
Road to Vostok is a hardcore single-player survival game set in a post-apocalyptic border zone between Finland and Russia. Survive, loot, plan and prepare to cross the border into Vostok, a permadeath zone where one mistake can end it all.
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Prices
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About
A hardcore single-player survival game set in a post-apocalyptic border zone between Finland and Russia. Survive, loot, plan and prepare to cross the border into Vostok, a permadeath zone where one mistake can end it all.
Core Features
Realistic FPS mechanics
Physics-based loot
Hostile AI's & factions
Map-to-Map travel
Permadeath zone
Shelter customization
Trading & Tasks
Day & Night cycle
Dynamic weather
Dynamic events
Summer & Winter
Area 05
Your road begins in Area 05, an evacuated zone located in the southeastern part of Finland. In Area 05, you will find shelters, traders, tasks, and starting loot for initial survival.
Your peaceful life in Area 05 is often interrupted by hostile Bandits, an anarchist group taking advantage of the lack of authority in the area.
Once you have gathered enough loot and equipment, your road continues toward the east, where you will find the Border Zone, a guarded border line between Finland and Russia.
Border Zone
Each Border Zone map has a crossing point with different challenges. Some crossing points may include mines or physical obstacles, while others require using waterways with boats.
On top of these challenges, the Border Zone is guarded by a group called Guards. These foreign border guards are armed, corrupt, and often rely on air support to prevent people from crossing the border.
Vostok
If you manage to cross the Border Zone, you will enter Vostok. Located in Russia, Vostok is a high-risk, high-reward zone and holds the most valuable loot in the game.
Every Vostok map is a permadeath map. If you die in Area 05 or Border Zone, you only lose the equipment and loot you're carrying, but if you die in Vostok, you lose everything.
Vostok is controlled by the Military, an armed troop with heavy weaponry and the ability to use armored vehicles. The Military faction is the most dangerous faction in the game, and they have one objective: to push you back where you came from.
Time of Day
The game uses a 24-hour day & night simulation where lighting conditions change dynamically with sun and moon cycles. You can manipulate game time by sleeping, but most of the time, you will need to prepare for darkness when roaming through the game world.
Weather
The game has randomized weather states that vary from sunny to dark skies with thunder and everything in between. If you are lucky, you may even see northern lights on a clear night sky.
Seasons
If you survive long enough, the game world will shift from summer to winter, and you will start facing issues related to snow and cold. You can also choose constant summer or winter modes for your playthrough.
Events
On top of the changing lighting conditions and weather, dynamic events occur every now and then in the game world. These events vary from small ambient sounds to aerial events, like airdrops and crash sites, to faction-based special events.
Scavenge
Every playthrough is a different experience where loot and luck are core components of game progression. Scavenge, trade, and craft hundreds of unique items based on real-world parameters and progressive loot tiers.
Loot Systems
The game uses physically-based loot and loot containers, where loot never spawns in the same places. You can find hundreds of loot items in each map, and anything that logically looks like storage for loot is an interactable loot container. You can find consumables, clothing, medical items, tools, electronics, weapons, attachments, and much more.
UI & Inventories
Handling loot and items is done through tetris-style inventories with dynamic icons, item combining, item stacking, and quick actions to make the looting experience seamless part of the game.
In-game Traders
You can trade items with in-game trader characters using an intuitive bartering system. Each trader is specialized in certain themes, like tools, medical supplies, weapons, and furniture.
Bartering
The trading system doesn’t use money and is purely based on bartering. All items are valued based on their post-apocalyptic usage value, where items like medical supplies, food, and even toilet paper might hold high value.
Tasks & Services
Traders can be used for tasks and services like medical care or weapon maintenance. The task system is based on trader levels, and through tasks, you can obtain rare items, unlock new shelters, and get clues to lore-based questions.
Safe Place to Save
Shelters are safe zones and places to store loot. Shelters are the only way to save your game, and you often need to utilize multiple shelters when traveling toward the east.
