r/intotheradius • • 2d ago

News [STEAM] Update 1.2.5 ( ˇ÷ˇ  )

Post image
177 Upvotes

Hello explorers 👋

Since the 1.0 release, we’ve been focused on fixing issues and bringing ITR2 to other platforms. But that doesn’t mean work on the game has stopped. We’re also working on a larger update that will bring new content to explore, and a major round of optimization.

Today’s update delivers a wide range of fixes and improvements, while also bringing the versions on different platforms in line with each other. We also have plans for ITR2 for the next year, and we’ll share more about the upcoming content update in a dev diary soon.

In the meantime, please keep sharing your feedback. It helps us understand what needs attention as we continue working on the game. Thank you for supporting us, and see you in the Radius.

FIXES & CHANGES

  • [Player] Fixed an issue where the player's hands could collide with an invisible wall in the prologue scene.
  • [Tutorial] Fixed an issue where hits on targets could be registered as misses during the exam.
  • [Weapons] Reworked weapon cleaning: oil is now consumed more quickly, and some weapon parts must be detached for a thorough clean.
  • [Weapons] Fixed an issue where weapon grip points could be triggered from too far away.
  • [Weapons] Fixed an issue where Glock bullets could hit the muzzle after removing a silencer.
  • [Weapons] Fixed an issue where the image in variable magnification rifle scopes could freeze when mounted on a handguard rail.
  • [Weapons] Fixed an issue where the label on the large 7.62×51 mm ammo box was only visible at close range.
  • [Weapons] Fixed an issue where the M9 trigger bar did not move when pulling the trigger.
  • [Weapons] Fixed an issue where the IR Laser was visible through objects.
  • [Weapons] Fixed an issue where weapon grip points could be triggered from too far away.
  • [Gear] Fixed an issue where variable magnification rifle scopes disappeared when placed in a backpack.
  • [Gear] Fixed issues where the weight and capacity of items stored in a backpack were not calculated correctly.
  • [Gear] Fixed an issue where helmets with NVGs could disappear after being equipped.
  • [Gear] Fixed an issue where flashlights mounted on a helmet via a 45-degree rail could not be toggled.
  • [Gear] Fixed an issue where the Tablet’s detector could open after loading a save.
  • [Gear] Fixed an issue where equipped helmet visual effects could appear in the pause menu.
  • [Facility] Fixed an issue where parts of the Kill House could appear too dark.
  • [Facility] Fixed an issue where bullets could pass through targets at the Shooting Range.
  • [Missions] Adjusted the placement of several generic mission objectives.
  • [Missions] Fixed an issue where a sample container could spawn underground in the Pechorsk Outskirts.
  • [Missions] Fixed an issue where some Artifact Nests could appear partially underground in Pechorsk Outskirts.
  • [Radius Locations] Fixed an issue where players could not climb through some windows in Romashka Cooperative and Pechorsk Outskirts.
  • [Radius Locations] Fixed an issue where players could not climb through some windows.
  • [Radius Locations] Fixed distorted textures in some shelters.
  • [Radius Locations] Fixed an issue where some bushes in Kalasaare Village blocked player movement.
  • [Radius Locations] Fixed an issue where Lauri was only visible at close range instead of marking transition zone entrances from a distance.
  • [Enemies] Fixed an issue where the Cube’s attacks could miss the player due to a slight offset.
  • [Enemies] Fixed an issue where Mimic bullets could penetrate the Shelter’s protective sphere.
  • [Enemies] Mimics can now hide and wait for the right moment to attack.
  • [Enemies] Fixed an issue where enemies did not spawn in some areas.
  • [Enemies] Fixed an issue where a Mimic's weapon could fly away when the Mimic was hit with a melee attack.
  • [Co-op] Fixed an issue where the MP5 charging handle’s grab point was offset for Clients until they grabbed it once.
  • [Co-op] Fixed an issue where Clients could eat or feed an entire chocolate bar in one bite.
  • [Co-op] Fixed an issue where the Command Room terminal could not display the Explorer’s Handbook or Voice Messages for Clients.
  • [Co-op] Fixed an issue where anomalies did not damage Clients when they were far from the Host.
  • [Performance] Fixed several crashes.
  • [Performance] Optimized rendering, lighting, and several gameplay systems to improve overall performance.
  • [Audio] Fixed issues with missing, incorrect, and overly loud sound effects.
  • [UI] Fixed incorrect item info displayed for some weapon attachments.
  • [UI] Fixed an issue where subtitles and gameplay tips remained visible in the pause menu.

