
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 within. Featuring co‑op for up to four players.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 4.14/day in the week to Aug 17 → 5.86/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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
Reviews
Themes across 993 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
My all time favorite VR game
Одна из немногих хороших игр для ВР с сюжетом и сложным геймплеем(по устройству, а не по тому как 5ю точку рвут). В сравнении с предыдущей частью можно сказать что слишком много оранжевого. Еще не дошел, но надеюсь в игре есть заводские постройки тк это лучшие локации предыдущей игры. Ненавижу блин болота!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
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
Hours played at review time, across 994 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm a big fan of ITR1 and a lot of folks have dwelled on ways in which ITR2 falls short of ITR1. But I don't think enough people are giving credit for the big gameplay improvements in ITR2 over ITR1. [b] IMPROVED [/b] - Loadout customization. One of the best features about ITR1 was weapon customization. ITR2 took that concept and made it the defining feature of the sequel. ITR2 expanded the variety of weapon customization by letting you build your own gun, customize weapon parts, attachments, attachment placement, and even paint your gun. ITR2 also made your loadout vest and backpack just as customizable as your weapon: you put your ammo pouches, emergency stims, and guns where you want them. What made ITR1 great was that your weapon felt like it was your own; ITR2 is great because it makes you feel like your loadout is your own. When the chips are down and you're cornered under gunfire, you create the loadout that makes you tick and get out of that scrape. - Stealth. ITR1 had virtually no stealth gameplay options. Enemies spotted you from miles away. They spotted you no matter what the conditions were: pitch black and you can't see the tip of your nose? ITR1 enemies could still see you as clear as day. The best ITR1 could do was gunfire sound reduction to minimize attracting enemies, but there was no such thing as visual stealth. ITR2 made stealth a viable combat strategy. Enemies now can't see you in the dark, but they can hear you. And you get access to night vision gear (so you can see them when they can't see you) as well as suppressors. I've had many satisfying stealth runs crouch-sneaking behind enemy lines, setting up a sniper position with my suppressor, and headshotting the enemies while they try to figure out where I am (or never hearing me take them one by one out at all). Enemies will spot you if you use light or laser beam attachments, but you can also get an IR laser that is only visible to you through night vision. - CQC. In ITR1, apart from a few mission-related hand-crafted interior combat areas, there were no real room-clearing type CQC experiences. Almost all combat took place outdoors. ITR1 enemies just did not know how to handle indoor combat. You could run away from enemies into a building and hide. The mimics wouldn't chase you; they didn't seem to know how doors worked. Even in the hand-crafted mission areas where mimics were placed indoors, they wouldn't hole up to ambush you and would usually run outside if they heard you. ITR2 has a more varied combat experience by blending outdoor combat with frequent room-clearing CQC combat. Enemies are often indoors and will crouch behind doors, corners, and wait in bathrooms with a shotgun ready to ambush you. If you run into a building to hide, mimics will chase you inside. There are multiple large apartment room-clearing type areas for your CQC kick. - AI. The mimics are just plain smarter in ITR2. They actively try to flank you. Try huddling for cover to reload and they start rushing you. - Maps. True, ITR1 had more maps. ITR2 has three maps and even then it feels like only two because the first one is a linear tutorial map you will rarely return to. But the ITR2 maps are huge and packed with more content than ITR1 maps. By the time I finish the game, there will be areas of the second and third maps that I have not yet explored because they are that big. - Coop. Haven't tried it yet myself but it's a no-brainer improvement. Couple this with the stealth and CQC gameplay and you have yourself a fantastic team-based tactical shooter. - Graphics. Obviously better than ITR1, although perhaps the foliage of ITR2 is a bit too plentiful.
its good and all but the first one is still better if ya ask me
I do like this game, but honestly it gets a real pain in the ass. I seem to be getting stuck on invisible particles on the ground, forcing me to jump the whole time to go anywhere. Theres no option to turn off virtual gunstock, i can't aim up or down and i struggle to aim fast when an enemy is pushing because of that aswell. I hope some of these things will improve overtime - hopefully in the near future.
