Into the Radius 2 is an immersive VR survival shooter, set in a realm of surreal landscapes and deadly entities known as Pechorsk Anomaly. Arm yourself with realistic weapons and venture deeper into the mysteries that lie within, either solo or with a friend by your side.
Hello explorers!
A huge thank you to everyone who supported ITR2 on Early Access launch! And thank you for sharing your impressions and feedback – this is the essence of developing a game in Early Access. We see your comments/reviews/posts and are working to process and respond to them as best we can. There’s also a lot of suggestions and criticism that we’ll gradually address and take into account going forward. Some of the issues you've pointed out have already been fixed in [url=https://store.steampowered.com/news/app/2307350/view/4359006361086099266]patch 0.10.1[/url], released earlier today.
Now, we'd like to clarify the most frequent issues raised so far and what we are doing or have done about them.
[h3]Day-Night Cycle[/h3]
First of all, in patch 0.10.1, we slowed down the passage of time in the Radius locations. It was indeed too fast, and this change is already in the game.
[h3]Player Height[/h3]
The issue with player height is significantly more complex and doesn't have a fix in update 0.10.1. It involves a number of different factors. Firstly, it's related to our technical implementation, and we are working on fixing the associated bugs. Secondly, the player's height in the game is influenced by how correctly their safety zone is set up (we measure from this point, and if it's above the floor, the height will be higher). Thirdly, for architectural reasons related to co-op, all players' heights in the game are the same. This approach is standard for modern multiplayer VR games, and it is necessary to reduce the number of bugs related to ensuring everything in the game works the same for users of any height. The discrepancy between real and virtual height can be confusing for some players, even if everything else works correctly. When these factors combine in certain ways, we get the current situation with height. We are continuing to research the problem and are looking for the most effective solution.
[h3]Body Rotation[/h3]
We've also received many requests for different solutions regarding body rotation relative to the head. Today we’ve added a setting for this to the game, so everyone can adjust this aspect to their comfort.
[h3]Technical Aspects of the Current Version[/h3]
Additionally, a significant number of problems and misunderstandings arise because the game works only through OpenXR and doesn’t support other, no longer developed runtimes. Please use only the OpenXR runtime and avoid using OpenXRToolkit and LIV. Also, use the latest version of Virtual Desktop with automatic runtime selection or any version with VDXR set as the default. We currently don’t support HTC Vive Wands controllers. We’re exploring options for full support of various VR devices, but this is not an easy or quick task.
[h3]Troubleshooting[/h3]
We see that some technical issues are related to specific hardware and operating systems. We’re actively helping our players resolve these issues and have already published a [url=https://steamcommunity.com/app/2307350/discussions/0/4518884147855871365/]guide[/url] on common technical problems and their solutions.
[h3]Co-op[/h3]
Regarding all issues in co-op mode – as we warned, it is in beta, and we’ll be working on it until full release. We continue to work on its stability and proper synchronization, and in update 0.10.1, we fixed some bugs related to it. The rest are in progress.
[h3]The Base[/h3]
We’re aware that not everyone is happy with the new Base, particularly its scale and appearance, though the feedback on its convenience, new features, interfaces, and the format of the Supply Depot is generally positive. With all these changes, the Base simply couldn't remain in its old form, and its new version reflects the changes since the original game. We've written about this in several diaries, and the theme will be further explored in the game later. In any case, thank you for the feedback! Work on the Base is not finished, and there will be further iterations.
[h3]Future Plans[/h3]
As for our future plans, in the coming weeks, we’ll continue bug fixing and are planning another patch. Part of the team has already switched to working on our first content update. We’ll share more details about our plans in one of the upcoming diaries. Stay tuned :)
See you in the Radius!
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[h2]Previous Diary Entries[/h2]
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