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Intravenous 2 News

Intravenous 2 x Transience Bundle!

Save 15% with the bundle!

Step into two intense worlds of tactical stealth and high risk combat. This bundle brings together Transience and Intravenous 2 at a special discount so players can experience the best of both franchises.

https://store.steampowered.com/bundle/63374/Transience__Intravenous_2/

Transience is a single player tactical FPS set in a dystopian future version of Houston in the year 2056. Play as an accountant caught between powerful corporations, hostile factions, and a city pushed to its breaking point. Every mission rewards careful planning, smart positioning, and precise gunplay.

Intravenous 2 continues the beloved top down stealth action series with deeper infiltration systems, reactive AI, and multiple paths through every encounter. Whether you prefer pure stealth or loud assault, the game adapts to your choices with brutal, yet satisfying consequences.

https://store.steampowered.com/app/2124100/Transience/

https://store.steampowered.com/app/2608270/Intravenous_2/

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Version 1.4.6

[p]Hey folks!

This update fixes various issues recently reported by the community and backports various CPU optimizations from the active development of Intravenous 3.

BASE GAME CHANGES
- the player's visual had an incorrect visual height value, resulting in the player seemingly being unlit in areas where he was actually lit in
- fixed incorrect interaction outline on goons in certain cases (regression introduced in version 1.4.0)
- fixed no booster suppressors bugging staged reloads (making them way too fast)
- fixed certain animations having an incorrect setup with regards to actor height, resulting in minor visual problems (most people weren't aware and didn't notice)
- fixed light switches blocking the player's ability to climb over a window

'COLLATERAL' CAMPAIGN CHANGES
- added a missing game save event to Dad's Apartment Complex at the beginning of the level

IV1 REMASTER CHANGES
- added missing musical track for the Epilogue
- fixed awkward placement of a box on Abandoned Warehouse, resulting in a gap that seemingly the player could fit through, but couldn't

OPTIMIZATIONS
- optimized lighting, resulting in lower CPU usage
- optimized fire lighting effects in order to reduce stuttering when a lot of fire is being created in a short span of time (technical: precache fire lighting buffers and reuse them)
- optimized weapon icon creation, resulting in lower CPU usage (technical: prevent building the weapon icon more than once per frame)
- very minor optimization of the actor animation system, resulting in lower CPU usage

MODDING
- exposed npcAlertnessStates, shadowMapping to mod environments[/p]

Remember to report any issues you run into!

Thanks for reading, hope you're enjoying the game!

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3,000+ Steam Reviews and 150,000+ Steam copies sold!

Folks, it's been just over a year since the game launched, and we've hit 3,000 Steam reviews just recently!
I wanted to time this announcement precisely when we'd hit 3,000 reviews, but life got busy, and I completely forgot about it.
Intravenous 2 has been a massive undertaking, and with Update 1.4 I've integrated content I wished I had the time for last year when the game was nearing its 1.0 release.

It took the first game, by comparison, over three years to reach the same review count, and if we go by Steam's review rating at the top of the store page, then it's at just 2,578 reviews!
What this means is, Intravenous 2, in its first year of release, sold better than Intravenous 1 has in its 4+ years since it launched in July of 2021!
I would like to thank everyone that has purchased the game and left a review in support of the game or otherwise participated in the community. To me, game development was always a dream, and with the success of Intravenous 2 it has become reality.

The idea for Intravenous 2 was always to take what made Intravenous 1 fun and make it even better.
When I decided to make Intravenous 2 I had no idea whether people would like it or whether it would even be worth the time - that's the gamble of making a game, and it can be fairly stressful.
However, the more I worked on it, the more I understood that I had something special on my hands, and I am glad the community shares that sentiment.

I read almost all reviews you guys leave since I try to check them daily for people potentially leaving frustrated negative reviews over some kind of bug or issue that might be ruining their playthrough. There were plenty of reviews that helped me pinpoint bugs and fix them, thereby making the game better for everyone!
In some of them, I noticed a recurrent theme - some people would mention that while Intravenous 1 was not fun, they ended up liking Intravenous 2.
Now, with the game sitting at over 3,000 Steam reviews, it is very clear to me that Intravenous 2 not only lived up to your expectations, but was also capable of winning the hearts of those that were left unimpressed with the first game.

So, thank you for participating in the community, making mods, reporting bugs & crashes, and leaving reviews - every little bit helps, makes the experience better for everyone, and I hope I can continue to make games that you guys love to play, too.

And, most importantly, thank you for having faith in me as a developer and supporting the Intravenous games with your purchases of the game.
Intravenous 1 & 2 were tremendous learning experiences and I hope that you will enjoy my next project, which will be a culmination of all the things I've learned as a game developer in the seven years I've spent working on the Intravenous games.

Sincerely,
Roman Glebenkov

Version 1.4.5

Hey folks!

This patch fixes all sorts of issues recently reported by the community.

'COLLATERAL' CAMPAIGN CHANGES
- the Nightclub level interior music track the game was using was an incorrect, outdated version - the music has been updated to the proper version

BASE GAME CHANGES
- Binary Trigger weapon mod changes:
* the mod no longer applies the shot cooldown when releasing the trigger, allowing for much quicker follow-up shots
* the mod now slightly increases spread-per-shot
* fixed errata with the binary trigger involving holding down the fire key, opening various menus, and letting go of the fire key at various points in the menu

- added extra measures to ensure corrupt or incorrect (from user tampering) data fields in the 'gamedata.iv' file would be returned to their normal type on game start
- staged reloads enabled on the sawed-off shotgun
- fixed a performance regression involving sprinklers on very long play sessions
- fixed an issue with reloads when trying to pick up nearby ammo pickups using the "Unload nearby weapons" key
- fixed the "line-of-sight broken" icon being displayed over security cameras indefinitely if the security camera operator is killed/etc. while the icon is present
- fixed action-based experience limits not being properly saved & loaded
- fixed being able to reset the game to last save during credits by clicking R in the pause menu, causing all sorts of issues

MODDING
- fixed being unable to list through all the subscribed/submitted mod pages in the in-game mod management menu
- fixed 'decor' class being marked as a "fighter" NPC which caused them to erroneously react to things they shouldn't

MAP EDITOR CHANGES
- fix for a rare crash when doing various things with light sources

Version 1.4.4

Hey folks!

This patch primarily focuses on fixing several issues that can occur when using certain mod combinations.

BASE GAME CHANGES
- fixed a crash that occurred related to patrol paths, in very rare cases on mod maps

MODDING CHANGES
- fixed a crash on startup caused by certain mod combinations
- calling render:addCompileableShader with an identical shader name will now remove the previously-added shader of the same name (to prevent crashing in other parts of the game, for example when changing vsync or resolution)

Remember to report any issues you run into!

Thanks for reading, hope you're enjoying the game!

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