About the Game
A LOVE LETTER TO TACTICAL STEALTH ACTION
Enter the world of Intravenous 2 as Sean and Steve - an unlikely duo with a common mission: to save a life while taking down those responsible for Sean's predicament. Your choices define your path in this world of old-school stealth, hardcore tactical gunplay, and dynamic storytelling.
Key Features
- Stealth or Firepower: Your approach is your choice. Sneak through shadows, tamper with lights, lockpick doors, or unleash a hail of bullets. The game adapts to your playstyle.
- Two Protagonists: As Sean unravels the mystery of his father's kidnapping, Steve pursues his own leads, intertwining their fates in a gripping narrative.
- Customize Your Skills: Progress your skills your way, whether it's mastering the art of stealth or becoming a gunslinging virtuoso.
- Bullet Time: Sean's unique ability allows him to bend time, gaining an edge in tense situations.
- Vast Arsenal: Choose from 29 weapons, 17 gadgets, and a range of ammo types to tackle challenges creatively.
- Weapon Modification: Personalize every firearm with suppressors, laser sights, and more, tailoring your arsenal to the task at hand.
- Responsive AI: Engage in intense battles with enemies who react to your actions, seeking cover, using tactics, and calling for backup.
- Multiple Endings: Shape the story's conclusion through your decisions, your mercy, and your choices along the way.
Screenshots
8 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 23808068
Up to date
Hey folks!
This has been a problematic update and I apologize for that. What was added with good intentions in mind ended up causing more problems than benefit.
Hotfix #3 finally takes care of all the issues it has caused.
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Twitter
Discord community
YouTube
View on Steam
This has been a problematic update and I apologize for that. What was added with good intentions in mind ended up causing more problems than benefit.
Hotfix #3 finally takes care of all the issues it has caused.
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Social media
Discord community
YouTube
Hey folks!
The previous patch integrated multithreaded audio file loading, however it did not properly work with mods. This hotfix takes care of that. Apologies for the inconvenience!
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Twitter
Discord community
YouTube
View on Steam
The previous patch integrated multithreaded audio file loading, however it did not properly work with mods. This hotfix takes care of that. Apologies for the inconvenience!
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Social media
Discord community
YouTube
Hey folks!
This patch reverts the controller changes in 1.4.10 based on player feedback - thank you to everyone that shared their thoughts!
CONTROLLER CHANGES
- the "melee" and "reload" actions have been reverted to their pre-1.4.10 behavior based on player feedback
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Twitter
Discord community
YouTube
View on Steam
This patch reverts the controller changes in 1.4.10 based on player feedback - thank you to everyone that shared their thoughts!
CONTROLLER CHANGES
- the "melee" and "reload" actions have been reverted to their pre-1.4.10 behavior based on player feedback
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Social media
Discord community
YouTube
Version 1.4.8
Apr 3, 2026
Hey folks!
This patch fixes several issues with some of the campaign levels (newly introduced due to the pathfinding changes in version 1.4.8...) and several controller-related fixes/improvements.
'COLLATERAL' CAMPAIGN CHANGES
- adjusted object placement in several troublesome places on "Epilogue. Ground floor", "Nightclub", and "Butchery" to improve AI pathfinding
- fixed a bad patrol route on "Industrial Front"
CONTROLLER CHANGES
- fixed camera smoothing sliders not being adjustable via controllers
- fixed listing through security cameras on joysticks not functioning correctly
- fixed incorrect square icon position on PS4 layout controller
- not displaying answer option number when using a controller
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Twitter
Discord community
YouTube
View on Steam
This patch fixes several issues with some of the campaign levels (newly introduced due to the pathfinding changes in version 1.4.8...) and several controller-related fixes/improvements.
'COLLATERAL' CAMPAIGN CHANGES
- adjusted object placement in several troublesome places on "Epilogue. Ground floor", "Nightclub", and "Butchery" to improve AI pathfinding
- fixed a bad patrol route on "Industrial Front"
CONTROLLER CHANGES
- fixed camera smoothing sliders not being adjustable via controllers
- fixed listing through security cameras on joysticks not functioning correctly
- fixed incorrect square icon position on PS4 layout controller
- not displaying answer option number when using a controller
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Social media
Discord community
YouTube
Hey folks!
