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!
Thank you to everyone who responded to our Dev Question about what you'd like to see in future diaries. We're thrilled that your requested topics align so well with our plans. One such popular topic is the player base, which we'll be discussing today.
The UNPSC Explorer Facility is a crucial location with unique functions in both ITR1 and ITR2. We faced the challenging task of preserving its significance while also updating and enhancing it.
In ITR1, the base was essentially a "survivalist's den" – improvised, haphazard, and modest. This reflected the Committee's disappointment and even despair in deriving any practical benefit from studying the Pechorsk Anomaly, as well as their rather indifferent attitude towards the Explorers at that time.
As mentioned in Dev Diary #3, by the time of ITR2, the Committee's attitude and capabilities have changed significantly. The most noticeable reflection of this is the radically new look of the UNPSC Explorer Facility where the protagonist now resides. Rest assured, the new player base will retain all the functionalities from the original, though they will be organized and presented on a new level.
Beyond retaining familiar functions, creating the new UNPSC Explorer Facility involved ensuring it conveyed several important, interwoven themes. The player base should feel like a prison where Explorers are confined by the Committee, a temporary work camp where they labor for the UNPSC, a military field base where they are armed and equipped to face the dangers of the Pechorsk Anomaly, and a home where they can rest, recover, organize their gear, and prepare for their next expedition Into the Radius. The new base combines these features, and it’ll be up to you to decide how well we delivered on this. We eagerly await your feedback after Early Access launch.
Moreover, we aimed to use the principle of contrast where appropriate. The base should feel like a complete opposite to the Radius locations: a normal world versus an alien surreal reality, the rapidly developing late 2000s versus the frozen-in-time mid-80s, prosperity versus decay and abandonment, order and structure versus chaos and unpredictability, calm and tranquility versus tension and danger, bureaucracy and regulation versus freedom and spontaneity. These contrasts are reflected in the new look, feel, and sound of the UNPSC Explorer Facility.
The new player base is clearly divided into zones and modules, each with its own functions. Some will be available from the start, while others will unlock as the player progresses and their Security Level increases.
The Command Room serves as the headquarters where Explorers receive and submit assignments from the Committee. Here, you'll find a computer terminal with a mission map and a device for submitting and retrieving quest items. You might have seen a screenshot of these devices in Dev Diary #11.
The heart of the player base is the Dormitory, a living module designed to house multiple Explorers. It’s a place for rest and recovery. You can neatly and beautifully arrange your weapons and gear here (and take screenshots to show off your setup, as shown in Dev Diary #10). You can also clean your gear, store your accumulated items, eat and drink alone or with your co-op companions. Not all these features will be available in the initial Early Access version but will be gradually added with future updates.
As you progress and collect more weapons and gear, the Armory will become available – a separate module for storing and organizing your equipment. It’s designed to make storage convenient and visually stand out.
A separate area is designated for submitting loot and unwanted gear collected in the Radius (working name – Exchange Counter) and acquiring new weapons, gear, ammunition, and consumables (Supply Depot – since the Committee doesn't sell items to Explorers but issues them in exchange for Supply Credits earned from completing tasks). We've made this a full-fledged showroom where you can handle all displayed items (though the selection in Early Access will be modest), but you can't use them.
A separate Laboratory is intended for processing artifacts (see Dev Diary #9 for more on that).
Besides these main modules, the UNPSC Explorer Facility includes several other zones and features that will be pleasant additions, as the Committee now strives to care for its Explorers in its own way.
In the initial Early Access version, the following modules of the UNPSC Explorer Facility will be available and open off the bat: Dormitory (without cleaning mechanics and some minor features), Command Room, Exchange Counter & Supply Depot. The Armory will unlock as you increase your Security Level. The Laboratory will become operational in a future update.
That’s all we have for today. Thank you for reading, and as always, see you In the Radius.
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