

Intravenous 2
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.


01About Intravenous 2
Intravenous 2 follows Sean and Steve as their separate investigations converge on a shared mission. Move through shadows, tamper with lights, pick locks, or fight with a customizable arsenal; Sean can also bend time in tense moments. Your decisions help shape the story's conclusion. Steam players rate it 95%% positive from 4,127 reviews. The interface includes English. Released August 15, 2024.
Credits
Lowest recorded in 36 months
$1.302026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
Steam PC edition data · 2026-10-18
02Before you buy
Play style
The Steam PC version is single-player and has full controller support.
Language
English is listed as an interface language; full English audio is not indicated.
03Frequently asked questions
Who are the protagonists?
Sean and Steve pursue a shared mission through intertwined storylines.
Can I avoid direct combat?
You can sneak, tamper with lights, pick locks, or fight openly.
Do choices affect the ending?
Decisions and mercy help shape the story's multiple endings.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Yarr'd the game. Tried the game. Finished the game. Bought the supporter edition. Booted up the game for 30 minutes so I could write this review. Play it. Do it now. If you need reasons outside of the usual "game is good/bad", consider the following: - Dev initially creates the game with the following difficulties: Easy, Normal, Hard, True, Classic. Now, normal is not easy by any stretch of the imagination. Guy made his game to be CBT, then went "but I'm actually gonna make it playable for everyone, even if this doesn't align with what I had in mind, because I recognize that different people like to play games differently. And you know what? I'm gonna add another mode that completely changes the way people play the game while being just as demanding as the "True" difficulty. Oh, and a custom difficulty! And while I'm at it, why not add a couple of mutators, so people can re-experience the game differently, one of them specifically with mods in mind!" - Dev creates supporter pack with soundtrack and a couple of weapons (more being added btw). Dev says "Hey [composer], you get to keep 90% of the revenue." - Dev plans to release this game, so he makes his previous game free for a while so people can experience the original, free of charge - Dev churns out patches like a squirrel on crack because he wants people to have a good experience - Dev makes insane game, but still wants to improve on it so people can enjoy it even more This man is cute IRL, he must be. What a wholesome and humble human being. Take my money, Sir. You and Dr. composer with their fire tracks.Show moreShow less
I really REALLY tried to give this a chance. Repeatedly. It tries to stand on both sides of the fence for stealth vs. action and utterly fails in both places. On the stealth side, it gets IMMENSELY frustrating to have fifty enemies immediately launch into alert mode because the very fuzzy noise system. Fire a heavily suppressed shot fifty feet away from an enemy and with a wall in the way and nope, that enemy is still going to hear it. Or maybe not. Bang on the wall outside that same enemy? Nothing. Enemies can see you from outside the screen range so you can get discovered, and shot, by enemies you can't even see. Worked-up enemies can randomly just fire in a direction they THINK you are which even when you're across the map, causing every other enemy to flip out and go into attack mode because unsuppressed gunfire carries across virtually the whole map. Ambient noise is almost nonexistent so there's no cover for the noises of your actions. The lack of a standard feature like showing enemy sightlines does NOT improve the game in the slightest, as not only does it make it very difficult to determine if an angle of approach is safe or not but the maps are littered with half-height terrain that looks EXACTLY like any other terrain. This means you have no way to tell what enemies can or can't see through, which means frequent encounters where you walk past a shelf that turns out to be a table and you're in clear few of the enemy. There's no actual crouch, but there is a frustratingly slow crawl; again, there was zero need for this and one less would be needed if you could simply crouch as your lowest movement speed and stay below the edge of half cover. The nightvision mode is awful. It barely works in the dark and is completely blinding anywhere else, even though nightvision hasn't worked that way in at least twenty years. On the action side, enemies are wildly and annoyingly overtuned. I've had enemies LITERALLY dodge back behind cover to avoid a bullet because they HEARD a gunshot before the bullet reached them. Enemies know all the cover and sightlines with pixel-perfect aim, the player has to guess at what is full cover or half cover. Enemies are prone to fall over in combat, which is hugely frustrating when they get back up from a pile of bodies and start shooting again. Melee is VERY short-range with a narrow strike window; prepare for lots of swinging past somebody's shoulder to no effect, then they instantly back out of range and