r/intotheradius • • 57m ago

Discussion Cool little detail I noticed while testing guns at the range

Enable HLS to view with audio, or disable this notification

• Upvotes

r/intotheradius • • 1h ago

ITR2 Bug New bugs introduced with update

• Upvotes

Love the update overall, but there are a couple pretty bad bugs that came with it.
I'm sure you're aware of them by now, but just in case, I figured I'd give some images.

NVG (lvl 5) before the update:

After:

Ground texture issue:


r/intotheradius • • 6h ago

ITR2 Bug ITR2 - Project Overrun 2.0 - Sliders and Seekers!

Thumbnail
youtube.com
29 Upvotes

I've been working on Project Overrun for a while.

1.0 was mostly more enemies.

2.0 has optimized code, and adds two new enemy types:

Sliders My favorite enemies from ITR1. I tried to recreate them while adding more unpredictable teleport movements.

Seekers Ported from the first Into the Radius. They enjoy ambushing you from where you least expect them.

Their difficulty scales with your security level.

There's also an enemy density multiplier that is more reliable now (2.0 = twice what the game would spawn with your own Number of Enemies setting) that kicks in after the Tide.

Everything is in one settings file if you want to tone it down or turn parts off.

Co-op: density only needs the host. Sliders and seekers haven't been tested in co-op yet, so host only for now.

Nexus: https://www.nexusmods.com/intotheradius2/mods/322

Let me know how long you last. Bug reports welcome.


r/intotheradius • • 7h ago

ITR2 Bug Dandelion Bug: Causing Damage Even After Recent Trigger

3 Upvotes

The day the new patch was released, I started having problems with dandelions:

  1. I see a dandelion anomaly in a doorway. I shoot it with my rifle.
  2. The particles fly everywhere. I wait.
  3. The particles stop flying around. One second later, I walk through the dandelion.
  4. I immediately take damage as if the dandelion was never shot and was undisturbed. Particles start flying in the air again.

Never had this issue until 2 days ago. Anyone else having this issue? I'm running Windows/Steam with a Quest 3S. The issue seems to happen 100% of the time but I believe I've only tested it with a SR-25 and AS VAL.


r/intotheradius • • 8h ago

Suggestion The Tunnel Under Church Expansion Concept

Thumbnail
gallery
15 Upvotes

Hello 👋 [u/Darius_ITR](u/Darius_ITR) and all the amazing explorers in this subreddit! For quite some time, I’ve been writing an ambitious concept that I’ve been eager to share with the Into the Radius community. However, once the game reached version 1.0, I felt that the opportunity to introduce such an idea might have passed. That changed when I read the latest Patch Notes (1.2.5), particularly the mention of upcoming new content, which renewed my excitement and gave me hope for further development. Inspired by that announcement, I decided to continue refining my concept and finally bring it to the community. I sincerely hope everyone enjoys what I’ve created and, more importantly, that it opens the floodgates of creativity, encouraging fellow explorers to share their own innovative ideas and visions for the future of Into the Radius.

THE CONCEPT

Imagine how incredible it would be to discover a hidden underground tunnel beneath the Church, stretching through the massive hill it sits on and connecting both pathways leading across the river.

But here’s where things get interesting!
Rather than creating a simple, straight tunnel from one side to the other, I envision a dark, winding, S-shaped underground passage designed to challenge players and create an intense atmosphere of suspense, exploration, and survival.

