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Road to Vostok vs Living Hell
| close | close |
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| shopping_cart Where to Buy | |
| info General Information | |
| Release Date | |
| Apr 7, 2026 | Oct 16, 2025 |
| Developer | |
| Antti Leinonen | Joe Fender |
| Publisher | |
| Road to Vostok Ltd. | Joe Fender |
| Genre(s) | |
| Hardcore Survival FPS | Survival Horror, Co-op, Action-Adventure, Survival |
| Engine | |
| Godot 4 | Unity |
| stars Ratings & Price | |
| Content Rating | |
| M for Mature | M (Mature 17+) |
| Avg. User Rating | |
| 4.7 / 5.0 | 0.0 / 5.0 |
| Current Price (USD) | |
| $14.99 | $29.99 |
| tune Key Specs | |
| Quick Highlights | |
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| sports_esports Gameplay & Mechanics | |
| Companions/Followers | |
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| colorize Combat & Gear | |
| Weapons Overview | |
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| trending_up Progression & Upgrades | |
| Skills & Progression | |
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Progression is horizontal, focused on loot and shelter customization rather than traditional leveling. Players upgrade their survival odds by finding better weapon attachments, medical supplies, and armor plates. Multi-shelter support allows players to establish safe houses across different zones. |
Progression is based on survival and character choice. Players choose from eight distinct characters, each with unique passive abilities that encourage different team strategies. There is a deep crafting system for creating weapons and tools, and players must manage their inventory and a 'Thermal Load' hydration mechanic to survive. |
| public World & Exploration | |
| World & Level Design | |
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The game features map-to-map travel across three main layers: Area 05 (starting zone with traders), the Border Zone (guarded by hostile forces and physical obstacles), and Vostok (the final high-risk zone). Each area consists of multiple sub-maps like the Village, Shipyard, and Radar station. |
The game features six hand-crafted districts that make up Pelican City. While the districts themselves are fixed, the interiors of buildings are procedurally generated for every run, ensuring high replayability and a constant sense of unpredictability. A subway system is used for travel between districts. |
| Playable Vehicles | |
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N/A |
| book Story & Characters | |
| Main Characters | |
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| people Multiplayer | |
| Multiplayer Details | |
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None. The developer has explicitly stated that the project is designed as a hardcore single-player experience to maintain the atmosphere of isolation and tension. |
The game is designed for 1-4 player online co-op. It also features a full offline single-player mode, catering to different player preferences. Communication is supported via proximity voice chat and walkie-talkies. |
| extension Editions & DLC | |
| Available Editions | |
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Early Access Standard Edition launches at $14.99 with a 25% launch discount for the first two weeks. The price will adjust to $19.99 thereafter until the 1.0 release. All future content builds (Nomads, Signal, Gunslinger, etc.) are included in this price. |
The game will launch into Steam Early Access. Details on different purchase editions have not yet been announced. |
| Post-Launch Content / DLC | |
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A massive roadmap includes eight major builds. Build 2 (Nomads) adds friendly factions and AI vs. AI combat; Build 5 (North) introduces dynamic seasons and hunting; Build 8 (Silent Night) completes the main questline. |
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| help_outline FAQ | |
| Frequently Asked Questions | |
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| build Technical Details | |
| Graphics & Visual Fidelity | |
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Uses Godot 4's advanced rendering features, including photogrammetry-based environmental assets for realistic textures. Visuals include volumetric fog, dynamic lighting, and a seasonal system that eventually adds winter environments. |
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| Audio & Soundtrack | |
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The soundscape is vital for survival, as players must listen for bandit footsteps or guard radio chatter. The OST 'Alive' sets a melancholic, post-apocalyptic tone for the quiet moments in shelters. |