start shooting. Then there are the gameplay issues. The control interface is flatly terrible. My entire playtime was plagued by fighting with STUPID DOORS because of how close you have to stand to them to open/shut them. But if you stand TOO close, you can't interact with them at all. You also have to AIM directly at them to open or close them, making for frustrating moments of navigation when you slip through a doorway but an enemy comes to investigate the open door because you tried to close it and bounced off your back, then you backed up and tried again but it was too far away, then you got closer but now you aren't lined up, etc. And for some terrible reason, Space handles door locks and opens doors, but E interacts with everything else. This is bizarre and stupid, just make one interaction button. Item selection is awful. If you stand over a body, the game defaults to putting their weapon first so you will frequently pick up their gun (and put down yours) when you actually just wanted to pick up the body. Swapping items in combat is clumsy; with no pause function, it means you usually just get shot in combat instead of being able to throw a grenade you brought. Speaking of items, you can unlock weapons by picking them up and leaving the mission with them... except you have to REPLACE your weapon in the same slot. There's no map and no way to leave markers, so you end leaving a gun behind to get it on the way out and then instead can't find it again in the confusing clutter of any given map. You also can't see what is an unlocked gun until AFTER you pick it up, which then gives a one-time temporary message. So unless you find a new gun, write down the name, swap it back out with your own highly-customized gun, when you come back you may not even remember which gun is the one you haven't unlocked yet. Incredibly tedious. Overall, it's a stealth and action game where the stealth is incredibly tedious and unreliable and the actions is very clunky, clumsy, and frustrating. This is no Hotline Miami where you are smoothly jumping weapon to weapon while fighting a rush of enemies. And because almost EVERY stealth slip-up reverts to the terrible combat mode, getting seen when trying to be stealthy is essentially an instant fail because it is NEVER worth trying to fight your way out of it.Show moreShow less
To preface, I would encourage you to buy this on principle alone. The developer was one of the few indies who followed the original Steam Regional Pricing in my home country when everyone else just bumped it to 500% simply because he said he knew it would suck for honest buyers and understands what it is like to be poor to buy a game. And for hyping the sequel, he simply gave away the first game for free for everyone to try it. Oh and the supporter pack gives most of the money to the composer. For these things alone, this dev gets my seal of endorsement, and I encourage you to support him. OK about the game now. Intravenous 2 is everything good about the first game and more. This is a straight improvement on nearly every front, with even more guns, complex levels, and edgekino writing of the highest caliber. By far the best addition is the two distinct playable protagonists, one who starts better suited for stealth and one for combat, which highlights the best aspect of both games: Intravenous is one of the very few titles where stealth and guns blazing are both extremely enjoyable, well developed, and a lot of fun. Thanks to this separation, you get to enjoy both extremes at your leisure much easier than before. To add a cherry on top, the soundtrack is again incredibly strong regardless if you are sneaking around non lethally or carving your path like a madman. 100% recommended for stealth action purists and rambos alike. This is an excellent sequel that surpassed all my expectations of an already super solid indie game. Buy it.Show moreShow less
I bought Intravenous 1 and 2 on sale in a bundle together and I'm writing this review because this game feels like the first time I've been tricked buying an overwhelmingly positive reviewed game. I thought the first game was mildly frustrating but overall was very mediocre like a 6/10. So I saw these positive review saying how this game was a better version of the first game so I was kinda hyped. just to find that it has all the same problems of the first game and the new features either add nothing or make the game worse. Problems from the first game that weren't fixed: Buggy AI Confusing Map design enemies spotting you off screen Bad stealth making going loud feel like the only option Uninteresting Story Problems I found with the second game: Guns damage and accuracy can feel very random New mission types are annoying Levels are bloated with enemies making going loud a chore skill tree and weapon attachments feel useless My overall conclusion is that Intravenous 1 is clearly an attempt at something new that didn't work. So my question is why would you make a sequel if your not gonna fix the glaring issues that plague the previous entry? Look if you enjoyed this game great but it really wasn't for me. I just think there are better games in this genre that are more worth your time and money.Show moreShow less
