Into the Radius 2 on Steam - User reviews, Price & Information

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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 that lie within, either solo or with a friend by your side.

Into the Radius 2 is a early access, vr and fps game developed and published by CM IMMERSIVE.
Released on July 24th 2024 is available in English only on Windows.

It has received 3,089 reviews of which 2,467 were positive and 622 were negative resulting in a rating of 7.7 out of 10. 😊

The game is currently priced at 38.99€ on Steam.


The Steam community has classified Into the Radius 2 into these genres:

Media & Screenshots

Get an in-depth look at Into the Radius 2 through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • Processor: Intel i5-7600k | Ryzen 5-3600
  • Memory: 16 GB RAM
  • Graphics: Nvidia RTX 2060
  • VR Support: OpenXR required. Important Note: HTC Vive Wands and Windows Mixed Reality (WMR) devices are not supported.
  • Additional Notes: 72 Hz refresh rate recommended

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Jan. 2026
-Hop in the game -Woooow cool and weird stuff -see creature -Get scared -Run because your aiming is trash -Hit a wall (irl) -Do it all over again
Expand the review
Oct. 2025
Got a bucket stuck on my head, forgot how to pull it off so I did what anyone would do and shot myself. In all seriousness, major fan of the first game and so far I'm enjoying the second game (solo thus far). It seems the devs have chosen to keep much of what made the first game unique and engaging and expand upon it even farther, which I am a huge fan of. A few buggy encounters here and there but this is an early access title and honestly it's felt a lot more polished than I expected at this stage in it's development. If I had to pick my absolute favorite improvement in this game over the first game thus far, it would hands down be the audio design. The firearm sfx are straight unbelievable, probably some of the best I've heard even outside of VR games. The night ambiance (in the first zone at least) includes various shrieking and hollering in the distance (kinda sounded like monkeys a bit) which, coupled with it getting dark very fast, made for an extremely terrifying first night experience in the radius. If I had to pick my least favorite change over the previous game, it would be the changes to the mimics. They made the fragments more unnerving and jerky, the spawn jump into your face and scare the shit out of you as always, but the mimics just look and act... human. In the previous game the mimics looked like humans enveloped by shadow, occasionally breaking out into fragmented singing, had no warning before they fired on you and let out an ear piercing shriek when they died. It really sold the fact that they were entities mimicking humans. In ITR2, it currently feels like the opposite, like humans trying to mimic otherworldly entities. They look identical to a human complete with military/police uniforms, they always announce when they fire, reload, move etc in the radio voice you hear in every mil sim game. The only thing that would ever lead you to believe they aren't human is they have different colored eyes and skin in addition to them, well, gently exploding upon death. I feel they simply don't carry the same fear factor nor fit the environment as much as the rest of the game does and whenever I engage them I find myself feeling like I'm playing a spec ops mil sim game instead of fighting against echoes of the damned that threaten to envelope my very being in their cold, empty embrace. All in all, I love it so far and as always I'm excited to see where it goes. I love the games and the devs have my respect, not only because of the product they've produced but because they seem very genuine and passionate about their work. Keep it up!
Expand the review
Sept. 2025
REVIEW UPDATED TO REFLECT POSITIVE CHANGES. I'd really like to leave a detailed review here, as this game series is one of my favorite ever. I hope all criticisms and suggestions are taken in the spirit they're intended. This is an early access VR game made by a small indie team. I'm incredibly happy with the game, how it plays and what I paid for it. These devs are not abusing the early access system or moniker in any way. In fact, the devs are model examples of what successful early access development looks like. But as such, I want to give my honest and overly detailed feedback as a huge fan of the series. First off, the good. And by that, I mean these things do not need changed, like at all. These are the systems that just work outright. S+ tier work. * The game runs great. Though this was planned to be a Quest game from the jump, this is to be expected. However, the game runs great. * Significantly less jank in general. No more clips falling through maps. No items getting lost in the ground. No more wonky hitboxes and geometry. Almost all the mechanics and systems are excellent. The new vest systems, holsters, customization, guns, backpacks, carabiners, clips, etc is fantastic. Chef's kiss. No notes. A marked improvement in almost every manner in terms of feel and player control. * Inclusion of co op, if a bit janky, is absolutely fantastic. It honestly makes me wish someone would mod the first game to be co op as well. It's just such a natural fit for the series, so good on the devs for listening to all the demands! I'm sure it's a ton of dev time allocation as well, but it's worth it. 4 player would be cool, but honestly the maps and mission structure isn't really built for it. * New locations are quite cool. UPDATED: Visuals and maps have been greatly expanded and improved * Gunplay feels crisp. No real friction imo. * Customization of difficulty settings is quite in depth for early access and makes runs after your saves wipe easier. * Much more robust auto save feature. Save scumming is still helpful if you're really stuck but autosave is a lot more generous than ITR1. * Love the base and the walls for organizing your weapons. * In general, this game is still the OCD heaven it was in the first installment. Making your base feel lived in is such a cool vibe. As such, in it's early state, I would say there is a solid 15-20 hours of content. And this is quite good content at the moment. I would easily recommend this game in its current state. Now, for the 'needs improvement' section. * UPDATED: Visuals are vastly improved and the orange ski goggle effect in Forest is now gone. Lighting in Outskirts is *perfect* and gives the vibes of the original game. * NEW ISSUE: The new foliage is peak, but it's reeeeeally hard to see enemies now. I'm basically shooting at tracers. And of course the foliage does nothing to hide you from enemies. It's a one way mirror. Had to turn it all the way down unfortunately. Especially with the pixelated magnifier/acog combo * UPDATED: Some new artifacts and baubles added, but nothing too fancy. There still needs to be more to collect. Still no tapes, no lore pages, no writing on walls, no cool collectibles really. Now this is something I assume will be added soon/eventually, but this is a big reason I don't put more time into this game. Take the patches for example! You get two sick patches you can put on your vest or your backpack and... that's it. And these sorts of things are fairly easy to implement. Just give us more stuff to hoard and search for! * UPDATED: Enemies now have much less predictable spawn, but it's still an issue imo. Still lots of 'checkpoints' and expected hot zones, which is probably unavoidable, but I'd prefer patrols and such over simple spawn areas. * As well, enemy AI is one of the weakest points of the game. Enemies, seemingly, have two modes: completely unaware, or instantly alerting every enemy in a mile radius and then cracking nonstop headshots across the map. Silencers are for vibes and aura only, I have seen zero practical improvement to stealth. And as well, stealth isn't practical or necessary when a mass of enemies is placed in a small area every time. Enemies should have varying states of alertness, and if they do already, they need to be much better defined and obvious to the player. Right now, every encounter is taking a town's worth of enemies down like Rambo whether you like it or not. And then trundling through an empty map to your next known enemy spawn. Rinse repeat. * UPDATED: The game has much more random encounters and I get spooked a lot more often. I still think a random shot ringing out when you least expect it is way scarier than "I hate you" but that's just me. * While I do enjoy the maps somewhat, only three locations is really disappointing, even in early access. They are quite small as well. I know this is a compromise to make it run better on mobile hardware, but in this case, we need much more smaller locations. UPDATE: Outskirts is a bit further out there and more demanding. Still needs one or two locations. Even some creepy underground spaces? Caves? Just a little variety. * Scopes and sights are rough. There really isn't much utility to them and the scopes themselves are painfully narrow. Magnifiers are kinda clunky, I'd prefer a normal 2x4 Acog. Most sniper scopes are like looking through a pen tube. UPDATE: The level 3 scope actually looks good, so it's a mystery why all the other sights look so bad. I understand 'more money = better scope' but the only usable scope right now is the adjustable sniper one. * Story is nonexistent but I'm sure that will be fixed. Just missing those lore pages and diaries and such. * Missions don't really vary. It's 'grab this item' and kill a wave of enemies. Or 'check these three locations and grab the item.' Some of the story missions are a bit more involved, but they're few and far between. * UPDATED: Weapons have been expanded and a weapon build system added. We still need gadgets, explosives, and more consumables. Quite a limited selection, but again, I'm sure this will change. * Bring back ITR1 consumables. Red Bulls and tins of pineapple slices please! I'm always running out of sprint. * UDPATE: Artifact hunting has been improved, but we still need two or three more ways to hunt artifacts. And artifacts *really* need to have buffs/debuffs and be part of your loadout. Some artifacts give 5% bullet damage, 10% faster healing, etc. TLDR: This is an amazing game that simply needs more content and more varied content. The game loop is still there and fun, but it could be greatly extended by having more collectibles, lore, guns and locations. HOWEVER, most of what this games needs can be fairly easily implemented. And in terms of modding - the sky's the limit. The base game here would make for an amazing Tarkov style game, or a battle royale, or for modding in older games and maps and... it's such a promising start! Big Takeaways: * FIXED Needs visual clarity and less orange, please less orange (I'd kill for it to look more like ITR1 in terms of lighting and color palate, seriously) * Needs some more 'low effort' content (patches, tapes, collectibles, etc) * One or two more decent sized locations, or even underground exploration within the maps as is * Enemy spawns and AI need badly reworked, inclusion of more robust stealth mechanics * Varied missions and quest systems, basically anything other than 'kill enemy, get item, come home' I hope this unnecessarily long review/essay provided some insight! I'll be waiting on every update.
Expand the review
June 2025
Take my 40 bucks and somehow use it to buy enough adderall to optimize the game overnight
Expand the review
Feb. 2025
I absolutely loved part 1, just finished it. Could I make a suggestion though? Could you make a left hand option but without changing the turning and moving sticks? No lefty wants those sticks changed. Only to use the weapon in left hand and have the holster on left side. No devs seem to understand this for some reason, no offense intended. Just the need for peak enjoyment of this awesome game. Thanks
Expand the review

