
r/RoadtoVostokGame

Question about Malware
About 2 months ago there was an incident where malware was found in 4 mods on modworkshop.net.
I just came across this info literally hours after installing my first couple mods.
I cannot find any recent posts regarding the issue, so I wanted to ask if there are any updates on the topic.
Does the issue still persist, and are there safety checks in place now, like they were talking about in the forums?
I'm no software guy, so any help will be appreciated before I factory reset my PC just to be safe.
I checked all the mods for download numbers, which is the only way I know how to tell wether the mod is legit.
Pls help.
Is there a mod for AI line of sight?
Now I get the realism angle that they're supposed to have longer sightlines for realism and challenge and such. But sometimes it can be a bit much, like if you're in a building and walk anywhere near a window and there's an enemy that can see that window within what seems to be a mile will start firing at that window. I'm just wondering if there's a mod that makes them slightly less aware, not trying to make em brainless or anything just slightly less godlike awareness that they have
Can I use furniture to transport large amounts of items at once?
If I load up a locker or cabinet with items and then store it in my furniture, can I cross into other maps and then place the furniture with all the items in it? I want to transport a bunch of food and some of my spare gear out to the Outpost tent, but would rather avoid doing tons of long trips back and forth from the Village to bring stuff out there.
RTV and Finnish Cottage Simulator are the same game and that’s awesome
reddit.commy ak got into backrooms
my ak just collide through the floor what should i do
New details about upcoming weapon overhaul system
One of the major development topics that is happening behind the scenes is the upcoming weapon overhaul.
Previously all RtV weapons were "kitbashed" from existing assets and this has been a major limitation / headache in multiple ways.
Thanks to successful early access launch, now the work towards making x50 fully custom-made weapons for RtV has finally started and there's so many benefits that comes with this "tailor-made" approach.
One of those benefits is a weapon upgrade system that I have wanted to implement for a long-time. With this system you can utilize trader services and modkit items to upgrade your base-level weapons.
Here's an example from this upgrade system and how the weapons change visually when "modded".
Models & Textures by @re3mr
Very interested in buying the game but I am new to the genre
Ok so I am very interested in buying the game, but I am new to the genre. Never played Tarkov for example. I am playing Gray Zone Warfare, and that is the first game in genre. How does Vostok compares to it? In difficulty and game pace, progression, etc?
Poland cannot into Vostok
Never heard of this game and then YT randomly recommended me some Road to Vostok videos and it looked fire and everyone was prizing how great and cheap the game is but then I went to steam and the price surprised me. It was not cheap. Don't get me wrong but it's one of those cases where default steam pricing is used and according to streamdb Poland is 3rd most wealthy country in the world with our €2,250 average salary. This is common for games that use default steam pricing option and it causes our price to be +20% of USD price, +10% EUR price.
I have no idea what Poland did to Gabe, but do you know how to contact Developer to maybe consider lowering price to at least EUR level?
What exactly is the downside of just bypassing the minefield and sticking close to the shoulder till you get to the apartments?
reddit.comSome fun facts i discovered from the game files
While there are lots of useful information on the wiki, i was wondering about some things that the wiki didn't tell me, so i decided to discover it myself by investigating the game scripts.
About the damage system
This applies differently for player->AI damage and AI->player damage.
When the player hits AI, damage will apply by the following rules:
Head->100 damage(insta-kill except for punisher), Torso->the exact damage described on the weapon's tooltip, Legs->half of the weapon's damage
Plus, all weapon will deal 100 damage on head, so the karov and the vsd will both take 3 headshots to take down the punisher(the punisher's hp is 300)
When AI hits the player, the system is quite different;
When AI successfully 'hits' the player, the game will roll a random value between 1~3, and this decides which part you get hit.
1: Head 2: Torso 3: Limbs (The chances are all the same; all parts has a 1/3 chance of getting hit)
All three parts have the same damage range, the damage will always be a random value between (Weapon damage/2) and (Weapon damage/4). The punisher deals twice.
The only difference is the medical debuff roll. When the player gets shot, the game will roll a random value between 0~100 (101 in total), and the result varies depending on the part.
Head: 0/1/2(≈2.97%) gives Headshot, 3/4/5(≈2.97%) gives Bleeding, 6/7/8/9/10(≈4.95%) gives Fracture, the rest gives nothing.
Torso: Same as head, just changes Headshot to Rupture.
