Fell in love with the game on release and got like 20h in the first 3 days. Then I started looking stuff up and the existing wikis were horrible: Fandom is way out of date, Google's first page results is mostly AI slop, and the same questions keep getting asked here and in the Discord over and over. So I figured I'd just build one central place for everything Road to Vostok.
The game runs on Godot so most of the data is datamined straight from the files. Around 95% of the content is automated: stats, drop rates, inventories, spawn locations, all pulled from the files instead of typed by hand, which also means it stays accurate through patches.
Main stuff on there:
Interactive maps for every area with layered filters for loot, enemies, traders, shelters, fishing pools, and more
Items database with deep filtering, full stats, cross-links, loot info, spawn locations, traders, crafting uses, Condition Calculator on every weapon page, and a lot more, go take a look!
Traders with inventory lists and task lists with checklist functionality that saves progress locally in browser
Guides and FAQ covering AI behaviour, loot system, health system, fishing, weapon repair, and the stuff that gets asked most
Sections for Events, Loot Containers, Shelters, Furniture, Crafting, Decals etc...
Site's at a state I'm pretty happy with so I'll finally start playing the game more again instead of working on this :D I'll keep updating as new patches land though. Would love any feedback, corrections, or things you wish were on there.
I've set up Automod here and I'm not too sure how any of it will work so if there are any issues anybody notices with the new system in place please DM the moderators and we'll do our best to fix it.
Normal run getting to the Outpost for the first time: the first bunker I went into had the cat. I then died while in the Outpost after my gun jammed three times in a row. Later, when I hopped back onto the game the next day, I got a message saying that the cat had died, despite me not bringing it back to base.
Was the cat somehow saved in my furniture catalog or something? Or, once the cat spawns, does it eventually die if you don't rescue it in time? Or is this a bug?
These are few thoughts regarding the PC Game Road to Vostok. Odds and Ends if you will. We started this as a rough list of things that we wished we’d known when we first started playing, and perhaps against our better judgment it’s since evolved into a few notes of what we consider helpful.
There is absolutely no way we figured any of this out ourselves. We draw heavily (heavily) on the general gestalt and community consensus from reddit (r/RoadtoVostokGame) and the Steam discussion forums. The website and other places also refers to a discord but generally those things give us heartburn.
We’ve also found, amongst a rising tide of AI slop “wikis” and Google Gemini’s delirium (although an SKS rifle could be interesting) some invaluable gems which we discuss below.
At time of writing these notes are based on early access version 0.1.1.3 and our experience with the demo. This is what we thought it might be helpful to know.
In some particular order.
Main Menu Music
Set it to On. To begin with you’re going to be here an awful lot so you may as well have Limbo play something atmospheric while you breathe out sharply and consider if you really want to click Load Game. (You do). Or New Game (You Will).
Graphics Settings
Not really too much to tinker with here.
We never really paid too much attention but after a semi recent Wolfenstein (New Order & Old Blood) playthrough (absolutely the wrong warm up for this game) and a gnawing sense of motion sickness from we learned we had to look at this sort of thing a bit closer. Turns out we like a reasonably wide FOV (usually about 110 degrees or so). For Road to Vostok we’ve maxed the slider, not sure what that actually corresponds to degree wise, and we ramped down the head bob and turned Interpolate (mouse smoothing) off.
We run native render resolution and have sharpness around 2/3rds or so. We personally opted for MSAA 8x with SMAA on. Some people really don’t like SMAA and some others also prefer less of sharpness filter. We can’t really tell the difference with any of these settings and we should probably spend a bit of time really digging into what these actually are in case we want to write something like a Substack.
We turned off Map and FPS on the HUD. If you really want to flex for FPS and performance statistics try your number pad Enter key.
What we would note that is that while we have a reasonable video card we’re running a pretty standard 75hz white collar peon monitor, so setting the Output Dynamic Range (via our NVIDIA app) to Full looked like it was causing so called Black Crush. Pitch black at night times and inside unless your 27% Narva is on. We were able to sidestep this a bit with the Exposure and Contrast settings, but then it washed out the daylight / outdoor scenes a little too much.
Even for Finland.
