
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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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 1048 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Antti Kolehmainen ist ein außergewöhnlicher Entwickler, weil er etwas geschafft hat, das in der heutigen Spielewelt fast unmöglich wirkt: Er baut ein komplettes Hardcore‑Survivalspiel allein – ohne großes Studio, ohne Marketing‑Maschine, ohne Tricks. Was ihn besonders macht: 1. Fleiß und Disziplin Antti arbeitet seit Jahren an Road to Vostok, oft allein, oft im Hintergrund, ohne Drama, ohne Ausreden. Sein Projekt zeigt eine Arbeitsmoral, die man nur selten sieht: konstant, strukturiert, professionell und ohne Hype‑Blasen. 2. Fantasie und Vision Er hat eine klare Vorstellung davon, was sein Spiel sein soll: realistisch, atmosphärisch, glaubwürdig, ohne unnötigen Schnickschnack. Diese Vision zieht sich durch alles — KI, Waffenphysik, Maps, Sound, Lore. 3. Ehrlichkeit und Transparenz Antti zeigt Fehler, Rückschläge, unfertige Systeme, technische Probleme. Er versteckt nichts. Er verkauft nichts, was nicht existiert. Er verspricht nichts, was er nicht liefern kann. Das ist in der Gaming‑Branche extrem selten. 4. Verbundenheit mit der Community Er hört zu. Er reagiert. Er nimmt Kritik ernst. Er bleibt ruhig, sachlich und respektvoll. Man merkt, dass er das Spiel für die Spieler baut, nicht für Investoren. 5. Ein Entwickler, der seinen Erfolg verdient hat Durch harte Arbeit, Ehrlichkeit und Qualität hat er es geschafft, dass Road to Vostok im Early Access ein Erfolg wurde. Und ja — wenn er auf diesem Weg irgendwann seine erste Million verdient, dann ist das kein Zufall, kein Glück und kein Scam. Er hätte es sich verdient. Auf ehrlichem Weg. Durch echte Arbeit. Ich bin Begeistert!!!
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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
Неймовірно крута гра для поціновувачів жанру. Я завжди хотів щось схоже на сталкер гамму, але без аномалій та мутантів - і ось він, Road to Vostok, який закриває цю потребу. Спочатку я зробив декілька вилазок у першій локації, позбирав речей і вирішив спробувати відразу відправитись на схід, пройти весь шлях та саму гру, без відпочинку у базах та схронів, узяв найкращу зброю, ліки, їжі, але вже на мінному полі (4 карта, яка у другій з трьох зон за рівнем складнощі) мене взяли штурмом та розстріляли. Супротивники тут складні, але не відчуваються несправедливими, їх можно побачити та вбити першими, і хоч на початку карти вони просто ходять нею, та вони мають різні патерни поведінки у разі виявлення гравця: хтось буде здалеку відстрілювати, хтось візьме штурмом, а інколи навіть і групою. В гри великий потенціал для покращення, тож розробнику наснаги втілити всі свої плани. Я не вважаю, що в поточному стані гра сира - в ній достатньо контенту та наповнення щоб отримали достатньо задоволення. Тож вирушаємо на схід!
Fun gunplay, can be very immersive. It is an early release so it leaves much to be desired, but it has a very solid base to build from. Runs smooth and looks pretty damn good too. This is one guy making this game; he is very passionate and has done an AMAZING job so far. I do wish that you could loot everything off enemies (armor plate rig, clothing, etc.) and for the A.I to interact more with each other. Definitely recommend for the price.
Важно заметить что игра находиться в РАННЕМ ДОСТУПЕ, что говорит о том, что она может быть сыровата. Графика в игре мне понравилась, особенно понравилась детализация оружия. Стрельба из оружия тоже ощущается приятно. ИИ мягко говоря недоработан, местами перекручен, а местами невероятно тупой. Они двигаются по карте, кашляют, говорят всякие ругательства и конечно же охотятся на игрока. Они ощущаются как болванки для отстрела, но стоит быть аккуратнее. Боты могу заметить вас с достаточно большего расстояния и начать достаточно точно стрелять. В основном пока что вопросы только к наполнению игры и к ИИ. А так намечается достаточно интересный проект-песочница. Где уже сейчас можно рыбачить, а позже охотиться и т.д. Будут добавляться новые НПС исправляться ошибки и т.д. Насчет опасений, что разработчик выкатил игру в ранний доступ чтобы срубить бабла и уехать в закат. Они у меня были, пока я не узнал что разработчик жертвовал карьерой военного и учителя и разрабатывал игру один, достаточно долгое время. Плюс большое количество девлогов врядли он выпускает по приколу.
Highly entertaining offline Tarkov/Dayz with intimate weapon mechanics, intense firefights, stat management and multiple customizable safehouses. Another impressive solo dev!
As I am a loot goblin in pretty much every game, I really like this and I cannot wait for this to be fully fleshed out. A lot of people underrestimate this game or get tired of it pretty quick. Its a slowburn game. Youre meant to play carefully and build up an arsenal and expand until eventually youre going to the perma deathzone. The game is also very nicely optimized. For a single dev, this is incredible work already. Hes quite passionate about the game, listens to his community and takes feedback very seriously, something you dont see from a lot of game developers nowadays. So far the only flaw(s) I personally have are the following: - The numeric UI; I personally prefer bars or Icons that degrade. - Enemy AI; They spot u from miles away, almost instantly, sometimes behind clutter, inside houses etc. They shoot at you quite quick sometimes youre unable to respond in time and theres no damage direction indicator, ending in some scenes where you dont even know where you got shot from and the very next moment you are already dead. - Lack of stealth mechanics; Light and shadows should play a big role, sneaking up on enemies and stealth takedowns would be great. Currently enemies spot you quite quick in dark areas. It feels unfair and totally ruins the immersion. - Movement; I dont like the movement. Youre incredible slow and it doesnt feel satisfying. Crouching is pretty much not worth it at all unless youre behind cover and sprinting feels like youre slow jogging. I guess something could be done with a weight system maybe. More you carry the slower you are, the less stamina you have. Kinda like DayZ has. Overall this game is very promising. Even a multiplayer, co-op idea would be quite interesting. The modding community is also really good here.
