
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.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 89 reviews with recorded playtime.
Reviews
Themes across 89 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This game is a genuine masterpiece, and such a ridiculous step up from the first game, the gunplay is basically unmatched, the gameplay loop is addicting (I spent over 4 hours making sure my base looked clean and my gun rack was organized) its absolutely terrifying, but very fair. Even on my decently old pc, it runs quite well for an unreal engine 5 game and I haven't had any noticeable immersion breaks due to performance. Story isn't anything special but it moves the player along the areas and the shop progression makes sense. Overall, its really fun and I can't wait to convince some friends to get it (they added 4 player so I can get a few) and we can goof around for hours. 9/10
So i bought this game the second i was able to, i started at the very beginning and watched it flourish into what it is now. i started at the very first game playing that one through its last bits of updates it ever had. i originally bought this game to play with my friends who also had a very similar love for the game. the online is still janky plus 2 extra people so expect some things here and there falling a bit flat. but i really found the single player experience the best. i've since played through the story like 7 or 8 times from when this game didn't have any story to post EA and each time found the experience still fun especially with the whole gun-building aspect. The TLDR; if you wanna play good game for the single player, this is the game. if you wanna play it and enjoy the multiplayer along with it, its still a good game for that just expect trying to find work arounds for simple issues that get fixed with patches that frequently come out. if you're here for a 100% working multiplayer game and only that, give it some time to cook. get it when its on sale if that's the case, its still a working game you can play.
Just finished the game solo. Absolutely AMAZING! The customize system is incredibly good, and tons of QOL makes itr2 a masterpiece but with one huge problem. This game doesn't feel like a ITR game, its kind like losing the very essence of original ITR. Gameplay is great but the whole atmosphere is ... weird...I'd like to say. Lets consider ITR as an movie. In ITR, we are exactly the movie protagonist, because there is no actually people around. The white girl is more like just one of those strange statues. All we have is a mission terminal and a train, lifeless and empty. We don't who we are, where we are or where to go, and no one to talk, so we have no choice but to explore. Because we can't make any interaction with anyone, so if there is an real actor as the explorer, he will still just exploring the radius like we did. So we were wandering in the empty world inside the radius, tried to find something meaningful, and this is what made us explorers. What we found were just notes and voice echoes, some remain of people once existed. We were all alone from the beginning to the end, which made up the lonely depressing empty atmosphere of ITR, and I absolutely like it. And for ITR2, its a completely different story. I understand devs want to make ITR2 different than ITR, and trying new storytelling style is fine, but the problem is... There are actually people around, guide and supervisor, AND WE CANNOT INTERACT WITH THEM, WHICH COMPLETELY BROKE THE IMMERSION! If ITR2 is a movie, the explorer will 100% doing some talking with the guide, and throw tons of questions to the supervisor. Because there two are real people, they can actually talk and respond! But as a player we cannot do any of those. The guide is our buddy, but we cannot even interact with him except hold his hand when moving across the maps, and we cannot send messages to the supervisor. Unable to interact will directly throw us out of immersion, remind us that they are just scripted NPCs every time we see them. Or in STALKER not ITR2, we can TALK to every friendly NPC, which is to some degree more immersive than ITR2! And on top of that, we can only find really few notes in ITR2, which made the world so empty in the bad direction. Guess we should be able to find some notes or voice echoes every time we break a explorer statue, which is different from ITR, and will enhance the atmosphere of ITR2. I like ITR2 so much for its gameplay, but yeah maybe the atmosphere need some improvement.
The first game worked.... simple as that... It worked and felt great doing it. This one, I can't f@#%ing grab a mosin's bolt the way I want. Yeah, it doesn't have the same attention to details as the first one, nor the same finish BECAUSE IT'S NOT F@#%ING FINISHED!! 38.99€ for an unplayable thing that considers itself out of early access, then "buy our dlc!!! Buy our plush!!" Just how much respect do you have for us, really? I couldn't tell you much about the game itself on the account that in 41h I merely TRIED to play it. Uninteresting story, baddly written dialogs, bad voice acting anyway. *game crashes* Boring and mandatory anomaly cluster missions which are just a pain in the ass to navigate... seriously, stop trying to make this game a platformer... OH LOOK, GUNPLAY, CREEPY EXPLORATION, wait... am I HAVING SOME FUN AT LAST? *game crashes*... That's the solo experience, as for the online experience... Well let's just say it works for half an hour in a good day... Out of early access, what a joke....
