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Intravenous 2 News

100,000+ Steam Copies Sold and 2,000+ Steam Reviews!

Hey folks!

The past few days have been wild, in no small part thanks to SsethTzeentach's review of the game.
It has been 8 months since the release of the game and we have reached over 2,000 reviews and, as of writing this post, 105,000 sales here, on Steam!
By comparison it took the first game 18 months to reach 100,000 sales.

For me personally this is a giant accomplishment. I have put a ton of effort into the game, and to see you, the players, recognize that, is incredibly heartwarming.
With that said, it would not have been possible without you.

For every piece of feedback, and all the bug & crash reports you have submitted, you have contributed to bringing the game to the state it is in now, and most importantly made it a better experience for everyone.
I am eternally grateful for all your support in this manner and, frankly, can't find the words to articulate how I feel.

Intravenous 1 was a big risk for me, and thankfully it paid off.
Intravenous 2 was not so much of a risk (thanks to the publisher), but it was still a challenge, as I knew expectations for the second game would be higher, and I didn't want to let fans of the first game down.
This was weighing on me, as not only were expectations high, but the game, at it's core, is fully dedicated to my father, and is my attempt at immortalizing him.
Therefore, I viewed making a poorly received sequel as disrespectful to him, and is why I tried my best to make it as good as I could.

The Intravenous games are stealth/action games I've always wanted to play and I hope that by following this philosophy of making games I've always wanted to see growing up, I will be able to once again meet and exceed your expectations with my future game projects.

Thank you very much.

Sincerely,
Roman Glebenkov

What's Next? #3

Hey hey, people!

With updates 1.2 and 1.3 released, I've done all I promised to do with Intravenous 2 in the previous "What's Next?" community posts.
However, that does not exclude the fact that Intravenous 2 was launched with a couple of things cut due to insufficient development time.

Intravenous 2, like all the games I've made, is a passion project of mine, and above all it is my attempt at immortalizing my father, and as such I have tried my best to make it as good as I could. That is why I will be releasing one last major content update before moving on to my next game project.

The cut game content in question that will be added is the following:
  • a narrative level between the Mob Corporate Front and Office Building missions - there was meant to be a small narrative non-combat mission, right after Steve and Sean get to the Hideout for the first time, in which the player would investigate Sean's father's apartment in hopes of finding clues about who the kidnappers are. It's only logical that this would be his first step, and it was a shame that I ran out of time to add it.
  • two to three extra side missions. There are a couple of instances before one of the key story events in Intravenous 2 which allow for a couple of extra side missions. If I had more development time, they for sure would've ended up in the game at launch. Now's the chance to remedy that.
  • Integrating Gideon into the Epilogue of the "Collateral" campaign. Currently, if you don't do the Gideon's House side-mission and don't kill him on Theo's Police Precinct, he is nowhere to be seen in the epilogue. This makes no sense, as story-wise he is employed by Jacob. This was a pet peeve of mine for a long time, and just like with the side missions, this is now a perfect opportunity to do the things I wanted to with him in the Epilogue.


The purpose of this content update is to tie up a couple of "loose ends", make a couple of story points more cohesive, and provide you guys with a couple of extra game levels, so that the game is as complete as I wanted it to be from the get-go, at no extra cost.

The preliminary date for this update is August 15th, 2025 - exactly one year since the launch of the game. Depending on how things go, this might be pushed to September - it depends entirely on how busy I get outside of game development, and how much unforeseen work the update will entail. For the past two months finding free time was nigh impossible, but I finally have a stretch of time which I can once again properly dedicate to working on the game.

On another note, if you haven't seen already, check out SsethTzeentach's video review of Intravenous 2!
https://youtu.be/Azd5DQnYAgI

Thank you for reading, and I hope you are enjoying the game!

Sincerely,
Roman Glebenkov

Remember to report any issues you run into!

[h3]Social media[/h3]
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Version 1.3.13

Hey folks!

This small patch fixes a crash that could occur when the game would be launched with a malformed user settings config file.

- fixed a crash on startup that occurred when the game would be launched with a malformed user settings config file.

Remember to report any issues you run into!

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

[h3]Social media[/h3]
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Version 1.3.12

Hey folks!

This patch focuses on polishing various levels in the main campaign and in the IV1 Remaster.
Big thanks for community members for pointing out the various issues taken care of in this update!

The breaker box/light switch additions will be added only when loading the level again. Loading an old savefile will not retroactively add the missing objects to it.

LIGHT SWITCH ADDITIONS
- Oleander's Objective: 1 addition
- Butchery: 1 addition
- Politician's House: 1 addition
- Mob Corporate Front: 1 addition
- Road to Police Precinct: 1 addition
- Industrial Front: 1 addition
- Pablo's Hideout: 2 additions
- Dolion's Estate: 1 addition
- Scammer's Hideout: 2 additions

BREAKER BOX ADDITIONS
- Butchery: 1 addition
- Industrial Front: 1 addition
- Police Precinct: 2 additions

- added three keycards for the Evidence room in Theo's Police Precinct
- fixed a light on Epilogue. Ground Floor not being controlled by a light switch
- fixed the keycard door with a money and weapon reward on Oleander's Objective missing a key ID and requiring to be broken down in order to enter
- fixed one of the lights in the garage not being controlled by a light switch on Dolion's Estate
- fixed being able to drop weapons in certain cases during the prologue, one of which could lead to a softlock
- fixed the fire alarm panels on Police Precinct not controlling all sprinklers
- fixed not being able to get out of a toilet on Dolion's Estate due to awkward positioning of a locker next to the toilet room
- fixed a light in one of the buildings on Industrial Front not being controlled by the building's breaker box
- fixed a light in the restaurant on Pablo's Hideout not being controlled by the building's breaker box
- fixed a light in the office on Pablo's Hideout not being controlled by a light switch

IV1 REMASTER CHANGES
- added a missing light switch for the gym room in the Hideout
- added a missing light switch on Shopkeeper's Mansion
- fixed one of the light switches in Hideout not controlling a lamp it should control
- fixed a breaker box on Repurposed Factory not controlling all the lights in the building

Remember to report any issues you run into!

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

[h3]Social media[/h3]
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Version 1.3.11

Hey folks!

This patch takes care of a number of various issues and makes Steve's combat slo-mo easier to trigger.

- Steve's kill slo-mo is now slightly easier to trigger and triggers more reliably than before
- fixed the "manage presets" button not reappearing in the weapon modification menu when modifying weapons that don't have any weapon mods (sawed-off shotgun)
- fixed Plate Carrier and Plate + Kevlar armor types nullifying their max carried ammo boost when following a certain order of actions
- fixed several New Game+ unlock problems related to the Custom difficulty
- fixed 10MM, 9x19MM, .45 ACP caliber conversion mods being universal unlocks, instead of on a per-weapon basis
- fixed a breaker box and a light switch not controlling all the lights they should control in their respective buildings on Butchery
- applying a retroactive fix to bugged gamedata for people that have finished the game on the Custom difficulty at least once (the Learning Capacity bonus in NG+ was not being counted in)

IV1 REMASTER CHANGES
- added missing light switches (most notable on Drug Mob Casino) and several extra breaker boxes to most levels
- added missing keycards for a keycard door in the armory on Drug Mob Casino
- fixed various light switches and breaker boxes not influencing all the lights in a given room across multiple levels
- fixed the door to the objective in the Epilogue being breakable
- several small fixes on Luxus Inc

MODDING CHANGES
- the 'scripts' library is now accessible in mod environments

Remember to report any issues you run into!

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

[h3]Social media[/h3]
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