This patch primarily focuses on fixing several issues that can occur when using certain mod combinations.
BASE GAME CHANGES
- fixed a crash that occurred related to patrol paths, in very rare cases on mod maps
MODDING CHANGES
- fixed a crash on startup caused by certain mod combinations
- calling render:addCompileableShader with an identical shader name will now remove the previously-added shader of the same name (to prevent crashing in other parts of the game, for example when changing vsync or resolution)
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Twitter
Discord community
YouTube
View on Steam
This patch primarily focuses on fixing several issues that can occur when using certain mod combinations.
BASE GAME CHANGES
- fixed a crash that occurred related to patrol paths, in very rare cases on mod maps
MODDING CHANGES
- fixed a crash on startup caused by certain mod combinations
- calling render:addCompileableShader with an identical shader name will now remove the previously-added shader of the same name (to prevent crashing in other parts of the game, for example when changing vsync or resolution)
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Social media
Discord community
YouTube
Hey folks!
This small patch fixes two issues recently reported by community members.
'COLLATERAL' CAMPAIGN CHANGES
- added two missing doors on Dad's Apartment Complex
MAP EDITOR CHANGES
- fixed a problem where removing walls would not properly remove them when following a certain order of actions (regression introduced in 1.4.1)
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Twitter
Discord community
YouTube
View on Steam
This small patch fixes two issues recently reported by community members.
'COLLATERAL' CAMPAIGN CHANGES
- added two missing doors on Dad's Apartment Complex
MAP EDITOR CHANGES
- fixed a problem where removing walls would not properly remove them when following a certain order of actions (regression introduced in 1.4.1)
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Social media
Discord community
YouTube
Hey folks!
This patch fixes a couple of issues recently reported by the community.
'COLLATERAL' CAMPAIGN CHANGES
- polish localization fixes
- fixed a spot where the player could get stuck on Gang Compound
'INTRAVENOUS' (IV1 REMASTER) CAMPAIGN CHANGES
- fixed a misplaced toilet paper roll decor object on Apartment Complex
- fixed an incorrectly-setup patrol route on Apartment Complex
BASE GAME CHANGES
- the "enemies killed" stat will now influence the stealth rating on the level finish screen only if the enemy has at some point seen the player, or was alert of their presence (this change is not retroactive and requires playing through a given level again for the changes to take effect)
- fixed the suspicion track playing in place of the idle track in some cases after dying & resetting to last save
- fixed player animations not returning correctly after firing the Tazer
- fixed glass walls not returning back to a single "wall" instance, resulting in bugs such as EG glass being fragmented (even though it is singular) and having to use multiple EMP charges to change the state of the entire glass block
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Twitter
Discord community
YouTube
View on Steam
This patch fixes a couple of issues recently reported by the community.
'COLLATERAL' CAMPAIGN CHANGES
- polish localization fixes
- fixed a spot where the player could get stuck on Gang Compound
'INTRAVENOUS' (IV1 REMASTER) CAMPAIGN CHANGES
- fixed a misplaced toilet paper roll decor object on Apartment Complex
- fixed an incorrectly-setup patrol route on Apartment Complex
BASE GAME CHANGES
- the "enemies killed" stat will now influence the stealth rating on the level finish screen only if the enemy has at some point seen the player, or was alert of their presence (this change is not retroactive and requires playing through a given level again for the changes to take effect)
- fixed the suspicion track playing in place of the idle track in some cases after dying & resetting to last save
- fixed player animations not returning correctly after firing the Tazer
- fixed glass walls not returning back to a single "wall" instance, resulting in bugs such as EG glass being fragmented (even though it is singular) and having to use multiple EMP charges to change the state of the entire glass block
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Social media
Discord community
YouTube
Hey folks!
This release candidate might be the last before release.
It features a couple of minor fixes and some more modder-requested features with regards to weapons.
