Road to Vostok
A hardcore PC survival FPS with map-to-map travel, permadeath in Vostok, trader bartering, dynamic weather, and a long-term Early Access roadmap.

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Road to Vostok Best Loot Locations: Ultimate Survival Guide 2026
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Road to Vostok Before You Buy: Hardcore Survival Guide 2026
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Road to Vostok LinkedIn: Development Progress & Troubleshooting 2026
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Road to Vostok Patreon: Supporting Development in 2026
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Road to Vostok Trailer: Early Access Launch Guide 2026
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Road to Vostok Demo Download: Ultimate Guide and Review 2026
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Road to Vostok Shipyard Map: Survival and Loot Guide 2026
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Road to Vostok Reddit: Complete Survival Guide & Early Access 2026
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Road to Vostok Varusteleka: Collaboration & UI Guide 2026
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Road to Vostok Cheats: God Mode and Infinite Ammo Guide 2026
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Road to Vostok Cheat Menu: Complete Trainer & Mod Guide 2026
Road to Vostok Programming Language: Engine Switch Guide 2026
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Road to Vostok Demo: Survival Guide and Early Access Features 2026
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Road to Vostok RK95: Ultimate Weapon Guide 2026
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Road to Vostok Mod Loader: Complete Installation Guide 2026
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Road to Vostok Map: Complete Survival Zones & Navigation Guide 2026
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Road to Vostok Furniture: Ultimate Shelter Customization Guide 2026
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Road to Vostok B Cables: Looting and Crafting Guide 2026
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Road to Vostok Generalist Safe Area: Survival Guide 2026
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Road to Vostok Devlog: Comprehensive Project Overview 2026
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Road to Vostok Japanese: Localization and Gameplay Guide 2026
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Road to Vostok Email: Contact, Support, and Developer Guide 2026
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Road to Vostok Steam: Early Access Survival Guide 2026
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Road to Vostok Glock Load: Ultimate Handgun Guide 2026
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Road to Vostok Mods: Complete Installation & Setup Guide 2026
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Road to Vostok Unlock Next Hideout: Complete Shelter Guide 2026
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Road to Vostok Guide Hub
Everything you need to survive, plan your route, and push into Vostok
Road to Vostok Release Date
Road to Vostok launched into Steam Early Access on April 7, 2026. The current launch version is Build 1, called Road, and it ships with the core survival loop, expanded maps, dynamic systems, and multi-shelter support.
Release status
Live on Steam Early Access
Release date
April 7, 2026
Launch build
Build 1 - Road
Launch version
0.1.0.0
US Steam price
$14.99 introductory price
Base price
$19.99
Launch discount window
25% off through April 21
Steam review summary
Very Positive - 81% of 753 reviews
Mode and platform
Single-player on Windows
Early Access length
Approximately 2 to 4 years
Day-one feature pillars
Gameplay loop, expanded maps, dynamic elements, and multi-shelter support
Launch content highlights
Event system, world map, crafting menu, two new game modes, four new maps, four new shelters, two new traders, and a long launch changelog
Road to Vostok Beginner Guide
Your first goal is not to force a border push. Start in Area 05, get comfortable with looting, healing, traders, and shelter routines, then move east only after your economy and gear feel stable.
Begin in Area 05
Area 05 is the starting region and the foundation of the game loop. This is where you find your first shelters, traders, starter loot, and early tasks before you even think about crossing east.
Secure a shelter and treat it as your base
The early loop is built around your shelter. Use it to stabilize your run, manage what you keep, and avoid playing every outing like an all-in gamble.
Learn the basic survival loop first
Focus on simple looting, healing, and extraction habits before chasing danger. Early practice should be about staying alive, understanding item value, and keeping your gear loss low.
Get comfortable with weapons and ammo handling
Road to Vostok expects you to understand loading, ammo management, and weapon readiness. Learn that routine early so combat mistakes do not come from your own inventory handling.
Use traders and tasks to build momentum
Trading and tasks are core progression tools, not side content. They help you turn early scavenging into a steadier economy and prepare you for harder runs.
Do not rush the Border Zone
Border crossings are dangerous by design. Different crossing points can involve mines, physical obstacles, or waterways, and the area is guarded by armed forces with air support.
Treat Vostok like a high-stakes endgame push
Dying in Area 05 or the Border Zone costs what you carry, but dying in Vostok wipes everything. Only push there when your route, gear, and recovery plan are ready.