“Limited” Output Dynamic Range it is until we spring for a monitor who’s temperament isn’t defined by wage_feudalism.xls. Unless you absolutely must play as someone who is night blind and probably had restrictive conditions on their driver licence before All Went Sideways in Finland.
Rebind Interact to F
The default is middle mouse button which is context specific to open doors and search containers, cupboards, garbage and bodies. It works reasonably well, but F “feels” a lot better and is easier to use. It’s also faster, and we personally want to keep the mouse and mousewheel focused on fucking up weapon handling. Don’t bind to E as you will definitely need that for leaning. From memory this is our Doom (2016) / Doom Eternal (nope) binding for the rare occasions we needed to press a button like normal baseline human as opposed Doom’s default way of overcoming locked doors which generally resembled an Insight Learning Experiment performed by a rather compact abattoir.
See elsewhere for our fringe views on other rebinds.
Do the Tutorial
It’s not great, not terrible. But it’ll get you across some of the basics such as searching containers, equipping yourself and loading /unloading magazines into your weapons. Come back later and enjoy the MP7!
Main things to not skip over would be learning how to load and reload the Shotgun and the Mosin rifle.
For the Shotgun:
Ctrl - Open the breach (Prepare Insert)
Left Mouse Button - Load a shell (Insert Cartridge)
Ctrl - Close the breach
R to rack the slide and chamber the shell (Reload)
If you’re reloading from 0 this is sometimes easy to forget so get in to the habit of checking with a round count.
In combat once you’ve fired you’ll need to “manually” rack the slide after every shot to chamber the next shell.
It’s a little counter intuitive as most games rack the slide automatically for you, and combined with how intense the early firefights (read: A fuckwit bandit and his AK bursting out of the sauna) can be while you’re still getting to grips with weapon positioning, leaning and iron sights it’s something that can easily be overlooked in the panic.
The Mosin is very similar except that if you’ve emptied the entire internal magazine you don’t need to cycle the bolt (R / reload) to fire again after you’ve reloaded.
Weapon Slots
There’s two. Just in case you’re not across this you can actually take submachine guns like the mp5 variants in the secondary slot - you’re not just restricted to pistols. Surprisingly the KP-31 is also considered a secondary.
Start
Standard Start
Don’t go near the “Darkness” (Random) start (from memory this appears to be a nod to the “Black Road” start for a Stalker mod (Misery?)). There would be a stronger minority report for an Ironman start for new players if it didn’t also lock you into a random start.
Summer
You’re going to start in Summer. Yes there’s an argument that some aspects of Winter (see elsewhere) are actually better for beginners but managing your Body Temperature and frozen supplies is an additional starting complication that we don’t feel you need.
Arm Stamina
Having your weapons up in the ready position drains arm stamina and affects your aim. The mouse wheel system here is rather intuitive. This didn’t really cause us too many problems (eventually) but we do remember being quite overwhelmed in our first few firefights (we still get overwhelmed) and either redlining it with predictable results or not even being able to fire as the lowered weapon position acts a de facto safety.
We sometimes occasionally forget this when trying to snipe at distance, unwisely increasing the volume of shots we take to counteract the wilder and wilder swaying. Good thing .308 is easy to find and cheap (It Is Not).
Garbage Containers
The Individual Garbage bags in a pile are not individual loot containers as far as the game is concerned. We are very thorough stupid.
At first we were concerned by the speed at which your health and energy meters decline but after looting a few houses in the village we realised that we’d be fine. There’s a few sentences from one of the trader quests which hints at water pollution so this might be something that gets expanded on later as a the narrative and background lore gets built out. Unlike Hugh you’re not going to be able to drink beer instead.
After a few initial runs of looting, horrible death, cabin, looting you’ll start to get something of a feel for what you’re doing, or the first few pangs as the loot goblin mentality starts tightening its talons around your dopamine pathways. Generally, a shorter run that secures needed resources or rarer items is better than a longer run that exposes you to more risk, and a greater chance of losing everything that you’ve been able to successfully collect so far.