'COLLATERAL' CAMPAIGN CHANGES
- russian localization updates
BASE GAME CHANGES
- fixed the noise/mobility display not updating when opening the loadout menu with nothing but armor equipped
MODDING CHANGES
- fixed incorrect indexing of weapon mod categories when game mods add extra weapon mods, which could cause various problems with weapon mod tracking, and incorrect highlighting of mod categories when attempting to install a weapon mod that depends on the presence of other weapon mods
- added weapons:addModConflicts(weaponID, modID, conflicts) and weapons:addModRequirements(weaponID, modID, requirements):
* 'conflicts' and 'requirements' can be either a string or a table containing strings (mod IDs that are conflicting or required)
* attempting to add a mod to a weapon that is not registered will not cause a crash
* skips adding duplicate weapon mods
* weapon datas feature the same method, which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument
Update 1.4.0 is currently in open BETA and can be accessed by anyone.
To opt-in this, right-click on Intravenous 2 in your Steam library, click on "Properties...", then switch to the "Betas" tab, and select the "version140" BETA.
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Twitter
Discord community
YouTube
View on Steam
This release candidate might be the last before release.
It features a couple of minor fixes and some more modder-requested features with regards to weapons.
'COLLATERAL' CAMPAIGN CHANGES
- russian localization updates
BASE GAME CHANGES
- fixed the noise/mobility display not updating when opening the loadout menu with nothing but armor equipped
MODDING CHANGES
- fixed incorrect indexing of weapon mod categories when game mods add extra weapon mods, which could cause various problems with weapon mod tracking, and incorrect highlighting of mod categories when attempting to install a weapon mod that depends on the presence of other weapon mods
- added weapons:addModConflicts(weaponID, modID, conflicts) and weapons:addModRequirements(weaponID, modID, requirements):
* 'conflicts' and 'requirements' can be either a string or a table containing strings (mod IDs that are conflicting or required)
* attempting to add a mod to a weapon that is not registered will not cause a crash
* skips adding duplicate weapon mods
* weapon datas feature the same method, which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument
Update 1.4.0 is currently in open BETA and can be accessed by anyone.
To opt-in this, right-click on Intravenous 2 in your Steam library, click on "Properties...", then switch to the "Betas" tab, and select the "version140" BETA.
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Social media
Discord community
YouTube
Hey folks!
This small patch introduces some changes to the map editor and modding, optimizes the game a little, and adds flashlights and radios to NPC reinforcements on levels where it is fitting.
Overall, the update is nearing completion and will be released relatively soon!
'COLLATERAL' CAMPAIGN CHANGES
- added flashlights & radios to reinforcement enemy spawns where fitting
'INTRAVENOUS' (IV1 REMASTER) CAMPAIGN CHANGES
- added flashlights & radios to reinforcement enemy spawns where fitting
BASE GAME CHANGES
- fixed animations not correctly returning to idle/walk on P90, Multilauncher, FAMAS when interacting with or taking items
OPTIMIZATIONS
- slightly optimized tilegrid rendering on the CPU side, which should slightly improve performance when panning the camera
MAP EDITOR CHANGES
- can now setup which items (radio, flashlight) an NPC will be spawned with via npc_spawn class objects
- fixed a crash that occurred when using the break_lamp cutscene action on objects that don't support it
(did not receive its own news post
MODDING CHANGES
- the weapons:addModToWeapon(weaponID, headerID, modData) spec has been changed to weapons:addModToWeapon(weaponID, headerID, modData, inFrontOfModID):
* can add singular weapon mods via weapons:addModToWeapon("someWeapon", "sights", "someMod")
* can add multiple weapon mods via weapons:addModToWeapon("someWeapon", "sights", {"someMod", "otherMod", "anotherMod"})
* inFrontOfModID is optional; if it is a string, the mod will be inserted in front of the given mod ID; if it is a number, it will be inserted at that position in the list, or at the end of the list (depending on which is true)
* the method will create a new mod header (category) if the provided headerID is not available on the weapon, and insert the weapon mod in that header
* modders do not need to call any extra methods such as :setupModCategoryMap, the game will take care of the rest
* attempting to add a mod to a weapon that is not registered will not cause a crash
* skips adding duplicate weapon mods
* returns true on success, false on failure, and the failure reason as 2nd argument
* weapon datas feature the same method, which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument
- added method to easily set weapon mod icons for new/existing weapon mods - weapons:setModIcons(weaponID, modID, iconActive, iconHover, iconIdle, iconAlign):
* all three icons must be provided to set the icons for the given mod to be successfully set
* returns true on success, false on failure, and the failure reason as 2nd argument
* weapon datas feature the same method , which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument
Update 1.4.0 is currently in open BETA and can be accessed by anyone.
