Road to Vostok
by Road to Vostok Ltd. · 7 Apr, 2026
569 downloads
About the Game
Hardcore Survival
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
Game Concept
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.
Dynamic World
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.
Looting
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.
Traders & Tasks
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.
Shelters & Customization
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.
Sandbox Experience
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.
Screenshots
12 imagesVersion Information
Steam Patch Notes
Official update history
Hi!
Here's the first content patch \[0.2.1.0] for the Build 2. This content patch mainly focuses on adding all the missing Driver & Hunter tasks to the game which didn't quite make it to the initial Build 2 release.
Second content patch \[0.2.2.0] comes out next weekend and that focuses on rest of the Nomad features, missing Airfield buildings and bunch of bug fixes / tweaks based on your feedback.
Have a great weekend!
Existing save files are compatible when updating from \[0.2.0.5] -> \[0.2.1.0].
Existing mods that were converted to support \[0.2.1.0] should be compatible
Build name: Build 2 (Nomads)
Build version: 0.2.1.0 (Patch)
----------------------------------------
\ All missing Driver tasks \[+9]
\ All missing Hunter tasks \[+10]
\ New item: Magazine (Crosswords)
\ New item: Air Freshener
\ New item: Engine Radiator
\ New item: Suitcase (Driver)
\ New item: Museum Plate
\ New item: Screws
\ New item: Glue
\ New item: Hand Warmer
\ New item: Leather
\ New item: Phoenix
\ New furniture: Radio
\ New furniture: Bookshelf
\ AI full-auto firing accuracy lowered on all factions
\ Intro audio had 2D-spatial issues with different monitors
\ Casette audio had 2D-spatial issues with different monitors
----------------------------------------
Thanks,
Antti (Developer)
Hi!
Here's one more hotfix before those two main content patches for the Build 2.
Main goal with this hotfix is to rebalance the AI vs. AI (previous attempt went too far), improve directional audio and fix few critical bugs.
After playing this version for multiple hours today, I think now there's that "sweet spot" for the AI vs. AI,
Existing save files are compatible when updating from \[0.2.0.3] -> \[0.2.0.5].
Existing mods that were converted to support \[0.2.0.0] should be compatible
Build name: Build 2 (Nomads)
Build version: 0.2.0.5 (Hotfix)
----------------------------------------
\ Nomad nicknames (Tooltip)
\ Map-based ambient audio randomizer \[3x loops for each TOD]
\ AI voice / footstep SFX uses more direct stereo panning (directionality)
\ AI weapon SFX uses more direct stereo panning (directionality)
\ Multiple safe-guards to prevent transition-based damage / death
\ Driver bus stops \ and continues driving after player leaves nearby
\ Driver bus door collider to prevent jumping into moving bus (bug prevention)
\ New furniture: Calendar
\ Shelter save could override/reset if player died during shelter transition
\ Intoxication effect could get stuck when transitioning
\ Driver bus idle / drive audio was way too loud
\ Driver could select a route which didn't have any bus stops
\ Driver / Police Van could drove through few truck trailers
\ Small increase for Nomad spawn randomization (rebalancing)
\ Police Van has higher change to include Punisher \[50%->75%]
\ Minor RNG increase for Airdrop event
\ Minor RNG increase for Crash Site event
\ Minor RNG increase for Punisher event
\ Minor RNG increase for Bogeyman event
----------------------------------------
Thanks,
Antti (Developer)
Hi!
Hopefully you have had some good experiences with Build 2 and the Nomads so far!
First few important topics:
Quick info about SAC
I have been fighting against Microsoft Smart App Control (SAC) yesterday and this entire day which suddenly started to randomly recognize new upcoming RTV builds potentially harmful, so if you ever get any weird "policy errors" like this:
[img src="{STEAM_CLAN_IMAGE}/42476930/073717e76d40e35687a45e433f28784883b9c80c.png"]
it's simply just random Smart App Control (SAC) stuff that I cannot really control until I have went through rather official route of "whitelisting" / validating all the upcoming builds with third-party certificate vendor.
Disclaimer: By the time your reading this, this issue might already be solved or might not even impact majority of the players. If the issue persist, restarting the PC will most often also solve the issue.
Steam Autumn Sale (-25%)
Then just a quick reminder that RTV is now -25% discount during the on-going Steam Autumn Sale, since I have had so many emails and messages about the sale topic of when that starts.
[img src="{STEAM_CLAN_IMAGE}/42476930/f0e5a84e2a4cf9e8cf46f4eb0dc60ea5e7b18bfb.png"]
Build 2 Feedback & Initial Thoughts
I have been reading a lot of feedback (thanks for that), watching gameplay and playing the build myself, so here's few key takeaways:
Good
It seems that all the optimization work towards the AI has kept the game performance pretty good even though the active AI count is sometimes x2 compared to the Build 1.
