Into the Radius VR Guide

How to Enable the Beta and its Changes in Depth for Into the Radius VR

How to Enable the Beta and its Changes in Depth

Overview

How to enable the beta for ITR 2.0, what to expect, and some of its changes in greater depth.

Foreword

As the name implies, this is a beta and it is not finished. Everything is subject to change.

The devs released this to get player feedback and playtesting. It is very rushed and not complete.

Some of the content in this guide will be my opinion.
There will not be any lore covered.
Only a few of the bugs will be mentioned.
Tech support will not be covered.
Information may be incorrect, please correct me if you see something wrong.
If you have any suggestions on what to add in the guide, feel free to reply to in the comments.

Please give back to the devs!

Join their Discord server[discord.gg] to submit feedback there and fill out their feedback form.[forms.gle] This feedback will help the devs immensely and shape the future releases of the game.

Official changelog:
[link]

How to Enable the Beta

1. Open your steam library.
2. Left click Into the Radius.
3. Click properties.
4. Select the “Betas” tab.
5. Click the drop-down menu and select active beta.

What to Expect

Tide Mechanic

In your map you will find a new clock that will count down towards the tide. When the tide nears, the timer will beep incessantly at you. Once it hits 0 the tide occurs. If you’re in the radius at that time, you will be teleported to a random location in the perimeter of your current area. From there, all enemies and chests will respawn in all zones of the radius.

Travel Changes

To enter a location, follow the physical path at the front of Vanno (now referred to as the “Hub.”) Once you enter the radius through one of these paths, you have to take a path either to the next location or back to the hub. Entering the fog will teleport you to another part around the perimeter of your current location and pass a few in-game hours.

In the beginning, the levels path will be:
Hub ↔ Buffer ↔ Construction → Hub

But, after taking the path from Construction to Hub once, it’ll unlock a second path leading from the Hub straight to Construction, changing the level sequence to:
Hub ↔ Buffer ↔ Construction ↔ Hub

Treasure items:

There are three new treasure items added in the update. All treasure items have no use other than to be sold. All are pictured below.

The three treasure items are:
Weather monitors are 300$ each and weight 3KG and are found in chests.
Important documents are 400$ each and weigh 0.3KG and are found in chests.
Eyes of Night are valued at 600$ and weigh 5KG and are only found in big anomaly clusters.

Other

Many many bugs. There will be missing textures, floating objects, terrain you can get stuck on, and lighting issues that are being worked on. Smaller bugs will be present too.

A new map. The old one will not be present in the beta, instead it will be replaced by two new locations: Buffer and Construction. More locations will be released in the future.

More chests. There is more chests scattered across the map and with the tide they do respawn. Although, they will contain less loot than in ITR 1.0

New terrain models and anomalies, such as the harmless one pictured below.

Clearance levels. A character leveling system that makes it so certain items in the shop are unlocked after you complete story missions. There is 3 clearance levels in the beta, and each one can be unlocked after each high-priority mission.

A different save folder. You will not have to worry about the beta overwriting your current game saves, as the beta saves under the directory:
DocumentsMy GamesIntoTheRadius-Beta

Gun & Equipment Changes In-Depth

Gun upgrades:

You can now add accessory rails, sight mounts, barrel threading, and stat upgrades to all guns. Soviet weapons will retain their dovetail mount and also have a new upgrade to add a picatinny rail for NATO sights. Any gun that comes with picatinny rail will automatically be able to take regular attachments.

Guns can be upgraded by placing them into the repair terminal and selecting upgrade on the screen. Upgrades are all $400. (Needs confirmation).

You can also see a weapon’s stats in the weapon’s inspect menu or when placed in a vice at Vanno.

There’s new attachments:
PK-06 (a small sized red-dot sight)
OKP-7 (a small open red-dot sight)
Laser sights for rifles
Flashlights for rifles
The viper scope mount for pistols will not be present in 2.0

Some stat upgrades include:
Increased/reduced shotgun spread.
Increased/decreased fire rate on submachine guns.
Increased reliability.
Increased accuracy.
Burst fire modes.