Survival Quick Tips
- Area 05 has shelters, traders, and tasks - use all three before pushing east.
- Your shelter is your anchor. Lose it and your stability collapses.
- Ammo and weapon readiness matter more here than in most shooters.
- Tasks are not side content - they are your economy and progression engine.
- The Border Zone is guarded. Plan your crossing, not just your gear.
Road to Vostok Maps
The official game structure starts in Area 05, pushes through the Border Zone, and ends in Vostok. Build 1 adds named launch maps inside that structure.
Area 05
Area 05 is the evacuated zone in southeastern Finland where your run begins. It contains shelters, traders, tasks, and the starting loot path for early survival.
School
School is one of the named Build 1 launch maps in Area 05. It belongs to the early-game side of the route and fits the part of the loop where players build stability.
Highway
Highway is another Build 1 Area 05 map. It expands the early-game route options and gives players more room to learn movement, looting, and risk management.
Outpost
Outpost is the third named Build 1 map in Area 05. Players can combine shelter use, trader access, and early task progression here.
Border Zone
Each Border Zone map has a crossing point with different challenges. Some crossings involve mines or physical obstacles, others require waterways and boats, and the whole line is guarded.
Vostok
Vostok is the high-risk, high-reward side located in Russia. Every Vostok map is a permadeath map, making route planning and exit discipline far more important than in Area 05.
Terminal
Terminal is the named Build 1 Vostok map. It sits on the permadeath side of the game, so it works best as a later push once players already understand the Area 05 economy.
Road to Vostok Roadmap
The official roadmap lists eight named builds. Build 1 is already live, Build 2 and Build 3 are dated for 2026, and the later phases are announced with feature themes but without public release dates.
Can Your PC Run Road to Vostok?
The Steam page lists two hardware tiers, both targeting a dedicated GPU setup with 64-bit Windows 10 and DirectX 12. Minimum gets you into the game; recommended is the safer target for the developer's higher-end baseline.
| Spec | Minimum | Recommended |
|---|---|---|
| OS | Windows 10 (64-bit) | Windows 10 (64-bit) |
| CPU | Intel Core i5 | Intel Core i7 |
| Memory | 8 GB RAM | 8 GB RAM |
| Graphics | NVIDIA GTX 1060 | NVIDIA GTX 1080Ti |
| DirectX | Version 12 | Version 12 |
| Storage | 10 GB available | 10 GB available |
OS
Minimum
Windows 10 (64-bit)
Recommended
Windows 10 (64-bit)
CPU
Minimum
Intel Core i5
Recommended
Intel Core i7
Memory
Minimum
8 GB RAM
Recommended
8 GB RAM
Graphics
Minimum
NVIDIA GTX 1060
Recommended
NVIDIA GTX 1080Ti
DirectX
Minimum
Version 12
Recommended
Version 12
Storage
Minimum
10 GB available
Recommended
10 GB available
Quick Check
- 64-bit Windows 10 is the only OS listed
- 8 GB RAM required on both tiers
- GTX 1060 minimum / GTX 1080Ti recommended
- DirectX 12 is required on both tiers
- 10 GB available space needed
- Steam notes requirements may change in Early Access
Road to Vostok Weapons, Ammo, and Attachments
Road to Vostok has a broad spread of firearm types, from lightweight pistols to precision rifles. Separate ammunition families, optic lanes, and suppressor compatibility mean gear choice matters before you even leave the shelter.
Pistols
Examples: C1911, Makarov, G17
Ammo: .45 ACP / 9x18 / 9x19
3 pistols listed — lightweight primary or secondary carry option
Rifles
Examples: AK-12, AKM, AKS-74U, RK-95, MK18, VSS
Ammo: 5.45x39 / 7.62x39 / 5.56x45 / 9x39
Broadest general-purpose family, 600–800 RPM range across calibers
Precision
Examples: Mosin, SVD
Ammo: 7.62x54R
Mosin 50 dmg at 10 RPM; SVD 60 dmg at 200 RPM — range identity over fire rate
Shotguns
Examples: RM-870
Ammo: 12/70
One-shot up to 2 m, two-shot up to 5 m — strongest close-range panic weapon
Optics
Examples: MRM, SRO, PRO, EXPS, Kobra, ACOG, PU, Hybrid
Short / medium / long range groups plus suppressor options
Ammo
Examples: 4.6x30, 7.62x39, 7.62x54R, .308, 12g, 9x19, .45 ACP
Ammo: Per-round weight tracked
Ammo stacks range from 100 to 300 per caliber — match gun to caliber before loading out
Road to Vostok Zone Guide: Area 05, Border Zone, and Vostok
Road to Vostok is built around moving east through increasingly dangerous territory. Area 05 is your setup space, the Border Zone is the crossing challenge, and Vostok is the all-in end of the route where loot spikes and punishment becomes absolute.