虽然目前给出的评价是不推荐,但是必须肯定,游戏的前中期很好玩,之所以不推荐是因为游戏存在有很多可以改进的地方,目前游戏还处于处登正式版的阶段,往后若能改正不合理的地方我还是会该回推荐的。 1、默认的异常数量实在是太多了,玩家尝尝需要花费大量的时间躲避繁多的异常,如果不想损失过多血量,就得进行大量的存档读档,说实在话这很耗费我的耐心,特别是对于VR游戏来说,这很容易浪费玩家的体力和VR设备的电量,对游玩造成阻碍。 2、繁多的异常环境下,探针的数量居然是有限的,哪怕是想限制数量,让探针成为商店中商品的一员,我觉得都可以把一盒探针的数量从50提升到100以上,我实在不想在这种环境下还要有探针的焦虑,我也不想在背包里浪费负重多带两盒探针。 3、地图的捷径太少,捷径也不好走,不同于塔科夫, Into the Radius 2进入战局后是从哪来回哪去,所以玩家一旦要去遥远的地方探索,回家的路程也会提升,刚刚解锁第三张图那段时间,我得从第三张图跑回第二张图,再从第二张图的东北边跑回地图的西南边,一路上还得躲避异常,玩得太累了。按理来说第二张图的东北边也应该有一个撤离捷径,第三张图的南边也应该有一个可以直接回到家的捷径。 4、后期敌人过多,且敌人的设计有问题。我遇到过一个地点被十多名敌人围攻的情况,那一次战斗我为了能比较好的活下来读档了很多次,而这样的经历还重复了不少遍,说实话这并不符合这类游戏应有的表现,我还是希望能让玩家少读档,痛痛快快地进行游玩。正如第3点所说,地图很大,捷径很少,在第二张图的西南边长途跋涉到东北边的过程中,可能要打上许多波敌人,前往第三张图完成任务时,玩家可能不得不在野外的避难所睡觉躲过潮汐,可这样一来,玩家一路上消灭的敌人又复活了,玩家又得再打一遍,特别的累。如果敌人设计得好其实这也不是问题,可是这个游戏的敌人不像Into the Radius 1那样有响亮的脚步声,他们常常神出鬼没,会穿透草丛锁定玩家位置,在玩家看不到的地方精准爆玩家的头,在玩家瞄准他们的时候他们可能会以一个完全不合理的速度跑走(说的就是重装机枪敌兵),拖延玩家击杀他们的时间好让其他敌人围攻玩家,还有那种特别讨人厌的像刺球一样的怪物,如果只有一个还好说,如果场上出现有两个,那真的很恶心,在Into the Radius 1里,刺球怪攻击时玩家只需要横向移动就能多开攻击,然后回身反击就能将其消灭,但是在Into the Radius 2,他们的攻击是会追踪玩家的,玩家想要躲开一个刺球怪的攻击都不容易,两个的话就要被多次攻击了,所以我要求减少这种怪物的数量,降低他们的移动速度和攻击的追踪效果。其他人型敌人也要大幅度调整,要削减他们的视力,禁止在草丛中透视开火,降低机动,减少同时在场数量。相比起数量,还是更得看重质量,目前这些人形敌人的设计总感觉就只是在数值上提升而已,后期的敌人他们血量更高,攻击伤害更高,打起来都差不多是一个东西,还是在新的类型上多下点功夫吧。 5、第三张地图那个方块异常,把他删了或者什么,总之你不能放一个无敌的,在天上扫视地图,看见玩家就追着玩家炸,可以穿墙的东西给玩家当爹。 补充:目前探索的奖励还需要再调整,拾取的武器不能老是削弱版本的,好歹多给些正常武器,好的配件也应该给一些,否则后面玩家发现想挣钱就只能捡神器或者异常垃圾(神器本质上也只是比较贵的异常垃圾罢了),根本不能指望捡到什么好武器,那玩家的游玩兴趣就会大大降低。
What a beautiful game: the atmosphere, the world, the weapons are amazing, and the customization of the experience to the small details is a huge plus: you can go from a "run&gun" gameplay to the hardest survival game (and everything in between). Absolutely recommended. This is one of the best "Zone games", those set in Eastern dystopian worlds (which I love so much): https://youtu.be/P7Qrs6zaQug
出中文很难吗?????没有中文你让我们中国人怎么玩?!