Multiple Homes
All shelters are different from each other in terms of size and customization possibilities. One shelter may be a small cabin, while another might be a large concrete bunker. Certain shelters are unlocked by default, but some are only available through keys that you need to earn through trader tasks.
Shelter Customization
All shelters have a default template in terms of furniture, but everything is customizable through a decoration mode. This mode can be activated inside the shelter and gives you the ability to modify all furniture-related elements. You can catalog, move, and rotate all existing furniture however you want, and you can acquire new furniture through crafting or trading.
Item Placement
Once you have your preferred shelter layout ready, you are ready to start placing items for storage. You can use furniture containers for storage, but you also have the ability to place individual items wherever you want. All items are physics-based, and once you place them, their positions save automatically when you exit the shelter.
Your Road, Your Character
Road to Vostok is a hardcore survival game, but it doesn’t force you into specific playstyles. You are not forced to enter the permadeath zone, you don’t have to care about the lore, and your character isn’t tied to any specific role or theme.
In some playthroughs, you can be a combat-oriented character with military gear, and in the next, you can be a lonely fisherman playing the harmonica on a remote island.
You create the story, the game provides you the tools.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1076 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ignore anybody saying it's impossible to get a gun.. literally you get a gun from any bandit that you kill. they drop it by their side or you take it from their cold dead hands. It will not appear in their loot pool, it's guaranteed when you kill them. It's a solid game, you need to start out with a kit and then scavenge supplies. If you die during this beginning period then just restart and try again. I ended up using mods to fix the games ai but also add more of them to add difficulty because the initial bots have aimbot and don't have to reload which is insane. Now they follow a normal set of rules and have normal magazine sizes. The game is rough but I've had a lot of fun playing it because I like slow paced games and being a rat. The mosin sucks, it breaks my heart since the mosin is my favorite gun in any game and i love the way you reload it in this game however if you have the scope on it.. it just misses idk why. I tested it shot a guy in 4 different areas and not one hit then I pulled out my pistol and killed him from across the field I was shooting at him on. Wish I knew why.. Game is challenging, perma death is a real pain that has me hoarding ♥♥♥♥ in my house that I probably shouldn't be and I wish the cat did more than just sit in his box and meow but oh well it is grandmas cat and I will take care of it. Focus on gathering stuff and as you survive more days you will unlock objectives if you aren't able to make your own fun.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game was good for a solid 4 hours but it feels very redundant AI is bad and it feels pretty much empty. ah yes and no saving option so you have to walk back 10 mins every time.
разорвите мне туза
there is a lot of good coming out of this game
mierda sí, no le tengan miedo al campo de minas, solo corran en linea recta hasta llegar al otro lado
😎🆒
Jogo ainda em desenvolvimento mas já conta com bastante conteudo, O dev é transparente com o andamento do desenvolvimento, com o roadmap disponibilizado no menu do jogo e sempre postando novidades da atualização no servidor de discord do jogo, vale muito a pena
Hi guys, I want to thank the develloper vor this amazing game - surely there are things to work on, and of course its not finished, but a single person created an atmospheric and exciting Masterpiece. In my opinion, even for 20 bucks the actual alpha game is worth playing, cause it gafe me 60 hours of fantastic gameplay. But there is coming more for sure. why is it so good? The atmosphere and excitement, the weapon/shooting sounds are really good. A lot of pleople cry about the difficult AI, but: - the AI is moving in cover, flanking, hiding in buildings, sneaking on your position, staying in cover.... for me it is for an AI focused game the right amount of difficulty, cause you really want to survive, like in Dayz - but there you play agains humans. Through the very heavy permadeath region.... you really have to plan your runs and go from cover to cover... it is surely not for everyone, but it makes the game unique maybe the dev. can create a very rare and expensive revive pen for permadeath zones, but I really hate to loose my stash the stash and sort system is the best, I have ever seen: you can completely design your shelter/stash.... I love lootin and shootin and sortin.... I died twice; once out of thirst, second an AI pushed me with an auto smg, I was in permadeathzones, but there I really move as cautious as I can One thing that should be improved... the stereo picture is kind of bad, cause its with my earphone not really clear, where and from which direction the AI is sneaking, moving so in my opinion, genious devs should be supported, and not this EA stuff, so if you are looking for a very nice experience, buy it ...!!!
