Into the Radius VR - [ITR]Vector
Into The Radius 2.0 BETA 4

With 2.0 getting closer to full release, we present to you the next chapter in our journey - the 4th beta! It features 2 new maps, a reworked tutorial, a fully playable story (still missing voiceover here and there), new enemies, and lots of improvements in general. As usual we are looking forward to your feedback!




New


- New Location Kolhoz: big, open map of the same size as the Factory featuring a village, train depo and agricultural areas. With Sliders waiting for more seasoned explorers.
- New enemy entity: The Black BTR. If you think of yourself as the most dangerous thing in the Radius then think again. Its 14mm KPVT machine gun can shoot through lots of cover so be on the lookout when exploring or else...
- New Location: Castle. The end game level.
- Stove in the player's base. You can use it to relax watching the flames or burning the annoying tutorial notes. Warning: do not put ammo boxes or grenades in it.
- DLSS updated to 2.1. Less ghosting and additional sharpness slider.
- Lots of placeholder art replaced.

Gameplay changes

- Tide no longer resets your mission nor removes quest items from inventory. Players longer have to worry about getting out in time. Only exceptions are the special rift missions that are given once per Tide event.
- Secondary quests are more varied and no missions of the same type are issued right after completion. For example if you finished a photography mission, it wouldn't give you another one of that type for some time.
- All item positions are saved now, including those cups and books and exploding gas canisters. Players can tidy up the base or prepare some explosive traps!
- Locations are more interconnected. For example there are 3 exits from the 1st map taking you to the Swamps or to the Factory for a more open world feel.
- Monster spawns are more randomized now.
- 4x scopes are much brighter to ease sniping.
- Improved cleaning speed for guns and mags.
- Gas mask grants immunity to Gas anomaly, also visual effect has been fixed to be more “realistic”.

Controls and IK

- Attachments are now removed in Dressing Mode. Once entered you can attach and detach any number of them. Backpack is also available in Dressing Mode.
- Attachments are turned on/off by pressing the “Fire Mode Select” button with the non-dominant hand holding the weapon.This allows you to operate attachments on all weapons properly.
- Improved the hand IK to reduce jank or cases when hand obstructs aiming. We strongly believe it's better than it was, but is still not finished, with a complete solution arriving later.
- Improved item interaction physics to reduce cases when multiple items are stacked or being manipulated.
- Enabled leaning over most of the tables and table like furniture in game.
- Knife throwing pose has been changed to be similar to machete, throwing drastically improved.



Bug Fixes
Fixed weapons sometimes disappear when moving around and experiencing lag spikes.
Reduced lag spikes when moving around locations.
Fixed player being tilted after visiting the Factory.
Fixed multiple collision issues on locations.
Fixed location paper maps not corresponding to the real locations or player position.
Fixed armored enemies not registering hits in vulnerable locations with non AP ammo.
Fixed weapons like TT or GsH18 without safety requiring to press “Fire Mode ” Button to shoot anyway.
Fixed Vintorez bolt ejecting all ammo when racked back.
Lots of minor bugs fixed.

Aug 30, 2021
Into the Radius VR - [ITR]Vector
ITR 2.0 BETA 3

The next beta is here! Sorry for the delay ,we encountered a serious technical issue in the last moment before the release, so had to take our time to iron it out. As usual, the update will wipe your beta saves.


What's new :


- Hub and player base has been re-done art and functionality wise. It's still work in progress with placeholders and missing detailing here and there. Hope it is more streamlined, especially for our new players.
- Loot rebalanced once again, nerfed the amount of free ammo, altered prices for artifacts etc to combat the unintended overabundance that is not in line with the spirit of the game.
- New map: Factory. It's much bigger than previous maps and features a large industrial complex. Have fun exploring.
- Added smaller -simpler clusters with cheaper artifacts to get some more artifact hunting action.
- Silencers are now damaged with each shot also having a silencer on increases weapon durability loss slightly to make it a choice to use one or not.


Lots of art placeholders replaced: Rejoice the toilets are finally done.