The new AI sensor, AI vs. AI combat and all the AI threat priority stuff where the AI switches targets based on different threats is pretty solid for as an initial implementation.
People seem to find Guards and Military more dangerous (related to accuracy / amount of active agents) which correlates nicely for this dangerous journey towards east ideology for the game.
Needs Balancing
The AI vs. AI has made Area 05 pretty hectic (like expected), where the "feeling" changes from calm to constant warzone. In theory this is somewhat good thing, but since this is tied to RNG (how many Nomads there are), some players with "bad RNG" might experience the warzone feeling many times in a row and the threat of Bandits becomes quite minimal.
This AI vs. AI topic creates nice amount of non-player created action, but the initial "what's going on there" feeling after many hours of playing might easily turn into "I hope it would be silent for a while" especially in maps like Village / School where Nomads and Bandits spawn relatively close together.
High-end attachments could spawned on Bandits / Nomads, which was not intended so this created a weird "end-game loot" on "early game maps" design issue.
Of course there are much more balancing topics in general, but those were my main thoughts for the Nomads and AI vs. AI stuff after few days of having the Build 2 live.
Since Early Access is a nice platform to test all kinds of things, I want to try to balance this AI vs. AI topic a little and if this balancing goes too far, then we can always go back or make additional tweaks until there's a "sweet spot" for this AI vs. AI.
Before the actual hotfix changelog, I also want to point out that I fully recognize that many people are looking for more progression-based content and new stuff to do in the game, so this build might not deliver on that aspect but Build 3 (Quests/Missions etc.) is all about that and comes at the end of this year like promised in the roadmap.
So here's changelog for the Hotfix \[0.2.0.3] that should be available now:
Existing save files are compatible when updating from \[0.2.0.0] -> \[0.2.0.3].
Existing mods that were converted to support \[0.2.0.0] should be compatible
Nice to know: \[0.2.0.1] & \[0.2.0.2] got "blacklisted" by the SAC so we skipped those numbers :)
\ Additional Nomad randomization to make spawning occur less often
\ Nomads / calendar prop for tutorial (visual reference for new players)
\ Intoxication / drunken effect \[~30sec] (Kilju)
\ Windows Smart App Control (SAC) could block the game from launching
\ High-end attachments no longer spawn on Bandits/Nomads
\ Limited high-end attachments may spawn on Guards/Military
\ Invisible backpacks were interactable/lootable from AI
\ AI could still fire towards player when starting transition
\ AI could still fire towards player when interacting with trader
\ Flashlight/NVG sound had compression / stereo issues
\ Player could get stuck on certain Nomads (Outpost)
\ Ambient water audio loop was completely missing (Bridge)
\ Certain shadows with large props were not rendered
\ Main menu music didn't loop after the track ended
\ Transmission event description referred to Build 1
\ Causing damage to Nomads reduces more reputation \[10->20]
\ Minor tweaks to certain equipment / item stats
\ Minor tweaks to audio levels and ambient SFX
\ Minor tweaks to shaders and full-screen effects
After this hotfix, I will start working on those main patches for the Build 2 which will fill out all the tasks for the new traders (Driver / Hunter), add the missing Airfield buildings and the additional Nomad features that didn't quite make it to the initial Build 2 release.
Also feel free to comment if you agree or disagree with my initial takeaways, even though I might not be answering the comments here, I still read each of those :)
Thanks,
Antti (Developer)
Hi!
Just a quick hotfix related info.
Latest patch \[0.1.1.1] contained few critical / game breaking bugs. Here's the fixes \[0.1.1.3]:
\ Context actions could cause death when closing Interface at the same frame (Context Use) \ Context actions could corrupt items when closing Interface at the same frame (Context Unload) \ Context actions could corrupt furniture when closing Interface at the same frame (Context Place)
Existing save files are compatible when updating from \[0.1.1.1] -> \[0.1.1.3].
Thanks for the bug reports and sorry if these critical issues caused any loss of progress.
[p align="start"]Antti (Developer)Hi everyone!
[p align="start"]Here's the first patch for the Early Access build. The main purpose of this patch is to provide solutions to certain hardware issues, increase stability and fix multiple issues based on your bug reports.Existing save files are compatible when updating from \[0.1.0.0] -> \[0.1.1.1].
Disclaimer: If you are using external mods, compatibility is not guaranteed.
