Dev Diary // Responding to Feedback and Update 1.1
Into the Radius 2 Patch Notes — June 5, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello explorers 👋
Since ITR2 left Early Access just over a month ago, our team has already shipped six bug-fix patches, and released the beta for the next update. While work on ITR2 continues, today we’d like to respond to a few important topics players bring up about version 1.0, highlight update 1.1, and share what’s next.
Common Issues and Topics
Now that we’re out of Early Access, we’ve seen a solid wave of new players join the game. That, combined with the 1.0 release itself, sparked a lot of discussions and feedback.
The biggest pain point is, of course, performance issues and bugs. We’re aware of them, and we’re fixing what we can. It’s important to understand that some issues are extremely hard to solve, partly because a portion of them sits outside what we can fully control on our end. After leaving Early Access, the variety of hardware, software, system settings, user settings, and VR-related tools on the players’ side has increased significantly.
In every update, the majority of changes are bug fixes and optimization. Also, be aware that stability and optimization doesn’t conflict with developing new content, different people handle different parts of the work.
There’s been a lot of attention on co-op stability as well. We’re working on that continuously, and in 1.1 (currently in beta) we’ve made significant changes on the host side, which is the main bottleneck for multiplayer. Let us know how it’s going!
We’ve also noticed various opinions floating around the game’s long-term support. We’re continuing to develop and release updates, and 1.1 has been available in beta for a week.
The game won’t have an “ITR1 2.0” type of transformation or support lifespan. Those that remember ITR1’s past, know it had a very different development history compared to its sequel. And luckily, ITR2 doesn’t need to undergo such severe changes. As for long-term support, we have plans for all of 2026 and part of 2027. They aren’t anything crazy, but we hope you’ll enjoy them nonetheless. Stay tuned for future diary entries.
Update 1.1
We’ve already shown the main changes coming in 1.1 through its beta. First and foremost, it includes a large batch of bug fixes and targeted optimizations to make the game more stable and comfortable to play.
The main content addition in 1.1 is the Shooting Range, which many of you asked about when 1.0 launched. In ITR2, we built it very differently than in ITR1. In the original game, the range was a separate level with loading screens, and you didn’t have access to your current loadout there. In ITR2, the Shooting Range is part of the Facility, available without loading screens. And you can use your own gear.
For convenience, we didn’t place it as a completely isolated area. Instead, it’s located right next to the Supply Depot, so you can pick and configure what you want to test, and immediately step into the range to try it out.
Alongside the Shooting Range (including a small skill check minigame), we also added a Kill House, which you can run solo or with friends.
We added two types of Magazine Loading Devices:
- Automatic loader, which is available in the Shooting Range and Supply Depot. It quickly fills magazines with any ammo type you choose, and that ammo is provided by the UNPSC. You can use it freely in the Shooting Range and Kill House with no limits, but if you want to take that ammo outside the Supply Depot area, you’ll need to pay with Supply Credits.
- Manual loaders, which are placed in the Dormitory and Armory at the Facility, and in certain shelters out in the Radius. These let you quickly load magazines using your own ammo.
The biggest new feature in 1.1 is 4-player co-op. It will launch in beta condition and will be iterated based on your feedback. Alongside supporting more players at once, we optimized host performance and improved synchronization and stability for clients. We also added walkie-talkies, making multiplayer more convenient and giving it a stronger tactical feel.
Also included (partially in beta and fully in 1.1) are changes to how the game delivers the ending. Players mentioned we didn’t clearly signal the exact point where the story ends and free roam begins. Now the game will clearly communicate that the story is complete, Explorer 73’s arc is finished, and free roam is not connected to the main narrative, so it shouldn’t be treated as story continuation or additional plot reveals.
Last but not least, we’ve added the G3 rifle. And shortly after the launch of 1.1 there’ll be an extra tiny update with another new gun. Try and guess which one 😏
Next Steps
Update 1.1 is scheduled to release in June, closely followed by stability and hotfix patches.
In parallel, we’ve begun preparing the Meta Quest version. We’re aiming to release it in autumn. Expect a more concrete date closer to launch. Please note, as we’ve stated before, co-op on Meta Quest will remain capped at 2 players, due to technical limitations.
We’re also working on additional lore materials, and exploring porting on other platforms. But we’ll share more details on all of that later.
Thank you for your feedback and support. And as always…
See you in the Radius ☀️