Limbs: 1/2/3/4/5(≈4.95%) gives Bleeding, 6/7/8/9/10(≈4.95%) gives Fracture.
You can still get shot in the torso/limbs even if you are peeking only your head out. Whether a shot hits you or not will be determined by actual hitscan raycasts, but after you are determined as 'hit', the body part will be chosen random, not by the actual part the raycast hits you.
Armor system
This is pretty simple. Lets say a part with protection level m helmet/plate gets hit by a weapon with penetration level n.
When m>n:
The bullet will be ignored completely(no damage/medical roll), and the durability of the helmet/plate will decrease by a random value between 15~20.
When m=n:
The bullet will be ignored too, but the durability decrease is slightly higher(25~35)
When m<n:
This time, the Helmet/Plate will be ignored completely. Damage and Medical roll will BOTH happen as if you had no Helmet/Plate at all, without ANY Damage reduction. The debuff won't be prevented as well. Also the Helmet/Plate will be destroyed instantly.
So when you go to the apartments, it's pointless to have a helmet on; since the KA-12 of the soldiers has penetration level 3, and both helmets currently existing on this game will do nothing and get destroyed by a single shot. Plate level III and over will help; III+ takes more shots than III, IV and III+ makes no difference(in the apartments).
Ambushers and clearing rooms
You only need to care about these in Area 05. Border zone and Vostok maps does not have any hide points(AI can only ambush in these areas), making it impossible for AI to ambush. Yes, you don't have to check every single corner like in the village while looting the apartments. You might meet a wandering soldier in a building, but you'll probably be able to hear them before you enter it.
Energy vs Hydration
I always felt like Hydration drains faster, and it actually did.
The drain rate of both energy and hydration is a fixed value; energy drains every 30 seconds, for hydration it's 22. Take a bit of more water than food.
These are the facts i discovered from the game scripts. I didn't include things that are on the wiki, so i recommend you take a look at it if you haven't yet.
If you leave a comment of what you're wondering about the game system that nobody tells you, i'll try to find it out from the scripts.
Found an amazing Special Crate in Terminal
I grabbed the matches (to add to my near endless supply of them) and left the rest.
New look at the Driver who is a local smuggler who used to organize tourist trips across the border.
Meet Driver.
Driver is a local smuggler who used to organize tourist trips across the border.
Coming in Build 2 (Q3/2026).
Made by @ZunaSW
My first time…
> Purchase game on Steam
> Install game
> Load game
> Complete tutorial
> Ok. This seems cool
> Start new game
> Standard difficulty
> Spawn into safe house with random kit
> Awesome. I have a rifle and ammo.
> Equip rifle.
> Check bullets.
> Bullets fit rifle
> Load bullets into magazine
> Magazine is not compatible with rifle
> Damnit
> Leave safe house
> See buildings close by
> Nervously make my way to nearby buildings
> Loot nearby buildings
> Still no compatible rifle magazine
> Find handgun
> Find handgun ammo and magazines
> Handgun ammo not compatible with handgun equipped
> I have 9x19 ammo
> I need 9x18 ammo
> Still no functioning weapon
> Keep moving to next building
> Hear an enemy voice
> Shit
> Peak the window
> See the enemy
> Enemy sees me
> Enemy shoots
> I duck
> Enemy enters building
> Sneak out of building and run to next structure
> See dead body on the ground
> Go to loot dead body
> New enemy sees me
> Enemy shoots me
> I die
> GG WP
What's the objective?
Found the demo not too long ago and I liked the concept the gunplay was good and ive been really sinking my teeth into the realistic shooters so i bought the game. I think the game is so far and I really like that I can pause this game and deal with shit around the house. The only thing is im not really sure what the objective of the game is. Ive been treating it like an extraction shooter and thus far ive only been looting village trying to get tasks done for generalist before I move onto a different section. Am I missing something?
RTV Stories #1, By Seiko
The border zone is a wreck, the bandits come and go daily. Wondering across the houses, setting up shop and using them for shelter. It never lasts long. Every few days I leave the cabin for supplies i see more and more young boys dying to a senseless war. Joining militia groups in hopes they can make some difference across the zone. Such fools…
The bandits come and Go… Punisher came through the village, close to the cabin, scared me shitless. I need more supplies, weapons are low on conditions, and the snow is only freezing the barrels. The guards have come to clean some of the bandits around, tearing them down with no remorse, NATO expanding territory, Russia pushing west, its all fucked….
