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Into the Radius 2 News

UPDATE 0.12.0 IS LIVE!

Hello explorers 👋
Our final major update in 2024 is here! We hope you enjoy the new features, content, and changes. Let us know what you think, and see you in the Radius :)

[h2]KEY FEATURES[/h2]
[h3]Player body improvements[/h3]
To address several persistent issues, we revamped our approach to body handling. Height calibration is now more accurate (as long as your boundary is enabled and properly configured). Additionally, legs now scale to match the player’s height, but we don't scale the whole character to prevent issues with holsters becoming closer to each other and harder to grab for smaller people. We introduced a dedicated seated mode, the ability to choose between seated or standing mode during the height calibration tutorial step, and automatic height recalibration when switching between these modes. Body turning logic has been refined to better resemble ITR1.
[h3]New armor equipment [/h3]
We added 3 ballistic helmets: ‘Sfera’, PASGT, and FAST. They protect you from impact until they completely wear out and become useless. The helmets vary in their parameters and features, including compatibility with Head Flashlights and may have or not have rails for attachments (please check Known Issues regarding the powering on the attachments if they are on the worn helmet). A separate slot for helmets/headgear has been added to all backpacks.



[h3]New guns and a weapon set redesign[/h3]
We added 2 iconic guns – the AKM and M4A1 in several variations (by the way, the M4A1's telescopic stock length can be adjusted). To diversify the weapons in the game and make them appear more frequently in loot, we reworked the weapon set so that its variations fall into one of 3 new categories: 1) Stashed version – found in the Radius, with reduced stats and capabilities; 2) "Stock" version – acquired at the Supply Depot, with basic stats and capabilities, but limited attachment options; 3) Modified version – also acquired only at the Supply Depot, with enhanced stats and a wider range of attachment options. Configuration changes have affected all current weapons! Don’t be surprised if something is missing or new. Most missing items should reappear at the table at the Facility, but we can't guarantee it 100%, so make sure to check.
[h3]Weapon wear and cleaning[/h3]
From now on, weapons in the game can wear out and take damage from hits. The degradation of weapon condition is visible, affects weapon performance and increases the chance of misfire or jamming. Keep in mind that in this update, only the first, initial stage of wear is introduced. To restore weapon, we added a basic cleaning procedure – using a bench vice, spray, and a brush. Cleaning rod is also planned and will be added in one of the upcoming updates.



[h3]Item carrying limits[/h3]
All item containers (backpacks, chest rigs and plate carriers) now feature the originally planned mechanics for limiting the number/weight of items they can carry. It is now impossible to place an item in a chest rig or backpack if they are out of capacity – the item will fall out onto the ground. If your current backpack’s limit is not enough, consider getting one with a higher capacity. We also rebalanced the weight and capacity of all items and equipment. Keep in mind that our loadout mechanics operate not with actual weight, but with a conditional parameter that combines both weight and volume. Therefore, the restrictions apply not only to the weight of items but also consider other factors. Now, instead of collecting everything, you’ll need to choose what’s more important for your current mission and long-term needs, as well as switch to more efficient gear for carrying items.
[h3]Distortion Zones and protection from it[/h3]
The Pechorsk Anomaly now features a new phenomenon – Distortion Zones. These are special areas that distort the vision and hearing of anyone reckless enough to enter them, as well as cause significant health damage if entered without the proper protection (fortunately, they do not damage weapons or items). In order for the Explorers to carry out missions within the Distortion Zones, the UNPSC have developed special protective gear. The brand new Anti-Distortion Headgear provides temporary protection within Distortion Zones and recharges when the Explorer is outside of them. The Anti-Distortion Headgear can be placed in a separate slot in the backpack, just like a ballistic helmet.



[h3]Locations visual improvement [/h3]
Significantly improved the visual design of the Radius locations: new appearance of ash, the sun, the sky, time of day transitions, and numerous small changes in the landscape and details of points of interest. Some of these changes also affected the Facility environment.
[h3]New enemies [/h3]
We added a new low-level monster, representing a new incarnation of the classic Fragment from ITR1. In this update, it is introduced in two variations, differing in their ability to regenerate. With their addition to the game, we changed the number and variety of enemies in the current locations of the Radius, featuring more low-level monsters and fewer late-stage Mimics.