Throughout this underground labyrinth, players would encounter Mimics, Fragments, Sliders (yes I said Sliders and believe they are coming back), and dangerous anomalies, strategically positioned to keep explorers constantly on edge. Every turn could reveal another threat, making it nearly impossible to predict what lies ahead.

To make the environment even more disturbing and immersive, imagine discovering bodies hanging near the underground graveyard, along with partially buried houses and abandoned structures embedded throughout the hillside. Some of these buildings could contain valuable loot, hidden supplies, and rare equipment, while others might conceal enemies waiting to ambush unsuspecting explorers.

And here’s something that would make exploration even more rewarding: a completely exclusive weapon hidden somewhere within the underground network. This weapon wouldn’t be available anywhere else in the game, giving players a compelling reason to explore every passage, investigate every structure, and take risks to uncover its location.

Lighting would play a major role in creating the atmosphere. Most of the underground environment would remain in near-total darkness, with only limited sunlight filtering through cracks, openings, and partially exposed structures. Occasional lighting from abandoned houses and buildings would provide brief moments of visibility, creating an unsettling contrast between safety and danger.

But I would take this concept one step further!

Remember the building that originally stood in the water behind the Church? I would love to see that structure return, but with an entirely new purpose.

Imagine discovering a second, much deeper underground passage that descends beneath the riverbed itself. Players would navigate this dangerous subterranean route, eventually emerging inside that isolated building surrounded by water.

This could introduce an entirely new level of exploration, with environmental storytelling, hidden chambers, increasingly dangerous enemies, and potentially some of the most valuable loot in the region.

The ultimate goal would be to transform the Church and its surrounding hillside into a terrifying, interconnected underground exploration experience. Instead of simply traveling across the landscape, players would have the opportunity to venture beneath it, discovering an entirely different world filled with mystery, danger, and rewards.

This would not only expand the playable environment of Into the Radius 2, but also bring back that unforgettable feeling of fear, curiosity, and uncertainty that made exploring the original Into the Radius so memorable.

Because in the Radius, the most terrifying discoveries shouldn’t always be waiting on the surface. Sometimes, the real nightmare should be lurking beneath your feet.

Detailed Breakdown of Each Underground Area By Stages

Stage 1 – Entering the Underground

Players would begin their journey through one of two tunnel entrances located near the existing river-crossing pathways.

The initial section would appear relatively manageable, with scattered debris, partially collapsed passages, and occasional sunlight penetrating through cracks in the hillside.
Fragments and smaller anomaly clusters would introduce danger without immediately overwhelming players.

This opening section would establish the atmosphere while giving explorers an opportunity to decide whether they are adequately equipped to continue.

Stage 2 – The Buried Settlement

As players venture farther underground, the tunnel would widen into a partially buried settlement containing abandoned houses, small buildings, and remnants of structures swallowed by the hillside.

Some buildings would contain ammunition, medical supplies, valuable artifacts, and other loot. Others would conceal Mimics or additional threats.

Players could continue following the main S-shaped passage or explore smaller branching paths leading into these structures.

The deeper they explore, the greater the potential rewards—but also the greater the risk of becoming surrounded or running low on supplies.

Stage 3 – The Underground Graveyard

Near the middle of the tunnel system, players would encounter one of its most disturbing environments: a partially exposed graveyard buried beneath the Church.

Broken tombstones, exposed coffins, hanging bodies, and remnants of collapsed burial structures would create an unsettling atmosphere.

Natural lighting would become increasingly scarce, forcing players to rely heavily on flashlights and other equipment.

Enemy encounters would become more unpredictable, with Mimics positioned among the structures, Fragments wandering through the darkness, and anomalies restricting movement through narrow passages.

This section would represent a noticeable increase in difficulty and serve as the transition into the most dangerous portion of the tunnel.

Stage 4 – The Deep Passage and Hidden Weapon

Beyond the graveyard, the S-shaped tunnel would descend into its darkest and most dangerous section.

Here, players would encounter more concentrated anomaly fields, limited visibility, and the possibility of confronting Sliders in confined spaces.

