
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 1054 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Нет, не зашло. Мерзкий финский язык торговца, отсутствие денег (бартер это полная шляпа). Пустые карты, ничтожный шанс выпадения ключей и квестовых предметов. К примеру ключ от чердака я нашел однажды из всех убежищ, 1 раз ключ от тоннеля, 2 раза ключ от спортзала, 3 бутылки воды я смог найти лишь однажды, хотя перезапускал игру 4 раза и каждый раз играл по паре недель. Отсутствие нормальной карты. Абсолютно непонятен смысл самой игры. Самое интересное было облагораживать убежище, но вскоре смысл и этого тоже теряется.
I was excited when I saw another open world game being developed and put it on my wish list. Unfortunately after installing and playing the game for few hours i was left wondering what the point of the game was. From what I can tell you just need to get from one point to another and kill the bandits on the way, getting better gear along the way, but I found myself running out of ammo in a fire fight and then trying to load the weapon was just to difficult and then when dead I had nothing and had to go out into the map with no way to defend myself.
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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
In it's current state, I wouldn't really recommend the game. The death and loot mechanics are a bit iffy and there's also no way to recover any lost loot. It doesn't explain why, it just takes it all away which feels half thought-out. Don't get me wrong, I enjoy a good challenge and like when a game gives me a penalty for rushing or not creating a good plan. But, there should be some levels to it, depending on what type of experience the player is in the mood for. If the devs want to make this worthwhile, the balancing needs to be worked. You get large caches of assault rifles and ammunition in the starting area. I never once had an issue getting extra weapons or ammunition. It's just too easy to find 3 or 4 assault rifles in decent condition and get all the good gear from the trader. The starting area should be limited to low level hunting rifles, SMGs, pistols and shotguns, with a few AKMs floating around, while all the large concentration of assault rifles stays in the higher risk zones. If you've ever played a Fallout game and you were decent at exploiting the trading system, this game will be a breeze. It's just too easy to trade for high level items. That being said, the trading prices need to be rebalanced, badly. 2 AKMs should be worth way more than a couple of bandages. I get medical supplies may be rare, but everyone needs a gun, especially an automatic rifle. There just doesn't feel like any real scarcity when everyone is armed to the teeth with assault rifles in the starting area, or when you can find a bunch of weapons and loot in nearly every single building. I'd say this game should look at how Into the Radius handled scaling and exploration. You should keep your equipped items when you die, but lose everything in your bag and have your armor plates broken if you died in a firefight or something similar. Obviously, for the higher difficulties, the game should be a clean wipe, but no matter what, you should at least get one chance per life or better yet, have a set amount of time to recover your loot. This can add to the intensity, as it's a race to recover everything before it gets looted or confiscated in the area you died in. Obviously, Vostok is the exception to any of these rules and should stay the same, as I think that's one of the most interesting features this game offers. Lastly, the mental health and body temp should just go unless they're going to be used in a much more substantial effect. If it's Zomboiditis and you're just layering status effects on top of each other, it's going to turn the game into more survival slop that already oversaturates the market. The physical medical system should receive more development, like physically having to apply the dressing/tourniquet/ointment through a interactive medical interface, rather than just right clicking and applying like everything else. Everything else except for bleeding, poison, disease and broken bones can be cut. This game really excels in atmosphere and tension. I haven't gotten genuinely spooked from a sudden firefight in years. The sound design, atmosphere and mood of the game are top notch, which makes me hope the devs REALLY listen to these kinds of reviews. I don't want some half-baked survival game, I genuinely would like something that's a FPS survival game that feels like S.T.A.L.K.E.R. meets Into the Radius. I feel that's what this game is kind of striving for, but in it's current state, is very unrefined and mechanically all over the place.
Got shot at, won the gunfight, body did not have a gun on him, uninstalled.
My Summer Car пробует себя в экстракшн шутерах. Челы называют игру калом и ставят положительную оценку т.к. соло разраб. Гении.