Low RiskArea 05
- Your road begins in Area 05, an evacuated zone in southeastern Finland.
- Contains shelters, traders, tasks, and starting loot for initial survival.
- Bandits are the main hostile force disrupting the area.
- Death here costs only the equipment and loot you are carrying.
High RiskBorder Zone
- Once geared up, your route continues east into the Border Zone.
- Each Border Zone map has a crossing point with different challenges.
- Crossings may involve mines, physical obstacles, or waterways with boats.
- Guards control the border and may call in air support to stop crossings.
PermadeathVostok
- If you manage to cross the Border Zone, you enter Vostok in Russia.
- Vostok holds the most valuable loot in the game.
- Every Vostok map is a permadeath map — death loses everything.
- The Military controls the zone with heavy weaponry and armored vehicles.
StrategyWhen to Attempt the Crossing
- The official flow is Area 05 first, then Border Zone, then Vostok.
- Trigger for moving east: gather enough loot and equipment in Area 05.
- Area 05 and Border Zone deaths cost your gear, but Vostok is all-or-nothing.
- Push for Vostok only after your base setup and kit feel ready.
How Shelters Work in Road to Vostok
Shelters are one of the clearest identity features in Road to Vostok. They are where you save, store loot, shape your layout, unlock new homes through progression, and gradually build a safer life before taking bigger risks farther east.
Save and Store
Shelters are safe zones and the only way to save your game. They also hold your stored loot, making them central to every long run.
Multiple Homes
You often need multiple shelters when traveling east. Multi-shelter support was confirmed in Build 1, released on April 7, 2026.
Different Shelter Types
Shelters range from small cabins to large concrete bunkers. Some are unlocked only through keys earned from completing trader tasks.
Decoration Mode
Every shelter starts with a default furniture template, but decoration mode lets you catalog, move, and rotate furniture — new items earned via crafting or trading.
Free Item Placement
Place individual items wherever you want. Items are physics-based and their positions save automatically when you exit the shelter.
Road to Vostok Traders Guide
Road to Vostok uses a barter economy instead of a traditional cash shop. In Area 05, traders and their task chains are part of the main survival loop, so smart routing is not just about loot runs but also about knowing which trader solves your immediate problem.
Generalist
The Generalist is the broad-purpose trader near the Village shelter and is the most flexible stop for early progression.
- Trades a wide mix of goods: food, water, crafting materials, quest items, medical supplies, and weapons.
- Restocks every 10 minutes; leaving and re-entering Shelter can refresh random stock faster.
- Best early stop when you need a little of everything instead of one specialist category.
Doctor
The Doctor is the dedicated medical trader on Shipyard and is the cleanest source for healing-oriented supplies.
- Focuses on medical items such as bandages, medkits, and tourniquets.
- Restocks every 10 minutes with randomized stock after each refresh.
- Most useful when your run is limited by healing, status management, or med-related task turn-ins.
How Trading Works
The game is built around barter rather than a normal buy-and-sell currency loop.
- There is no standard cash economy in the main player-facing trade loop; value comes from what you carry.
- Generalist accepts almost any valuable item and turns mixed loot into practical survival gear.
- Doctor is better used when you want to convert loot value into medicine and recovery tools.
Upcoming Traders
The official roadmap already names several upcoming traders beyond the current Area 05 pair.
- Build 2: Driver
- Build 3: Grandma
- Build 5: Shaman
- Build 6: Fisherman
- Build 7: Scientist
Road to Vostok Tasks Guide
Early Access already includes trading and task progression in Area 05. The current task loop revolves around active trader hubs, key hand-in items, and utility pieces that can quietly block your progress if you sell them too fast.