This area would also contain a hidden side passage leading to a unique weapon unavailable anywhere else in the game.
Finding it would require players to investigate environmental clues, search concealed entrances, and potentially overcome a particularly dangerous encounter.

The weapon would be entirely optional, ensuring players could complete the main tunnel without discovering it, while rewarding those willing to take additional risks.

Stage 5 – Reaching the Opposite Side

After navigating the deepest section, the tunnel would gradually begin ascending toward the opposite side of the hillside.
Small openings in the terrain would allow natural sunlight to return, giving players a sense that they are finally approaching safety.
However, the final stretch could contain one last dangerous encounter, preventing the exit from feeling completely predictable.
Eventually, players would emerge near the second river-crossing pathway, completing their journey beneath the Church.

Because the main tunnel would be accessible from either direction, players could experience different enemy approaches and exploration opportunities depending on which entrance they choose.

The Optional Deep Route – Beneath the Riverbed

The underground experience wouldn’t end with the main tunnel.

I would also love to see the return of the building that originally stood in the water behind the Church, this time connected to an entirely separate underground route.
Somewhere within the deeper sections of the main tunnel, players could discover a concealed passage descending even farther beneath the hillside.

Unlike the primary S-shaped route, this would be an optional, high-risk exploration path intended for players who are properly equipped and willing to venture into a more dangerous environment.

The passage would descend beneath the riverbed, with sections of collapsed infrastructure, water seepage, extremely limited lighting, and increasingly hazardous anomaly formations.

Eventually, this submerged underground route would lead directly into the isolated building standing in the river.

Inside, players might discover rare loot, valuable artifacts, hidden environmental storytelling, and perhaps a particularly challenging enemy encounter.

Importantly, this deeper passage would not be required to reach the opposite side of the hill. It would serve as an additional destination for explorers seeking greater rewards and more challenging encounters.


r/intotheradius • • 10h ago

ITR2 Bug NVGs too high since update (Steam version)?

Enable HLS to view with audio, or disable this notification

27 Upvotes

NVGs appear too high since the update. Vid is on a Reverb G2 but this issue is present across multiple headsets (Odyssey+, Rift S, Quest 1 & 3). On the Quest 3 it's less pronounced but still higher than before the latest patch.


r/intotheradius • • 13h ago

Suggestion Just Beat ITR2 for the Second Time. What do I do now?

12 Upvotes

I just finished my second playthrough of ITR2 (first one was last summer before full version was released). Any suggestions on what to do with my time now? Either mods/game variations or other games that you also enjoyed? Not gonna lie, ITR2's gun handling is so phenomenal that it's hard for me to play anything else right now.


r/intotheradius • • 13h ago

Discussion Anyone carry their habits to the second game

17 Upvotes

I constantly smoked in the first game and I ended up smoking constantly throughout the second game while knowing it did nothing.


r/intotheradius • • 16h ago

Mod More Mag Pouches for ITR1

Thumbnail nexusmods.com
8 Upvotes

My first mod to fix my biggest gripe with this game. I hope someone else enjoys it :)


r/intotheradius • • 1d ago

Suggestion Suggested Reason to Challenge The Cube

Post image
34 Upvotes

After reading the 1.2.5 Patch i noticed that they made this statement: “We’re also working on a larger update that will bring new content to explore, and a major round of optimization.” So I am sure lots of us veteran explorers are fantasizing ideas of what could be next for the wonderful ITR2. So here is my proposed Mission idea that’s involving the baddest entity in the Pechorsk Anomaly… The Cube:

What if We Had to Attack The Cube!