Ammo & weapon rebalancing:

Ammo has been rebalanced to, in the words of the devs encourage less stabbing, and more shooting.

Knives have become significantly weaker. There’s no enemy they’ll one shot (even spawn). Not only that, they seem to degrade at a faster rate than in ITR 1.0 and cost 3 times as much to buy.

Damage for guns will now only be loosely based on caliber, and instead be based on the gun.
Each gun for each caliber will be listed below in order of greatest to least damage.
Note: These values may not be accurate, they are only what is displayed on the guns’s stat blocks.

9×18:
GSH > OC-33 > KEDR > PM

7.62×25:
PPSH > Tokarev

9×19:
Glock > M9 > MP5

7.62×39:
AKM = SKS

5.45×39:
AK-74M > AK-74 > AKS-74

5.56×45:
M4A1 > AUG21

9×39:
AS VAL > VSS Vintorez = Groza

7.62x54R:
Tiger > Mosin

7.62×51:
DVL > SCAR

12 Gauge:
Saiga > SPAS > IZH (pump) > Double Barrel > Sawed Off

Ammo repricing:

Pistol Calibers:

Caliber:
9×18
9×19
7.62×25
1.0 Unit Price:
100$ / 25
150$ / 25
150$ / 20
1.0 Price Per:
4$
6$
7.50$
2.0 Unit Price:
150$ / 25
175$ / 25
125$ / 20
2.0 Price Per:
6$
7$
6.25$
Price Δ%:
+50%
+16%
-17%

Rifle Calibers:

Caliber:
7.62×39
5.45×39
7.62x54R
9×39
5.56×45
7.62×51
12G Buck
12G Slug
1.0 Unit Price:
320$ / 20
300$ / 20
800$ / 20
600$ / 20
400$ / 20
1000$ / 20
100$ / 5
120$ / 5
1.0 Price Per:
16$
15$
40$
30$
20$
50$
20$
24$
2.0 Unit Price:
200$ / 20
180$ / 20
260$ / 20
220$ / 20
180$ / 20
260$ / 20
200$ / 5
250$ / 5
2.0 Price Per
10$
9$
13$
11$
9$
13$
40$
50$
Price Δ%:
-37.5%
-40%
-67.5%
-63%
-54%
-74%
+100%
+104%

Weapon and equipment price changes:

Pistols/SMGs:

Gun:
PM
GSH
OC-33
KEDR
TT-33
PPSH
Glock
M9
MP5
1.0 Price:
$200
$500
$1200
$2000
$300
$2500
$600
$1000
$2500
2.0 Price:
$300
$900
$1500
$2200
$300
$2000
$800
$750
$2500

Assault rifles:

Gun:
SKS
AKM
AKS-74U
AK74
AK74M
AS VAL
VSS Vintorez
Groza
1.0 Price:
$3500
$6000
$3000
$5000
$7000
$11000
$10000
$8000
2.0 Price:
$3500
$3500
$3000
$4000
$5500
$9500
$6200
$6500

High-Caliber Rifles & Shotguns:

Gun:
Mosin
Tiger
DVL
SCAR
Sawed-Off
Double Barrel
IZH
SPAS 12
Saiga 12
1.0 Price:
$2000
$9000
$13000
$12000
$800
$1800
$2200
$6800
$6000
2.0 Price:
$3000
$7000
$9000
$10000
$500
$2200
$3200
$4500
$6500

Equipment:

Item:
Knife
Syringe
Headlamp
1.0 Price:
50$
400$
1500$
2.0 Price:
150$
220$
400$

Armor and Dressing Mode

Dressing Mode

Because of the addition of armor, the developers had to include a dressing mode.
To enter dressing mode, hit the inspect button on your wrist while holding nothing, or hold a certain button on your controller depending on your platform.
In dressing mode, simply drop armor in the correct slot to equip it, and grab it to unequip it. You will not be able to draw guns or access your backpack in this mode.