| Focus | Current Known Data | Why It Matters | What to Keep |
|---|---|---|---|
| Active task hubs | Current active task providers are Generalist and Doctor. | These two traders anchor the present task loop in Area 05. | Check both trader pages and hand-ins before liquidating loot. |
| Power-chain items | Inverter and B Cables are listed as core task and power items. | They are tied to shelter power and broader progression routing. | Keep every Inverter and B Cables item until your chain is complete. |
| Trader hand-in props | Polaris and Doctor's Notes appear in trader-task references. | These are easy to mis-sell because they do not look like combat gear. | Stash Polaris and Doctor's Notes instead of dumping them in a barter cleanup. |
| Keys | Task keys and trader keys are part of the known core-task item set. | Keys can gate doors, routes, and task completion flow. | Hold every key until you know exactly which door or hand-in it supports. |
| Medical hand-ins | Doctor task examples include Cold Medicine, Duct Tape, Painkillers, Antibiotics, and Polaris. | A lot of medical progression competes directly with your own survival usage. | Keep a reserve stack of meds and utility items instead of consuming everything. |
| Weapon and gear turn-ins | Generalist tasks include Makarov, AKM, RK-95, AK-12, batteries, books, and clothing. | Several progression jumps depend on stash discipline rather than pure firefight skill. | Do not instantly sell duplicate early weapons, batteries, books, or unusual apparel. |
Active task hubs
Current active task providers are Generalist and Doctor.
These two traders anchor the present task loop in Area 05.
Check both trader pages and hand-ins before liquidating loot.
Power-chain items
Inverter and B Cables are listed as core task and power items.
They are tied to shelter power and broader progression routing.
Keep every Inverter and B Cables item until your chain is complete.
Trader hand-in props
Polaris and Doctor's Notes appear in trader-task references.
These are easy to mis-sell because they do not look like combat gear.
Stash Polaris and Doctor's Notes instead of dumping them in a barter cleanup.
Keys
Task keys and trader keys are part of the known core-task item set.
Keys can gate doors, routes, and task completion flow.
Hold every key until you know exactly which door or hand-in it supports.
Medical hand-ins
Doctor task examples include Cold Medicine, Duct Tape, Painkillers, Antibiotics, and Polaris.
A lot of medical progression competes directly with your own survival usage.
Keep a reserve stack of meds and utility items instead of consuming everything.
Weapon and gear turn-ins
Generalist tasks include Makarov, AKM, RK-95, AK-12, batteries, books, and clothing.
Several progression jumps depend on stash discipline rather than pure firefight skill.
Do not instantly sell duplicate early weapons, batteries, books, or unusual apparel.
Road to Vostok Multiplayer
Road to Vostok gets compared to extraction shooters all the time, so multiplayer is one of the first questions new players ask. The official answer is straightforward: the game is built as a single-player survival FPS first.
Does Road to Vostok have multiplayer right now?
No. The Steam store lists Road to Vostok as a Single-player feature, and the official site describes it as a hardcore single-player survival game.
Is there co-op at launch or in Early Access?
No launch co-op is listed on the official store page or FAQ. Early Access is centered on the solo survival loop: traders, tasks, map-to-map travel, hostile AI factions, and the permadeath Vostok zone.
Why was Road to Vostok designed without multiplayer first?
The official FAQ says the project was designed from the beginning as a replayable single-player game because that gives the developer freedoms not practical in multiplayer production. Multiplayer projects in this genre are extremely expensive to build and maintain for a solo developer.
Could co-op or multiplayer be added to Road to Vostok later?
Possibly, but only after a successful and feature-rich single-player version is complete. The official FAQ states co-op would only happen after that milestone is reached.
Road to Vostok Steam Deck
Road to Vostok is built as a PC-first survival FPS, so Steam Deck support is more about practical compatibility than a deck-native design target. The official platform plan and community play reports together give a useful picture of what portable players can expect.
Is Road to Vostok a Deck-first release?
No. The official FAQ says the game is designed as a PC game focusing on Windows and Linux, with Windows as the main launch OS.
What is the Linux plan for Road to Vostok?
The official FAQ says native Linux support is planned a few months after launch. That makes Linux support part of the roadmap, but not the primary launch target.
Can Road to Vostok run on Steam Deck today?
Yes, playable reports already exist. ProtonDB lists the game with a Platinum Proton rating and shows Steam Deck Verified Status as Playable, and community posts include users reporting very strong performance on Deck hardware.
What about controller support in Road to Vostok?
Full native controller support is not the main Early Access focus. Community discussion tied to the official FAQ states controller support is planned before the main release, and users already report the game can be played with controller setup work, but without aim assist.
Road to Vostok Demo Timeline
The public demo track ran for over two years before Early Access and still shapes how new players discover the game.
Road to Vostok used a multi-stage public demo process before launching into Early Access. The Steam store notes say the project went through 4 demos, 15 demo updates, 35 devlog videos, 800,000 demo players, and 3,000 bug and feedback reports before release.
