
ATOM RPG: Trudograd is a turn-based post-apocalyptic roleplaying game, which continues the story of ATOM RPG as a stand-alone sequel/expansion, and follows the traditions set by classic cRPGs such as the early Fallout and Wasteland titles.
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About
Please note: Since Trudograd continues the story of ATOM RPG it is recommended to play the previous title before the sequel.
Trudograd is a stand-alone story expansion to ATOM RPG - a turn-based roleplaying game set in post-apocalyptic Soviet Union. It is inspired by classic cRPG titles of the past, such as early Fallout, Wasteland and Baldur’s Gate series.
22 years ago the USSR and the Western Bloc destroyed each other in a nuclear inferno. Millions died instantly, society collapsed and technology was sent back into the Middle Ages. You are a member of ATOM – an organization tasked with protecting the post-apocalyptic remnants of humanity.
Two years ago you – a rookie agent of ATOM – were sent on a dangerous mission into the Soviet Wastes. As a result, you uncovered certain information about a new threat that can potentially destroy the struggling remnants of humanity.

In ATOM RPG: Trudograd your goal is to travel to a giant post-apocalyptic metropolis that withstood the tests of nuclear obliteration and social collapse. There you must find what is thought to be humanity’s last hope in fending off the menace from outer space!
Trudograd features:
Start a new game with a new character OR continue playing as your ATOM RPG character - for this you must make a save file after beating ATOM RPG’s last boss and upload it into Trudograd via a helpful menu;
Explore a vast open world, containing 40+ hours of gameplay and 45+ populated locations, from a snowy post apocalyptic megapolis and its outskirts to secret Soviet military bunkers, a large pirate tanker in the frozen sea and a mysterious island, among many more;
Visit 30+ combat-only locations where you will get to fight tens of foe varieties from mercenaries to merciless mutants;
Meet 300+ characters, each with a unique portrait and branching dialogue;
Complete 200+ quests, most with multiple solutions and outcomes;
Try out our fully voiced visual text quests with branching plots and unique hand made artwork;
