Intravenous cover
Intravenous screenshot
Genre: Shooter, Tactical, Indie

Intravenous

1000+ reviews for Intravenous 2: Mercenarism!

Hey everyone!

It's been just more than a month since Intravenous 2: Mercenarism launched, and in that time we've reached over 1,000 reviews here on Steam!

When we launched the prologue, I thought that maybe getting such a big reception would be possible in two to three months, but to see so many of you play the game was a very, very pleasant surprise.

Not only that, but the full game gained 40,000 wishlists since the release of the prologue!

Releasing the prologue allowed me to fix a lot of various issues that would have inevitably been in the full game release.

Every single one of you, that has played and reported issues, has helped make the game better. I am extremely grateful for that.

With the prologue released to such a warm reception, it's time for me to return back to working on the main game.

You can still expect updates to occasionally be released for Mercenarism, as I work on the full game and backport any fixes or improvements that are made there.

Barring that, I hope that you enjoyed the preview of what's to come that Mercenarism has provided.
You may not know this, but I read through as many reviews as I can, and to see some people with 10 or 20, or more hours on record in Mercenarism is very, very heartwarming.

I am glad to see that for some this preview has provided so much fun.

Thank you for reading, and I hope you're looking forward to the full release!

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

Intravenous 2: Mercenarism is OUT!

INTRAVENOUS 2: MERCENARISM IS NOW ON STEAM!

https://store.steampowered.com/app/2651330/Intravenous_2_Mercenarism/

Take on the role of Gideon – a ruthless mercenary who cares only for his wealth. Set two months before the events of Intravenous 2, you will take on seemingly simple contracts whose effects will ripple out and affect the main game's protagonist. But why should Gideon care? He's only in it for the money.

The game is free to play and we'd love for you to give it a try.

P.S.: We have also launched a 60% discount for Intravenous!

https://store.steampowered.com/app/1486630/Intravenous/

See you later, friends!

Intravenous 2: Mercenarism Release Date Announcement

Exciting news!

Intravenous 2: Mercenarism will be released on 19 January 2024.

Step into the shoes of Gideon - a ruthless mercenary who cares about nothing but his wealth. Set two months before the events of Intravenous 2, you will take on seemingly simple contracts, the effects of which will ripple out and affect the main game's protagonist. But why should Gideon care? He's just in it for the money.

The Mercenarism is completely free, so be sure to add both the prologue and the main game to your Wishlist to receive immediate updates upon release.

That's all for now. See you soon, friends!

https://store.steampowered.com/app/2651330/Intravenous_2_Mercenarism/

Sign Up for a Public Intravenous 2 Playtest!

Hi everyone!

We’re excited to announce a public playtest of the Intravenous 2, which will start today.
To join the playtest, you need to visit the Intravenous 2 Steam page and click on this button:



The playtest will run from the 18th to the 22nd of December. You can also join the discussion on our Discord server.

Don't forget to give us your feedback by filling in the form below:

https://forms.gle/kUfyqVmziUrJpDxh9

It matters to us.

Note: all playtesters who participated in the Closed Playtest are invited to move to the Public Playtest build.

Thank you for your time!

See you soon.

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

Sign Up For Intravenous 2 Closed Playtest!

Intravenous 2. Under the Guise of Darkness

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

Intravenous 2 is a game about improvisation, playing your way and making the most of what you've got - that was the design philosophy of the first game, and it's still the case in the second.
But it is also, above all, a stealth game.

Now you see me, now you don't



Stealth in Intravenous 2 is multifaceted. Your HUD shows your light level and the amount of noise you're making. When you're in a dark area, you don't suddenly become invisible, no, your level of illumination determines how far away enemies will see you and how quickly they'll spot you. Of course, hiding in very dark places is a fantastic way to stay undetected, and guarantees that you won't be spotted unless you're within centimeters of the enemy.



Enemies can hear you move, interact with objects and perform various actions. Unlike in the first game, however, they no longer react instantly to sound. The amount of time it takes for an enemy to react now depends on how loud the noise is, the type of noise, and how far away they are from you.



You can now hide in cupboards to avoid detection. As long as no one sees you go in, it is safe to come out. However, if you are seen entering a cupboard, you'll be given a moment's notice to get out before you're peppered with lead - not that you'll have much of a choice.



If sneaking into closets isn't your thing, you can always go prone and crawl near objects taller than you to avoid detection. In Intravenous 2, the faster you move, the faster you can go prone, but you will also make more noise. If you go prone while standing still, you will not make any noise. This gives you the choice of lying down quickly as a last ditch effort to avoid detection at the expense of making noise, or lying down carefully to avoid making noise - the choice is yours.



Going prone also greatly reduces the distance at which enemies can always detect you in very dark areas - if you're in a very dark area, enemies will only be able to detect you if they bump into you.



...and last but not least, enemies will now trip and fall when you're prone, in their path, and barely visible to them.



Stealth tools



You'll find new stealth gadgets in Intravenous 2.

These include the Noisemaker - a remote-controlled device that can be used to lure enemies in and sneak past them, or to stalk them and take them out. Be aware, however, that a noisemaker is also a novelty to them, and they will pocket it if you give it to them.