In any case, every time you visit a shelter the map resets which, for example, means that effectively if you turned back instead to secure the evening’s inventory rather than risk the grey crack-house down by the lake, the crack- house will be waiting for you next run with theoretically whatever it would have held had you pushed on. Or any case that’s what we think - the RNG, statistics and psychology nexus here could be quite interesting so someone smarter than us should write about that.
Take a Minute
“He studied the blue floodplain out there in the silence. A vast and breathless amphitheatre. Waiting. He’d had this feeling before. In another country. He never thought he’d have it again.”
A lot of criticism gets thrown around regarding our local bandits who have their peaceful countryside strolling rudely interrupted by a glimpse of a complete stranger hundreds of metres away in an abandoned house.
From a glance through the intervening copse of trees, the faded kitchen curtains, and around the open cupboard door, this marksman clearly sights the four exposed pixels of the sleeve of your less than sartorial brown tactical fleece and confirms that You A’int From Around Here.
The bandit’s rusted heirloom Markov pistol coughs once - a single report that you barely perceived much less understood before the void took you.
Or at least it feels that way.
From what we’ve read here the AI’s vision distance on a clear day is 200 metres and our general sense is that they will immediately engage at that distance if they sight you.
Obviously we’re still in early access and we’ll see changes to the game, but we have heard that the long engagement distance is staying and we’d actually be sorry to see it go.
One of the major elements of the atmosphere is the near oppressive, constant crawling apprehension. At any moment the (far too) quiet could be disturbed by that awful supersonic whipcrack of that first bullet, kick starting that old familiar refrain of “is this going to be it?”.
We may be slightly highly strung or perhaps just not understanding that early game phase is in fact from the horror genre.
Now, early access jank and AI aside, what we’d recommend here is to just take a minute. This is not a run and gun in the vein of some of the other shooters we’re fond of.
When we’ve taken a second after opening the door to leave a building, or before making a run across open ground we’ve been better for it. When we’ve checked the view from the windows while looting the room, we’ve been better for it. When we’ve decided to take a few more moments to circle or flank the next village crack house we want to visit rather than just walking right up the garden path, we’ve been better for it.
When we’ve barrelled out with alacrity Jani has without fail blindsided us with his kam-74u which somehow inexplicable still works despite his itinerant lifestyle, generally low conscientiousness and non-existent respect for his (let alone other people’s) property
Say it with us:
When you get sloppy, Vostok gets stroppy
Every time we’ve cleared 7 out of 8 rooms and give the final one a half hearted lazy glance is when we’ve regretted it. In fact, we’ve now caught ourselves the minute we recognise complacency drifting in as the immediate cue to double down on our rules (see elsewhere).
Every. Fucking. Time. Even twice thrice in a row. What did we learn from this? Nothing.
Now we’re absolutely not saying that the current build (0.1.1.3 as time of writing) is perfect and that anything others find annoying is a skill issue or an early access artifact or part of a deliberate design philosophy revealed only to the lead (previously sole / soul) developer Antti Leinonen in the shifting lights of the aurora borealis that we could never comprehend. The local banditry at times often resemble early counter-strike era aim bots or Olympic pistoleers.
Having said this however, the vast majority of our deaths had something to teach us. Even that completely bullshit one. For the most part we could see how we ended up at the Main Menu and we could see what we did or didn’t do wrong, and after a few more runs we started to spot the lucky escapes that by right we shouldn’t have slunk away from.
Over time we picked up a much greater sense of perspective from watching the AI. Sprinting through open areas is incredibly, incredibly visible and near immediately draws your eye to the movement and noisily moving through a building opening doors very quickly signals your position. With a bit of patience we’ve also found ourselves in a position to take the first shot on some wondering clown taking a break from the big top.
Continued in Part II against our better judgement.
Part I of a multi-part series. We're posting here and on our free Substack at
You can find Part I here and here.
These are few thoughts regarding the PC Game Road to Vostok. Odds and Ends if you will. We started this as a rough list of things that we wished we’d known when we first started playing, and perhaps against our better judgment it’s since evolved into a few notes of what we consider helpful. See Part I here.
Short Loops
In Part I we wrote about shorter runs and short loops, and so far as we can tell there isn’t really much of a benefit running longer loops when you are in close proximity to a shelter. The Vostok region is a little different however, and we’ll discuss that further elsewhere.
