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Into the Radius 2 News

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

[/expand]

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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.
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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 :)

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