Sum-Up In-depth analysis further down. If you’re looking for some screenshots click here to view all the ones I took for this game. 🟩 Pros 🟥 Cons • Realistic, uncompromising challenge that puts you against overwhelming odds in both stealth and loud playstyles. • Excellent variety of customizable weapons and gadgets, all useful in their unique way. • Superb enemy AI that will act tactically, wait for teammates, and notice your every mistake. • The gritty art style, alongside a banger dynamic soundtrack, ensures gripping immersion. • Dark, hard-boiled story that features interesting characters and is heavily influenced by your choices. • A specific mission aside, there are no benefits or unique rewards from a ‘full stealth’ playstyle. • Enemy AI, while generally good, is unable to deal with barricaded positions very well because it doesn’t use grenades. 🟨 Bugs & Issues 🔧 Specs • Rarely, you might get stuck in some places, requiring a save reload. • Inconsistent pathfinding with followers you need to escort, sometimes not climbing objects correctly. • i9 13980HX • 64GB RAM DDR5 • RTX 4090 • NvME SSD • 3840x2160 Content & Replay Value It took me around 11 hours to complete IV2 on the True (very hard) difficulty, taking extra time to clear all side-content, explore all maps well, and get the best ending. Given the various approaches available to the player and multiple choice-based endings, other than optional modifiers, it offers high replay value. Do I recommend it? Definitely. If you’re into stealth games, tactical shooters and noir crime stories, this is a solid pick. Conclusion A straight improvement on the solid foundation set by the first game, IV2 stands tall in the stealth shooter genre among the hits from the last couple of years. Follow our Curator page, Summit Reviews, to see more high-quality reviews regularly. In-Depth Writing & Worldbuilding IV2 tells the story of Sean and Steve, two contact killers that Fate has bound together through unlikely events. Sean is an ethical killer, only putting a bullet in those who deserve it by specific standards he sets, clearly favoring non-lethal, stealth approaches when viable. Steve, on the other hand, is a ruthless killing machine that, in a Punisher-like fashion, spends his life eradicating mob groups and criminals alone—usually in the goriest, most painful way possible. Alas, even he has his own standards when it comes to what is right. The dichotomy between the protagonists is clear and evolves organically during the story. Depending on your actions, their trust in one another may bloom or falter, which influences not only how much Steve is willing to teach Sean, but also their relationship. Your actions in dealing with each kill-list target will dramatically change the events that follow, and there’s no turning back. The plot, in true modern crime-noir style, depicts the changeling and backstabbing nature of politics, organized crime and humanity as a whole. It's not game-changing, but it will surely hook your interest until the end. With its gritty palettes, abundant gore and realistic style, pixel art notwithstanding, IV2 has been crafted with care in all aspects. Abandoned factories where the shadiest deals are set, or crime lord villas lavish with decorations and supercars are only some of the places you’ll visit to bring justice… and in many cases, death. Exploration & Secrets Map layouts are generally extensive; a multitude of rooms, many of which are locked by key or magnetic cards, are scattered around, constantly patrolled by enemies, cameras and other detection devices. The top-down view allows you to see enemies and environments beyond line of sight, a great advantage that makes exploration less cumbersome. However, there’s no map; an objective indicator, in most cases, will point you in the right direction. Exploring everything thoroughly will allow seizing valuables, unique weapons and mod blueprints that will prove invaluable in keeping up with the increasing enemy skill and numbers in the oncoming missions. On harder difficulties, you’ll have limited per-level saves: exploring while collecting these items is the only way to be granted more, or else lose chunks of progress if you’re killed—and you will die… a lot. There are out-of-the-way rooms with unique items which will be permanently unlocked for future use if you finish the mission with them alive—a solid mechanic that incentivises exploration and thoroughness, and increases the risk/reward factor. Combat & Stealth All missions can be approached completely loud or stealthy, or in a mix of both styles. IV2 caters to all players, even to those who don’t really like stealth that much—that’s why, aside from silenced non-lethal weapons and an array of stun devices, you’ll also see assault rifles, fully-auto shotguns and explosives in your arsenal. The silent approach is slower and requires careful planning, but minimizes the risk of dozens of foes ganging up on you together and, in specific cases, also may influence how the story evolves. Most of the time it’s entirely optional. Your foes will notice missing patrols or radio checks, and even doors that aren’t supposed to be open, thus going into alert and starting a comb search of the entire location. Luckily, you