Standalone Steam demo app goes live
SteamDB lists the separate Road to Vostok Demo app as released on this date. This marks the start of the public Steam demo track tied to the main game.
Public Demo 2 v2 patch roadmap published
The official news post outlined three planned follow-up waves: an October optimization patch, a November content patch, and a December balancing patch.
Two-year demo phase ends
Steam's Early Access Q&A states that Road to Vostok ended its two-year-long demo phase in December 2024, after which the focus shifted fully to the Early Access build.
Final Demo is the last pre-launch milestone
The final demo was positioned as the closest public look at the commercial version before release — a build that represented the commercial version as closely as possible.
Early Access launches on Steam
Road to Vostok entered Steam Early Access on this date. The store page still offers a demo download alongside the paid Early Access build, keeping demo-related search intent alive.
What demo knowledge still carries over
The most reusable demo lessons are the zone ladder from Area 05 to Border Zone to Vostok, inventory management, physics-based looting, barter-first survival, and the escalating danger of Bandits, Guards, and Military.
Road to Vostok Factions: Bandits, Guards, and Military
Road to Vostok uses factions to teach the risk curve of the whole campaign. Who you are fighting tells you how serious the run has become.
Area 05 is shaped by Bandits, the Border Zone is controlled by Guards, and Vostok itself is dominated by the Military. That structure maps directly onto progression: the farther east you push, the more organized and punishing the opposition becomes.
Bandits
Starting-zone hostile pressureAn anarchist group taking advantage of the lack of authority in Area 05. They are the first faction most players learn to fight — the core threat around early shelters, traders, and starter loot routes.
Behavior
- Can run away when scared or heavily wounded
- Use cover during firefights
- Can ambush indoors or stalk the player's last known position
Can spawn with a range of weapons, headgear, backpacks, and loot. Some carry two weapons.
Guards
Crossing-point enforcersArmed, corrupt enforcers who control the Border Zone between Finland and Russia. They rely on air support to prevent crossings and layer onto environmental threats like mines and waterways.
Behavior
- Hold the approaches to crossing points
- Layer onto mines, obstacles, and waterway threats
- Punish direct pushes more than Area 05 encounters do
Framed as organized border security rather than scavengers — more structured and coordinated than Bandits.
Military
Endgame factionThe most dangerous faction in the game, controlling Vostok — the high-risk, high-reward permadeath region. Designed to turn Vostok into a deliberate endgame commitment rather than a casual loot stop.
Behavior
- Operates inside the permadeath zone
- Uses heavy weaponry
- Can use armored vehicles
Heavy weaponry and armored vehicle support make the Military far more dangerous than either of the other two factions.
Road to Vostok Loot Guide: How Loot Works
Efficient looting is about opening the right containers, not every container. The game uses container-specific logic and rarity buckets to decide what appears.
Road to Vostok's loot system is structured rather than fully random. Each container type has its own loot table, the game sorts possible items into rarity buckets, and weight checks can stop items from spawning if a container would be overloaded. The documented roll outcomes: 51% no loot, 28% common, 15% common plus uncommon, 4% common plus rare, 2% common plus legendary.
| Container | Key Locations | Common Contents | Practical Takeaway |
|---|---|---|---|
| Medical Cabinet | Village (6 total) | Medicine — IFAK noted as extremely rare | Cleanest early source of survival items with a narrow, directly useful loot pool. |
| Fridge / Freezer | Village (9 fridges, 10 freezers), Shipyard (1 fridge) | Food only | Best stop for keeping hydration and energy above zero before stamina penalties begin stacking. |
| Wooden Crate / Cabinet / Locker | Village (9 / 54 / 10), Shipyard (15 / 54 / 16) | Food, ammo, medicine, guns, materials, and modules | Broadest-value containers — can support combat, healing, shelter progress, and crafting in one run. |
| Bandit Corpse | Village (14), Shipyard (16) | Food, clothes, ammo, and guns | Strong follow-up loot after fights — especially useful for quick ammo and weapon upgrades. |
| Fusebox / Electric Box | Village (8 fuseboxes, 6 electric boxes), Shipyard (1 fusebox) | Duct tape and wires | Reliable utility stop when the run goal is shelter progress, crafting, or trader task support. |
| Shipyard Containers | Shipyard (38 containers, 1 truck container) | Random floor items — often rare rigs and armor plates | Higher-upside search for players willing to trade time and route safety for rare armor-class loot. |
Medical Cabinet
Location: Village (6 total)
Contents: Medicine — IFAK noted as extremely rare
Cleanest early source of survival items with a narrow, directly useful loot pool.