I have 90+ Hrs in game and find that I cannot recommend it at this time. The NPC's still have the ability to spot you from 100 - 200 Mtrs away, at twilight through trees and start taking pot shots. It can take you several minutes to identify where they are. This has even happened when I am in the crouched position peering over a window ledge from inside a house and in less than a second I was spotted and being pelted with fire. The NPC's never have to reload or have gun jams. The loot system needs a complete rework, it seems that from what Information I can find that loot containers are empty 75% of the time. From my experience I would have to say this seems about right. The problem is that the loot that could appear in the general containers is so large that some Items that are rare and which you need to complete tasks may never appear. I have found this to be the case. You have special containers that should hold rare items are spawning common items more than rare ones, the majority of these special containers are in the permadeath zone. So you will be risking your entire game save being wiped for common items you can get in the non-permadeath zones. Stats, you have health lost by being shot which is fine, you also have energy, hydration and mental. Whilst the energy one does not drop rapidly the hydration and mental seem to drop at ridiculously fast rates meaning the quantity of resources you need to maintain these levels can take up a large part of your inventory, and that is if you can find them. There are currently three Stores suppliers, the generalist for common items mostly, Doctor for meds and gunsmith for arms. All have limited stock which can include items for your base which can take up large amounts of there stock space reducing the chance even further of you finding what you want, again the randomness of this means that sometimes you go to one of them and what you need is not there, you then have to wait ten real time minutes for there stock to refresh, all the time your energy, hydration and mental stats will keep dropping and you are hoping the roll of the dice will be in your favour. The non-permadeath zones have you re-spawning in your safe space, you start with a small hut, but you will lose everything in your inventory, including all weapons. In the permadeath zones, obviously your save gets wiped. So if this does not appeal to you then look for another game. You can get further safe spaces to open up by doing special tasks for the traders, the Generalist wants some concoction brewing which needs a special item to make and in 90hrs of play I have never found one, others have found several so it is down to random chance. The doctor wants three items found in s permadeath zone, so far I have always found them but you run the risk of losing your save. The Armourer wants a beany hat found on someone driving around in a Police car, again in my current playthrough I have never heard the cars sirens nor seen it in any zone that I am in. In conclusion my biggest problem with the game is the randomness of everything, from loot containers to events. It seems there is a possibility that you could go the whole game and never find that one item you really need, this leads you too running around the same loot containers again and again in the vain hope that what you are looking for will finally drop. This gets boring very quickly.
完成されたら面白くなりそう、だけど現状ではただ作りが雑な微妙ゲー。 ・敵が壁越し且つ超長距離且つ瞬時に捉えてくる ・壁の判定が甘く敵の銃が遮蔽物に隠れた状態でも被弾する ・敵を倒しても銃以外何も装備してないからつまらない ・敵が装弾数の制限無く撃ってくる ・被弾しても体力が減るだけで分かりにくい ・「声」「足音」「マップ上の環境音」「銃声」のダイナミクスが揃ってない ・音の定位が甘く、距離に対する反響も無い為「距離感の演出=ただ音量を減衰させてるだけ」に聴こえる ・明らかに小さい引き出しの中にも関わらず大きそうなアイテムが入ってる ・ロードを挟むだけで敵とアイテムが即時リポップする ・バックパックの効果が積載重量のみでスロットも拡張されない為装備しても実感が湧かない ・箱を漁っても大体が空でつまらない ・トレーダーと取引してもインベントリの空きが無ければそのまま消失する シングルゲーとしてだいぶクソな要素が勝ってる。
This game should be free. Unfinished and it shows in every way. The modding community is in shambles. The Discord server is entirely unmoderated. Unbalanced, untested, and unoptimized. Give a man a million dollars for his game and he gives you screenshots of a dirty f**king BUS.
额,说实话我觉得制作人是不是被网上的那些乌七八糟的建议给带偏了。这个游戏我感觉初衷就不是一个搜打撤游戏,我理解这个游戏应该是一张一张图搜刮生存下去,后面有敌人逼你前进,需要跟时间赛跑而且要一命通关,最后坚持到Vostok撤离。结果现在搞成一个塔科夫玩搜打撤,然后每个图还设置一个庇护所,庇护所存的物资是不互通的,也没有什么详细地图和保险箱,这不简直是招笑吗。我举个非常难绷的例子,比方我在第一个图买了一只猫,我后面去其他图了,很长时间我没法回来喂猫,这明显感觉就是后改的游戏模内容和最初设计的游戏模式冲突了。 现在这个游戏玩的就是很蛋疼,只能打一堆mod当搜打撤玩。我建议是作者坚持自己最初的判断,你一个单人独立游戏作者,就是要坚持自己。 还有godot这个引擎,说实话我是持怀疑态度的,目前这个游戏的敌人ai很成问题,透视太厉害了,我基本上都是敌人先开枪才知道有敌人。
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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