
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.
About
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 996 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Quest3使用、座ってプレイでクリア済。 前作以上に面白い神ゲー。 ただし大きな不満点が2点あり。 1.マップ外の作業が苦痛 通常のマップ以外の場所での必須ミッションが複数回ある。 これが、コンパス片手にランプを探すという実につまらなく、面白くない作業。 2.ハシゴの処理にバグ? ハシゴを登り切ったところで、ハシゴから落とされることが多い。 体感で7割くらい落とされて上に行けない。 前作では座ってプレイでも、こんな目にあったことはない。 今作では、教会の中のように、ごく一部では全く発生しないが、場所によっては10回以上落とされて登るのを諦めたところもある。 体を前に(腕を後ろに)やろうとしてみたり、回転してみたりしても効果なく落とされ、何度も繰り返して運よく上がれるのを祈るのみ。 上記2点の不満が大きいため、2周目をする気は全く起きないが、楽しめたので神ゲーではある。
可以自己组装枪,枪迷狂喜
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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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 997 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
6시간 플레이 후 후기 사양도 높아지고 방어구와 무기 개조 추가로 관리할게 전작보다 많아졌다. 이상 현상도 과하다 싶을 정도로 늘어났고 맵 이동에도 별로 필요하지 않아 보이는 npc가 추가되어 번거로워 진 데다 미션을 받는 패널 조작도 로딩이 생기고 또 다른 목소리만 나오는 npc가 생겼는데 쓸데없이 시간만 잡아먹는 느낌만 받았다. 전작은 재밌게 했지만 이번에는 귀찮은 게 너무 많다. 그래픽은 좋아졌지만 초반이라 그런지 몰라도 배경이 어두운 숲만 보고 다닌다. 그래도 전투와 물건 정리는 좋으니 아트가 취향에 맞는다면 추천
Effectively unbeatable as far as unscripted survival horror goes. After patiently waiting for the game to leave early access, this superb sequel to an essential VR game boasts large improvements over the gameplay systems, structure, and visuals of the original. Despite its technical shortcomings and the occasional jank it inherited, ITR2 succeeded in once again transfixing me in the cycle of deliberate preparation, disquieting exploration, and nerve-racking firefights. Being inside The Radius demands your constant visual and auditory attention. As you monitor the game’s unsettling ambient soundscape, you must continuously listen for the subtle ringing of anomalies as well as the scuttles, groans, and distorted voices of enemies. Scanning the distance for movement while also glancing at your map to keep yourself oriented keeps your eyes occupied between time spent navigating anomaly minefields. Advancing without an understanding of your environment makes you easy prey. Thinking that you’re safe can be a dangerous mistake. This is all set to the timers of the arrival of pitch-black night, a map-cleaning insta-death periodic “tide”, and your ever-dwindling supplies away from base. VR has never been a better stage for this level of instinctual survival. Stopping to resupply your empty mags, eat, or heal during quiet moments creates these vulnerable scenarios where you’re gambling on being alone or simply praying that the distant searching voices don’t know you're there. In many circumstances, I found it difficult to aim on account of how physically scared and shaky I was. Being legitimately brave enough to face the dark, haunted forests or navigate eerily quiet buildings and stay mentally/physically composed enough to fight and survive is a powerful, sincere sensation no game has given me since ITR1. It’s worth noting that I’m medicated for anxiety. Yet I still subjected myself to ITR2’s intense VR horror and overcame the fear via planning, alertness, and skillful execution, which brought me intense catharsis. I’m personally fascinated with this idea of the ambiguity of real-life anxiety versus the artificially induced anxiety choreographed by games and what it can teach me about overcoming stress in day-to-day life. Equipping yourself at base camp with everything you need to survive your unpredictable hikes is the compelling counterpart to the game’s horror. ITR2 features a deep equipment system that heavily rewards good organization and foresight. You can spend a lot of time kitting out your vest to maximize its potential and meet your ergonomic needs. Being in VR means your equipment exists spatially, so it’s like a 3D version of the satisfying item case system from RE4, with the addition that the location of items has very real consequences for how you’re able to react to sudden shifts in the situation. Choosing what can be in your backpack versus what needs to be immediately available on your vest gets you thinking hard. This makes it all the more rewarding to reach higher explorer ranks and unlock new gadgets, gear, guns, and ways to augment your personal setup. Roaring praise aside, ITR2 still has some legitimate scuffs to clean off. Things such as performance, terrain