Intravenous 3 Playtest
Last seen
43Sampled 11 hours ago · not a live figure
—of peak
Launch peak so far
8517:07 UTC
Last seen
43Sampled 11 hours ago · not a live figure
Launch peak so far
8517:07 UTC
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Build #10 Hey everyone! This build fixes more issues reported by the community. The amount of bugs you guys have reported has been immensely helpful in making the full game, and the upcoming free prologue, a much better experience. Thank you so much! CHANGES - the player now emits noise when throwing up after overdosing on slo-mo BUGFIXES - fixed beanbags not being capable of breaking lamps - fixed kicke… | — | |
| Game update | Build #7 Hey everyone! This build fixes a handful of bugs recently reported by the community. FIXES - fixed render depth issues on various decals - fixed an infinite taser mine and noisemaker bug - fixed bad render depth on thrown objects - fixed bad saving/loading of the "Highlight tall objects" setting - fixed being able to fill all gadget slots with painkillers - fixed bad math on spent Learning Capa… | — | |
| Game update | Build #5 Build #5 Hey folks! This build fixes a myriad of issues reported by the community. It focuses on the most important issues. CHANGES - reduced the volume of the car alarms - increased the needed movement speed to trigger a car alarm by bumping into it - enabled staged reloads on the Flaregun FIXES - refunding a perk with no other perks in that tier will now refund all the perks in the superior t… | — | |
| Game update | Build #3 Build #3 Hey folks! Thank you very much for playing the playtest! This new build fixes various issues the community has reported. This build fixes the most important issues that were reported, before I inevitably have to go sleep, so that you guys can continue playing, testing, and finding new issues for me to fix. To be sure that you are playing on the correct build version, check whether the… | — | |
| Community | Devlog #2 - Player Mobility Intravenous 3 continues to polish and build upon various gameplay mechanics present in the first two games, and one such feature is going prone. Previously, going prone meant reducing your visibility and breaking lines of sight at the expense of total vulnerability, should combat find you. Intravenous 3 builds upon prone by allowing the player to use all weapons and most gadgets while laying do… | — | |
| Community | Devlog #1 - Enemy Reactions With Intravenous 3, we continue to work on and polish the little things that made the previous two games fun. In Intravenous 1, enemies would react to noise made by the player instantly. This made certain elements of stealth rather annoying - the player would be punished for making the slightest mistake with an instant reaction. One of the improvements IV2 brought over IV1 were timed reactions… | — | |
| Community | Intravenous 3 Soundtrack Preview Hey folks! We're aware how important the soundtrack was to both Intravenous 1 & 2 - elevating the polar opposites of stealth and action gameplay. Xtrullor is once again composing for Intravenous 3, and we'd like to show you the music used in the trailer, as well as the calm ambience version of the track, which has not yet been published. We're hard at work making this the best Intravenous game… | — | |
| Community | Intravenous 3 Reached over 30,000 wishlists in a week Hey folks! A week ago, the Steam page for Intravenous 3 went live together with the game’s first trailer. And in just one week, the page has already gathered 33k wishlists. For comparison, the original Intravenous reached that number only after release. Intravenous 2 took 3 months to get there. Thank you for your attention to the game and for the trust you’ve shown. We're doing our best to make… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.