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| User Interface (UI/UX) | |
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Features a minimalist, immersive UI. Weapon inspection screens show chambered rounds and fire modes (semi/auto). Inventory management is grid-based and weight-sensitive. |
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| Accessibility Options | |
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Difficulty customization via world options is planned for Build 8. Current features focus on key rebinding and adjustable FOV for the first-person perspective. |
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| video_library Media Links | |
| Gameplay Video | |
| launchWatch | launchWatch |
| Walkthrough/Guide | |
| launchView | launchView |
| settings_applications System Requirements | |
| 1080p (Full HD) - Minimum (Low-Medium, 30-45 FPS) CPU: Four cores are the baseline for handling the game's AI and physics. CPU (Laptop): Standard mobile chips can handle the initial Area 05 zones. GPU: 6GB of VRAM is essential for the high-res environment textures. GPU (Laptop): Ensures stable performance with DLSS enabled. RAM: Essential for managing the detailed world state and looting system. Storage: Standard SATA SSD is sufficient for 1080p. | |
memoryCPU: Intel Core i5-8400 | AMD Ryzen 5 2600 developer_boardGPU: NVIDIA GTX 1060 (6GB) | AMD RX 580 (8GB) laptop_macCPU (L): Intel Core i5-10300H | AMD Ryzen 5 4600H laptop_windowsGPU (L): NVIDIA RTX 3050 (95W TGP) layersRAM: 16 GB saveStorage (Tier): 20 GB SSD | — |
| 1080p (Full HD) - Minimum (Official) (Low Preset, 1080p resolution.) CPU: The official minimum CPU required to play the game. CPU (Laptop): A modest modern mobile CPU is more than sufficient. GPU: Official minimum desktop GPU. GPU (Laptop): Any entry-level modern dedicated laptop GPU will run the game well. RAM: 8GB RAM is the official minimum requirement. Storage: An HDD is supported. | |
| — | memoryCPU: Intel Core i5-7400 @ 3.00GHz developer_boardGPU: NVIDIA GeForce GTX 1050 laptop_macCPU (L): Intel Core i5-8300H / AMD Ryzen 5 3550H or better. laptop_windowsGPU (L): NVIDIA GeForce MX450 or better. layersRAM: 8 GB saveStorage (Tier): 1 GB HDD |
| 1440p (QHD/2K) - Recommended (High, 60 FPS) CPU: Strong single-core performance helps with complex AI behavior in Vostok. CPU (Laptop): High-end mobile CPUs ensure zero stutter during fire-fights. GPU: Capable of handling 1440p with high-quality global illumination. GPU (Laptop): Frame generation can be used to reach high-refresh targets. RAM: Recommended for the smoothest experience in the Vostok permadeath zone. Storage: NVMe speeds recommended for 1440p texture streaming. | |
memoryCPU: Intel Core i7-12700K | AMD Ryzen 7 5800X developer_boardGPU: NVIDIA RTX 3070 | AMD RX 6800 laptop_macCPU (L): Intel Core i7-12700H | AMD Ryzen 9 6900HS laptop_windowsGPU (L): NVIDIA RTX 4070 Laptop GPU layersRAM: 32 GB saveStorage (Tier): 20 GB NVMe | — |
| save Overall Storage | |
| Spec: 20 GB SSD Note: SSD is critical for seamless map-to-map travel and loading high-fidelity photogrammetry assets. Type: SSD | Spec: 1 GB available space Note: The game has a very small storage footprint, making it easily accessible. Type: Unknown |
| desktop_windows Operating System | |
| Spec: Windows 10/11 64-bit Explanation: Required for Godot 4's Vulkan Forward+ rendering path. | Spec: Windows 10 (64-bit) Explanation: A 64-bit version of Windows 10 is the minimum requirement. |
| gamepad DirectX Version | |
| Spec: Vulkan 1.3 Compatible Explanation: The game uses Vulkan for modern lighting and shadow techniques like SDFGI. | Spec: Version 12 Explanation: DirectX 12 is required. |
| info_outline Other Game Notes | |
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| build Optimization Details | |
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| laptop Laptop Considerations | |
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info_outline Feature details based on available data. System requirements and performance estimates may vary.
laptop_chromebook Laptop Recommendations
Common Recommendations (Handles All Compared Games)
For Road to Vostok Specifically
For Living Hell Specifically
info_outline Laptop recommendations are estimates based on available component benchmarks and game requirements. Actual performance may vary depending on settings, drivers, cooling, power limits, etc. Prices and availability subject to change. As an Amazon Associate, we earn from qualifying purchases.