can hide in many places such as vents and closets, other than employing distractions like sabotaging lights and using sound devices to divert attention. If you’re a person of action, the ‘Rambo’ style may be your pick. Don the heaviest ballistic armor, grab the high calibers and lay waste to all that dare oppose you—easier said than done, however, given that all enemies are very perceptive, dead-accurate and dynamically call reinforcements from other parts of the level if you’re spotted. They’ll even go as far as waiting on multiple entry points to breach your position so that you’re overwhelmed, favoring easy corners from hard ones—just like special forces do in real life. They’ll also shoot you from past your camera view if they have sniper rifles or heavier weapons. It can feel unfair sometimes, but elevates the realism and brutal difficulty the intended design wants to go for. Gunfights are high-stakes, with a few bullets capable of killing both you and any enemy; healing is scarce, and either found randomly or taken as a gadget that, however, will occupy a precious utility slot. High-octane fights that will leave a pile of mauled corpses, and partially destroy some map elements, are a blast to play through. Bullet time is also a thing, apparently, but it’s never properly introduced so I finished the whole game without it. Progression & Customization After each mission, you’ll be able to upgrade and customize your guns with a vast array of modifications, such as changing trigger groups, modifying barrels and selecting different ammo types. You’ll need money for that—way more than the comparatively miserable mission rewards, that’s why you’ll need to comb every level for valuables. It’s fun to experiment with this system, as each gun feels different and handles uniquely. Other than buying new gadgets to bring along, Steve, for a fee, is willing to teach Sean the tricks of the trade, allowing him to get better at various passive skills—something he can also do on his own by performing specific actions, but Steve will help with mastering them a lot faster.Show moreShow less
Very cringe world building, it's like a kid took a script writing class but has only ever watched Boondock Saints and the first 15 minutes of Reservoir Dogs. The protagonist is made relatable and justified in his obviously evil choices because his father needs an expensive medicine which forces you to take on weirdly apolitical murder jobs that end with 80 people dead but payout like two thousand dollars. Better to just have a silent protagonist and let the player fill her own head-cannon than generate endless cognitive dissonance for the player trying to understand why their dude is such a ♥♥♥♥♥♥♥. The game doesn't ask questions like, why not just rob the pharmacy? Why is medicine so expensive? How is it easier to merc an entire neighborhood than to get healthcare? It's not that kind of game, and that's fine, but if the game doesn't want to challenge the world it exists in, why spend time world building at all? The dialog is distractingly bad which is only a crime here because there's so ♥♥♥♥♥♥♥♥♥♥ much of it. Inventory management is baffling. Picking items off the ground next to a dead body requires no fewer than 20 carefully chosen key strokes. Exploration is tedious and I quit before I might learn that the extra $200 is worth the trouble. Why are there so many ARs and shotguns in a stealth game? The AI does seem pretty solid but the environments are so weird that you'd think they're procedurally generated. Why is there a hedge maze next to this guys garage? Why is there a patrol in a hedge maze next to a garage? Interacting with the doors and windows and walls feels very clumsy; unintuitive. Why do we need different buttons for opening a door, scaling a wall or hitting tapping a light switch? There doesn't seem to be a difference in reward or outcome for playing stealthy which is many times the effort from the player. The core loop is mostly solid, the worst is everything in-between. There's a scene between missions where you're expected to go through your own house to pick up a gun in one room, ammo in another room, and your mask in the a different room, which requires you to clumsily open doors and follow nav-points and the only purpose it seems to serve is to heighten immersion, but this isn't a world you want to dive into. This is a game that can only be enjoyed at a psychic distance.Show moreShow less
I'm glad that this game is getting some more attention through whoever sseth is (and his "hey hey people" army). game deserves all the attention it can get everything in this game from the spritework to the dialogue to the actual gameplay was made with care and a clear purpose. nothing in the game feels rushed or low-quality while this game is stealth-focused (and it does a wonderful job at that), you're still allowed to go in guns blazing; most would compare this playstyle to hotline miami but intravenous II requires much more methodical approaches in order to successfully clear a level loud. this also applies to stealth, as you have to carefully consider your position and your next action in order not to completely screw everything up the artstyle is dark and gritty which reflects the game's tone, gameplay, and overall dialogue; everyone is calm, sharp, and very crude when speaking I also want to mention just how great the dev is, as he's been putting out free content updates/fixes out of passion. it's clear he cares both about the game and the people playing it, which is a commodity in the modern era of gamesShow moreShow less
