
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 1076 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I dont really write reviews, but I've played Build 1 extensively now, and only have one remaining quest (♥♥♥♥♥♥♥ Night vision goggles, man) I apologise in advance for the constant references to Tarkov, but its by far the best comparison we have. (2000 hours on that stinky game btw) I am aware that many of my suggestions are addressed in the roadmap, but I will say my piece regardless [h1] The Good (with suggestions for improvement): [/h1] [b] 1. Atmosphere and Sound [/b] - Absolutely love the atmosphere, the music borderlines on a horror soundtrack, but any Tarkov veteran knows a good extraction shooter should be tense. Nothing quite beats the jumpscare of an unexpected gunshot cracking overhead while you listen to birds chirping and trees swaying. - Sound design is extremely solid for an EA release. However, AI voices can be heard from WAY too far away IMO. I think they should idly chatter more often, but at shorter audible range. Crouching needs to sound much quieter, although I know the footsteps are technically way quieter while sneaking. [b] 2. Gunplay/feel and Inventory System [/b] - Guns feel great, all of them. Almost as good as Tarkov gun handling, which is pretty remarkable. - Inventory system is great, I love varied item sizes from RE4 through Stalker. Nothing super innovative here, but I dont know what more you can improve [b] 3. Lack of Money and Trading [/b] - Might be controversial, but I am a HUGE fan of trading. I don't like being able to sell heaps of trash to save up from some busted guns and attachments. The trading system offers two restrictions, either: - You work through trader quests to reduce prices, meaning you can get better gear for lower quality gear or - You have to head to trader with a dense inventory of rare items to trade up for rarer items The fact you cannot haul ALL your loot to trade is very good thing. It means you need to trade only the best items, for the best items. - Trading could do with refinement, maybe having less bloooody furniture spawns appear, or a different trading page for cosmetic items. This could be offset with a smaller, but more consistent trading page for actual practical items. - Also, the 10 minute trading timer should be scrapped. Perhaps made either manually activatable, maybe for a specific item? (e.g you can craft something that allows you to refresh the trading screen) OR maybe have it refresh once per day passively. - It is NOT good design to reward your players by having them stare at a trader for 8 minutes to see if better items appear, I dont think this is just a 'me' thing - I do like that purchasable items are not fixed/guaranteed, like the majority of Tarkov traders. Random is good here IMO, and makes this game stand out. [b] 4. Shelters [/b] - LOVE the shelters. This game BLOWS Tarkov out of the water with its basing system. Love running between new shelters to relocate; it's extremely tense, not too time intensive and rewarding. The tent is absolutely goated btw, in terms of location and relatively large size. Spent a lot of time moving containers around and organising my loot in my shelters, which I love. - I don't really know what to suggest, as I kinda like the shelters as is. Maybe a "portable" tent with almost no storage space could be fun? I like the idea of camping in the Permadeath zones, but not being able to stage there. Other Good Things, Without Explanations: 1. Quests 2. Events 3. Weather and day/night cycles 4. Punishment for map transitions 5. Survival elements [h1] The BAD (with Suggestions for Improvement) [/h1] [b] 1. Maps are Emptier than opening night for the Melania Movie [/b] - The maps need a lot of additional POIs or smaller lootable areas. Theres FAR too much walking on 'some' maps for minimal loot (Yes, I am talking about Outpost). There is just no incentive to loot this map compared to just spamming school over and over (or village in the early game). [HERE COMES THE TARKOV COMPARISON]. Tarkov does a great job of making the empty areas of the map have purpose, such as vantage points for sniping, or certain quests/events. There are way too many places in Vostok to never, ever go through, they are just... there. Suggestions: Make the maps integrated with quests, or add some POIs in the open areas. Literally anything other than what those dead areas currently are. I would personally be far more interested in smaller, more 'content dense' maps, than bigger, sparser ones. [b] 2. The Looting System [/b] - Loot quality between the map types needs to scale more linearly. There is no loot based incentive between the first 4 sections of the game, in the grand scheme of things. I could easily run School or Village on repeat and get insane loot drops, as the loot tables include far too many rare items in the early game. - Suggestions: Make Village, School and Highway have actual ♥♥♥♥♥♥♥ loot, or unique loot to each. I'm talking virtually broken weapons, no rifles, maybe a shotgun or a mosin. Make ammo rare as hell in these areas. I want more incentive to go to the later maps, rather than spamming new Instances on the early maps. In general, the risk -> reward ratio in the early maps is yucky. I do admit it is FAR better in Apartments and Terminal, but they have their own issues (which I dont have the time to go into right now) - I will say, I do actually like how rare some items are to find though. The loot tables are 'reasonably' well distributed. I also REALLY like loose ground loot. [b] 3. Artificial Intelligence [/b] I do feel bad for harping on AI, as I have no idea how difficult it must be to program a fun, challenging and dynamic AI for an FPS. I also am aware the dev is going to overhaul it, however: - The AI is completely "solvable". Once you know how far they can see, and how much safer they to engage at certain ranges, they become almost impossible to get killed by (except for Punisher, maybe) Suggestion: I would make enemy types, such as a 'Sniper' variant. With visual or audible signals to tell the player what they are. Then you have to adjust your gameplay to meet the weakness of each enemy type. Tarkov (heh) mitigates this problem by making the AI either insanely oppressive, or basically brain dead. This is a better dynamic, as it keeps you on your toes. This has very clear issues in a Permadeath context. If I got "Head-Eyesed" by a Soldier from 200m on Terminal, I would seriously struggle to pick the game up again. This leads me onto my last point [b] 4. Permadeath [/b] - I kinda love it, I kinda absolutely hate it. I really can't tell. The main issue is because of the Shelter system. Its WAY too punishing to lose hours of designing your home and filling it with loot, to then lose it all. I do feel that the tension that potential loss is exciting though.... I really dont know. There should possibly be an option to remove permadeath, but maybe make the loot worse, or the AI much harder? Other Bad/Mid Things, Without Explanations: 1. The ♥♥♥♥♥♥♥ Cat 2. Armor system 3. Crafting 4. Spamming New Instances for new Loot 5. Finding a mother fricker Oil Filter [h2] TLDR [/h2] If you like Tarkov, or enjoyed Stalker, especially the Misery mod, you'll probably like this game. At least, for a good while. It also tickles my DayZ itch, but not quite as nicely. The game is INSANELY promising for a one-man operation. I really hope they chip away at this project. I will certainly be coming back to this with each new build.
