned the equipment and weight systems. Now the character has slots on their body where various equipment can be "worn". This equipment affects overall encumbrance and forms the player's "build".

[h3]Helmet Slot[/h3]
A familiar slot from ITR1. You can wear a helmet or a mask that increases protection against combat or anomaly damage. But don’t expect them at the start of EA (early access), they’ll appear later down the line.

[h3]Tactical Vest Slot[/h3]
The vest has two primary functions: item arrangement in pockets and damage resistance (combat and anomalies). Different variants will lean towards one or the other. Players will buy pre-made tactical vests.

You won’t be able to rearrange pockets on the vests themselves! We have no plans for such a system. But don't worry, there’ll be plenty of options to choose from.

Tactical vests can be improved through the upgrade system, similar to weapons.

At the start of EA, there’ll be three vest variants of a similar type. They won’t increase the character's resistance but will have different combinations of pockets, their placement, and parameters.

[h3]Backpack Slot[/h3]
The general mechanics of the backpack will remain the same as in ITR1 - you can take the backpack off your shoulder and hang it in the air. If you step away, it’ll swoop over to your back. Inside the backpack, there’s an area where items can be arranged as you see fit. Outside the backpack, there are slots where specific items can be hung, like on the vest.

Items won’t physically obstruct each other, and there won’t be any grid-based placement! Many players praised ITR1 for its inventory system, and we don't want drastic changes in that regard.

Backpacks will also be pre-made. They’ll differ in appearance, the number and combination of pockets, as well as parameters. And just like with the vests, they can also be improved through the upgrade system.

At the start of EA, there’ll be four backpack variants of two types. They’ll have different combinations of pockets, their placement, and parameters.

[h3]Left and Right Hand Slots[/h3]
Everything a player holds in their hands has its "weight" and adds to overall encumbrance. Therefore, what weapons the player uses becomes very important for their "build", as well as which attachments and magazines they use.

[h3]Small item slot on the off-hand forearm[/h3]
A slot for small items. It is always available to the player and doesn’t depend on the vest or backpack.

[h3]Equipment, encumbrance system, and "builds"[/h3]
We want players to thoughtfully approach what equipment they take with them into the Radius. And we want them to change and review it depending on their goals. At the same time, we strive to make a flexible system so that our explorers can play the way they want.

A "build" is a combination of the helmet, tactical vest, backpack, and weapons in the player's hands. To make the choice meaningful, restrictions are necessary. In our system, this is the overall encumbrance of the character. Each item has "weight". Encumbrance has 4 stages - no overload, light overload, medium overload, heavy overload. Upon reaching each stage, movement speed decreases, and hunger increases. The overall encumbrance is displayed on the character's bracelet and in detail in the new character info display.

The vest and backpack themselves have “weight” but also have an internal capacity, allowing to ease encumbrance. For example, a backpack weighs 200 but can hold 1000, and a vest weighs 200 but can hold 500. They’ll have their own separate indicators showing how full they are. If you exceed the internal capacity, items can still be placed, but all extra “weight” will be added to your encumbrance. It will no longer be possible to cram items into the drop pouch without consequences. There’ll be a reason to use short and light magazines.

It’s important to note that the "weight" of all items is measured in special units called "load points". This is a temporary name, but the point is it’s not real weight! This is done so that items can be balanced. In the new system, this parameter combines weight and form factor simultaneously. An item can be lightweight but inconvenient or heavy but ergonomic.

This is especially important for weapons. Bullets, attachments, magazines - in reality, they can weigh little, have small dimensions, but when you carry a weapon with a suppressor and a large scope for a long time, it significantly affects ease of use.

This is impossible to convey in VR, since we don’t feel the actual weight, and form factor often doesn’t have much influence due to simplifications in the mechanics of items. Yes, we can simulate "weight" by slowing down the movement of the weapon, but we don’t want to use this mechanic. Therefore, to make various items have a stronger impact on player encumbrance, their numerical "weight" value must be greater than in real life. Hence it’s no longer weight, but "load points".