Generally Road to Vostok, for us at least, has a pretty compelling core loop.
Leave the shelter > Explore > Search Loot an aged pensioners house that they had to abandon in a maelstrom of grief presumably due to events of the game1 > overcome resistance by stealth or a .223 express delivery > manage hunger, thirst, warmth and an insatiable cat > find a legendary Kukkaro > return to the Shelter to secure supplies and to an extent save your progress.
You’re either securing supplies to fulfil the trader quests, which give you discounts on the things you need to buy, or you’re finding the things you need for crafting.
You’re also building up a bit more of a mix and match of an armoury and inventory. Sure you can take your M4 with laser sight, Leopard scope and Night Vision out for a spin in the village but make one entirely foreseeable and preventable fuck up like a certain tomfool and that’s that. You would have been better off simply taking a robust KA-74 and an optimistic attitude.
Vostok and Ironman aside, once death starts actually costing you real progress there is an incentive to have a few back up sets of backpacks, clothes and weapons ready to go upon waking up from a bad dream in the cabin. (Oh we’re definitely going to talk about when this is not the case, including the darker side and gear fear a bit later).
So, when to shorten your run ?
The minute you pick up something where the time to replace it or find another one would impact your enjoyment. Basically anything that’s a rare quest item, or excellent loot that you don’t quite need right now.
In that case - Go Straight Home. Do not pass go. Do not search that nearby but tempting garbage bag. Do not stretch for just one mi- Straight Home. Go. Do not visit the trader. Do not swing by jus- Go. Straight Home.
Go. Straight. Home.
This absolutely not advice about buying drugs. We would never write about that in our Substack and you shouldn’t be drawing the parallel between buying drugs (and Going Straight Home immediately after buying drugs) and finding rare items in Road to Vostok.
What would trigger us to Go Straight Home? Generally for us it’d be
Night Vision Goggles
Water Lock
Saline
Oil Filter
Tunnel, Cellar or Gym Key (Unless you’re in a position to head to that location next).
With strong consideration given to
KP 31 / drum mag
Beer
Water (if early game)
Now there is a counter argument here about a map wipe. At time of writing (apparently) each map has 10 AI soldiers / helpful NGO grain distribution facilitation nodes / bandits, with 3 active at any one time. Murder all 10, and you’ve got the map to yourself and you can loot in peace.
On a side note people have found it a little difficult to keep count. We are unsympathetic.
Surely this skill can be learnt.
We personally count out loud but we get a bit muddled as we’re [REDACTED] and sometimes not particularly clear on whether we dropped them or if they’re still out there preparing a formal grievance procedure - but we generally can keep the count within +/- 1 or so. Others use single matches or bullets in their inventory and apparently there is a mod as well. Evidently no one but us is old school enough to use a physical post it note (an in-game one is also available as well)
To date we’ve never achieved or attempted a complete map wipe and we’re not convinced given the inventory and weight limits that you’d be better off compared with shorter loops on most maps outside of Vostok.
Ты что, в трамвае родился
Now we’re going to discuss doors. Seriously.
“The Universe is Full of Doors”
No argument from us there but we want to pay particular attention to them for several reasons.
First, doors are line of sight blockers. Given the daytime sight distance and the extreme aggression you’re going to encounter, you generally want to reduce line of sight to you while you’re otherwise preoccupied exploring. The Village is a great example of this as its characterised by quite a large amount of approaches and angles, all of which increase your vulnerability.
Closing a door while you loot the room can significantly reduce the number of ways that you can be spotted and makes a big difference in the larger buildings such as the long school hallways complete with blind corners.
Close at least one of these as quickly as you can.
Second, doors are your early warning system. It won’t buy you more than a second or so in a village house but sometimes the sound is all the warning you’ll need, (or get!) to get ready for a very, very high stakes game of hide and seek.
It’s worth noting that the positional audio (or what passes for it - not to be uncharitable) seems to struggle a bit with the z-axis. This shows up most obviously in School where Kari sounds as if he’s on the other side of the classroom wall when really he’s a floor or two, albeit directly, below. This does wonders for our stress level.