Hazmat Suit

The hazmat suit costs $1050 and weighs 1.5 KG while providing 35 anomaly resistance. It will change your glove texture.
The gas mask costs $500 and weighs 0.2KG while providing 15 anomaly resistance. It will narrow your field of view.

Body Armor

The bulletproof vest cost $1200 and weighs 2KG while providing 30 damage resistance. It will change your torso model.
The helmet costs $500 and weighs 0.4KG while providing 10 damage resistance. It will cover your top peripheral like a hat and very slightly muffle your hearing.

Headlamp

The headlamp (which has reduced in price) is wearable with both the gas mask or the helmet. It does not require to be put on with dressing mode, and it functions exactly as it does in 1.0.

You can find your resistances on a new panel above your watch’s face pictured below.

SPOILER WARNING

From here, there will be considerable spoilers for the beta, but not the base game. Just like the base game though, the beta is best played blind.

I would also highly recommend completing ITR 1.0 first before testing the beta.

Gameplay Changes

Big anomaly clusters:

There are now going to be certain clusters that contain more valuable artifacts and loot, but will be incredibly more dense and dangerous. Some will even prompt use of a set of hazmat equipment, such as the one pictured below.

Enemy rebalancing

– Spawn have remained the same.
– Dark fragments are now significantly weaker, going into their downed state in just a couple shots.
– Light fragments are now significantly stronger and will now die in a few shots. They are only
present in construction.
Mimics have become completely reworked to be the new apex predator. They now run, use cover, perform suppressive fire, and take many shots to kill. Some are now equipped with MP5s that shoot at a high rate of semi-auto fire, making them even more dangerous.
-Sliders are not present in the beta, but they will likely be in higher-level areas.

New enemy: Seeker

Also referred to as zombies, seekers are similar to a slider/mimic in its human appearance. This entity will shamble quickly towards you to strike you with melee-ranged laser attacks with similar appearance to a reflector anomaly’s lasers. They’re not much of a threat, but I’m sure the devs will add potential hordes in the future. 😉
They take multiple shots to kill, and when they die their body will go limp for a moment, freeze, and emit a puff of ash after a couple of seconds. Their appearance is of a civilian with shattered red particles floating above its head like a slider’s halo.

Quests

Priority Missions

The first priority mission you receive will have you travel not far into the buffer zone to retrieve a film sample. Completion will yield a small sum of money and the first security level.

The second priority mission comes right after the first. You will travel deeper into buffer and retrieve a black box from a helicopter. It is identical as the black box missions in ITR 1.0. Completion will yield a medium sum of money and security level 2.

The third and final priority mission will come after you complete a few of the grindable quests. This one will have you travel into a big anomaly cluster inside construction and retrieve a unique artifact with the appearance of an orange spawn artifact from 1.0. Completion will yield a larger sum of money and security level three.

Grindable Missions

The first mission has you retrieve a ground sample from a random location in buffer for $450.
The second mission has you retrieve a film sample from construction for $600, and play the exact same way as the ground sample retrieval.
These will always be available even if you abort them. They will also mark a circle on your map where you can find the quest item.

Footnotes:

In my opinion, the samples retrieval mission is significantly easier than the film retrieval mission.

There will be no quests that require you to kill enemies or clear out a location unlike in ITR 1.0.

Personal tips

One of the things I would suggest you do is grind the ground sample fetch quests in the buffer zone to get enough money for proper gear.

You’ll find a lot more cassettes compared to what you did in ITR 1.0, the pause button on the tape recorder now works, so don’t be shy to listen to them all!

There’s no quests associated with treasure items, so feel free to get as many as you can and sell them.

Frequently save over multiple save slots. You never know when the game will crash out of the blue.

Regular artifacts (steps, blanks, etc.) are worth more than twice of what they were valued in ITR 1.0, so they’re definitely worth picking up now.

There’s a guide I followed to hack my save file to give myself infinite money. I’d only suggest doing this ONLY if you’ve done all the missions beforehand, and would just like to test out the gear of the game for bug testing or player feedback.
I am not responisble if you accidentally corrupt your save files. Do this at your own risk.

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