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Frequently Asked Questions

Into the Radius 2 is currently priced at 38.99€ on Steam.

Into the Radius 2 is currently not on sale. You can purchase it for 38.99€ on Steam.

Into the Radius 2 received 2,467 positive votes out of a total of 3,089 achieving a rating of 7.72.
😊

Into the Radius 2 was developed and published by CM IMMERSIVE.

Into the Radius 2 is playable and fully supported on Windows.

Into the Radius 2 is not playable on MacOS.

Into the Radius 2 is not playable on Linux.

Into the Radius 2 offers both single-player and multi-player modes.

Into the Radius 2 includes Co-op mode where you can team up with friends.

Into the Radius 2 does not currently offer any DLC.

Into the Radius 2 does not support mods via Steam Workshop.

Into the Radius 2 does not support Steam Remote Play.

Into the Radius 2 is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Into the Radius 2.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 25 January 2026 00:49
SteamSpy data 25 January 2026 07:52
Steam price 28 January 2026 20:50
Steam reviews 28 January 2026 10:07

If you'd like to dive deeper into the details about Into the Radius 2, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Into the Radius 2
  • SteamCharts - Analysis of Into the Radius 2 concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Into the Radius 2 compatibility
Into the Radius 2
Rating
7.7
2,467
622
Game modes
Multiplayer
Features
Online players
119
Developer
CM IMMERSIVE
Publisher
CM IMMERSIVE
Release 24 Jul 2024
VR VR Only
Platforms