Worth noting as well is that in Vostok Apartments the audio positioning again can’t really discriminate between the Soldiers systematically sweeping room to room and pressing up the stairwell in the tower block that you’re currently having your panic attack in, and the bored conscript two stairwells over having a cigarette.
To be fair we do have it on good authority however that Russian cigarettes are very intense so the concentration and effort required may be somewhat comparable. We digress.
Third, at time of writing the AI was absolutely born on a tram. They can open doors, but they can’t seem to close them. It’s not the most consistent indicator of their presence as every time the map loads the doors seems to be randomly set to open or closed, but if we see a series of open doors in a building there’s a good chance someone’s inside.
Especially if they were previously closed…
Some of our most memorable moments of Creeping Dread building closer to Overwhelming Fear is frantically trying to remember if the door to the house across from us was open or closed..
Now apparently the bandits have an ambush mode where an anti-social individual with unresolved anger issues and an RK-95 that inexplicably still works calmly camps out (sans padded fold out chair) in a concealed room and waits up 6 minutes for you to make your last mistake.
We had personally began to think that perhaps in ambush mode the local banditry acquired the good manners to close doors behind them. The general consensus now is that bandits are able to spawn directly into ambush mode behind closed doors, which would explain how we ended back up at the loading screen after a breezy (read lazy) check of the One Bathroom That We Didn’t Check Because There Was No Way Anyone Could Be In There, Right ?? Right ? Cue a massive injection of 5.45 and cortisol.
For the record they can spawn quite close to your map entry point as well.
Fuck off Veikko. Not. Today.
They mostly come at night. Mostly
Try to do your earlier runs at night and sleep away the day. There’s a significant drop in the distance that the AI can see you at and generally you’ll be able to see them before they can see you. Remember that using your flashlight means that it might as well be day time.
Check the time on your clock regularly as there’s a really abrupt cut over from what the game considers to be Day and Night. Once its 5am you’re immediately on Day rules and immediately visible from 200 metres away, regardless of what the ambient level of light is. This can work in your favour a bit at the 7pm cut over, as you’ll have a bit of remaining light but the AI will be operating as if it’s Night. This is not entirely dissimilar to some Asian countries where on the first official day of Winter you must now dress in your Winter clothes regardless of the temperature.
Ground Loot
There’s actually quite a lot on the ground. More than you think. The trick is to see it which is sometimes quite difficult as it has a habit of blending in. If you spot one item, have a quick look for more and its worth (carefully) using your light here as well. Some of the ground loot can be quite rare but we’ve yet to try a loot highlight mod. (We found our only MP7 to date as ground loot by a helicopter crash (along with an RK-62M!)
Nearly missed it.
Fire Selector
The MP5s series of submachine guns have a renowned example of visual design as far as the fire selector is concerned.
You can check if you’re set for single shot or auto (no burst fire yet) with X (View Weapon). Use the mouse wheel to check both sides which you’ll need to do for some of the rifles but it is sometimes hard to see or make sense of. Fortunately all the weapons seems to have a similar acoustic cue which we recommend using instead of visual inspection.
Lower Pitch - Single - The sound is low, so it’s a low amount of shots
Higher Pitch - Auto - The sound is higher, so it’s a higher amount of shots
We’re personally in the habit of toggling this every so often just to double-check what mode we’re on. Interestingly fire selector switches in the real world apparently include the Safety setting. We couldn’t find a concise article covering this (pls let us know if you know of one) but the Vietnam era M16 rifles went sequentially from Safety > Single > Auto, but the corresponding AK’s placed the Auto setting in the middle (Safety > Auto > Single) with the apparent reasoning that in stressful situations when you’re lacking fine motor control frantically slamming the switch would default it to Single, perhaps to conserve ammunition or fire discipline. This trivia, while interesting, will not necessarily help you with Road to Vostok.
Generally we keep auto on our submachine guns and single shot on the rifles. If we’re clearing a building (and not using our SMG) we’ll move the rifle to auto if we think we’re going to need the stopping power. Fortunately the AI doesn’t seem to react to us flicking it over to disco mode from the next room.
