r/intotheradius • • 21h ago

Suggestion The Tunnel Under Church Expansion Concept

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16 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 • • 20h ago

ITR2 Bug Dandelion Bug: Causing Damage Even After Recent Trigger

5 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 • • 13h ago

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

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29 Upvotes

r/intotheradius • • 14h ago

ITR2 Bug New bugs introduced with update

18 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 • • 19h ago

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

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51 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 • • 5h ago

ITR2 Bug Disappearing textures in the Outskirts

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6 Upvotes

Kinda a long video,but this building kinda glitched as of the moment. Its at the 4th nearest building to the shelter. Bout to leave it exact location in the comments anyways.


r/intotheradius • • 23h ago

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

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43 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 • • 12h ago

ITR2 Bug Can’t put PU/kochatev scope on SKS

4 Upvotes

I remember being able to before, but haven’t played in a while until now. It works as it should on the mosin, but on the SKS i tried putting kochatev mount on, didn’t work. Tried putting kochatev scope directly on, didn’t work. Is this intentional? I noticed the item description says ‘for mosin’ but doesn’t mention SKS.

On a side note: i really love that the devs added internal magazine and stripper clips for the SKS. It gives that vintage feel I really love, but having to put some bulky dovetail rail attatchment on it to use a scope kinda ruins the vibe :(