Fixed loot respawning in crates before the Tide.
Fixed loot not respawning in crates and other loot places on Tide.
Fixed enemy sight not properly reduced at night.
Fixed most of the problems with lighting.
Fixed autosaves happening on game load and too often.
Fixed kill monster missions.
Fixed gun repair speed.
Fixed Wrong ammo order display inside mags and weapon internal mags.
Fixed Mimics not reacting to flashlight
Fixed furniture doors being stuck if pushed inside
Fixed vice properly updating durability info panel.
Added Ammo Type info for chambered and first-in-mag round in gun inspect panel.
Fixed cigarettes and packs.
Fixed oil spray usable after 0 durability.
Fixed dropping ammo from a box to backpack.
Into the Radius VR - [ITR]Vector
ITR 2.0 BETA 2 6544

!Warning! The beta update will wipe your previous BETA saves to solve lots of compatibility issues. To try out the beta go in game- manage- properties- betas and switch to "active-beta" branch.

Loot spawning revamped - the loot random seed is decided upon Tide and saved. So no point in save-load on crates to reroll the items. Crates, corpses and loot in the furniture change their locations around during the Tide. Loot placement inside crates and furniture is also improved, so no items protrude through or appear under the crate.

Global Map: Visited locations inside the Radius are now shown on the global map. If the mission points to an unknown location, it will point to the transition to that map. Global map is visible at the player base or as a separate button in the handheld map.

Tide now has a visual effect and is occurring every 50 hours.

New Entity: Rift - it often appears in buildings around the Radius respawning the monsters around it until destroyed. Destroying it grants a shard artifact that can be sold for good money.

New Missions: Once per Tide a special Rift is generated in the Radius with a special shard to deliver to the UNPSC

New Priority Missions: More atmospheric and seemingly connecting Explorer and Katya much more. (No voiceover currently)

New Secondary Missions: Photohunt - take pictures of multiple specified monster species. Monster Hunt - kill designated monsters.

Armored Enemies: Most monsters have an Armored variant. All projectiles have a chance to pierce the armor depending on their velocity and bullet construction. When armor is not pierced no damage is afflicted. Most calibers received an Armor Piercing ammo variant. Also armored foes can be shot in critical zones to ignore armor completely.

New Ammo Type : Surplus ammo, a cheaper but less performant ammo for some calibers to help with early game sniping.

All gear has been spread between 4 security levels now. It's still not how it's planned to be in the 2.0 release because the next locations are not yet ready.

Sleeping bag and slot for it in the players backpack were removed. At least two shelters are placed on each map to compensate.

Mag condition now adds to the weapon jam chance rather than reducing the mag capacity.

Multiple art placeholders replaced with proper art. Art wise we are currently focused on fleshing out the new maps to the level of current ones and then return to polishing those together.

As always, looking forward to your feedback and have fun trying it out!
Into the Radius VR - Coauctor
We are proud to present you a glimpse of our vision on the game improvement: the first Radius 2.0 Beta! You can access it in the “active-beta” branch on Steam. Please share your feedback through THIS SURVEY, or via Discord special beta channel. This is the first iteration and lots of stuff will change depending on the feedback we get.

Please right-click on the game in Library (Steam app), choose Properties -> Betas -> Select "active beta" from the drop-down list. The game will download the update. When you launch it, it will differ from the base version. If you want to switch back, you go to that drop-down list and choose "None".
The saves are separate and all your progress in the base game should be saved.

Major map changes:

- Game map is broken down into thematic areas (only 3 available in beta), connected through transition points. The fog can now be very unpredictable!

- Added shortcuts that allow you to move between the hub and some areas (only 1 available in beta).

- New locations and places of interest.

- BACs (big anomaly clusters). New huge locations, deadly without proper equipment.

Visual changes:
- Overall lighting and shadows are improved.
- Rework of most game art assets is in progress, currently you can see some of the old ones here and there with smaller details missing in various locations. Please regard the current state as an indication of what is yet to come, rather than the complete picture.