I must hide….. They are making rounds……
Binoculars?
Is the dev planning of adding binoculars to the game? I think they would be very useful, especially early game when you don't have any magnified optics. I was kind of surprised there weren't any, considering even stuff like the clock and matches have their own inventory slots. There is a mod that adds them, and it's not overpowered or anything.
Things i'd like to see in the future
First of all i'd like to say what an amazing game this is. Truly is on par with Pve Tarkov but needs some work to really get there. (if that is the devs goal)
Dynamic AI spawns:
Currently the Ai bots spawn at specific locations and follow a set route. After a few runs through each map i now roughly know where they're going to be and can easily avoid combat if wanted. Tinkering with a spawn mod i've noticed that if you increase the amount of AI on a map, they just spawn around the same area in groups.
I'd like to randomly have encounters in the whole map, even at border edges and extits. After a few runs you start to remember where they are and can easily avoid them or find them if needed. Makes the map feel a little stale. Especially outpost is empty. (maybe this changes in the planned update for Q3 2026?)
AI customization:
The vanilla AI is cracked. Too cracked in my opinion. They can spot you from across the map and sometimes mag dump you with high accuracy. Currently i've applied a mod to make them more like Tarkov scavs were back in the day.
Vanilla AI response time is 0.1 seconds, as soon as they spot a pixel of your character they lock on and start blasting. I've lowered their response time to 1 second (i'm slow af, maybe 0.7 seconds would be a better general setting) and that gives me the time i need to respond back.
They can also see through bushes and trees. So i've lowered their visibility with 30%. Now i usually spot them in time, before i've been blasted to kingdom come. I can somewhat avoid this by not sprinting of course but even when hiding in bushes they spot me and shoot the tomfoolpoopery out of me.
maybe this will already be adressed in build 2 planned for Q3 2026 in the AI overhaul, i didn't see it noted though.
Sound queues, they often give sound queues which is good. Sometimes... they don't and hide in a corner. Especially after shooting one and they sprint off they tend to sit in their hiding spot for a long time. My heart cannot take these jumpscares man. I'd like to have them make sound queues reliably every so many seconds if you're within 15 meters or so. Maybe something else than talking gibberish, like lighting a candle or looting stuff in a cabinet (not asking for animations).
Unlockable Shortcut routes from Village:
I like village, it's got plenty of loot and is my favorite map to engage so far. However, i'm quickly getting tired of needing to run through 4 maps to get to apartments. An unlockable shortcut route from village to, minefield/apartments would be glorious.
I have the bunker unlocked in outpost and use it as main storage, however i still wanna go to village faster than currently possible.
Loot scarcity: There's a bit too much loot, i think. Especially food is abundant. I think it would be better if loot was just ever so slightly scarcer in general. To give that 'survival' feeling touch. Also food should have an expiry date/time. If stored in a fridge it would last 5x longer or so. Just enough to not make it annoying but reasonable for a game.
Weapon attachments:
We have silencers, scopes etc. I would love it if you can actually customize the guns a little bit. Different rails, stocks, grips etc
Gunplay:
aim-sway/gun-sway can't be controlled. I'd like to be able to hold breath for a steady aim for a few seconds.
Bullet time. Currently gunplay is hit registration (as i understand it, when you click and hit the bullet instantly hits the bot). It's too easy to snipe from a distance. I like to lead my shots with some level of realism. Of course if the development allows that.
Skills&perks
There's a really solid mod out there that adds this. Could and should be part of the official game. Exactly as it is preferably.
Events:
Good stuff. More please, especially for the 10 days where nothing really happens until outpost gets compromised (i haven't gotten there yet, but it's getting boring on day 13 just doing the same routines for loot)
Some Ideas for events/stuff:
More bosses obviously. First time i saw the guy hopping out of a police minivan with hardbass i had a good laugh. Then shot him in the face 5 times for his flamey hat. Yea, we need more of this with variety (evil-nomad biker gang?)
Anomalies? S.t.a.l.k.e.r like stuff. But have them be useful in some way, or hostile for engagement. Maybe random portals that take you to another map? >unlockable shortcut idea?
driveable vehicles, maybe a scooter or a bicycle to get through the map faster? Charge-able mobility scooter would be funny.
Different quests, unlike finding loot, kill 10 enemy ai for a soda. etc.