[h2]MAJOR CHANGES[/h2]
  • [Tutorial] Improved the dominant hand selection window and related options in the Tutorial.
  • [Accessibility] Players with the left hand as their dominant hand automatically start the Co-op Mode with left-handed chest rig.
  • [Player] The speed of running backward has been reduced.
  • [Weapons] Added new attachments: 4 reflex sights and an adjustable magnification scope.
  • [Weapons] Added side-mounted cartridge belts for 4 and 8 cartridges for double-barrel shotguns.
  • [Weapons] The PP-19 Bizon Magazine can now be found in weapon crates around the Forest.
  • [Gear] The external slots of backpacks, including their pouches, can now hold a wider variety of items. The same applies to the chest slots of vests and chest rigs.
  • [Gear] Added a Head Flashlight that can be worn separately on the head or with the ‘Sfera’ helmet and Anti-Distortion Headgear (use Y/B + Trigger to power it on/off).
  • [Gear] Improved the functionality of all types of flashlights.
  • [Facility] Now, items in the Supply Depot display Item Info when hovering the pointer over them.
  • [Facility] Designed the interior transitions between the Facility modules.
  • [Facility] Playing checkers is now much more convenient.
  • [Radius Locations] Improved the rocks and their ash-covered variations.
  • [Radius Locations] Improved the interior walls in the houses.
  • [Radius Locations] Added holes in the roofs of some houses.
  • [Radius Locations] Added a bunch of small environmental details: updated and new furniture, and other interior items.
  • [Radius Locations] Added destructible human figures to the locations of the Pechorsk Anomaly.
  • [Enemies] Improved the group behavior of enemies. Additionally, adjusted the vision and hearing of each individual enemy.
  • [Enemies] Changed the behavior of each Mimic type in fire fights: the distance they keep from a spotted player, the range they shoot from, their firing modes and rates of fire, and when and how they switch them.
  • [Enemies] Improved enemy spawners to correctly account for the player's mission progress.
  • [Enemies] Mimics no longer instantly turn towards the player outside of combat.
  • [Enemies] Mimics now check the last known position of the player more cautiously.
  • [Enemies] Improved the Mimics’ dialogue playback system.
  • [Co-op] Changed the mechanics of transition between the locations – now all players need to be near the transition point to activate the transition process.
  • [UI] Improved the display of overload and its absence in Player Info.
  • [UI] Added tooltips for all current markers on the map. Clicking on a mission marker opens the selected mission panel.
  • [UI] Improved the sleeping UI.
  • [Performance] Made a few optimizations to improve performance across the board. If you're still experiencing issues, even on high-end hardware, please let us know!

[h2]KNOWN ISSUES[/h2]
  • Attachments on worn helmets and Anti-Distortion Headgear cannot be activated. These headgear items must be removed, and attachments should be activated the same way as on firearms (Y/B + Trigger).
  • The 120 Hz mode is not supported and will mostly result in worse fps then any other lower refresh rate.
  • If the player's height issues persist, make sure to enable or adjust the boundary.
  • If you are using Virtual Desktop and encounter issues with height or stuck controls, please restart the game. We believe the issue is not on our side and are working with Virtual Desktop developer to resolve it.

[h2]MAIN FIXES[/h2]
  • [Weapons] The number of cartridges loaded into each IZh-27 is now correctly displayed in their Item Info.
  • [Gear] Reset the Ash Counter on the glove so it no longer shows a placeholder value until the feature is fully implemented.
  • [Gear] Player nicknames with Japanese or Chinese characters now display correctly on the Tablet and Terminal.
  • [Weapons] Fixed the incorrect name for the Universal Handgun Rail Mount.
  • [Gear] Adjusted the grab area of the pistol holster to make it easier to draw pistols blindly.
  • [Gear] Items with consumables/ammo no longer disappear from your hands after passing through a Portal Anomaly.
  • [Gear] Items no longer jump from your hand to the arm slot on the same side.
  • [Co-op] Video and audio settings on the client are always applied immediately.

