
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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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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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
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.
play it
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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.
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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
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.
A must play for any VR fps fan, slightly different vibes than the 1st but with so many extra features and QOL changes that it is a worthy sequel
into my ass alter das verrückt muss ich sagen into the radius 1 war deutlich besser meine meinung nach aber trotzdem geiles game
Game played via Quest 3 + Virtual Desktop ITR2 is a solid entry in the "We have STALKER VR at home" genre. Which, as far as I'm aware, is just this and ZONA Origin but still. It's a genre, damnit. I'm not big on directly comparing 2 games but since these are trying to be the same thing: ITR2 does come across with more polish, but the inclusion of multiplayer does add some bugs that ZONA didn't have. If you're looking for the TL:DR - Good game, fun multiplayer, buggy but for the most part manageable. Gameplay wise, ITR2 has some positives. The guns are varied, the attachments add variety, and exploring is fun. You have a decent handful of anomalies to navigate and a VERY interesting and surreal environment to do it in. Looting is fun, though items you can sell all have the exact same shimmer effect, which does kind of kill the variety. Additionally, guns found in the wild are mostly "Stashed" versions, which for some reason are just weaker than ones bought with credits in the main hub, which are locked behind clearance levels. So you COULD find some parts of a neat gun you want to use, but can't actually buy the parts to finish building it until you raise your clearance level, which then will just let you outright buy a better version of that gun anyway. So it stumbles over its own feet, a little. Guns handle fantastic, with a nice variety of options. As well as a customizable armor vest and backpack, there's really a lot of player expression and just genuine fun you can get from getting set up for a mission. Like, I've currently got an M4, an MP9 on my shoulder, and a sidearm stubby shotgun in case I'm jumped in close quarters. In less than great news, enemy variety is a little lackluster. 4~5 versions of guy with a gun and various levels of armor, 3 versions of shambly polygon guy, 2 rolling orb things, and an invisible guy. Their AI is fine, gunfights feel tense enough, but there could have been more things to engage. Additionally, there are only 3 main areas to explore. 2 of them are quite large so it's not a massive complaint, but when comparing this to ZONA it does have significantly fewer and smaller areas. But on the flip side, those areas are more densely populated with lootables, anomolies, enemies, and other things so. Could have been more but what there is is good and interesting. For the bad stuff: it has bugs! Hoo boy does it have some bugs. I've had: Guns clip through the floor and become unable to be picked back up. Interactable items suddenly not responding to any contextual prompts (Magazines won't go into guns, ammo boxes won't go into ammo holders), small visual bugs mostly around electric anomalies, and one very game breaking bug that completely halted main quest progress and required my friend and I to start the game over. The item required to finish the quest got stuck in place due to the non-host initiating the quest objective, and we tried to fix it by resetting the game 3 times which overwrote our 3 autosave slots, making it impossible to roll back the issue. So! There are some bugs, not massive or constant but they are there. If you hit them, don't be like me. Load your autosave. So yeah, a game breaking bug definitely sucks, but my friend and I were enjoying the experience enough to spin up a new game and start over so. Props to the devs, ITR2 is a pretty solid game despite the flaws.
I wanted to like this game a lot, but every time I was having fun in co-op I would have annoying bugs. I was having issues doing something as simple as building a shotgun. I could pick up every other part except the receiver, had some help from the host to finish it and then only they could pick up the final product. They would put it in my backpack, but I couldn't do anything with it. Most annoying of all was the constant freezes that would only go away when I walked outside of my play space to make the pause screen appear. Not ready for coop. Needs more baking.
Worst than the first in every aspect, except for the the weapon and gear modding, blury, frustrating, cring, dum. This game is worth 10€ max.
Very Gud
So, that was quite a trip. Into the Radius 2 is my new favorite VR game. No other game is as unique as this one. Some people say they like to see their character's body during gameplay. Well, Into the Radius turns the character's body into gameplay mechanics that were unimaginable before the existence of VR. The level of customization for your rig, equipment, and even your safe house goes far beyond the aesthetic customization most games provide. Every change you make to your weapons can be felt during gameplay. If you install a longer barrel for better bullet velocity, you can notice the difference right away. You can also feel how much harder it becomes to use your weapon in CQC. This is THE game for gun enthusiasts. Every weapon and every caliber, is deadly accurate. Even Half-Life: Alyx could be translated to a flat-screen experience by modders, but this game is simply impossible to convert properly. I am so glad this game exists. No other game is so unique in its mechanics, and no other game does what this one does. This is not just about realism. If you take Blade & Sorcery, for example, you'll see what I mean. The foundation is great, but the game itself is lacking in some areas. Sometimes it can feel janky, and other times the story mode isn't enough to properly experience all of its mechanics. Into the Radius, however, has an excellent progression system and gameplay loop. After 50 hours, I was still invested. This game has basically retired every other shooter I've played in my life, even on flat screen. This is the definitive shooter experience, and it's more than enough reason to buy a VR headset. The game also has some flaws, of course. It's quite noticeable that the studio is a small team. There are tons of bugs, rendering issues, FPS drops, and other technical problems. There is also a noticeable contrast between the extremely well-made core mechanics and the repetitive nature of the gameplay. I said before that the gameplay loop is good, and it is, but I can easily see someone getting bored after 30 or more hours. And yes, it can be janky at times, but most of the time it works great.
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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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