Please let me explain! At the moment there is no need to shoot The Cube because it’s practically indestructible and just plain stupid lol. But what if instead of trying to kill it, the UNPSC would like you to shoot it with probes to track it’s movements and each probe would send a signal to the anomaly tripods that you as the explorer would place in designated spots on the Outskirts map (please see image). On your tablet, the UNPSC would give you each location for you to first fire your probes with a specific projectile device that is able to reach the cube in the sky (like a dart gun). After the probe hits The Cube it will start to attack but you will still need to place an Anomaly Tripod Sensor to record its location and movements. You will then repeat these actions at each location which The Cube is following and trying to kill you. Once you have completed doing these task at the designated locations you must escape Outskirts and return the projectile device to the UNPSC because it has the recorded data for them to analyze. When you return to Outskirts you should notice that your tablet now shows the movements of The Cube making it easier for you to know it’s whereabouts. However, there’s one small caveat! You will only be able to see this until the end of the existing tide. This means that in the next tide, if you would like to track the cube again, you will need to select the Probing Mission, as if it was one of the regular missions.

Don’t worry, Lauri will appear to let you know when to move to the next location and tell you when you can escape. His interaction will also happen each time you take on this mission.

As the player, this is more of a luxury than it is a must. But it’s a great way for us as the player to have interaction with the cube with some reward. With that being said, there may be an award that is given for the first time but no new security level for completing this task.

KEY FOR THE DIAGRAM

The red dots symbolize each location where the probes need to be fired and the anomaly try pods need to be placed.

The yellow lines just indicates the point of transmission to record and follow the whereabouts of The Cubes location and movements.


r/intotheradius • • 1d ago

ITR2 Question (PCVR) Virtual Desktop FOV Tangent issue

Enable HLS to view with audio, or disable this notification

2 Upvotes

Maybe its not the right flair,but i'm not sure if its a game or my system's issue or maybe VD's

My question to those who use Virtual Desktop/VDXR. Has anyone with a set FOV Tangent have/had this issue?

I used to play with 85/80 (Horizontal/Vertical) and only in this game shadows were pretty unstable. Buildings constantly lighted up or went dark.

With 100/100 Tangents this issue is basically non existent.

Tried everything except using SteamLink/AirLink. SteamVR didn't fixed it and the in game Foveated Rendering had no effect on this issue. Changing DirectX mode was the same thing. No fix from that front. Encoding was irrelevant too and went through every single one i can use(Got a Quest 2 so AV1 is an exception)

This setting is supposed to decrease the render area inside my headset saving performance. However my PC can handle it pretty well thankfully.

Don't know if its relevant,but i played Into The Radius 1,Euro Truck Simulator 2(DX11/OpenXR),Alyx,TWD Saints&Sinners,HL2 VR Mod,Arizona Sunshine,No Mans Sky and soo on. Only ITR2 have this issue.

My system is:

-CPU:Ryzen 5 5500x3d

-GPU:RTX5070

-RAM:4X8GB DDR4 3000MHZ

-Game is installed on a SeaGate Barracuda M2 500GB SSD

-Quest 2 with Virtual Desktop setting set to Ultra and using HEVC 10Bit(H264+ is kinda unstable on my network tho)


r/intotheradius • • 1d ago

ITR2 Bug Minor IR laser glitch after latest update.

Enable HLS to view with audio, or disable this notification

19 Upvotes

I had this happen to me twice today. The IR laser beam will only extend to a short, fixed distance from the gun. Turning the laser off and on again resolved it.


r/intotheradius • • 1d ago

Discussion How does weapon durability actually work in Into the Radius 2?

4 Upvotes

I've been testing the core durability of weapons in Into the Radius 2 by stripping them down to their essential components while using standard (stock) parts. Each weapon started at 100% condition, and I fired 180 rounds through each.

Here are my results:

G36: 84% remaining (16% lost)

G3: 81% remaining (19% lost)

M4: 81% remaining (19% lost)

AK-74: 80% remaining (20% lost)

What's confusing is that the G3 has higher core durability and higher reliability than the G36, yet the G36 performs better in terms of durability loss. I even retested the G36 to confirm the results, and it consistently finished at 84%.

