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Intravenous 3 PlaytestEventsBuild #12
Game update

Build #12

Intravenous 3 Playtest · published 10 Sep 2026, 19:43 UTC

All eventsPlayers around this dateRead on Steam

Hey everyone!

Yet another build coming through, this one, you guessed it, fixes more issues reported by the community, and introduces various changes based on the playtest feedback.

CHANGES
- increased Disruptor weapon mod unlock price to $4,000 and made it a universal unlock
- object position markers which are shown following successful eavesdrop will no longer be removed after finishing a cutscene
- interact priority of dropped weapons outside of combat is now medium, to prioritise interactions with bodies over weapons, and very high in combat
- interact priority of bodies in combat is now low, and very high outside of combat
- beanbag headshots now produce a different headshot sound

FIXES
- fixed a crash that could occur if the goon entered the smoke-the-player-out state with a missing target destination
- fixed pickup glints showing up when they should've been hidden
- fixed the sprint duration being used up even when it shouldn't
- fixed being able to use the inhaler while prone indefinitely
- fixed being able to interrupt prone slo-mo activation by standing up
- fixed bad render depths on pre-placed throwable items
- fixed triggering a car alarm by throwing something at it not causing enemies to investigate
- fixed goons not becoming alert from active sprinklers if they did not see or hear them go online
- fixed being able to indefinitely open the game save dialog
- increased the noise radius on cars, which fixes the increase in ambient noise partially cancelling out the noise that the car itself is making

Thanks for reading, hope you're enjoying the game!

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