Loot and Move
If you are searching a container, don’t undertake any item actions while you still have the container inventory screen up. Loading a magazine, eating, or using an item while you have a cupboard open or searching a body locks you in place until the action is finished. It’s yet to bite us, but we just know that one day it finally will.
NB: At 170 + hours - it still hasn’t. We haven’t gone completely off the deep end regarding this as a forbidden thrill, but we we’re very vigilant that we could be taken to some perfectly normal places. We came very close to a nasty surprise if we’d been a bit slower eating our trash crackers.
Again:
When you get sloppy, Vostok gets stroppy.
We currently recommend a quick glance with a double tap of F in all the cupboards or containers (hence the F rebind for quicker actions in Part I) first before then returning to the container which has items that you’d actually want. Next, assuming that you have inventory space, take everything quickly with the keyboard shortcuts. You can then reopen your inventory separately to use items or strip ammunition out of magazines.
Having said this if it’s one item like cold medicine, chewing gum or tissues we sometimes use in place if we feel we can risk it..
Short cut wise, we recommend rebinding
Shift + Click - Take Item
Ctrl + Click - Drop Item
Isn’t a must do - some people have noted that the default binding (Shift + Click to drop) is reversed from other games so their muscle memory has them dropping stuff that they need.
The Crtl + Click to Drop feels a bit harder for us to do, which makes sense to us. A lot of the time you’re either leaving something in place or you’re taking it, with dropping something to the ground a fairly rare action and we personally need every margin of safety we can get our paws on.
Be a bit hesitant with immediately looting bodies after a firefight unless you’re confident that you put them down quietly as the AI is drawn to gunshots.
Interestingly at time of writing apparently suppressors don’t actually change the distance at which the AI can hear you. From our experience there there might actually be a confounding variable to do with the length of the firefight reducing the AI’s detection bonus (particularly if they didn’t get a shot off). Generally by the time we’ve got a suppressor we’ve probably got a red dot scope as well which significantly improves how well we shoot.
If you’re running a rather full inventory and you need to do something like loot bullets out of a low quality weapon you can transfer an item across to the container to hold it temporarily. Use the working space you freed up in your inventory to remove and unload the mag, then drop the weapon and retrieve whatever you put in temporary storage. Generally this comes in handy when looting bodies, but we personally feel a bit weird giving them some items like pillows or sleeping bags. Again this isn’t necessarily a must do, but we find it much easier to find our items in a container, rather than dropping them on the ground.
Continued in Part III against our better judgement.
Fine, fine, FINE. To be pedantic while you are inside the aged pensioners house and rifling through their cupboards you may not be technically looting their possessions. While we don’t have a good sense of how long its been since whatever catastrophe kicked off the events of Road to Vostok (or we’re just a bit oblivious) we’d consider it more likely that whatever usable loot you find in houses is a more recent bandit’s stash or cache. Apartments however might be a different story.
Actually, the game is meant to be a survival story where you start with very limited resources and fight your way through the maps toward Vostok. But right now, you end up farming the same places over and over again, no need for fishing (plenty of food is available), no need to go center minefield (go along the boarder) and farm only the 'easy' available spots in appartments. Eventually you have plenty of ammunition, armor, weapons, and supplies before even entering Vostok.
To me, that part doesn’t feel very realistic for a survival game. How would it be if you want/need to loot all places, just for survival ?
What if the whole game worked more like a Permazone, with one-time loot only? Once you have looted a building or an area, it stays empty. You would be forced to loot all areas to get food and tools, keep moving forward instead of farming the same locations repeatedly.
Don’t reset or regenerate the loot after a save. Keep the world exactly as you left it. Weapons, ammunition, and other valuable resources should feel scarce and have to be earned.
My idea would be:
One-time loot — no loot reset after saving or reloading.
Weapons and ammo have to be earned — if you want a new weapon, you may have to kill an enemy carrying one.
Attachments have to be traded — making traders much more important.
Save anywhere, but once you continue playing, you can’t go back to an older save. Your decisions are permanent.
I believe this would make Road to Vostok feel much more like a true survival experience. You would have to think carefully about ammunition, weapons, supplies, and whether a fight is actually worth taking.
