UPDATE 2.0.5 - Fixed gasmask effect finally in all cases - Fixed crash on grabbing suppressor after repair - Fixed some artifacts disappearing on game load. - Fixed TT-33 iron sights being off. - Removed ungrippable box that didn't save its position from shelf at the players base. - Fixed items not moved with drawers sometimes. - Changed fall damage calculations so players can jump from higher elevations without damage, and not suffer occasional weird damage cases.
UPDATE 2.0.4
UPDATE 2.0.4
-Fixed gasmask effect not hidden on game load. -Fixed break-open shotgun ammo hidden. -Fixed some collision issues. -Fixed ejecting extra ammo on guns with non-reciprocating bolt handle after mag switch. -Fixed mirrored U.N.P.S.C logo at train shop.
UPDATE 2.0.3
UPDATE 2.0.3 -Fixed Helmets having gasmask post effect. -Fixed spawn jump sound being too loud. -Fixed break-open shotgun erratic behaviour.
Update 2.0.2 rev 7811
CHANGES
- Tweaked enemy numbers and locations to make the game start easier.( In current saves will change only after next tide ) - Changed the amount of 12x70 ammo in the box to be 10 instead of 5, reduced price. - Starter AP ammo calibers moved to Sec. lvl. 2. - Lighting has been changed to remove the annoying auto exposure. - Item repairs in the shop are much quicker and take comparable time to an upgrade.
FIXES
-Fixed cases when an abandoned priority mission is not coming back to the mission pool. -Fixed various issues with cleaning rod, tissues etc. -Fixed armored enemies not properly receiving crit damage when hit with non AP ammo. -Fixed not being able to move after death during climbing. -Fixed gasmask effect not disappearing on death or game load. -Fixed drawers and doors breaking when holding one and crouching or snap turning. -Fixed global map not showing the way to the next map in case the mission is taking you to a yet unvisited map. -Fixed various collision and step up issues. -Fixed water inflicting damage when walking on shore near it. -Fixed mission documents having weird texture issues. -Fixed enemies slowly moving and attacking when In game menu is open.
Update 2.0.1 rev 7736
Update 2.0.1 rev 7736 -Fixed spawns not attacking player. -Fixed no collision on crane parts. -Fixed excessive bloom on items and UI. -Fixed missing handheld map when aborting the tutorial. -Fixed couple of collision issues on lvls.
ITR 2.0 Release
ITR 2.0 Release
Finally the day has come! Into The Radius grand 2.0 update has been unleashed from its beta state upon the world. It’s been a very challenging half a year for us to basically remake most of the game’s parts to make a better and much more polished experience. Now with a more solid foundation we can continue adding content and features once the dust settles.
Key features of 2.0 If you’ve never played this version of the game before, here’s a list of some things you can expect to see: - Game graphics rework with better lighting, details and performance to boot! - Added weapon upgrades and modifications, new ammo types. - Increased Enemy variety. - The Tide system. - Restructured map. - Reworked progression and economy. - Expanded story and lore. - Lots of quality of life improvements and bug fixes.
How to switch between 1.0 and 2.0 ITR 2.0 will now be the default version of the game. If you want to play 1.0 instead you'll have to follow these instructions: - On Steam open "Properties" by right clicking the game. - Click "betas" - Select branch "itr_1.0" or "itr_1.0_steamvr" if you're using Oculus, but want to play through SteamVR. - If you're using the Oculus store, there is only one branch, titled "ITR_1.0"
Release CHANGES
-Added separate visuals for each mimic type. -Added a new mission between 3 and 4 taking players to the Factory to improve the progression curve. -Changed Mimic HP. Shotgun wielding ones now have less HP, pistol mimics have a bit more. -SMG damage increased. -Val mimics are less accurate. -Secondary missions on Factory and Kolhoz now spawn less enemies to make them more economically viable. -Reduced fall damage. -Reduced water damage. No longer insta-kills after depleting stamina. -Reduced HP ammo cost.
Release FIXES
- Fixed mimics walking backwards... again. - Fixed missing haptic effects on Oculus controllers playing through the Oculus plugin. - Fixed grenade shrapnel not dealing damage, overall changed how grenade damage is applied, should feel less random. -Fixed mimic headshot collider being too small. -Changed Fragment critical spot from chest to the head to be in line with other humanoid entities. -Fixed some save game slot issues. -Fixed the ability to repair unintended items like food cans. -Quest items are now properly unsellable. -Fixed some large ammo boxes being sold empty. -Fixed weight display of ammo boxes in the shop. -Fixed player footsteps disabling after the in-game menu opens. -Fixed handheld map having collision when not in hands.