Fridge / Freezer
Location: Village (9 fridges, 10 freezers), Shipyard (1 fridge)
Contents: Food only
Best stop for keeping hydration and energy above zero before stamina penalties begin stacking.
Wooden Crate / Cabinet / Locker
Location: Village (9 / 54 / 10), Shipyard (15 / 54 / 16)
Contents: Food, ammo, medicine, guns, materials, and modules
Broadest-value containers — can support combat, healing, shelter progress, and crafting in one run.
Bandit Corpse
Location: Village (14), Shipyard (16)
Contents: Food, clothes, ammo, and guns
Strong follow-up loot after fights — especially useful for quick ammo and weapon upgrades.
Fusebox / Electric Box
Location: Village (8 fuseboxes, 6 electric boxes), Shipyard (1 fusebox)
Contents: Duct tape and wires
Reliable utility stop when the run goal is shelter progress, crafting, or trader task support.
Shipyard Containers
Location: Shipyard (38 containers, 1 truck container)
Contents: Random floor items — often rare rigs and armor plates
Higher-upside search for players willing to trade time and route safety for rare armor-class loot.
Road to Vostok Medical Guide: Injuries and Healing
Road to Vostok treats medical management as part of survival. Knowing what each condition does and what fixes it is a big part of staying alive.
Medical play in Road to Vostok covers bleeding, fractures, hydration, energy, weight penalties, and the weight cost of every item in your bag. The medical system is structured enough to build a reliable pocket kit without carrying everything.
Bleeding and Rupture ControlThe most urgent trauma states — both drain 1 health per second.
Causes
Bleeding: weapon, knife, fall damage, or explosions. Rupture: weapon, knife, or explosions.
Effects
Bleeding drains 1 health per second. Rupture also drains 1 health per second.
Cures
Bleeding — Bandage, Tourniquet, Medkit, IFAK, AFAK. Rupture — Medkit, IFAK, AFAK.
Key Items
Bandage: 0.1 kg, 4s use, 20 health. Tourniquet: 0.1 kg, 4s use. IFAK: 0.5 kg, 4s use, 50 health.
Fracture, Burn, and Heavy TraumaMovement loss is often as dangerous as raw damage, especially when you still need to extract.
Fracture Effect
Health drains 1 every 5 seconds. Movement speed, swim speed, and jump height all drop by 50%.
Fracture Cures
Splint, Medkit, IFAK, and AFAK all cure fractures.
Burn Cures
Lotion, Bandage, Medkit, IFAK, and AFAK.
Key Items
Medkit: 0.8 kg, 4s use, 50 health. Splint: 0.1 kg, 4s use. Lotion: 0.2 kg, 2s use.
Dehydration and StarvationThese survival failures quietly wreck runs if you ignore food and drink.
When They Trigger
Starvation begins when Energy reaches 0. Dehydration begins when Hydration reaches 0.
Effects
Both drain 1 health every 10 seconds, increase stamina consumption by 50%, and reduce stamina regeneration by 50%.
Cures
Starvation: keep Energy above 0 with food. Dehydration: keep Hydration above 0 with drinks or IV Kit.
Why It Matters
Stamina penalties wreck combat, escape routes, and looting efficiency even before the health drain becomes critical.
Overweight EmergencyA bad inventory decision can be as dangerous as an untreated injury.
Trigger
Overweight begins when you carry more than your weight limit.
Effects
Stamina consumption increases 50%, stamina regeneration is disabled, and movement, swim, and jump speed all drop by 50%.
Fixes
Drop items, swap into higher-capacity gear. Detached weapon attachments weigh more in inventory than when attached.
Run Impact
Overweight turns winning fights into losing extractions — loot discipline is part of medical discipline in Road to Vostok.
Doctor Trader and Your Pocket KitThe Doctor is the dedicated medical trader — the easiest way to stabilize your healing economy.
Doctor Location
Shipyard, basement of Hamikot Logistics building — first building on the left after entering from Village.
Stock
Bandage, Medkit, Tourniquet, and other medical items.
Restock Timing
Restocks every 10 minutes with randomized stock each cycle.
Pocket Kit
Light all-purpose setup: Bandage 0.1 kg, Tourniquet 0.1 kg, Splint 0.1 kg, plus IFAK 0.5 kg or Medkit 0.8 kg.