
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.
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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.
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Reviews
Themes across 981 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I don't know what you other guys are doing with your PCs, but I can run this game on high settings in 90 fps on 1,1x (Quest link). It runs extremely smooth for me. Look at my gear, it's six years old. Overall this game is super fun, a great VR experience!
Чот устали дохнуть а потом ползти через пол карты, хотелось бы контрольных точек что-ли...
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.7M | 23.7K | 96% | $12.99 | |
| $8.7M | 11.5K | 86% | $19.99 | |
| $8.7M | 26.1K | 94% | $9.99 | |
| $8.8M | 21.9K | 89% | $17.99 | |
| $8.7M | 25.2K | 96% | $8.99 | |
| $8.8M | 9.6K | 88% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6M | 11.3K | 94% | $29.99 | |
| $123.8K | 315 | 78% | $19.99 | |
| — | 0 | — | — | |
| $149.1M | 140.6K | 80% | $59.99 | |
| $15.4M | 17.9K | 78% | $24.99 | |
| $5.1M | 9.4K | 83% | $19.99 |
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 982 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]目前VR市场最好的单机搜打撤游戏[/h1] 正式版推出后,有一代可以折上折,通关完一代紧接着就玩了二代,对比一代各方面都是大幅提升 首先,游戏的画质更棒了,地图的细节,敌人和武器各种建模也更加精细,整个游戏更加精美了 ·一代的一大优点就是收藏和收集,捡垃圾玩法;一代给你了一个摆满空货架的宿舍来用物资填满;二代则进一步升级,你不仅有一个空货架宿舍,还有一个更大的军械库,对收集癖和整理癖来说简直爽翻了;我最喜欢部分就是,地图四处会有拿着废弃武器或者武器零件的灰烬士兵尸体,收集废弃武器拿回去保养,然后再在商店买零件拼枪 ·任务多样性更强,并且任务的直观性更强:对比一代简单的找神器,杀怪,二代的任务则更像进一步的去研究半径这个存在;安放探测装置,收集静电、探测传送门等;而且二代的地图从纸质直接升级成了平板,电子地图将任务目标直观地标注在了各个点位,探索和完成任务的效率更高了 ·放松解压的基地玩法:对比一代简陋的基地,二代则更像一个收容基地;进入大门左侧就是任务接收室,右侧则是商店和靶场,中间一大片区域是宿舍和军械库;每次完成任务,先交任务,再卖东西,去军械库和宿舍整备装备,最后再去商店采购;度过轻松愉快的10-20分钟左右的整备时间,十分解压 ·自定义玩法:这是我玩过的目前自定义元素最高的战术射击VR游戏;高度自定义是这个游戏的一大特色玩法,可以按照自己的习惯自定义一切东西:胸挂上弹匣袋的数量,枪套的位置和数量;背包上也可以放置各种东西,头盔上也可以放置手电和夜视仪等,沉浸感十足;还有枪支改装,几乎所有长枪都可以从枪管开始拼起,虽然没有塔科夫那么硬核,但是也足够好玩了,后期全装出击,拿着改装的圣诞树和充足的弹药,安全感满满 ·更好的gun play:首先所有弹匣武器都可以一只手握两个弹匣进行主动换弹,一只手也可以抓握两个霰弹;弹匣不是自动吸到弹仓里,而是需要用力推一下,沉浸感更强;而且二代也继承了一代优秀的武器手感 ·地图数量没有一代那么多,但是每个地图都更大,细节也更多,比如图3到处都是可以进入的苏联废楼,地图到处也分布了许多传送门,合理利用赶路更快 ·安全屋和随机玩法:安全屋对比一代从一个临时睡觉的地方改为了一个临时基地,安全屋内绝对安全,可以保养武器可以睡觉可以补血;二代也有潮汐灾害,安全屋就是临时躲避潮汐而存在的;而潮汐过后,所有的敌人和物资都会随机刷新,所有物资点都不固定,保持流程新鲜感 ·对比一代,剧情玩法和演绎比重更大了;一代以极致的孤独感为特点,你唯一能听到人的动静要么是触碰留下声音的人体雕像,要么就是听录音带;而二代,top任务会有基地负责人给你的电话简报;流程从头到尾也有神秘人物Lauri陪伴着你,带你深入半径,交代背景,让游戏中的“人味”更重了;top任务(剧情任务)也更加有趣:比如开辟新区域要跟随Lauri在异常区摸黑找路,每个top任务都有新的道具等,剧情也更像潜行者了,游戏中的“半径”更像潜行者里的许愿石,结局也如同一代一样充满了选择性 游戏的缺点也很多,需要优化 游戏上: ·异常的数量更多,且更加隐蔽:扭曲异常不像一代有蓝色光圈一直闪,而是完全隐形,静电异常到处都是;就算把异常伤害调到最低,伤害也很大,容错率很低 ·找神器的判定太小:没有一代那么宽松,一代等探测器变绿,朝大致区域一闪就可以找到;而二代没有指示灯提示了,只有听声音频率才能猜到大致位置,而且好像离神器太近还会跑掉,就算找到了大致位置,也要在特定位置才能照出神器;指示灯则改成了绿色是显形神器,白色是隐形神器 ·神器玩法弱指引:二代增加了显型神器,就是不用探测器寻找,但是被异常包围的神器,其中被玻璃包围的神器我直到后期才知道怎么获得,要用手电筒照射等玻璃爆开才能获取 ·没有维修站:一代的任务提交点有维修站,可以把各种有耐久的东西丢进去维修,而二代则没有维修站,只有枪支可以手动保养,头盔护甲防毒面具啥的,耐久没了只能扔了换新的,太费钱了 ·前面提到换弹需要把弹匣用力推进弹仓,但是这个玩法并不成熟灵敏,有时会出现推不进去,手柄互相碰撞的问题,可以优化一下 其他: ·游戏还没有官方中文,但是已经有完成度高的汉化补丁了,但是还是希望尽快出官方中文 ·武器没有一代丰富,基地也还有两个设施没有开放,期待后续更新 整体来说,半径之内2是拟真性、娱乐性、沉浸感都十分优秀的VR游戏,但是后续更新发展的空间还很大,值得一玩