To opt-in this, right-click on Intravenous 2 in your Steam library, click on "Properties...", then switch to the "Betas" tab, and select the "version140" BETA.
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Twitter
Discord community
YouTube
View on Steam
This small patch introduces some changes to the map editor and modding, optimizes the game a little, and adds flashlights and radios to NPC reinforcements on levels where it is fitting.
Overall, the update is nearing completion and will be released relatively soon!
'COLLATERAL' CAMPAIGN CHANGES
- added flashlights & radios to reinforcement enemy spawns where fitting
'INTRAVENOUS' (IV1 REMASTER) CAMPAIGN CHANGES
- added flashlights & radios to reinforcement enemy spawns where fitting
BASE GAME CHANGES
- fixed animations not correctly returning to idle/walk on P90, Multilauncher, FAMAS when interacting with or taking items
OPTIMIZATIONS
- slightly optimized tilegrid rendering on the CPU side, which should slightly improve performance when panning the camera
MAP EDITOR CHANGES
- can now setup which items (radio, flashlight) an NPC will be spawned with via npc_spawn class objects
- fixed a crash that occurred when using the break_lamp cutscene action on objects that don't support it
RC10.1 CHANGES
(did not receive its own news post
MODDING CHANGES
- the weapons:addModToWeapon(weaponID, headerID, modData) spec has been changed to weapons:addModToWeapon(weaponID, headerID, modData, inFrontOfModID):
* can add singular weapon mods via weapons:addModToWeapon("someWeapon", "sights", "someMod")
* can add multiple weapon mods via weapons:addModToWeapon("someWeapon", "sights", {"someMod", "otherMod", "anotherMod"})
* inFrontOfModID is optional; if it is a string, the mod will be inserted in front of the given mod ID; if it is a number, it will be inserted at that position in the list, or at the end of the list (depending on which is true)
* the method will create a new mod header (category) if the provided headerID is not available on the weapon, and insert the weapon mod in that header
* modders do not need to call any extra methods such as :setupModCategoryMap, the game will take care of the rest
* attempting to add a mod to a weapon that is not registered will not cause a crash
* skips adding duplicate weapon mods
* returns true on success, false on failure, and the failure reason as 2nd argument
* weapon datas feature the same method, which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument
- added method to easily set weapon mod icons for new/existing weapon mods - weapons:setModIcons(weaponID, modID, iconActive, iconHover, iconIdle, iconAlign):
* all three icons must be provided to set the icons for the given mod to be successfully set
* returns true on success, false on failure, and the failure reason as 2nd argument
* weapon datas feature the same method , which do all the heavy lifting, with the same argument order minus the requirement for weaponID as the first argument
Update 1.4.0 is currently in open BETA and can be accessed by anyone.
To opt-in this, right-click on Intravenous 2 in your Steam library, click on "Properties...", then switch to the "Betas" tab, and select the "version140" BETA.
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Social media
Discord community
YouTube
Hey folks!
This patch further chugs the update along, with more modding-related changes.
BASE GAME CHANGES
- object interaction menu made more transparent
- fixed incorrect layer render order (regression introduced in RC8.3)
MODDING CHANGES
- exposed the following classes/libraries to mod environments: world, items, outlineShader
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Twitter
Discord community
YouTube
View on Steam
This patch further chugs the update along, with more modding-related changes.
BASE GAME CHANGES
- object interaction menu made more transparent
- fixed incorrect layer render order (regression introduced in RC8.3)
MODDING CHANGES
- exposed the following classes/libraries to mod environments: world, items, outlineShader
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Social media
Discord community
YouTube
Hey folks!