Arm yourself with 100+ models of distinct weaponry with 75+ weapon mods for further customization;
Protect yourself using any of the 3 unique powered Soviet-style exoskeleton armor suits, with 20+ ways to customize and modify them for any playstyle;
And the fun doesn’t even end there!
We really hope you will enjoy ATOM RPG: Trudograd!
Engagement
Reviews
Themes across 81 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b]🎮 实际玩起来:[/b]你会以俯视视角探索城市和周边地区,与 NPC 对话、接任务、做属性与技能检定、搜刮物资,再用说服、欺骗或回合制战斗处理问题。不少任务有不同解法,偏离主线往往能找到额外任务和装备;代价是移动缓慢、逐具搜尸、频繁整理背包,战斗常变成原地互射。队友在战斗中主要按预设 AI 行动,部分剧情检定只看主角。支线写作经常靠揭露人物污点制造道德灰度。简中汉化基本能看,但校对和格式比较粗糙,偶尔还会把影响玩法理解的关键信息翻错。 [list] [*][b]✅ 买:[/b]喜欢到处翻找、读长对话、靠技能检定寻找不同解法,愿意研究属性、技能和装备,也能接受慢节奏与繁琐整理。 [*][b]❌ 绕开:[/b]期待回合制战斗本身有丰富的地形利用和小队操作,或无法接受大量阅读、反复跑腿、搜尸和整理背包。 [/list] [b]⚠️ 购买前注意:[/b]本作可以直接新建角色游玩,但故事承接《ATOM RPG》。我的不推荐判断还基于过去的一次亲历:卖掉一件主线物品后,商店刷新使其消失并卡死主线。本次回访中,我只确认该物品仍可出售,没有重新验证刷新后的结果。 [b]— 只想判断买不买,读到这里就够了 —[/b] [i]⬇️ 想看能囤柴油的私人住宅、吊车旁帮不上忙的技术高手,以及旅馆澡堂里的无限加载,再往下看。[/i] (以下内容建议在完整评测页阅读;正文以完整评测页排版为准。) [hr][/hr][hr][/hr] [h1]《此生陷囫囵,万幸没被奸》[/h1] [i]ATOM 个人行动记录|归档副本[/i] [table] [tr][th]档案编号[/th][td]TG-47.8[/td][/tr] [tr][th]行动状态[/th][td]结案[/td][/tr] [/table] [hr][/hr] [h2]01|行动缘起[/h2] 曾经,我玩了 [b]47.8 小时[/b],已经走到临近结局的位置,存档却被一张纸条判了死刑。它不是普通垃圾,而是主线任务物品[b]“北方佬的加密字条”[/b];从它消失的那一刻起,主线就再也无法推进。 后来,我又认真玩起这款游戏,最初的动力是一种执念:以前玩得那么入迷,总得把那个没能亲手看到的结局补回来。这次我依然做支线,却没再执着于全部完成,最后顺利通关。而真正支撑我玩下去的东西,与其说是它本身有多么出彩,不如说是探索欲、构筑角色的乐趣,以及一种很私人的熟悉感。 我小时候玩过不少这种老派 CRPG。俯视视角、属性和技能检定、捡垃圾、管负重、满地图找人跑腿,再配上 NPC 一开口就恨不得把祖上三代和人生哲学全讲完——这些东西现在看来未必都好用,却还是会让我产生一种“啊,又是这个味”的亲切感。但熟悉不等于优秀,怀念也不能让这些问题消失。 对一款把大量体验建立在对话和文字说明上的游戏来说,简中汉化也只能算“能看”。错字、标点和格式不统一尚且只是小事,偶尔还会直接损失信息:例如“狩魔人”和“猎人”两个能力,中文版都写成了“命中怪物造成双倍伤害”,把原本针对不同敌人类型的区别直接翻没了;“灰色角落”还有台词把“(b)藏满(/b)”这样的格式标签原样显示出来。大多数时候我仍然知道它想表达什么,只是在如此巨大的文本量下,这些问题会不断额外消耗阅读注意力。 [h2]02|探索与战斗:乱逛是有回报的[/h2] 我喜欢在地图上到处乱晃,而游戏确实会奖励这种好奇心。在机械厂,如果只做主线,玩家可能根本不会知道布朗尼斯拉夫·希洛夫那里还能拿到动力装甲[b]“特殊装甲M-1”[/b]。另一处更大的惊喜则是[b]“总部”[/b]:在二层找到霍姆扎并买下他推销的房产、清理掉占据宅邸的匪帮以后,玩家就会得到一座属于自己的私人住宅。里面有储物箱和能够为动力装甲供油的柴油燃料箱,还可以陆续招来厨子、医生、枪匠和商贩。它不像一个临时落脚点,更像游戏真的给了玩家一个家。 这种探索也会反过来让我更想变强。我经常一头闯进当前根本打不过的地方,于是总会惦记更好的装备,琢磨怎么把角色练得更凶。可惜的是,这个过程往往比真正开打更有意思。 战斗本身并不好玩。操作相对繁琐,队友主要依靠预设 AI 行动,玩家无法在战斗中直接接管。很多时候,双方就是站在原地互相开枪;场景里也很少有值得利用的地形差异或环境要素。但研究角色构筑,让技能和装备逐渐形成闭环,最终把角色培养到能够迅速秒人,确实很有乐趣。我还为此整理过一份三人队培养攻略。这至少可以说明,我说战斗不好玩,并不是因为没弄懂玩法。 