[h2]BETA CHANGES AND FIXES[/h2]
  • [Player] The player no longer appears too tall in the Main Menu.
  • [Player] Hands no longer lag during a snap turn when holding an item with consumables/ammo.
  • [Weapons] Ammo no longer disappears after an update.
  • [Weapons] Reduced the damage variance between different versions of the same firearm.
  • [Weapons] Weapons in perfect condition no longer have a chance to malfunction.
  • [Weapons] Weapons now fit into the front vest slot without issues.
  • [Weapons] The PP-19 Bizon is now always drawn from the pistol holster by the grip, not the foregrip.
  • [Weapons] It is no longer possible to remove attachments from weapons while they are in the holster.
  • [Weapons] Added extra smoke VFX when firing the PP-19 Bizon and M4A1.
  • [Weapons] Added a new scope for the regular SKS and the stashed SKS.
  • [Weapons] The Eodeck scope is now mounted on weapons in the correct position.
  • [Weapons] Attachments installed on weapons no longer cause them to rotate unpredictably.
  • [Weapons] Scopes no longer turn black after a saveload.
  • [Weapons] The Low-Cap AKM/SKS magazine now fits into pouches in the correct position.
  • [Weapons] All firearm parts are now correctly covered with ash and gun oil.
  • [Weapons] Fixed visual bugs on some guns and magazines.
  • [Gear] Significantly increased the capacity of the starting backpack.
  • [Gear] Added additional indication when an item doesn’t fit into a container.
  • [Gear] Armored vests alone no longer provide protection; it now comes only from the armor plates.
  • [Gear] The protection of armor plates and ballistic helmets has been significantly increased.
  • [Gear] Made the Anti-Distortion Headgear more comfortable: increased the size of its lenses and reduced the flicker frequency.
  • [Gear] The player can no longer eat food while wearing the Anti-Distortion Headgear.
  • [Gear] The Anti-Distortion Headgear is always in a folded state when you hold it.
  • [Gear] The Head Flashlight now turns on and off properly when worn on the head without a helmet.
  • [Gear] The Head Flashlight now always shines from where it should and in the right direction.
  • [Gear] Chocolate bars always open without issues.
  • [Gear] When using the oil spray and lighter, the fire now looks as it should. Never try this in real life!
  • [Facility] Fixed the missing and incorrect information on price tags in the Supply Depot.
  • [Facility] The Anti-Distortion Headgear now appears in the Supply Depot only after completing specific missions, rather than at the start of the game.
  • [Facility] The special effects of the unpurchased Anti-Distortion Headgear no longer persist after it is destroyed when attempting to leave the Supply Depot.
  • [Missions] Adjusted the number of Security Points required to unlock Top Priority Missions.
  • [Radius Locations] Anomalies, enemies, and artifacts now spawn as intended when transitioning to a location and after the Tide.
  • [Radius Locations] Reduced the number of Distortion Zones across all locations.
  • [Radius Locations] Adjusted the boundaries of all Distortion Zones to prevent them from causing outside damage.
  • [Radius Locations] It is now easier to see and move within Distortion Zones.
  • [Radius Locations] Increased the number of Ash Chunks and Artifacts in Distortion Zones.
  • [Radius Locations] Fixed audio bugs related to Distortion Zones.
  • [Radius Locations] Distortion Zones remain active and dangerous after loading saves made inside them.
  • [Radius Locations] The Mirror Shards Nest now reacts to all light sources again.
  • [Radius Locations] Bench vice have been added to the shelter at Forest, allowing to clean the weapons.
  • [Radius Locations] The fog now always returns you back to the location.
  • [Anomalies] Anomalies no longer spawn inside houses.
  • [Anomalies] The Lightning Anomaly continues to damage the player as long as they stay within its area of effect.
  • [Anomalies] The moving Hedgehog Anomaly has been slowed down.
  • [Enemies] Enemies always damage armor plates.
  • [Co-op] Fixed client issues with reloading and shooting the M4A1.
  • [Co-op] The large backpack is no longer replaced by a small one for the client after restarting a co-op game.
  • [Co-op] The client now takes damage from the Distortion Zone as intended.
  • [Co-op] Items in weapon crates are displayed correctly for the client after transitioning to the location.
  • [Co-op] Fixed a number of bugs related to the Anti-Distortion Headgear in Co-op.
  • [Co-op] Fixed a number of bugs related to the cigarettes in Co-op.
  • [UI] The cause of death is once again displayed in the death window.



