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Intravenous 2 News

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!

[h3]Social media[/h3]
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Mod Showcase

Hey folks!

Ever since Update 1.2 the game has supported Steam Workshop, and thus modding in general.
The community has been hard at work since then, and with Update 1.4 I wanted to make certain aspects of modding in new weapons easier.

With that said, here are 10 mods I think are a great example of the modding community's efforts.

#1 - Arena Shootout

https://steamcommunity.com/sharedfiles/filedetails/?id=3548922353

The recently-released Arena Shootout incorporates a wave-style custom campaign into the game.
If you've ever wanted to shoot waves upon waves of baddies - this mod will provide just that.

#2 - Customization+

https://steamcommunity.com/sharedfiles/filedetails/?id=3473178672

Does exactly what it says on the tin - adds new weapon mods to the existing weapons present in the base game.
If you've thought some weapons were missing certain weapon mods, or could use a certain type of scope - this mod will be right up your alley.

#3 - Honey Badger Remastered

https://steamcommunity.com/sharedfiles/filedetails/?id=3443561786

This mod adds the Honey Badger chambered in .300 Blackout.
Believe it or not, during the development of Intravenous 2 I was considering adding this exact weapon, but decided not to.
In any case, more weapons don't hurt nobody!

#4 - Extra Mutators

https://steamcommunity.com/sharedfiles/filedetails/?id=3532010478

The difficulty mutators system was first introduced in Intravenous 1 in its 1.1 update.
This mod adds all sorts of gameplay-altering mutators, and while not recommended for your first playthrough, is an excellent way of spicing up your consequent playthroughs with some bizarre mutators.

#5 - HK416

https://steamcommunity.com/sharedfiles/filedetails/?id=3506330855&searchtext=

The base game does feature the HK417, however it does not feature it's smaller-caliber sibling - the HK416.
This mod adds this exact rifle model, with a ton of various customization options, as you would expect.

#6 - LevelPlayStatsMod

https://steamcommunity.com/sharedfiles/filedetails/?id=3457136488&searchtext=

This mod adds a handy extra panel to the pause menu, which shows various info to help you better navigate levels.

#7 - AK12 & AK-15

https://steamcommunity.com/sharedfiles/filedetails/?id=3372884769&searchtext=

If the game's included AK-103 and AK-107 variants are not enough AK flavor for you, then I have great news - with this mod you get two more AKs!

#8 - AMT Hardballer

https://steamcommunity.com/sharedfiles/filedetails/?id=3489769201&searchtext=

If, for some reason, you are bald and have a barcode on the back of your head, you ought to get this mod installed, right now.
I figure that in your case without its presence in the game, nothing feels right.

#9 - Minigun

https://steamcommunity.com/sharedfiles/filedetails/?id=3474052846&searchtext=

If you wish to throw game balance out the window, and just go crazy - this is just the mod for you.
Or maybe

#10 - Kraken Imports

https://steamcommunity.com/sharedfiles/filedetails/?id=3482577368&searchtext=

And last, but not least, an entire weapons pack, which, at the time of writing, adds no less than 6 new weapons.

So that's that! These are not all the mods available on the Workshop, but merely mods which I believe add more spice and flavor to the game.
If you're coming back for a replay, I insist you take a look at what the Workshop has on offer - it's extra playtime, courtesy of the community.

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 1.4.3

Hey folks!

This update tweaks several aspects of the game.

BASE GAME CHANGES
- the "Times heard" end-screen statistic will now be incremented by goons and pedestrians only if they become suspicious or alert (fixes an issue where walking next to pedestrians would increase the "Times heard" stat, even though there was nothing suspicious about walking around close to them)
- russian localization updates
- goons will no longer react to elevator doors opening/closing
- added missing localization for Mercenarism level names

OPTIMIZATIONS
- minor CPU optimizations to reduce CPU spikes when a lot of things are happening at once

CONTROLLER CHANGES
- various UI fixes when using a controller

MODDING CHANGES
- decor, prologueactor, and follower class NPCs have been made to never log hearing player-made noises as noise

Remember to report any issues you run into!

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

[h3]Social media[/h3]
Twitter Discord community YouTube