如果你不擅长听读英语或者懒得听,则建议你先等到这款游戏拥有中文再入手。游戏的主线任务需要玩家阅读说明书并认真听对话,如有遗漏则容易卡关,不知所措,往往得搜索攻略才能继续。尽管这些任务实际上都很简单,但是没有中文真的会非常影响体验,如果你介意则建议等到有中文再入手。 [h1]这款游戏好玩吗?[/h1] 非常好玩,目前正式版30+小时通关(我在EA阶段玩了大约10+小时),你可以自行拼装、改造武器(就像组装电脑一样),也可以拉上朋友一起游玩。 游戏有昼夜循环,外加一定的搜打撤元素:进入半径,搜索装备,撤离回家,不过也可以自由存读档(高难度除外),有一点《潜行者》系列的风格。 [h1]听上去不错,但是……[/h1] 游戏有类似《潜行者》的异常+神器元素,不过大多数神器只有多卖点钱这个特点,没啥特别之处。 有三个常规场景+终局场景,但是场景之间的区别似乎除了敌人强度以及战利品价值以外,并没有什么显著区别,房子大小只是改变了里面有几个敌人,有多少个值钱货,玩起来没什么区别。 战斗强度略高,大部分敌人的进攻窗口时机很短。例如人形持枪敌人警戒后会跑得飞快,并且往往会先为了躲你枪线来回两个点位跑来跑去,然后再接火力压制;猎头蟹敌人则也会跑得飞快,并无预警地停下,只给很短的时间消灭,否则就会跳起来撞击玩家并迅速跑开。打起来非常窝火,因为体形小所以打起来也非常难受。 异常点太多了(甚至不需要去到神器附近就能碰到一大堆异常),一路上走得稍快一点就很容易撞异常上,白白掉血。有的异常还卡在地里面就漏一点出来,不仔细看真难发现。 爬梯子交互有点问题,经常爬到头结果还是掉了下来 各种有碰撞体积的石头经常莫名其妙消失,走着走着突然被空气墙挡住,或是瞄着的敌人走到了空旷地带,一枪下去,结果发现打在了空气墙上。 缺少靶场来试枪,直接在基地内射还是差点意思(目前BETA分支已经推出,不过我还没试过) 总的来说,穿越半径2这游戏做得不错,但是许多地方还是差点意思,另外没有中文实在是难以忍受的硬伤,如果你是英文苦手,建议还是等出中文再看了。 ⚠️注意:PC显存不足12GB且使用Quest 3的,建议配合Virtual Desktop串流,使用Meta官方串流,即使最低画质也很容易爆显存并且巨卡,必须重新存读档才能恢复正常(个人体验而言)
I loved the first one and played through the whole game and finished it. Great game. I am loving the second one as well and I am well on my way to beating it. It is not for everyone, but if you are down with being alone in a dead world full of anomalies and apparations some of which have guns, and a map that you become increasingly familiar with (turned off the gps location for this one and used landmarks and did not regret it), and if you like the idea of packing you backpack, clenaing your guns and loading your clips while deciding what to bring on your next excursion from your base, then you might be one of the people who gets really hooked on this game and considers it one of the all time greatest games. I even like their shrewd and prudent decisions in regards to how to handle a VR game budget as well. A lot actually. There is some jank and there was also some remaining jank from the first one that never got resolved, but this is still a very functional game and well within acceptable parameters and I think if you relax and look at the big picture or overall exeprience then the VR controls and interactions and the way you adorn your vest with holsters and little sacks is brilliant and exactly what VR is all about. Also, having lived with things like bits of geometry you get stuck on and such my whole life, this game is not that bad for it and for the most part you just need to jump. The development of this game is shorter and in some ways it show, but all in all they produced a high quality game regardless and it is easy to see why they made those decisions (mortality). Co-op might be good as well, but I have not tried it yet. The game's tone and mood does not actually necessitate co-op play either.
play it
Comprei este jogo bem no início do lançamento em Acesso Antecipado. Mas me segurei pra não jogar antes de estar bem apresentável, pelo menos no nível do primeiro jogo. E confirmo que valeu muito a pena esperar! O clima de medo constante durante as missões mais difíceis, os sustos, a sensação de satisfação a cada arma conquistada, o zelo com as mesmas... tudo do primeiro jogo foi melhorado, inclusive o tamanho dos mapas. O som dos tiros foi aumentado, o que achei muito bom! Só liberei 2 mapas por enquanto e ainda estou no nivel 3, mas já vi que é um jogo que vou zerar com gosto. Parabéns aos desenvolvedores!
This is the first actually fun VR game to play with friends
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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