I want to like it, but it's a frustration machine. Principle of 'anticipation' to be expected from animations (e.g. of enemies) is not maintained. Enemies move like flies. They'll go from 0 to a 100 in a frame. They'll go from 100 in one direction to a 100 in the opposite direction, instantly. They will move 3x as fast as you, and that matters if they're swarming you en-masse, instantly, alltogether. They don't communicate - if someone knows where you are, everyone instantly knows and goes to the right location, even if you blast them before they could even raise an eyebrow, let alone open their mouth. The button (press the left stick on gamepad) that is always reserved for 'run' in games will just open up an item radial menu you can't press B to exit. So as a reflex motion in a tight situation you'll want to run and instead will open up a radial menu and look at items, and while trying to close it with a B, you'll just look at selection of your ammo instead. Doors will push you out of their way. You'll get stuck on doors a lot, and guards will often go 'under'(?) them. It won't be clear what parts of the 2d world will cover your or the enemy guard's vision and which won't. The whole screen moves when you're re-aiming at someone real quick (and enemies are super quick so you have to hope to keep up) which also means that when you thought you'd need to aim - it's not going to be the case cause the screen will still move with your crosshair. The aim point therefore will not be where it needed to be. Maps are FULLLLLLL of enemies. Boatloads. Airplanes full of. You might go perfectly through a level up to a point SOMETHING tiny went wrong, like someone maybe realized someone is missing from their patrol, AND BOOM - you have a 100 people exactly at your location. Fly like flies fast over to your general location. And occupying your exact exit routes and staying there indefinitely. All guns are so loud that basicaly using them means you alerted the whole boatload of people. Useless. So you just use a knife. Even when you've alerted them it's either you get shot from off screen, or you just break all the lights and feel guilty cause you're just easy shotting them from darkness, one by one. as they come in to their deaths, without a single thought. So what it comes down to is just memorizing what went wrong last time. And doing that one solution over and over, reaching further and further down, like a ground hog day on repeat. until you go far enough. Going stealth without killing or harming anyone through the level is easier. But what's the point. Gamepad port is broken in some places. Nah.Show moreShow less
Hey hey people Time for violenceShow moreShow less
I wanted to like this game so bad, but largely found an incongruence between the complexity of the weapon systems and the overall simplicity of any given strategy. Like, a weapon has an incredible amount of displayed statistical information but by and large, none of this information has any real effect on gameplay, which makes me think its inclusion in the first place was to artificially 'flesh out' the game. Many of the stealth elements are too overly simplified to warrant such a given complexity. And also, most of the stealth elements are under-explained. Where there are interesting ideas I find them to not be tangible enough. Like great, there is a noise system; but I found no grounded difference between killing an enemy silently on concrete or on carpet. And for evasive purposes I felt like that enemies would respond in certain parts where they wouldn't otherwise. Again there is complexity here but only artificial. It seems that is has no real effect on mechanics, or any stealth game already released. Other little things: 1: Having to replay a level multiple times before finding a solution is not fun, opportunistic stealth. It revokes the claim that this game can be tactically interesting, and that the only way to play it is singularly. The complexity of the weapon systems and combat falls apart if it is paired with such a rudimentary way of engaging with the level. If it is a puzzler shooter then I'd just go back to playing a game that does it better: Hotline Miami. 2: Some people have said the game is better with all guns blazing combat. While I think this is a fair assessment due to interesting AI choices and decision making, both sides and types of players should be catered for. I think many people will like this game, but I didn't for those reasons. I thought it could potentially revolutionise the stealth genre by being more freeform and interesting, a bit like the days of MGSV; but what I was met with was boring level design, singular approaches to levels, incongruent systems that didn't make sense. Better stealth games would be: MGSV. Better top down shooters. Hotline Miami. Better story: Katana Zero.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.