At the same time, the "heaviness" of weapons can always be compensated for through other elements of equipment - tactical vests, helmets, backpacks. Through the artifact system and upgrades to the weapons themselves. Thus, by choosing their equipment, the player decides how dangerous, mobile, and protected they want to be.

The encumbrance system will be in EA from the start. We like the idea of builds and the flexibility this system provides. But we’re worried it may be complicated. "Load points" instead of the usual weight, separate indicators of "weight" and internal capacity for the vest and backpack, an indicator of player encumbrance. There’s a lot of new stuff coming in ITR2, and we can’t wait to hear your thoughts on all of it. See you in the Radius!


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

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]

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Dev Diary // The Artifacts

Hello explorers!
Today we’re continuing our talk about loot, but this time focusing more on the artifacts. We want to make artifacts a more crucial part of the game by delving deeper into the mechanics and systems related to them.

Artifacts, as items, will serve the following roles:
  • Valuables
  • Mission Items
  • Player “Enhancements"

Each of these aspects touches upon its own set of systems.

[h3]Artifacts as Valuables[/h3]
Artifacts will become a more significant source of income for players compared to valuables, as was the case in ITR1. The Committee is exploring the Radius, and it's much more important to gather as many artifacts as possible rather than redeeming their own lost equipment or paperwork.

Other valuables will still be encountered, but not as often as before.

[h3]Artifacts as Mission Items[/h3]
Here not much will actually change. Many missions will revolve around artifacts or be centered on artifacts as part of UNPSC operations. But considering our new mission system, this should become more engaging and diverse (more on that in future diary entries).

[h3]Artifacts as “Enhancements”[/h3]
In ITR1, there were only a few artifacts that slightly influenced player gameplay. In the sequel, we aim to focus a lot more on them.

A whole range of artifacts will be added that directly affect the player. Each artifact will have one positive and several negative effects. Players can enhance the positive and remove the negative effects using a special stationary modification system located at the base. Money and "ash," as we mentioned last time, will be used to modify artifacts.

The positive effects of artifacts are passive perks. Among them will be permanent ones, such as "+10% maximum health," as well as semi-active ones. These effects have a certain chance of triggering, for example, "5% chance for bullets to ricochet off the player’s body." There won’t be any special abilities you can trigger at the click of a button!

The main idea is to give players an additional tool in customizing their "build." Such a "build" consists of their equipment (vest, backpack, helmet), weapons, and "enhancement” artifacts. Artifacts can help strengthen the "build," compensate for its shortcomings, or improve the player’s overall quality of life.

The player will have a special 3-slot glove where they can insert an "enhancement" and then its effect will start affecting the character.

The process of finding artifacts will also change. All artifacts will spawn inside unique "nests." Each "nest" is a container that requires a special action to "open" and retrieve the artifact. The detector reacts to the nest itself, not the artifact. Once the artifact is taken, the detector stops reacting to the "nest."

"Nests" will be divided into 3 types:
1) Unlocks with bare hands. The player needs nothing but their hands to retrieve the artifact.
- For example, pulling an artifact out of the nest.
2) Doesn’t require a detector but requires an item. Unlocks with simple equipment that the player has - a lighter, a weapon, food, a flashlight, etc.
- For example, a nest that needs to be broken open with a pistol shot or grenade explosion.
3) Requires a detector.
- For example, an invisible nest that needs to be illuminated with a detector flash to reveal it and the artifact (as was the case in ITR1).

Such "nests" will be located not only in anomaly clusters but also throughout the Radius. Of course, the most valuable artifacts can only be found in large anomaly clusters.

As you progress, the variety of "nests" on locations that players can encounter will expand.

This will make artifact acquisition more interesting and diverse. We conducted playtests with different types of "nests" within the team, and we have high hopes for this idea.
At the start of Early Access, there will be only one type of "nest" and no “enhancement” artifacts, only ones for sale. All of the aforementioned features will be added gradually.

We hope that this new and improved artifact system will appeal to our explorers. Naturally, adjustments will be made based on your feedback along the way.
See you in the Radius!


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

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]

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Dev Diary // The Loot

Hello explorers!
Loot is a vital part of our game. Valuable or not, these are items that the player can and will find in the Radius.