16.8. mennessä 20 tuntia pelattu, demoa aiemmin kymmenisen tuntia. Kehitystä vaatisi vielä monessa isossa ja pienessä asiassa mutta hyvä peli jo nyt. SPOILEREITA, mielipiteitä ja mahdollisia kehitysideoita: Tekoälyvihollisten näkö ja kuulo aivan liian hyvä. Näkevät puolen mapin päästä kun juokset pusikossa ja ampuvat vaikka itse näkisit heistä muutamia pikseleitä 4K-resoluutiolla. Miellyttävää kun osa piileskelee mökeissä ja osa aggressiivisempia. Nälkä, jano, energiataso ja henkinen hyvinvointi alkavat vaikuttamaan vasta mennessään nollaan. Väheneminen voisi asteittain vaikuttaa eri alueisiin. Nälkä ja jano voisi olla vähemmän lineaarista. Esimerkiksi nälkään kuoleminen kuitenkin vie oikeassa elämässä melkoisesti aikaa mutta alkaa vaikuttaa muuten jo nopeasti. NPC:t höpöttelevät liikaa itsekseen vaikka et ole välittömässä läheisyydessäkään. Jutut ovat loistavia mutta niistä menee nopeammin maku kun eivät minuuttiakaan hiljaa. Radioon löytyisi varmasti paljon musiikkia kotimaasta ja maailmalta. Tällä hetkellä timanttinenkin sisältö puuduttaa nopeasti koska vain pari biisiä ja radioselostusta. Säilykkeitä hahmo vetää melkoisesti mutta tyhjiä tölkkejä löytyy vain vähän. Jospa hahmo ei söisikään kylmää hernekeittoa tölkkeineen päivineen vaan tyhjä tölkki jäisi vaihtotavaraksi tai hävitettäväksi roskaksi? Kissa ei tee muuta kun on harmiksi ja vaivaksi kun ei pärjää reilua vuorokautta pidempää ilman että antaa ruokaa. Jos kissa tulisi edes laatikostaan, hengailisi asumuksella siellä täällä, niin ei olisi pelkkä riesa vaan seuraksikin. Makuupussi on jostain syystä kertakäyttöinen vaikka paljon halvempaa melatoniinia löytää joka paikasta. Sama homma tyynyn ja patjan kanssa, vievät sen verran tilaa että saisivat olla useampaan kertaan käytettäviä. Entäs jos makuupussi, patja ja tyyny olisi levitettävä ja hahmon sitten kerättävä ne pois lähtiessään? Jos unohtaa tai ei kerkeä ottaa mukaan, menettää tavaran. Ja se melatoniini, auttaisiko se nukkumaan pidempään sen sijaan että pystyy kuorsaamaan 10 tuntia vaikka sateessa ulkona? Veden puhdistaminen keittämällä ja/tai tislaamalla saisi olla juttu. Joka paikassa mahdollisesti saastunutta vettä mutta muutamaa litraa mikromuovista pullovettä saa metsästää kymmeniä tunteja. OIisiko keittämällä enää lievästi haitallista vettä ja tislaamalla puhdasta? Siinä muutama asia jota tuli äkkiseltään mieleen. Build 2:ta odotellessa. Modeihin en koske vielä sillä kaikki nämä saisivat olla jo vanillassa kunnossa.
The only thing not to like about this game is that it isnt finished yet. Worth well over asking price. Get it while its still an early access.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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