This patch tweaks several mod-related things, as per request by the modding community, and fixes a minor bug.
BASE GAME CHANGES
- fixed the closest enemy indicator pointing to non-objective NPCs
MODDING CHANGES
- exposed the following classes/libraries to mod environments: joystickHandler, blastWaveEffect, talkText, statusEffects, difficulty, customDifficulty, armor, radioController
- improved game startup times when a lot of weapon mods that call :setupModCategoryMap() are installed
- each weapon now stores a duplicate of the selectableMods variable
- added method to easily add new weapon mods to existing weapons - weapons:addModToWeapon(weaponID, headerID, modData):
* can add singular weapon mods via weapons:addModToWeapon("someWeapon", "sights", "someMod")
* can add multiple weapon mods via weapons:addModToWeapon("someWeapon", "sights", {"someMod", "otherMod", "anotherMod"})
* modders do not need to call any extra methods such as :setupModCategoryMap, the game will take care of the rest
* attempting to add a mod to a weapon that is not registered will not cause a crash
* returns true on success, false on failure
* skips adding duplicate weapon mods
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Twitter
Discord community
YouTube
View on Steam
This patch tweaks several mod-related things, as per request by the modding community, and fixes a minor bug.
BASE GAME CHANGES
- fixed the closest enemy indicator pointing to non-objective NPCs
MODDING CHANGES
- exposed the following classes/libraries to mod environments: joystickHandler, blastWaveEffect, talkText, statusEffects, difficulty, customDifficulty, armor, radioController
- improved game startup times when a lot of weapon mods that call :setupModCategoryMap() are installed
- each weapon now stores a duplicate of the selectableMods variable
- added method to easily add new weapon mods to existing weapons - weapons:addModToWeapon(weaponID, headerID, modData):
* can add singular weapon mods via weapons:addModToWeapon("someWeapon", "sights", "someMod")
* can add multiple weapon mods via weapons:addModToWeapon("someWeapon", "sights", {"someMod", "otherMod", "anotherMod"})
* modders do not need to call any extra methods such as :setupModCategoryMap, the game will take care of the rest
* attempting to add a mod to a weapon that is not registered will not cause a crash
* returns true on success, false on failure
* skips adding duplicate weapon mods
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Social media
Discord community
YouTube
Version 6.2
Jul 30, 2025
Hey folks!
This small patch fixes a regression introduced in version RC6.2 which caused the game to crash when alerting pedestrians via gunfire or some other loud noise. I apologize for the inconvenience.
OPTIMIZATIONS
- minor CPU optimizations
BASE GAME CHANGES
- the currently-active music playlist on a given level is now stored as a string, rather than numeric ID, which fixes issues such as incorrect music playing on old savefiles when installing and uninstalling various level mods which come with custom soundtracks
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Twitter
Discord community
YouTube
View on Steam
This small patch fixes a regression introduced in version RC6.2 which caused the game to crash when alerting pedestrians via gunfire or some other loud noise. I apologize for the inconvenience.
RC7 CHANGES
OPTIMIZATIONS
- minor CPU optimizations
BASE GAME CHANGES
- the currently-active music playlist on a given level is now stored as a string, rather than numeric ID, which fixes issues such as incorrect music playing on old savefiles when installing and uninstalling various level mods which come with custom soundtracks
Remember to report any issues you run into!
Thanks for reading, hope you're enjoying the game!
Social media
Discord community
YouTube
Current Release
Build 23808068
Uploaded Jul 10, 2026
System Requirements
OS
Windows 10, 64-bit
CPU
Intel Core i3-2125, AMD Phenom II X4 960 or equivalent
RAM
2 GB RAM
GPU
512 MB VRAM, Radeon Vega 7/GTX 1030/Intel Iris 550 or equivalent
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run intravenous2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
6.0 GB
Build
23808068
Password: cracked-games.org
You May Also Like
View AllDownload Intravenous 2 for PC with a direct link or via torrent. Get the full version of Intravenous 2 for free. Intravenous 2 is a Action released by Explosive Squat Games.