Rebalanced game economy:

- Loot, monsters, artifacts and new side quests are updated only with the Tide.
- Monster cores are removed. No more mission cycling.
- New high-priced loot for sale that can be found on the map.
- New unusable high-priced artifacts, spawned only in BACs.
- All purchases in the store are now tied to the access levels. You can unlock higher levels by completing the story missions.

Tide mechanic: New large-scale event that completely refreshes the Radius. Keep an eye on the new Tide indicator attached to your handheld map! If the Tide catches you inside the Radius, you will be teleported to a random location at the edge of the map.

Security level mechanic: All shop equipment is divided into Access Levels that are granted by completing priority missions. This gives more value to the guns in poor condition found in the Radius and encourages you to try different weapons rather than saving up for the top of the line items.

New weapon attachments and upgrade system: customize your favorite gun! Unlock Rails and silencer adaptors for guns that don't have them or switch from dovetail to RIS mount. Finally, a Mosin with a silencer and 2 scopes or a laser pointer is possible.

Weapon interaction changes:

- The bolt on the automatic weapons is no longer auto released in fully open position allowing for more immersive interaction.

- On AK-type guns, the bolt can no longer be opened while safety is on.

- Double barrel shotguns no longer need to be armed after reload.

- Two armor types protecting against combat and anomalous damage including a separate helmet and body part. To put on the armor, hold the Inspect button in an Empty hand and enter Dressing mode allowing to put on or take off the armor.

- Enemies: old species have been rebalanced and some new ones added. Mimics have greater weapon variety, use cover and basic squad behaviour.

Separate saves for beta:

- New game required
- Saves from the previous versions won’t work

! Tutorial level disabled for beta.
Into the Radius VR - Coauctor
This is it. This is the post! Hope to roll out the beta of our huge 2.0 update at the end of the next week.

Into the Radius VR - Coauctor
Hey! Sharing some screenshots from 2.0 update, hopefully, you can check it all in our longitudinal beta, which should be open fairly soon, to start gathering your feedback.

Please check them out here and have a nice weekend!





May 27, 2021
Into the Radius VR - [ITR]Vector
Hello everyone!

This is the post to update you on our plans and roadmap. It contains some bitter stuff, but some juicy stuff too. TLDR: we need to push May and June updates to deliver ITR 2.0 in July or August.

Why?

- We’re growing, but slowly (this is intentional), and our capacity limits our ambitions.

- ITR 2.0 needs huge care and attention. This could be a whole new level in terms of the game feel and progression, and it is risky.

- Every regular update costs us delivery time, which is not spent on the substance. ITR 2.0 needs a lot of substance work, massive testing and iterations based on the community feedback.

But!


- We want to open a continuous beta for ITR 2.0 starting from late June, so we can get as much feedback from you as possible.

- We plan to deliver May and June features with the ITR 2.0 update. We updated the roadmap: https://trello.com/b/8rVGhxua/into-the-radius-vr-public-roadmap

- We started working on ITR 2.0 already: planning, features, game economy revamp and splitting the map.

- The visuals are coming along very nicely, and splitting the map for ITR 2.0 should help us a lot with visual fidelity and performance.

- We will hold Q&A at the end of this month, so please share your questions in #questions-for-devs and share your feedback regarding the news in #game-chat.

- The discount is coming to Steam very soon!


So...

Sorry for announcing more stuff than we could manage, and for making you wait.
We believe it’s worth it. More time needed to get a decent cheeki-breeki!

And Here are some screenshots of the updated visuals in the works, hope that's worth the wait


May 13, 2021
Into the Radius VR - [ITR]Vector
-Fixed grenade throwing
May 11, 2021
Into the Radius VR - [ITR]Vector
- Fixed grenade throwing
May 10, 2021
Into the Radius VR - [ITR]Vector
update 1.0.5784

- Fix m9 mesh offset from its position.
- Fix mags sometimes causing erratic behavior on guns.
- Tweaked item collision sound to be less loud and less often triggered.
...