In ITR1, the loot structure looked like this.
  1. Disposable loot - various items scattered manually across locations. They don’t refresh after the Tide.
  2. Respawnable loot - specific points where items regularly appear after the Tide. They include:
  • Small areas for 1-3 simple items like a toothbrush, flashlight, ammo, etc.
  • Valuables - special items that can only be sold.
  • Artifacts within anomaly fields.
  • Equipment crates. Some with weapons, others with various items like ammo, med-kits, grenades, etc.

This structure has proven itself well, and we won’t change it significantly. But we will address some issues and add more depth. We carefully studied player feedback and identified several features related to loot:
  • Players love finding weapons in the Radius.
  • Players enjoy searching for and collecting small items—opening crates, crawling under tables, etc. But they get very tired of doing this. Constantly picking up single bullets isn’t fun!
  • Artifacts aren’t very interesting to collect, and for the most part, they only serve as an alternative valuable.

[h3]Weapons in the Radius[/h3]
Weapons are a very important element of ITR2 progression. Therefore, finding new, unique weapons in the Radius will be practically impossible. We understand this news might disappoint many of you. We know that some of the most popular mods for ITR1 like “Scavenger Mod” and “STALKER Overhaul Mod” make it possible to loot any weapon and basically avoid using the shop entirely. But this just isn’t how we envision our game. Hopefully, when mod support eventually arrives for ITR2, it’ll be able to provide our players with the necessary tools to customize their experience as they so choose.

We want explorers to progress gradually. Gradually unlock new equipment, start with simpler weapons, try different gear, make choices at every stage, feel satisfaction when unlocking and buying new equipment. The Security Levels system allows for this. Yes, it is a restriction for the player. The player will be forced to use what is available to them, but each time it will be a unique experience! We want the player to fully try different weapons. We’ll discuss progression details in future dev diaries.

However, finding weapons will still be possible. Common civilian weapons such as double-barreled shotguns, pistols, World War II weapons - will be encountered quite often. Firearms with built-in modifications and enhancements will rarely be found, and only in hard-to-reach stashes.

We’ll also add a new category of weapons - it doesn’t have a name yet, but in the team, we call it "forgotten." This is a type of weapon that has been lying in the Radius for a long time and has been partially corrupted by it. The corruption is reflected visually and in degraded mechanics. Each such weapon has a major flaw. For example, an AK that only fires in single shots, or a Mosin rifle that only holds 1 bullet in the chamber. There will be limits on painting and upgrades. Thus, the player will still be able to find powerful weapons above their current security level, but they’ll have to deal with its drawbacks. Later, after obtaining the necessary security level, the player will be able to purchase a brand new full version of this weapon.

At the start of early access, there will be no "forgotten" weapons and unique firearms in stashes.

[h3]Items Everywhere[/h3]
First and foremost, we’ll reduce the amount of lootable furniture. To avoid tormenting players with constant cupboard opening. Scattered loot will be significantly reduced everywhere to avoid repeatedly taking off the backpack for a lone cigarette or a tenth toothbrush.

Rooms will more often contain crates - lootable points of interest. The current plan is to have 3 types - with medical supplies, with weapons, and with ammo. There’ll always be something more or less valuable in such a crate and all in one place.

A completely new type of loot will also be added - it also lacks a name yet, but in the team, we call it "Ash”. This "Ash" can be found anywhere - under a table, on the ceiling, on a tree or rock. It makes a faint sound to be detectable. When picked up, it crumbles and is absorbed into a special device on the character's glove. The glove has a capacity. At the base, in the shop’s computer, there will be a special receiver where all the "Ash" can be sucked out through the hand. This resource can be exchanged for money and also used to modify artifacts.

We want to deepen the mechanics of artifacts. This is a topic for another day, but in short, some artifacts will have properties. These properties can be changed and upgraded on special installations with the help of "Ash" and money.

Please note that at the start of early access, there won’t be any mechanics for sucking in "Ash" and upgrading artifacts. But the items themselves will be available. So you’ll be able to find and collect them, just only in the backpack for now, and then sold for money.

Expect a fresh diary entry in two weeks, see you in the Radius!


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

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