希望多增加头盔护甲
В нынешнем состоянии игру рекомендовать не могу - отсутствие оптимизации делает игровой опыт крайне неприятным и фрустрирующим. Минимальные и рекомендованные системы на странице игры не соответствуют существующему функционалу. На своей конфигурации н минимальных настройках я получаю неиграбельное мыло и просадки фпс. Кроме того, игра плохо подготовлена к релизу, и в таком виде скорее представляет бета версию с множеством критических багов. Один раз я просто провалился под текстуры на второй локации (в районе церкви) - пришлось загружаться. И всё, что касается тела в игре, по сравнению с ITR1 сделано хуже - из игры убрали настройку длины рук, из-за чего руки постоянно перекручиваются и сгибаются в неестественных углах, а кроме того - пользоваться лестницами такими руками очень сложно, зацеп не всегда работает и может "слететь" в любой момент. Дополнительно многим не понравился персонаж Лаури, который по сути представляет собой "интерфейс" взаимодействия радиуса с игроком. Я считаю, что это меньшая из проблем игры на фоне технических недостатком. Но, справедливости ради, ввести в лор какого-то случайного персонажа, который просто словами говорит "Мы были с тобой лучшими друзьями, ты не помнишь?" - так нельзя, это не работает, такую эмоциональную связь нужно действительно создавать с реальным человеком, с самим игроком, через повествование, а не через одну строчку монолога. Могли бы оставить Катю или вместо Лаури (Лори?) ввести Исследователя из ITR1 - с ним у многих фанатов серии уже сформирована связь, и он будет восприниматься естественно с реальной теплотой самим игроком. Далеко шагнула кастомизация оружия и ИИ противника. Чувствуется вдохновение игр Prey (2017) и Control (помимо обозначенного в игре "Пикника на обочине" и очевидно Сталкера). Детально сделан позднесоветский антураж. Но насладиться этим всем сейчас у меня лично получилось с трудом. Надеюсь, когда-нибудь смогу вернуться к игре, пройти её с удовольствием и поменять свою точку зрения.
I wish the devs would have play tested the sparkfield anomaly instead of just shipping the game with it. Had they done so, they wouldn't have to browse negative reviews on steam to find out that it's a joy-killing, hate multiplying garbage of an idea. Edit: In my short time with the game, I noted good visuals with good performance, a rare combination in the VR landscape today. The sound effects for everything, but the guns in particular, are improved over ITR1, which was already pretty good. The gun handling is basically perfect but strongly leaning towards the simulation end of the spectrum (press x + trigger to activate a weapon-mounted accessory, instead of pressing just x) which is A-okay with me, but it's worth pointing out for players who might prefer less involved mechanics. Response to Dev: I appreciate the response. Please excuse my direct tone. Did I overlook a difficulty option targeting this anomaly in particular? Or, are you referring to the option to nerf all anomalies? I don't think the latter is a good fix for a poorly received design choice. And it is a poorly received design choice. I can only find threads where the community expresses confusion and discontent over how the electrical field works - and would post URLs if Steam permitted me to - and none showing a consensus understanding. My search queries did not seek complaints - they were neutral, i.e. "into the radius 2 electrical field anomaly". While I appreciate you sharing the video, I already saw it and it does not accurately describe how the fields work. In some of the online discussions, people complain that the probe method is unreliable. My experience has been the same. Step 1: throw probe - no trigger. Step 2: walk along 'safe' path verified by probe. Step 3: get shocked and die anyway. People are speculating that the hit boxes are not correctly set. IMO, get rid of the anomaly and tweak it with play testing until testers all agree that the anomaly clearly communicates to them how it works without them resorting to external sources.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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