https://steamcommunity.com/sharedfiles/filedetails/?id=3792540020 [h2]03|系统观察:队友很懂分寸[/h2] 这套系统最奇怪的地方,是游戏明明允许队友用自己的技能开启普通门锁和容器,到了剧情检定却突然只认主角。队伍里的黑索金有 [b]125 点科技[/b],主角只有 [b]42 点[/b];遇到一台需要 [b]80 点科技[/b]才能修好的吊车时,系统仍坚持让主角白忙一个小时,站在旁边的黑索金绝不肯越俎代庖。废土世界,人人讲究分寸感,尤其点名表扬黑索金同志:宁可让领导白忙,也绝不伤人自尊,极通人性。 开锁也一样。红焰有 [b]117 点撬锁[/b],主角只有 [b]26 点[/b],可在“东方之珠”遇到关押奴隶的牢门,游戏还是只肯检查主角。这并不是角色扮演中“这个角色不会就是不会”的自然限制,因为队伍里明明有人会,平时系统也承认她会;只是剧情一来,队友的专长便被强行作废。组建小队所形成的分工,就这样被规则自己拆掉了。 其他问题单独看都不算致命,凑在一起却很消磨耐心:移动慢,搜刮往往要逐具尸体翻找,负重不断逼人整理背包;有些房间的屋顶还未隐去,藏在里面的敌人已经能向外开火,玩家却必须消耗行动点走进房间,屋顶才会消失,不然连对方站在哪里都看不见。旅馆澡堂则更干脆——我多次尝试洗澡,换来的都是无限加载。敌人会顶着没消失的屋顶打我,而我连澡都洗不上,废土生活的艰辛体现得非常全面。 [h3]事故复核[/h3] 这些至多让人烦,真正危险的还是开头那张[b]“北方佬的加密字条”[/b]。当时的具体经过是:我把它卖给商人,商店库存刷新后物品消失,[b]47.8 小时[/b]的存档就此卡死。这次我只核对到当前版本仍允许出售,没有再重演出售后等待商店刷新的全过程。但那次正是因为它能被出售,才会在商店刷新后永久消失并截断主线;如今仍没有最基本的防出售保护,已经足够让我无法放心推荐。 [h2]04|叙事观察:“谁都不干净”又来了[/h2] 这里的任务并非没有优点:不少任务会给玩家准备说服、欺骗、其他技能检定或者直接动手等不同解法,偶尔确实能让人感到自己的角色构筑改变了事情的处理方式。问题是,解法可以灵活,故事却常常用同一种方式制造“深刻”:先摆出一个看似明确的受害者和加害者,再揭露受害者同样有污点,于是所有人都不干净,任务便自动获得了所谓的道德灰度。 [b]“利益冲突”[/b]是最让我印象深刻的一次。莫佐夫请我解决贩卖“黑莲”的毒贩“洋葱头”,理由是这种毒品正在毁掉城市。[spoiler]我照办以后回去复命,却发现莫佐夫已经坐进洋葱头原来的位置,继续出售“黑莲”,再用穷人救济所和远大目标解释自己为什么暂时还不能停手。[/spoiler]我的第一反应是把他也杀了,事后却又读档,因为我不确定商人的死亡会不会触发通缉、影响其他任务,或者永久损失某项功能。重来以后,我没有再动手——不是被故事说服,只是害怕那些系统后果。 [b]“昔日旧账”[/b]算是一个相对正面的对照:它至少给出了一个需要同时通过口才与说谎检定的第三种解法,而不是只能在两个阵营间二选一。但它用来制造灰度的核心仍然是[spoiler]“受害者当年屠过村”[/spoiler]。类似的污点揭露看多以后,我的反应逐渐从惊讶变成了“好吧,谁都不干净又来了”。这不是灰度本身有问题,而是灰度被写成了可以反复套用的公式。 不再追着所有支线跑以后,我反而轻松了不少。原因没有那么浪漫:要读的文本少了,也少碰到一些努力用“所有人都有罪”制造深度的剧情。 [pullquote]对一款以大量文本和支线为主要卖点的 CRPG 来说,“少玩一点,反而更好玩”并不是多么体面的称赞。[/pullquote] [h2]05|结案意见:我没有把特鲁多格勒当成家[/h2] 警察和革命党两条路线高度互斥;想看完两边,玩家就得重跑相当多的共同内容,可剧情的实际走向没能撑起一路铺垫的政治对立。无论选择哪边,故事最终都收束到[spoiler]北方佬的入侵与磁轨炮主线[/spoiler]。主角身为核爆组织的特工,加入哪一方都只是为了方便调查,这种强行收束在逻辑上勉强说得通。但我并不介意传统的幻灯片结局,我介意的是:游戏花了大把时间让我周旋于各派势力之间,最终却只是用几张图片冷冰冰地通知我这座城市的下场。 同伴身上也有类似的脱节。他们缺少足够的个人任务与关系发展,在大量剧情检定里甚至像不存在,结局却突然告诉玩家,这段共同旅程给他们留下了多么深远的影响。那种感觉很像情感结算超过了前面积累的余额。游戏确实曾通过“总部”给我一座可以经营的家,却没能让我把整座特鲁多格勒当成自己的地方。它一路教我怀疑每个人、提防每个阵营,等到结局郑重其事地替这座城市作告别时,这份感情对我来说,来得实在有些迟。 通关以后,我的感受很微妙。我觉得它没有那么好,却又怀念这种类型,甚至开始考虑要不要买前作。如今愿意把大量属性、检定、文本和支线揉在一起的老派 CRPG 确实不多了,而我偏偏爱这一口。为此我也犹豫过:既然这类游戏越来越少,我是不是应该给一个“推荐”,权当支持它继续存在? 后来想想,我只是一个普普通通的玩家。我一个人的“不推荐”不会让它突然没人买,也不必拿自己的评价给某个类型续命。希望这种游戏继续存在,不等于必须推荐这一部。 [pullquote]我想玩的不是更多《Trudograd》,而是一款更好的《ATOM RPG》。[/pullquote] [hr][/hr] [h3]附记[/h3] 标题来自[spoiler]黑索金[/spoiler]的一段剧情:他被捕后,正在狱中写《此生陷囫囵,万幸没被奸》。(这里的“囫囵”按语义应该是“囹圄”。) 至于我,也被一张字条关在结局门外很久。至少这次,我出来了。