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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
прикольная игра смесь dayz и eft
Dayz / tarkov style loot shooter. Single player so no hackers or sweatz. Deffinatly one to watch
yes
The game brings you into such harsh environments and a early atmosphere where there are very limited enemies but can come out of nowhere. What makes this game different is the variety of items that you can use to replenish the players Hunger, Mentality, Thirst and Health with many more options. I lost all my progress do to me being in a restricted zone but it's fun at least.
R
I'm here Currently playing the early access version Waiting for “Road to Vostok” To become a truly Great Game.
So I've seen a couple of reviews on this game both positive and negative, which made me kind of iffy on buying this game, but I gave it a shot and even though I only have 5hrs so far of playtime which is really nothing, I can tell you this, it is most definitely worth the 20$ your going to spend, and lately I haven't played or found any games that I could say, "oh yeah id buy it again if I could". The game is still early access and there's probably a lot left to be done and touched up on but the gameplay so far is pretty smooth and the graphics look amazing. I have a decent set up, Ryzen 7 5800xt paired with a 5060ti with 32gb of ddr4 ram, considering I'm on AM4 platforms still I'm pushing pretty good marks and fps on this game averaging consistently around 300-380 fps, I preferably just use VSYNC to match my monitors hz that way the gameplay is smoother and no "lag" spikes. But back to the game, for anyone who has played DayZ and tarkov, this game will definitely give you flashbacks on when you first started playing those games. I keep getting jump scared when I get shot at, the snap, the actual sound of the gun and unlike many other games that don't really care to make an effort to making a caliber of the round be known off just the sound, this game does that well. onto another point which people complained about which was the AI, although I'm still in AREA 05 (beginner area) the Ai isn't too bad they can most definitely be amped up a little bit more just to make you really plan ahead and watch your steps, as of right now I feel comfortable knowing that depending where the AI is usually the first shot never lands, whether the game dev intended it to be that way i don't know but its not util the second or third shot that really lands, and even then the damage taken from this game isn't that much depending on where you got shot and by what, but overall the AI isn't to bad I like it so far. Another thing I wanna mention this game does very well with the ambient sounds and weather sounds as well, some of the thunder be having me paranoid cause they muffle well the footsteps of the AI, and not mention the special events there are in the game that make it way more interesting and just makes you wonder what really happened, I can only imagine what the lore will be in the future, so to summarize ill make some bullet points below so its way easier to understand. Pros: - Good graphics - well paced gameplay - loot isn't hard to come by so isn't as punishing - amazing ambience - Cool events - amazing guns/sounds and attachments - Movement isn't like if you were sprinting all the time like in call of duty/ helps keep the game realistic - gunfights 10/10 wish it'd be a little bit more intense but that may be cause I'm still in area 05 cons: - thirst. YOU NEED TO STAY HYDRATED AND KEEP LIQUIDS ON YOU AT ALL TIMES THAT MF DRAINS FAST - bullet damage needs to amped up I have regular bandits sometimes tanking 762.39 to the chest (multiple rounds) - there is a barter system but instead of getting cash and buying what you need you need to trade supplies, most of the times the items are overpriced, a juice box is the equivalent trade to a colt 1911, there is also a tax system but im pretty sure you can reduce that tax by doing missions/ tasks for the trader but if the item is worth 150$ there is a 100% tax meaning it would cost you 300$ for that single item, i personally would like to see a cash system instead and somehow implement the more cash/value you have in your inventory the more frequent spawns of AI and an increase of difficulty overall this game doesn't really have any cons that would stop you from buying this game, I LOVE this game so far and cant wait to see what the dev has planned for the future, also there is a perma death on this game meaning anything you have saved in your area/cabin will be gone as well as your whole saved file leaving you to start a new file and a fresh new game from start, but that depends on the difficulty you select and the area your in, if you make it to Vostok/boarder, i know for a fact Vostok is a perma death zone not too sure on the boarder, but along as you don't die in Vostok you'll be fine, granted though that all the best gear/ valuables are there making it a high risk high reward area. anyways yeah GET THE GAME HIGHLY RECOMMENED IT AND ITS ONLY 20$, this game can easily in the future with proper dev and attention can be worth easily 60$, definitely worth every dollar, i hope this review helps anyone thinking of buying this game, HAVE FUN.
shoot the finnish people
Bien. Pas fini mais déjà très bien, les MAJ à venir ont l'air intéressantes.
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