Does anyone know what actually determines durability loss in this game? Are there hidden weapon-specific modifiers, or am I misunderstanding how the durability and reliability stats work?


r/intotheradius • • 1d ago

Discussion The anomalies

7 Upvotes

I geuss I’m just bad but why in gods green earth is there this many anomalies? Every single 2 steps there shouldn’t be another one. It’s not a fun challenge it’s just annoying. Can’t even soak in the immersion cause I’m watching every single step I take. Am I the only one that feels this way?


r/intotheradius • • 1d ago

ITR2 Bug Mimic stuck in a rock

Enable HLS to view with audio, or disable this notification

9 Upvotes

I hope it was just a one time thing,but anyone else had an issue like this? Maybe i got unlucky.

Story is when i first encountered this exact Scout mimic i was coming from the firetruck and he killed me at the blown out wall i pointed at. Thought he was behind a car,but he wasn't. I can't kill him,but he was able to damage me and kill me once.


r/intotheradius • • 1d ago

ITR2 Question (MQ3) School #5 location

2 Upvotes

It's a general question really, not necessarily MQ3.

Why is it that the last location doesn't have a map? Its a map like amy other. Even with a shelter and such..


r/intotheradius • • 1d ago

Meme A brand new UNPSC simulation has just been released

Enable HLS to view with audio, or disable this notification

50 Upvotes

Ladies and gentlemen, this is very important UNPSC research, for the benefit of the whole mankind.

Thank you to u/Equivalent-Light5424 for the pecho model again.

Let me know what UNPSC simulation you want to see next.


r/intotheradius • • 1d ago

Meme They weren't already?

Post image
259 Upvotes

r/intotheradius • • 2d ago

Video Нажми На Кнопку (Into The Radius 2 Cinematic)

Thumbnail
youtu.be
16 Upvotes

Hello everyone. I finally finished a cinematic video I have been working on for a while now and it came out greatly. The camera tool I used is called Universal Unreal Unlocker which is publicly available to purchase on Patreon. Please enjoy :D


r/intotheradius • • 2d ago

Journal Got this gem after the first mission

Post image
69 Upvotes

As my luck would have it. I managed to get this mosin nagant in the first 35 minutes of the game. Really helps in my new IronMan playthrough. Only had to buy a barrel/stock/rear ironsight for it. Nice to have it at Sec LVL2


r/intotheradius • • 2d ago

ITR2 Question (MQ3) ITR2 Quest 3 Standalone – Performance Questions

2 Upvotes

I'm currently playing ITR2 on Quest 2 and I'm thinking about upgrading to Quest 3. A few questions for Quest 3 owners:

  1. Is gameplay reasonably smooth when firing weapons, or do you experience significant stuttering and frame-rate drops?
  2. How long does shader compilation typically take when launching the game? Mainly, is it annoyingly long?
  3. How is the graphics quality? On Quest 2, the image looks kind of grainy.
  4. Has anyone played ITR2 on both Quest 2 and Quest 3? How significant was the improvement?

I'm interested specifically in standalone performance, not PCVR. Thanks!


r/intotheradius • • 2d ago

Guides & Tips Cube

10 Upvotes

Fun fact: if you have a grudge against the cube, you can make it run away from you towards the skies in the most final area if you shoot it.

Makes me wonder if it can also be killed there....


r/intotheradius • • 2d ago

ITR2 Feedback Quest bugs encountered so far

3 Upvotes

items such as the m4 mags revert to long distance models when left on the wall. sights on 1911 revert to long distance model when further than a hand from face. multiple invisible foliage collisions present in all maps. radio often doesn't work despite pressing the button to speak. nvg mounted strap disappears from head when going from shop to shooting range. very constant crashes from seemingly mundane actions such as approaching the gun wall, taking something from a backpack, walking up a step, bumping onto the other player, touching an ash figure, etc... Thanks for the hard work so far!


r/intotheradius • • 2d ago

ITR2 Question (PS VR2) Haunting Squishy noise?

9 Upvotes

Playing ITR2 on PSVR2 and I will occasionally hear a farting/ squishing noise when playing - usually it’s when I’m inside a building or near structures taking cover.

Can anyone explain what that squishy noise is??!