Hardware & Launch Issues (Compatibility mode)
There's now a new launch option called Compatibility
Compatibility removes all GPU-driver "sensitive" graphical features from the build
Even when certain graphical features are removed, the game should look almost identical
This option is designed for those who cannot play the game with DirectX or Vulkan API
[img src="{STEAM_CLAN_IMAGE}/42476930/8f276871f5a8b76946edcd1ae222ca0b78349414.png"]
Changelog \[0.1.1.1]
[p align="start"]Build name: Road - Build 1[p align="start"]Build version: 0.1.1.1[p align="start"]Build type: Release\ Compatibility launch option for hardware issues
\ Increased buffer memory for GPU stalls/timeouts
\ CPU-load distribution when loading into a map
\ Engine version switched to Godot 4.6.2 for stability
\ Added SMAA anti-aliasing option (Settings)
\ Reworked image sharpness shader for stability (Settings)
\ Furniture destroy uses safeguard (LMB hold) for misclicks
\ Airdrops use green chemlights for night time visibility
\ Airdrops now support variable loot tables \
\ Punisher now support variable loot tables \
\ Punisher loot tables improved with more items
\ Killed AI corpse loot possibility increased \[25%->75%]
\ Additional industrial loot spawns \[Oil Filter]
\ Terminal has more special crates and loot spawns
\ Special crates can also spawn Legendary items
\ New item: Chewing Gum
\ Flickering lights/shadows in shelters and trader areas
\ Active context menu could freeze when closing the Interface
\ Frozen context menu could lead to corrupted/floating items
\ Shelter item return while using items could cause death
\ Cartridges during ammo check were glowing in low lighting
\ AI could navigate/attack through airdrop colliders
\ AI could navigate/attack through heli crash colliders
\ AI could get stuck on heli crash colliders
\ Blocked Highway tunnel could be exploited without a key
\ Darkness/Ironman random spawn teleported to transition (School/Highway)
\ AI firing accuracy inconsistency and miscalculations
\ Controller could get stuck on Village building (toilet door)
\ Controller could get stuck on Village tractor (barn)
\ Controller could get stuck on Village garage (cardboard boxes)
\ Controller could get stuck on School building (trader table)
\ Controller could get stuck on School building (multiple chairs)
\ Controller could get stuck on Highway market (shelf gaps)
\ Controller could get stuck on Highway market (shopping carts)
\ Controller could get stuck on Apartments staircases (corpse head)
\ Controller could get stuck on Terminal ramps (trainyard area)
\ Military BTR could stuck driving in circles at fast speed
\ Improvised splint didn't heal Fracture condition
\ Doctor sold own task items \
\ Gunsmith sold own task items \[Skrama 200]
\ MSAA 8x option didn't save to preferences
\ Tutorial crates didn't contain M78 magazines
\ Critical medical condition \ possibility lowered \[5%->3%]
\ Critical medical condition \ possibility lowered \[5%->3%]
\ Character hydration decrease speed slowed by \[10%]
\ Character mental decrease speed slowed by \[10%]
\ Cat vital decrease speed slowed by \[20%]
\ Cat meows and makes noises less often
\ Trader (Start/End/Idle) voices activate less often
\ Render resolution options changed to Low/Native (less confusion)
\ Fallen items drop front of the player vs. inventory (Shelter)
\ All third-party/obsolete AMD FSR references for stability
Thanks,
[p align="start"]Antti (Developer)Hi everyone!
With the Early Access launch approaching on April 7, it’s time to make some necessary changes to the current Road to Vostok demo regarding rendering and drivers.
Current Demo Recap
To provide some context, here is the state of the current demo:
The demo currently uses Vulkan as the default rendering architecture.
Vulkan has caused several driver issues, particularly for users with AMD hardware.
The demo contained few critical bugs and collision issues where players could get stuck.
The Switch to DirectX
To avoid these Vulkan-related issues at launch, the upcoming Early Access version will use DirectX as the default option. To ensure rendering and performance parity between the demo and the Early Access build, I am updating the demo to DirectX as well.
In order to implement this update, I unfortunately have to reset the demo entirely. This means overriding all game files, including existing save files.
What to Expect (Tonight at 00:00 EET)
The reset will take place tonight, and the following changes will occur:
Full Reset: Once you update the game, all preferences and save files will reset.
File Locations: Demo-related files will now be located: AppData/Roaming/Road to Vostok Demo
New Default: The demo will launch using DirectX by default.
How to force Vulkan (Linux & Compatibility)
If you are playing on Linux or simply prefer Vulkan, you can still force it with Launch Options:
Right-click Road to Vostok Demo in your Library.
Select Properties.
Under the General tab, find the Launch Options field.
Copy and paste the following: --rendering-driver vulkan --rendering-method forward_plus
Final Notes
This update also contains few minor improvements and bug fixes. However, the core content remains the same, since all my recent development focus has been entirely on the upcoming Early Access and commercial branch.
If you decide to test this updated DirectX demo, all the feedback is highly appreciated.
Key Feedback Topics:
What kind of DirectX performance (FPS) are you getting?
If you had Vulkan/AMD driver issues previously, did this update fix them?
Are there any performance spikes or rendering-related issues?
Thanks,
Antti (Developer)
Current Release
Build 25710663
Uploaded Oct 04, 2026
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System Requirements
How to Install
RTV.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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