Road to Vostok finally has a playable demo on Steam and it's the most terrified I've ever been of getting shot at in a videogame
I'm just looking for cans of soup, man!

Perhaps to our collective detriment, guns in games don't feel as threatening as you'd otherwise expect from implements capable of firing hundreds of lethal projectiles per minute. In a medium where regenerating health, respawn mechanics, and multiplayer balance expectations can turn fully automatic fire into a minor inconvenience, a firearm can signal character archetype, combat playstyle, cosmetic preference, customizability—but it's rare for one to feel like an existential threat.
Road to Vostok, however, manages to make the sound of a single gunshot feel like a small apocalypse.
After releasing a series of downloadable demos on its website since 2022, the anticipated survival shooter is making its Steam debut with a Next Fest demo update—the last before its upcoming early access launch, according to developer Antti. As someone who's wished whenever I was playing a battle royale or extraction shooter that I didn't have to worry about competing players who might interrupt my scrounging, I jumped at the chance to pick through this particular post-apocalypse.
What I didn't realize was that I was signing up for the most panicked shootouts I've played in a videogame.
After the tutorial's brief primer on controls and mechanics, I emerged from my cabin along the Finland-Russia border with a handgun, a pocketful of bullets, a single tourniquet, and a hunger for scavenging. The first thing I noticed is that Road to Vostok is quiet. As I started picking my way through nearby homes, the most striking thing was the silence.
The loudest thing in the woodland village environs were my own feet. Otherwise, as I assembled a growing collection of cold medicine and canned meat, the only sounds were the doors I closed behind me and the faint fluttering of a flag rustling on its pole outside.
And then, as I considered the contents of a cupboard, there was the crack of a rifle shot.
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In most other games, things usually get very loud after an initial gunshot as enemies start screaming and emptying their magazines. Here, there wasn't even a second shot or rushing footsteps. There was just the chilling realization that somebody had seen me through a window and their gun had a longer range than mine.
After cowering in a corner for a few panicked seconds, I creeped towards the windows—nothing. Another shot rang out as I slid out the house's side entrance, but this time I saw the shooter: a balaclava'd rifleman who backed around the corner of a building across the street as I sent a trio of futile shots over his shoulder. And as I sprinted across the road for a better position, I saw a second bandit emerging from the neighboring house.
Guns aren't reduced to 'click to fire and R to reload' in Road to Vostok. Detachable magazines have to be manually loaded before use, while integrated magazines in bolt action rifles and pump shotguns require you to press a button to enter a loading mode where you load cartridges with individual mouse clicks. It's a more intimate set of gun mechanics that puts the threat of a gunfight in more tactile terms.
The HUD, for instance, has no ammo counter. To check how many shots I had to work with as I prepped to face my pair of assailants, I had to hit the V key to quickly remove my pistol's magazine and glance at the remaining rounds: 12 left, which—assuming things didn't get ugly—should've been more than enough.
Things immediately got ugly. I swung around the corner of the house and took out the first shooter, but not before he hit me with two shots—one of which, a glaring red indicator on the HUD informed me, I took to the head. And as I soon realized while flailing at my inventory screen and watching my health drain, my lone tourniquet doesn't help with head wounds.
I bled out a few seconds after shooting the second bandit on the front lawn. My next save went a little bitter. Before I died, I found a full box of matches.
Road to Vostok doesn't have a full release date yet, but you can play the demo on Steam now.
Lincoln has been writing about games for 11 years—unless you include the essays about procedural storytelling in Dwarf Fortress he convinced his college professors to accept. Leveraging the brainworms from a youth spent in World of Warcraft to write for sites like Waypoint, Polygon, and Fanbyte, Lincoln spent three years freelancing for PC Gamer before joining on as a full-time News Writer in 2024, bringing an expertise in Caves of Qud bird diplomacy, getting sons killed in Crusader Kings, and hitting dinosaurs with hammers in Monster Hunter.
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