New update makes the screen shake violently for no reason, it's completely unplayable and didn't do that before. besides that, the game keeps shoving annoying voiced npcs down my throat that I could not give less of a ♥♥♥♥ about. Katya in the first game was nice because you only heard from her once in a while when you were out exploring, and you didn't have to wait for her to finish blabbing for 5 minutes everytime you wanted to go out into the radius. The anomalies are also ridiculous and make the game not fun, idk why they're all modeled after the lightning anomaly when one of the most popular mods for the first game was to remove it completely. Even playing with anomaly damage and spawn on very low they are still everywhere. They also limited the probes so unlike the first game you cant throw them around and see where the anomalies are. There's just so much about this that's a huge step back from the first game, so just go play that because it's incredible.
基本的にVRタルコフ体験として良いところは多いけど 一部何考えてるのかわからない凶悪で意地の悪いバランスのため正直おすすめできないです 昼時間にも関わらず真っ暗な闇の中でコンパス頼りで長時走らされアスレチックさせられ ライトをつけずにNVGとサイレンサーを用意してスニークして進んだ末に闇の中で四方八方から正確な射撃で蜂の巣にされることになります 他にもアノマリーもやたらあるので特別感がなくてただの邪魔物になっていたりほぼ透明な敵も多くてウンザリしたりします そして難易度を最低にしても無理なら救済は特にありませんしまだバグが割と多いです 何度もやり直させられてもういいやとなっていますが装備のカスタマイズやレアなアイテムを拾うのは相変わらず楽しいのでお散歩ゲーとしてはおすすめしたいところでした ITR1と比べてパフォーマンスが良くなったり表現も進歩はしていますが理不尽さまで上げなくてよかったのになー
Играл до релиза и после, пройти компанию не хватило сил Минусы которые бросаются в глаза: - часто ломаются квесты, а именно с треногами - при переходах локаций нередко пропадают магазины из оружия - лутинг в игре сводится к собиранию мусора - оружия ватные, после одного рейда теряют почти всю прочность - реализация аномалий просто ужасная, их безумное количество, если честно даже полностью отключал, потому что играть с ними неприятно - даже если настроить голод в минимально значение, необходимо постоянно кормить своего тамагочиго - много противников, убийство которых никак тебя не вознаграждает По личным впечатлением пострелизная версия играется более неприятно
I really wish I could give this a mixed review. I love this game, but I can't really play this game in the current state it's in, or recommend it, as this game was not in the state to release into 1.0. Optimization, balance (specifically of the outskirts,) and bugs are all problems here. Keep in mind I was playing in co-op, which is where a lot of bugs come from, but those bugs are not my problem here, since I could usually find a way to work around them. This game is an amazing game with amazing gunplay and is in a basically untapped area for VR titles at the moment. I loved playing this game in the first two areas, but as soon as we got to the outskirts, so many more problems arose. For one, my pc is pretty decent and can run VR titles decently well, but the outskirts have such a performance drop that in some cases it almost becomes unplayable, which doesn't help with problem number 2, balance. In major areas of the outskirts you are practically surrounded by enemies, usually inside buildings, all with automatic weapons, with a giant floating cube that's really difficult to keep in mind while you are trying to kill every other enemy shooting you from windows. And finally, bugs, this game loves to mess with my headset, crash, make items ungrabbable, make shop items invisible, etc. Which just becomes extremely tiring once you're dealing with the outskirts on top of it all. I love this game, but the devs really need to get their ♥♥♥♥ together and make it *feel* like a 1.0 release.