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 22: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese, Spanish - Spain, Traditional Chinese, French, Japanese, Polish, Ukrainian, Portuguese - Brazil, Italian, German +1 more
Hours played at review time, across 81 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Playing this reminded me on why I was a good idea for Fallout to move away from chance-based,Painful early game combat. I really want to like this game but it's clear that something like this was not made for me
бууу
Давно приобрёл, хотел пройти и наконец-то игра пройдена) Понравилось, интересно, хотелось бы ещё, но видимо на этом всё) Удобно то, что можно перенести персонажа из предыдущей игры.
A continuation of the first game's weird treatment of the mentally disabled and the romani people.
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Mixed feelings. Overall, I enjoyed the game, but it isn't as great as the previous one. I guess, my main issue: I expected too much out of importing character from the original game. You just continue to leveling the hero (which is nice) and there is practically no cause and consequences of the previous decisions (which is sad). Steamdeck port was done greatly, but I recommend to reduce the graphic settings quality in the midgame. Otherwise you will wait for 1-2 seconds to open an inventory. In any case, looking forward playing the second part.
Управление залупа совсем не интуитивное и доставляет на первых порах просто уйму негатива
A great little old school RPG.
The first game is far better, im playing on easy because i heard it was hard and well, its too hard, its jsut 2 or 3 of oyur guys vs 7 enemies, who are just as strong as you, it relies heavily on importing your first playthrough, which is bad game design, your ai companiosn are as dumb as bricks, there is no cover system for soem reason so you just stand there taking shots, theres so mcuh talking and worst of all? its not even enjoyable, wide as an ocean deptho f a puddle is an apt term for this thefirst game is better, is it worth it for the price? sure, do i recomend it, no, ill continue playing and update my review if i come to enjoy it, if i havent then its still a "no" from me.
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