[h3]Latest Diary Entries[/h3]
🔸 Common Requests, Update 0.12, and a little more
🔸 The Upcoming Update and More
🔸 The Post Launch Feedback

[h3]Socials[/h3]
🔹 Follow on X
🔹 Join our Discord
🔹 Join our Subreddit

Update 0.12.0 Beta 2

Hello explorers 👋
Massive thank you to the beta participants for their feedback. Welcome to the second part of the beta!

💠 To access the beta go to Steam, Select Into the Radius 2 game, Manage>Properties>Betas> select “active-beta”. The beta has its own save folder *(%Documents%/My Games/IntoTheRadius2)* and the saves will be compatible with the live version, once 0.12.0 fully releases. You’ll need to copy your saves from the beta folder.
💠 Be sure to remove any installed mods before playing. Otherwise you might encounter issues due to incompatibility.
💠 Make sure to use the Beta 0.12 sub forum to share your feedback!

[h2]CHANGES[/h2]
🔹 [Tutorial] Added the option to choose between seated or standing mode in the tutorial step for height calibration.
🔹 [Settings] Added automatic height recalibration when switching between standing and seated modes.
🔹 [Weapons] Added side-mounted cartridge belts for 4 and 8 cartridges for double-barrel shotguns.
🔹 [Weapons] Added a new scope for the regular SKS and stashed SKS.
🔹 [Weapons] Added additional smoke VFX when firing the PP-19 Bizon and M4A1.
🔹 [Gear] Added additional indication when an item doesn’t fit into a container.

[h2]FIXES[/h2]
🛠️ [Player] The updated height calibration now works correctly even with the boundary turned off.
🛠️ [Player] The player no longer appears too tall in the Main Menu.
🛠️ [Player] Hands no longer lag during a snap turn when holding an item with consumables/ammo.
🛠️ [Weapons] Reduced the damage variance between different versions of the same firearm.
🛠️ [Weapons] The PP-19 Bizon Magazine can now be found in weapon crates around the Forest.
🛠️ [Weapons] Ammo no longer disappears after an update.
🛠️ [Weapons] Scopes no longer turn black after a saveload.
🛠️ [Weapons] Fixed visual bugs on some guns and magazines.
🛠️ [Weapons] The Low-Cap AKM/SKS magazine now fits into pouches in the correct position.
🛠️ [Weapons] All firearm parts are now correctly covered with ash and gun oil.
🛠️ [Weapons] The number of cartridges loaded into each IZh-27 is now correctly displayed in their Item Info.
🛠️ [Weapons] Fixed the incorrect name for the Universal Handgun Rail Mount.
🛠️ [Gear] Significantly increased the capacity of the starting backpack.
🛠️ [Gear] Adjusted the grab area of the pistol holster to make it easier to draw pistols blindly.
🛠️ [Gear] Made the Anti-Distortion Headgear more comfortable: increased the size of its lenses and reduced the flicker frequency.
🛠️ [Gear] Items with consumables/ammo no longer disappear from your hands after passing through a Portal Anomaly.
🛠️ [Gear] The headlamp now always shines from where it should and in the right direction.
🛠️ [Gear] Chocolate bars always open without issues.
🛠️ [Gear] Items no longer jump from your hand to the arm slot on the same side.
🛠️ [Gear] Reset the Ash Counter on the glove so it no longer shows a placeholder value until the feature is fully implemented.
🛠️ [Gear] Player nicknames with Japanese or Chinese characters now display correctly on the Tablet and Terminal.
🛠️ [Facility] Fixed the missing and incorrect information on price tags in the Supply Depot.
🛠️ [Facility] The Anti-Distortion Headgear now appears in the Supply Depot only after completing specific missions, rather than at the start of the game.
🛠️ [Facility] The special effects of the unpurchased Anti-Distortion Headgear no longer persist after it is destroyed when attempting to leave the Supply Depot.
🛠️ [Missions] Adjusted the number of Security Points required to unlock Top Priority Missions.
🛠️ [Radius Locations] Anomalies, enemies, and artifacts now spawn as intended when transitioning to a location and after the Tide.
🛠️ [Radius Locations] Reduced the number of Distortion Zones across all locations.
🛠️ [Radius Locations] Adjusted the boundaries of all Distortion Zones to prevent them from causing outside damage.
🛠️ [Radius Locations] It is now easier to see and move within Distortion Zones.
🛠️ [Radius Locations] Increased the number of Ash Chunks and Artifacts in Distortion Zones.
🛠️ [Radius Locations] Fixed audio bugs related to Distortion Zones.
🛠️ [Radius Locations] The Mirror Shards Nest now reacts to all light sources again.
🛠️ [Radius Locations] The fog now always returns you back to the location.
🛠️ [Enemies] Enemies always damage armor plates.
🛠️ [Co-op] Video and audio settings on the client are always applied immediately.
🛠️ [Co-op] Fixed client issues with reloading and shooting the M4A1.
🛠️ [Co-op] The large backpack is no longer replaced by a small one for the client after restarting a co-op game.
🛠️ [Co-op] The client now takes damage from the Distortion Zone as intended.