Last but not least, here are some more beautiful screenshots of the game taken by our most recent contest winners!
courtesy of Explorer#117
courtesy of Explorer#17
courtesy of Explorer#69
What you need to know before 2.0 release
1. The release of 2.0 is upon us! Our estimated date is either today (4th) or tomorrow (November 5th). 2. The 1.0 version will be moved to a different branch on Steam and Oculus stores. Your current saves will remain intact. 3. The 1.0 and 2.0 saves are located in separate folders and aren't connected. So you can switch between versions and play either one if you want. Also, your current saves will remain intact after the 2.0 release. 4. If you want to play 1.0 after the 2.0 release, you'll have to follow these instructions:
In Steam Library – right-click on the game and choose "Properties"
Choose "betas"
Select branch "itr_1.0" or "itr_1.0_steamvr" if you're using Oculus, but want to play through SteamVR. If you're using the Oculus store, there is only one branch, titled "ITR_1.0"
Hotfix 7620
Hotfix 7620 -Fixed brightness issues in Hub. -Fixed weapon mags sticking out after game load.
ITR 2.0 Beta 6
Welcome the new 2.0 beta! As promised the saves are compatible with the previous beta. With the release somewhere around the corner we continue to focus on polishing and balancing the game. NEW
- Large ammo boxes, all calibers and ammo types can be bought in bulk in large boxes depending on ammo caliber containing from 70 to 200. - New ammo type: High-Power ammo. Expensive but deals more damage than the FMJ, so it can be used to keep low tier guns viable in late game. - Improved interiors for the Hub and Buffer. BALANCE AND CHANGES
- Monster numbers, types and HP has been significantly rebalanced compared to Beta 5. The tougher mimics are moved to the latter half of the game. Should feel much more fair now.
- Crit and armor mechanics have been changed. In Beta 5 the crit on an armored entity would not happen if hit with non AP ammo. Now armor covers the whole enemy so if you shoot a mimic in the head it will first check if its armor is penetrated and then do its crit damage. This basically means the removal of weak armor spots.
- In the last couple of Betas, mimics with different weapons had different amounts of HP, and we understand that this has led to some confusion. We will address this by introducing new art for mimics subtypes to reflect their differences in the next version of the game.
- Lighting on all maps was made consistent and improved to reduce cases of being too bright. Also sunsets happen later giving you more than 4 extra in-game hours of light.
- VSS and VAL have interchangeable mags, the short mag is much more durable.
- Buckshot price reduced by 50%
BUGFIXES
- Fixed an issue with the Mimics when they wouldn’t react to the player nearby. - Fixed Slider hit distance, no longer can easily backpedal out of trouble. - Fixed kill monster mission respawning monsters on save-load if it is not fully complete. - Fixed gas mask and other player sounds not turning back on after opening the game menu. - Fixes to furniture doors and drawers freaking out and making constant noise. - Saved opened bolt state for PPSH. - Fixed no fall damage. - Fixed no under water damage. - Fixed shotguns having safety.
ITR 2.0 Beta 5
ITR 2.0 Beta 5
Starting with Beta 5 we will strive to have backwards compatibility in the saves, although some things can break from time to time since its a beta. With the 2.0 update getting mostly feature complete we are turning our efforts towards bug fixing, quality of life improving, balancing, visual and audio polishing.
New
New art for the shop train.
Darts board has been added to the player base. Darts can be found in various loot.
Two new vertical double barreled shotguns Iz-27 and Iz-27 sawed-off to replace the horizontal ones.
Long requested full sized PPSH along with changes to it properly firing from an open bolt and having semi and full auto firemodes.
New scope - NF a variable zoom scope from 4x to 15x, use the rotating ring on the scope with Trigger to change the zoom.
Spectre scope is now switchable from 4x to 1x via a side switch.
Underbarrel grenade launcher has a functional iron sight.
Added two mimic weapon varieties - AK74U and Val.
Added SFX to eating, putting on attachments, ejecting ammo from mags, metal doors and drawers.
Balance and Changes
All flashlights have been adjusted to have more range and brightness.
Reduced hand position smoothing while using a scope.
Changed secondary hand pose for pistols.
Weapon durability reduction is decreased. Now it takes about 30% more shots until the gun breaks.
Shotgun slug damage is more in line with other guns. No longer one shots every monster.
Shotgun buckshot spread increased.
Armored monsters have increased HP compared to their unarmored counterparts.
Sliders buffed HP and damage.
Mimics with auto weapons now shoot longer bursts the closer they are.
Less ammo but more valuables in loot. So players would not rely so much on found ammo rather give more focus to planning and buying it beforehand.
Pump action is auto unlocked after each shot.
IZ-81 has one more attachment slot.
Bug Fixes
Bolt action gun bolt handling issues have been ironed out, ensuring smooth operation. Mosin bolt is no longer clipping through the gun mesh.
Secondary gripping weapons on the run no longer offsets the gun aiming.
Fixed photo mission progress issues.
Fixed half ejecting the mag and inserting another while first is still not removed.
Fixed AI issues preventing proper reaction to sounds or basically not reacting until shot at.
Fixed BTR getting pushed or turned around by other entities.
Fixed some crashes.
Fixed tracer bullets and grenades getting stuck in armored targets and spamming loud sounds.
Fixed gripping already detached attachments by hovering over their former slot.
Fixed snap turn issues on Vive and Index controllers that occasionally prevented turning.