The Tazer Mine is an opportunistic, remotely detonated device designed to incapacitate multiple enemies at once. You can either throw it and activate it immediately, or you can let an enemy pick it up, go back to their duties, and while it's in their pocket, trigger it at an opportune moment to incapacitate many enemies at once.



Then we have the Gas grenade - something I wanted to have in the first game but couldn't due to time and budget constraints. This is the first non-lethal, non-combat grenade designed to incapacitate enemies non-lethally - just be careful not to inhale the gas until you pass out!



The Multi-Launcher, a pneumatic rifle that occupies the primary weapon slot, is another stealth-oriented addition to Intravenous 2. As the name suggests, it can be loaded with a variety of different types of ammunition to achieve different objectives.



These include rubber slugs to incapacitate individual enemies, EMP charges to disrupt electrical objects, and gas pellets to incapacitate enemies at a distance. However, this versatility comes at a price - it is a heavy tool that has a noticeable movement speed and noise penalty.



Phew! That's just a brief overview of stealth in Intravenous 2. There's a lot more to show, but I'll stop here - otherwise the devlog would get too big.

Thanks for reading, see you next time!

INTRAVENOUS 2 is in Work!

Hey folks!

It's been a while, but I've got some exciting news to share:

You guys have probably seen this coming, but I'm thrilled to officially announce Intravenous 2 – the much-anticipated sequel to the original story. In this gripping narrative, you'll step into the shoes of Sean and Steve, an unlikely duo on a shared mission: to save a life and bring down those responsible for Sean's predicament. Your choices will shape your destiny in a world filled with old-school stealth, intense tactical gunplay, and a dynamic, branching storyline.

Check out the announcement trailer here:

https://youtu.be/DNHK8arbIvw

Wishlist & Follow the game on Steam:

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

In addition, I'm excited to reveal that I've partnered with HypeTrain Digital as the publisher. They'll be assisting with marketing, localization, and porting for Intravenous 2 (yes, the game is aiming to the consoles as well!), allowing me to focus on delivering the best development experience possible. This means you'll get to experience the sequel even sooner!

Thank you for your ongoing support, and I hope you're as eager for this journey as I am!

Stay Connected



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Game patch 1.4.2

Hey folks!

This patch fixes an issue introduced in version 1.4.1, where alert enemy AI would sometimes not work as intended, especially on levels where enemies start out immediately on alert.

Version 1.4.2:
- fixed alert enemy AI staring at nothing and not initiating a POI search as often/soon as they ought to

Don't forget to report any issues you encounter in this thread!

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

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Game patch 1.4.1, 60% discount, and over 1,500 Steam reviews!

Hey folks!

This patch implements several improvements back-ported from Intravenous 2, which I believe improve the overall feel of the game, but do not impact the overall game design of Intravenous 1, and fixes several issues, one of which is an oversight in the enemy's suppressive fire logic, where they would not lay down suppressive fire if there was a dead/unconscious body between them and the player. In other words, the game just got a bit more difficult!

Version 1.4.1:
- CPU optimizations
- improved enemy look direction behavior when following a path (they are no longer jerky)
- reduced the frequency at which enemies would open doors which are along their path, but are not relevant to their end destination
- adjusted pathfinding to better pathfind around opened doors
- fixed enemies not laying down suppressive fire if there was a dead/unconscious goon between them and the player's last known position
- fixed security camera users not reporting sightings of bodies in some cases after resetting to last savefile
- fixed an issue with the multithreaded pathfinding system, which could lead to queued path searches failing to initiate if there was a very large amount of paths being added to the search queue at once
- fixed incorrect investigation logic in enemy alert logic, which would sometimes cause them to stop investigating what they heard/saw
- fixed all weapon-related sounds not being centered

Aside from that, the game is now available with a 60% discount, - the highest discount on Steam so far, - until May 28th, so be sure to grab it if you, or a friend, have been meaning to try the full game!

Additionally we've recently hit 1,500 Steam reviews! Reaching this many reviews to me personally is nothing short of amazing, so I can't say anything but "this is awesome".
To us indie developers something as simple as a positive review is a big help. Not only does it let other players know what you like about the game, but it's also incredibly motivating to see such reviews.

I've left comments on several reviews about this already, but I'll repeat myself here: seeing positive reviews with twenty, thirty, or even more hours on record is always a very, very heartwarming thing to see. It lets me know that I've done something right with the game, for people to have so much fun with it.
I'd like to thank everyone that has left a review and voiced their thoughts on the game. You guys rock, thank you so much!

Don't forget to report any issues you encounter in this thread!

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

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Game patch 1.4.0.5 - the "Fix that damn door!" update

Hey folks!

This patch focuses on fixing one nasty problem with doors, which is the infamous "door bash did nothing to goons behind it" bug which occured every now and then... and resulted in unexpected deaths. For a long time I couldn't figure out why it was happening, and only recently did it click while working on Intravenous 2. So, enjoy this fix backport from Intravenous 2; no more will the doors screw over your progress!

Apologies for taking so long to fix this damn thing, I realized what was happening only very recently!

Version 1.4.0.5:
- fixed goons sometimes being unaffected by a door bash
- fixed goons sometimes improperly interacting with keycard doors

Don't forget to report any issues you encounter in this thread!

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

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Discord