[h3]Latest Diary Entries[/h3]
🔸 Common Requests, Update 0.12, and a little more
🔸 The Upcoming Update and More
🔸 The Post Launch Feedback

[h3]Socials[/h3]
🔹 Follow on X
🔹 Join our Discord
🔹 Join our Subreddit

Update 0.12.0 Beta 1

Hello explorers 👋
Welcome to our second major update for ITR2! Just like last time it’ll go through a beta stage, which you can participate in by following the instructions below. As always we can’t wait for your feedback, see you in the Radius :)

💠 To access the beta go to Steam, Select Into the Radius 2 game, Manage>Properties>Betas> select “active-beta”. The beta has its own save folder *(%Documents%/My Games/IntoTheRadius2)* and the saves will be compatible with the live version, once 0.12.0 fully releases. You’ll need to copy your saves from the beta folder.
💠 Be sure to remove any installed mods before playing. Otherwise you might encounter issues due to incompatibility.
💠 Make sure to use the Beta 0.12 sub forum to share your feedback!

Warning: With this update you’ll be teleported to the Facility! Some of the changed missions may reset and you’ll need to accept them again.

[h2]KEY FEATURES[/h2]
🔸 [Player] We changed our approach to body handling. Now legs scale to match the player’s height (nobody is 2 meters tall anymore). We’ve also added a separate sitting mode. Body turning logic has been improved and resembles ITR1 more.
🔸 [Weapons] Added 2 iconic guns – AKM and M4A1 in several variations. The length of the M4A1's telescopic stock can be adjusted.
🔸 [Weapons] All weapons have been reworked so that each firearm has at least 2 versions: 1) the simplest and weakest – found in the Radius; 2) obtained from the UNPSC – which can be a full base version or the most advanced, modified version (or both variants may exist). Configuration changes have affected all current weapons! Don't be surprised if something has disappeared or appeared. Most of the missing items should reappear at the table at the Facility, but we can’t guarantee it 100%, so be sure to check.
🔸 [Weapons] Added weapon wear and damage to the game, which degrade weapon performance and increase the chance of misfires or jams.
🔸 [Weapons] Added basic weapon cleaning (using a bench vice, spray, and a brush) to the game, allowing players to restore damaged firearms.
🔸 [Gear] Added 3 ballistic helmets: SSSh-94 ‘Sfera-S’, PASGT, and FAST helmets. They protect you from impact until they completely wear out and become useless. Some helmets have rails for flashlights and laser aiming devices.
🔸 [Radius Locations] Significantly improved the visual design of the Radius locations: new appearance of ash, the sun, the sky, time of day transitions, and numerous small changes in the landscape and details of points of interest.
🔸 [Radius Locations] The Pechorsk Anomaly now features a new phenomenon – Distortion Zones. To avoid damage, don’t venture into them without the protective gear. Distortion Zones only affect the player's health and do not damage weapons or items.
🔸 [Gear] Added special headgear that provides temporary protection within Distortion Zones.
🔸 [Enemies] Added a new low-level Monster in two variations. Good luck encountering it ;)