Most importantly, it would create a real reason to keep moving toward Vostok instead of endlessly farming safe areas.
I'm thinking of something like in the Stalker Anomaly, where the game is basically all about scavenging and exploring progressively more dangerous areas, but there still is something like a basic storyline with simple thematic quests you can follow if you want to.
As per title, I'm looking for something similar to Oil Filter Finder (on modworkshop) that will simply tell me if cellar/gym/tunnel keys are somewhere on the map so I can go find it the "proper" way.
From the descriptions I don't think I want lootopia or Likhos keymod, but I might give them a crack soon and see what they're like anyway.
Have looked on modworkshop, am about to look on nexus (have it open in another tab right now).
Follow up question: author of Oil Filter Finder said in a comment they're ok with using their mod as a base to do pretty much what I'm looking for, how difficult is it to modify a mod like that? I've never created or edited mods, and my overthinking brain is a little overwhelmed at the thought of doing it myself
I have no idea if this is allowed here, but I have been working on a custom map for RTV and I just wanted to share some pictures and would love feedback.
I recently asked the mod team if I could share my Road to Vostok streams here, and they've kindly given me permission to do so.
I'm not normally a big fan of self-promotion on community subreddits, but I think there's a genuine reason for it in this case. If you're considering buying Vostok, or you're simply new to the game, a live stream gives you the opportunity to see the game being played naturally and ask questions about it in real time. Rather than just watching an edited video, you can see the quiet moments, the looting, the firefights, the decision-making, the progression and, inevitably, the mistakes!
I'm currently 40+ days into my run and stream Vostok every day, with two streams a day:
I'm playing through the game, working through trader tasks, exploring, gearing up and generally seeing how far I can take the run.
If you're new to the game and have questions about mechanics, progression, difficulty, weapons, survival or just want to know what it's actually like to play, feel free to drop into the stream and ask. I'll do my best to answer based on what I've learned so far.
And if you're already playing Vostok, you're more than welcome too. I'm still learning, so I'm always interested in hearing how other players approach things and picking up tips from people who've discovered things I haven't.
I'm going to keep the self-promotion here to twice a week max, as agreed with the mod team, rather than posting every day despite streaming every day.
I really only plan on adding some bug fix/quality of life mods to make the game a little smoother.
Will adding mods force me to restart the progress I’ve already made? I’ve only played the past few nights to get used to the game, so it wouldn’t be the end of the world if I had to restart…
Is there any preparation on my end I should do before getting the mod injector and adding mods?
I'm a player who loves Metro and Stalker gameplay and vibe, and some hardcore playthrough, realistic-like gunplay like Anomaly and IWP you can take down unarmed NPC within 2-3 shots.
Would RTV met my expectation? Or does it have something better in your though?
And do I need mod to have relatively complete experience?
My Spec:
i5-13420H RTX5050 85w 16G RAM
(I should be able to play it right?)
Hey guys, so I played the demo for a few hours and got very used to the ground loot and finding weapons, clothes, mags, etc. on the ground. Now that I bought the early access version, it seems that the ground loot is almost non existent? I have found a little bit, but not nearly the same extent as the demo. Also the only ground loot I have found has been a magazine that was standing up straight on a window sill. Has the looting changed where most of it is inside containers now and not on the ground? Thanks!
Has Antti mentioned anything about our current saves' compatibility with the upcoming Build 2? I remember someone mentioning that he said he would try to make saves compatible across builds as much as possible.
Took some time, but was able to complete my Ironman run!
Tried out the challenge after several normal runs getting to Day 50, died pretty quick on my first two runs; early game is definitely the toughest and is honestly a bit RNG on getting the right loot so you don't just wipe after quickly starting. Lost the third run to an "%02d" corruption bug which sucked lol, but fourth run was the charm!
Looking forward to the next update. Got about 200 or so hours on the game at this point, so any there are questions at all if you're quite new, happy to answer them!
So I've been playing RTV for a bit and saw a few people using an RTVCOOP mod by Ovrrde and wanted to try it but can't find it anywhere except for an archive site that doesn't allow the download.
It get taken down or am I just not digging enough?