Weather Seasons:
The weather system as it stands is solid. From summer day to heavy storm and immersive thunder in minutes.
I think it would be cooler if winter was an 'event' of sorts. Perhaps at day 20-30 it becomes winter until day 45 or something like that. This gives you an automatic goal to hoard food in your shelters to always have backup recourses available if you cant light a fire.
Maps:
They're good, can be better. Village is a prime example, it has buildings all around the map, tents in the far corners etc. Feels filled up and ready to loot.
School: 2 main loot sources, school building and the small supermarket on the right as you enter the map. the rest feels pointless to go to. I mean yes i can try every single garbage bag and open spots for ground loot but meh..
Highway: While the map design is good, i feel 90% of its loot is distributed between supermarket and behind tunnel doors. Been on the highway a few times but rarely found anything in the cars there. Could have some small buildings in the forest near the exit towards outpost.
Outpost: why so big if all you ever need to go to is tent or bunker safehouse/trader? The other bunkers are near empty and the rest of the map is empty. The map feels like it was made for the cat quest and bunker. Needs more buildings/ way more enemies. (a dark underground bunker below the map nearly as big as the map would go hard)
Minefield: I hate it. But i get it. To get around this one i just take a left and follow the map border until i get to the apartments entrance. I get why the map was made though, the first time it was nerve wrecking and i had only 1 bandage. But after realizing you just have to look out for the pins on the ground, it's pretty tedious to get through. I'd prefer the removal of 'all' mines and only have them at spots where the loot and enemies are. Now you have reason to go somewhere kill AI and find loot on the map without it being a hassle to look for Mines. If it needs to be a little nerve wrecking, add fog. The soundtrack is already eerie enough to make the vibes more creepy than they are with just mines everywhere.
Apartments: hmmmm. It's tedious. Not a fan. Constantly having to go up and down every staircase, every apartment to find another potato or c1911 magazine in the hopes of a special crate. Idk how it could be more engaging though.
The BTR patrol is absolutely terrifying. I shot it once to see what it does and it just start blasting the apartment i was hiding in, for a good while. When it drove off and stopped again it sprayed another set of shots at the apartment as i was still there too scared to pop my head out. Good stuff.
I haven't been everywhere yet but seems to be well worth for the loot generally.
Terminal:
Hoped it was an Airport ((idea for new map? :) )
Sprinted through it to find out if there was another map after. Didn't see much loot potential. Could be wrong though.
Saving/ Save files: The game is rather crash sensitive, especially on AMD. It's quite frustrating to lose an entire run and setup like that. It would be better if the game saves your inventory every once in a while so that if it crashes, you at least keep the stuff you got in that run. It's a 'singleplayer' game after all.
Co-Op:
currently in the game but barely working as intended. Your friend can join you and do everything you can.
However, you always need to get into the shelter together (i understand this from developers perspective but it would be nice if one can stay in the map while the other goes into the shelter and vice versa). This however prevents loot reset. Idk how one would fix that.
The person who has joined a server has some kind of developer setting turned on by default. They can steal anything from a trader which is laying around on the planks/tables.
They will find a special loot crate on nearly every spawn point in apartments, but the Host wont see those crates and find way less loot generally.
Difficulty at the start of the new game doesn't affect the person who joined. They will always start with a default kit and 100% hp/food/drink
Duo quest completion, if the host delivers a quest and completes it he gets a discount. If the joined player does a quest they don't get the discount. Is it intended that both players complete a quest seperately? From a Tarkov perspective i get it, personally i prefer it. But would it be better if one quest completion is required for both player discount rewards?
Reviving is too strong. If one player dies they should just be dead and respawn if the gamemode allows that.
On permadeath i think a player dies, he dies and can't be in that playthrough anymore.
You're basically undefeatable with 2 people. You can just keep reviving each other. Food and meds are pretty much obsolete. 'Oh i'm starving, shoot me in the head so i'll be back at full hp again'
Frames per second in apartments for the host is abysmal. Idk why but if i play it solo there's no problems at all with FPS. If a player has joined, it gets stuttery and laggy at unplayable levels. My hardware is definitely good enough, so that's not the issue. Although i have AMD which is VERY crash sensitive with this game. It crashes so hard sometimes that my whole pc just restarts. Other EA games have this issue as well
Hope the devs see this :)!
Edits: spelling/grammar and ideas