[h2]OTHER MAJOR CHANGES[/h2]
🔹 [Tutorial] Improved the dominant hand selection window and related options in the Tutorial.
🔹 [Settings] Added a separate option for Sitting Mode.
🔹 [Accessibility] Players with the left hand as their dominant hand automatically start the Co-op Mode with left-handed chest rig.
🔹 [Player] The speed of running backward has been reduced.
🔹 [Weapons] Added new attachments: 4 reflex sights and an adjustable magnification scope.
🔹 [Gear] Added a headlamp that can be worn separately on the head or with the SSSh-94 ‘Sfera-S’ helmet and distortion protection.
🔹 [Gear] Added a separate slot for helmets/headgear to all backpacks.
🔹 [Gear] The external slots of backpacks, including their pouches, can now hold a wider variety of items. The same applies to the chest slots of vests and chest rigs.
🔹 [Gear] It is now impossible to place an item in a chest rig or backpack if they are out of capacity – the item will fall out onto the ground. If your current backpack's limit is not enough, consider getting one with a higher-capacity.
🔹 [Gear] Rebalanced the weight and capacity of all items and equipment.
🔹 [Gear] Improved the functionality of all types of flashlights.
🔹 [Facility] Now, items in the Supply Depot display Item Info when hovering the pointer over them.
🔹 [Facility] Designed the interior transitions between the Facility modules.
🔹 [Facility] Playing checkers is now much more convenient.
🔹 [Radius Locations] Improved the rocks and their ash-covered variations.
🔹 [Radius Locations] Improved the interior walls in the houses.
🔹 [Radius Locations] Added holes in the roofs of some houses.
🔹 [Radius Locations] Added a bunch of small environmental details: updated and new furniture, and other interior items.
🔹 [Radius Locations] Added destructible human figures to the locations of the Pechorsk Anomaly.
🔹 [Enemies] Changed the number and variety of enemies in the current locations of the Radius (more low-level Monsters, fewer later-stage Mimics).
🔹 [Enemies] Improved the group behavior of enemies. Additionally, adjusted the vision and hearing of each individual enemy.
🔹 [Enemies] Changed the behavior of each Mimic type in fire fights: the distance they keep from a spotted player, the range they shoot from, their firing modes and rates of fire, and when and how they switch them.
🔹 [Enemies] Improved enemy spawners to correctly account for the player's mission progress.
🔹 [Enemies] Mimics no longer instantly turn towards the player outside of combat.
🔹 [Enemies] Mimics now check the last known position of the player more cautiously.
🔹 [Enemies] Improved the Mimics’ dialogue playback system.
🔹 [Co-op] Changed the mechanics of transition between the locations – now all players need to be near the transition point to activate the transition process.
🔹 [UI] Improved the display of overload and its absence in Player Info.
🔹 [UI] Added tooltips for all current markers on the map. Clicking on a mission marker opens the selected mission panel.
🔹 [UI] Improved the sleeping UI.


[h3]Latest Diary Entries[/h3]
🔸 Common Requests, Update 0.12, and a little more
🔸 The Upcoming Update and More
🔸 The Post Launch Feedback

[h3]Socials[/h3]
🔹 Follow on X
🔹 Join our Discord
🔹 Join our Subreddit

Dev Diary // Common Requests, Update 0.12, and a little more

Hello explorers!
As mentioned in our previous dev diary, we plan to release another major update before the end of the year. We’ll dive into what’s coming, but first, let’s address some...

[h3]Common Requests[/h3]
🔹 Teleport movement
In ITR1, less than 10% of players used teleport movement. Even with such numbers, we understand this feature is very important to those that need it. However, as of now, it is not high on the priority list of features for ITR2, at least until full release.
🔹 Chest rig customization
We’ve thought about this a lot, but still haven’t found an optimal implementation. For now, this feature is still up in the air and will need more time. In the meantime we’ll keep adding QoL settings and various vest options.
🔹 Knives
The introduction of knives is highly uncertain, as implementing melee combat at a high standard is challenging, and it would heavily affect gameplay and balance. At the very least, don’t expect them before full release.
🔹 Support for HTC Vive, Pico 4, and other headsets
At this stage, we cannot guarantee full compatibility with all VR headsets. We’re testing the game primarily on Quest and Index, as they are the most common, and we can’t promise full support for all other devices before the game’s release.
🔹 Full weapon disassembly
While we’ve discussed this, we concluded that implementing full disassembly in VR would be too labor-intensive and not entirely justified for ITR2. We’ve settled on a modular approach for some weapons, which better fits the experience we’re aiming for.
🔹 Performance issues
We’re constantly working on optimizing the game for stability and smoothness across a variety of PC configurations. While it’s impossible to ensure perfect performance on every possible combination of hardware and software, we’ll continue to address the most common performance issues and smooth out optimization with each update.