Final update for this attempt: At 24 hours of gameplay (28 includes the hours spent paused while trying to fix many problems) I'm done - the game is simply too buggy, and too uncomfortable. I could just about tolerate the wild variations in performance, the stutters that completely locked the game up for five second periods at random, and finally fixed the horrendous distance blur and smeared movement by forcibly disabling TAA in the .ini file, but after losing my first sub-machine gun to 'crunch noise/ceases to exist'... and then my second weapon, a Mosin I'd assembled from the spare parts of scavenged remains, turned into an anomaly that eats ammunition but cannot fire it, eternally empty every time you holster it after reloading, leaving me with only a scavenged handgun and a rusty sawn-off to approach a major progression mission... Why continue playing, honestly? You can't look forward to finding or purchasing new equipment and improving your means when every gun you work for is subject to randomly vanishing (widely reported) or becoming impossible to reload or fire. And all of that while suffering myriad more minor bugs, an entirely broken tutorial, awful graphical glitches and generally buggy and ugly visuals despite extreme performance problems regardless of settings customisation. Into The Radius 2 has a lot of potential but [b]it is still an early-access product pretending to be finished[/b], and while I sympathise with the developers I think this is too dishonest. And even by early-access standards, these bugs are gamebreaking, they can get you killed, waste all of your money and leave you helpless, delete hours of progress. Play the original, it's great. Update: Not ready to change this to a positive, but fifteen hours later the jank and performance issues remain, but the combat feel and atmosphere, despite jumbled graphics and twitchy LODs, broken inventory management due to head/body alignment constantly convulsing, and a variety of general ergonomics frustrations, is just so good I can't stop playing D: This is a very enjoyable game marred by a lack of polish and a lot of *mostly* minor ergonomics and usability issues, and rough optimisation for mid-spec machines (just under the recommended in some respects, surpassing them in others), and I am increasingly confident this game will be optimised to be one of the best experiences in VR given maybe just a few more months, hopefully. Original: As someone who adored ItR1, I hope I'll be changing this review to a positive one day. For now this feels like early-early access, not a post-1.0 release. I waited until mid-June 2026 to buy the game, but even the tutorial had so many bugs I almost couldn't finish it, and moment-to-moment interactions within the Pechorsk zone are constantly and needlessly frustrating in ways that ItR1 managed just fine. While I've heard there are a lot of enhancements with weapons interactions, and the inventory and gear rig customisations are clearly pretty deep, at the moment there are so many ways for these things to break even within the first 15 minutes of gameplay it seems like a serious misjudgement to focus development on these things without getting the basics working reliably. Index controllers struggle a lot with the grip systems, even after adjusting the threshold setting. The visualised physical body is even jankier than in ItR one, and is so often offset to either side of your real head position that your muscle-memory for default or customised holster and pouch positions is meaningless. Your body will almost always extend sideways from your freakishly broken neck by 6-18 inches or so, either left or right depending upon where you stopped moving, so you always have to visually check where your body has wandered off to before you can reliably take the right item from any slot. The knife holstering on the arm aims the blade of the knife at your bicep, so any bend of your arm visibly stabs the blade several inches deep into your flesh. Opening the settings menu at any time can cause your head to mash into the floor when you close it again. Opening that menu has its own problems with the Index controller, even breathing on the touchpad sections can cause it to open, pausing gameplay and crushing your face into the ground again. I realise this is just a list of bugs rather than a review, but that's the point I want to make about a first-impression of ItR2 1.0. It's not pretty. I don't want to imagine how much more jank I'd be suffering if I'd been doing my first run in co-op. It also has severe performance issues on my machine despite running at low to medium settings, on an i9-9900k and an admittedly old 2080 Super. Oddly, the movement of inventory items and my hands remains smooth, but the world itself and my camera movement within it suffers very variable stutter that doesn't seem to correlate with any particular activity or content. ... ItR1 earned my faith in these developers, but the sequel mostly seems like an unfinished misstep so far. I really hope they can make good on it.
Да, хорошая игра, не без проблем с производительностью по кабелю, но по стим линку нормально. Радует гибкая настройка сложности. Порой возвращаюсь с ходок побитый, в кромешной темноте, на мизирном ХП и без патронов, судорожно выискивая Санька (так я назвал проводника) и наконец находишь его. Дарит опыт Зоны из Сталкера, когда я только изучал тот мир. Тут он немного другой, но собственной шкурой изучать аномалии от того не менее интересно. Жаль только нельзя обыскивать трупы и собирать с них лут, иной раз бой прервращается в потерянные деньги, но мне кажется, так нас мотивируют избегать боя. А так весело, пусть есть и бесячие монстры, вроде металлических комочков и невидимых фантомов, но в целом мне нравится
什么时候能有中文?
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