collision, body inverse kinematics, and voice acting still leave room for improvement. Something I noticed that took me out of the game a number of times was that the collision of rocks/trees can be off slightly, which could interrupt movement or block tricky shots behind cover. Similarly, I wish that pistol mags were easier to catch after ejecting them (they kind of flip out). And while I’m airing grievances, scavenging could use a bit of a rebalance. Ammo that’s in the wild is needlessly sparse in quantity and useful items that aren’t just for selling are very rare. Actually building a “no shop run” setting into the game where scavenging becomes a livable source of ammo/weapons would be amazing and an interesting new way to play. A short note on the game’s story: even with the limited role it plays and the amateurish voice acting, the story kept the game connected and grounded and I’d love to see more of it. The premise of "doomed explorer manipulated by an unseen organization" is intriguing and only gets mild elaboration, and not in an intentionally cryptic way. Not carrying over the echo recordings that played in ITR1 after you crush the ashen figments of citizens was a missed opportunity as well. Few other games have captivated me the way this experience has. I’m thrilled to have another damned clever and highly engaging VR game that maximizes its usage of the medium’s strengths. ITR2 isn’t an easy game and it's certainly not a relaxing one. However, I urge you to reflect on other games that may have left you with impactful emergent stories and then imagine those moments merged with the immersion inherent in quality survival-horror, all set in full stereoscopy. That is what ITR2 gave me, and I hope it can give you the same.
Needs direct connect/ offline LAN. I want to own this game not only singleplayer
The game is good but it shouldn't have been out of early access yet. Performance wise, this game is a mess. Textures don't look as polished as it used to be in the first game, and OH GOSH, the game is not pc-friendly in terms of performance, especially with the way the game looks. Strange and lonely vibes are gone, replaced with characters that are bland and out of place in the game's atmosphere. Weapons are a huge plus in this one though. Customisation is truly PEAK and the variety is good. (Although a revolver would be great as a sidearm) Multiplayer is a really nice touch, but it's missing some interactions, like a way to revive other players with equipments or syringes. The game itself isn't bad, but I really think they missed out on major improvements and calling this a finished product is not what I expected. Wishing the devs the best to make this game worth the 50 CAD. 6.5/10
The room was not clear!
At the moment the game feels like pure trash. Quite possibly the worst terrain collision I've ever experienced. EX: Story mission you need to climb a church. When I got up the second ladder surprise theres a sniper standing right there. Who shoots you square in the face before can pull out any weapon because you're stuck on a ladder because I have to put my weapons away to climb the ladder. So I reload the save and stand at the bottom of the ladder. I look up and can see him plain as day. Theres a massive opening between the ladder handles where I should be able to hit him. Nope. The ladder has a solid hitbox. Ok well If I go to the left theres a large open area I can still hit him from. Nope. Terrain hitboxes extend what looks to be half a foot off the actual terrain. So I cant hit him there either. Ok to the right theres an even larger opening. Surely I can hit him. Nope. Terrain hitboxes extend way beyond the actual terrain. Theres quite literally no way to get up to the top. This game feels like it was made by a toddler. I can't fathom how somebody sat down tested the terrain hitboxes and said to themselves "nailed it" Theres no way an actual human being did that. I'm extremely disappointed in myself not realizing this while i still was within the refund window.
a little jank at times but really fun with a friend
我们需要更多的npc,更多的剧情。更多的武器,要是地图里能有友军就更好了
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
The games this title's players most often review too — audience affinity.
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