Now on to the good news!

[h3]What’s In Update 0.12?[/h3]
First of all, we’re planning to release two new weapons, each with a couple of variations. We’re also working on a larger set of new weapons and will share more about our approach to them in the future.

The upcoming update will introduce the first iteration of wear and recovery through basic cleaning for all weapons.

We’re also continuing to expand the armor system with the introduction of ballistic helmets. Unlike ITR1, which had only one head protection option, ITR2 will feature multiple ballistic helmets, each with distinct properties and additional options. Later, we’ll add various attachments that can be mounted on the helmet or used separately.

In update 0.12, we’ll be introducing a new spatial mechanic to the Radius locations – Distortion Zones (work in progress title). This is an evolution of the gas areas from ITR1, which we’ve transformed into unique Radius phenomena. These are dangerous areas, clearly marked, that you shouldn’t enter without special gear. Initially, we’ll add only the weakest Distortion Zones, but in the future, they’ll vary in levels of danger.

To help Explorers venture into these zones, we (and the Committee of course) will be introducing special distortion protection gear, which you can wear on your head instead of a ballistic helmet. This gear will provide players with a fixed time to explore the appropriately levelled zone before taking damage.

Additionally, we’ll be introducing a new enemy type in several variations. This will be a redesigned version of one of the enemies from the first game. We can say upfront, it’s not the Slider – we have enough late-game enemies at the moment.

With the introduction of this new enemy, the set of enemies in the current locations will align more closely with our original vision (and once the second main location is released, Sniper Mimics and Gunners will no longer appear in the current ones).

We’re also significantly improving the visual design of the Radius locations. Expect updates to the sky, sun, day-night cycle, and reworked landscape textures, colors, and ash accumulations. Also reimagined destructible figures will begin appearing in the Radius locations – though in limited variations at first.

Equally important changes are coming to the balance, loot, and economy systems. Full details will be in the accompanying patch notes.

Update 0.12 will also include a lot of under-the-hood work that might go unnoticed but is critical for the game’s evolution. We’re refactoring the player body, improving the mission system, refining entity spawners, optimizing graphics, and handling plenty of technical tasks.

[h3]What’s Next?[/h3]
In parallel with preparing update 0.12, we’re actively working on the next main location. We hope it will be the central content of update 0.13, which we’re aiming to release in spring next year.

We often see questions about why new locations take so long to be added. The main locations are the largest content pieces in the game, and naturally, their development takes a significant amount of time. This includes prototyping, multiple iterations of level design and art direction, creating new gameplay situations, producing new environment models, designing and testing missions, as well as placing enemies, anomalies, and loot points.

At the same time, we’re prototyping new enemies and anomalies, refining solutions for all necessary weapons, interesting loot, and working on tutorials and story episodes. Expect all of this to become available gradually throughout next year!

One last important note: with our current resources and development pace, it’s become apparent to us that ITR2’s full release launch will require more time than initially projected. So we’ve decided to move the game’s release window to early 2026.

As always, these are our current plans and they can change. So keep up with our Dev Diaries to stay in the loop :)

Thank you for sharing your feedback and supporting us. We do our best to read everything and take as much as we can into account.

See you in the Radius!



[h3]Latest Diary Entries[/h3]
🔸 The Upcoming Update and More
🔸 The Post Launch Feedback
🔸 The Early Access Expectations

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ITR2 is part of the Chase the Horizon Sale!

ITR2 is part of the “Chase the Horizon” sale with a 20% discount! Want to experience the relaxing adventures of the Radius? Now’s a great time to try 😌