UPDATE THE ♥♥♥♥♥♥♥ GAME
Oon jo pitkää oottanu tän kaltasta peliä. Onhan tämän kaltaisia pelejä jo mutta epärealistisuus ja pelattavuus on nimen omaan PELIN tuntuisia. Road to vostok edustaa omasta mielestä niin realistista kokemusta sota pelistä kuin vain voi. Ainut miinus mitä löydän pelistä on se että vostokissa on permadeath ihan sama millä peli moodilla pelaa. Pelaan itse helpoimmalla asetuksella jossa ei permadeath:iä ole kuin vostokissa...on hieman perseestä suoraan sanottuna pelata 20 tuntia ja rakentaa basea ja tehdä taskit sun muut ja kuolla vostokissa ja menettää kaiken...vostokkiin kuin on miltein pakko mennä ellei halua kuolla tylsyyteen ja graindata edellisiä alueita. Voisi olla parempi että helpoimmalla asetuksella vostokissa eikä missään ole permadeathiä. 4,5/5
I've played many Early Access games that were in a much better state than this one. I'm not sure why so many people compare it to S.T.A.L.K.E.R., because the experience feels nowhere near that at the moment. The gameplay and movement feel clunky and unpolished, and the graphics don't match what is shown in the trailers or screenshots. On top of that, the world feels empty and is filled with bugs. I'll probably give the game another chance after a few major updates, but right now it feels hard to justify the price. In its current state, paying €20 for a buggy and unfinished experience feels more like a disappointment.
Purchase advice: I don't recommend this right now. Game is too raw and IMHO dev is focusing on the wrong things. *Pros:* + Nice semi-apocalyptic atmosphere + Some systems that function and you can kinda play the game + Clearly a lot of effort put into this game Cons (Short answer, Balance is TERRIBLE): - There is no surivival here at all. Food is always available and pletiful. I never even came close to starving or being threatened by it. - Ammo is also never a problem, you have too much. - Broken limbs, going over carry limit, draining stamina too much doesn't produce enough penalty. Unlike Tarkov where you get interesting cases of not having the right med and getting a unique penalty - here you just have a health bar. All the other icons basically do nothing. - Loot progression is almost non existent. You get near best guns and gear right away, no Tarkov feel of "I risked my best gun/armor", as you just get 10 replacements right away unless you've never played a shooter in your life. As far as I undertand there is better gear in the game, but the difference is negligable. - AI is combination of all the worst things: It shoots too well from the other side of the map, too bad when up close, rushes you randomly, when it couldn't have physically seen you and makes zero sounds while doing all of this. You will never fear AI, except when it silently jumps out of a random toilet at you and kills you. - Gun play is just bearable. It isn't absolutely bad, but impact effects and shooting recoil feel stiff and overly strong. It's hard to enjoy combat and shooting, but it gets the job done. - Crafting is near useless. You just get everything as loose loot anyway, no need to craft replacements, I used it just for fun. - Maps are empty, they look different, but there is no gameplay difference. You can kinda loot the same garbage can every single time to roll random loot. In Tarkov you plan your journey based on loot and quests you need to do, in Road To Vostok all maps and areas of maps are absolutely the same, all loot containers are the same, so you can go anywhere and do equally well. If dev ever reads this: I don't care about cat companion, million decoration options in shelter, guitar playing mecahnic and a fishing minigame if the main survival experience is ultimately broken. I am pretty sure that with a simple rebalance of the hole game you can improve it ten fold into a much better game without major new features.
There is a LOT wrong with this game. It is not fluent. You have no idea how to get started once you die. You have nothing. All you can do is run around and grab as much junk as you can in hopes you can trade a backpack full of stuff for a knife. There is little to no loot on the map. And once AI sees you you will be 1 shot or full mag dumped to your death. They spot you miles away. It needs a massive amount of work.
Active players
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Players by region
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