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roadtovostok
roadtovostok

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Public Demo 2 Situation Update

i! Here's a little Public Demo 2 situation update.

I have been taking notes and watching as many videos / streams about the demo as possible and going through feedback emails and here's few thoughts so far:

1. There's 2 major bugs that are going to need asap patching next week, here's an explanation of those if you want to test the demo and avoid them:

- If you use a consumable straight from the container and close the interface before the item use time is finished, you will get a pretty nasty bug which kills you once you get hit or go through a transition. You can avoid this by only using items through your inventory.

- If you insert cartridges to bolt-actions or shotguns and you run out of ammo at the same time (meaning you used the last remaining cartridge), the inserting mechanic will get stuck. You can avoid this by having plenty of ammo available or just by not using those specific weapons.

2. The initial gameloop idea for this demo seems to be working. Procedural loot system and trading provides enough randomization with 100 items, so there's some level of loot progression available even though there's hardly any "loot balancing" with different types of containers etc.

3. Performance and build stability is pretty ok. There's few stutters at the beginning but then it irons out and seems to be working with most systems. Some older AMD cards / Ryzen CPU's might have graphical issues but other than that it's pretty stable and playable.

4. There's bunch of "easy-to-fix" small issues that are going to be addressed in these upcoming patches and overall most of the bugs are simple and straightforward to replicate.

5. The shelter ideology seems to somewhat unnecessary with this amount of content since most players don't utilize that for saving or loading. I think the shelter system will get more useful when there's more maps, bigger maps, additional stuff to do (like crafting and tasks) and the travel distance to the border zone increases.

6. Ammo is pretty rare in some playthroughs, I like that it's not an arcade style shooting game with unlimited ammo, but the RNG can make it a bit too difficult sometimes, especially when there's not melee system yet available.

To summarize this, I think the Public Demo 2 is behaving liked I hoped at this stage, it will indeed require patching but there's that glimpse of the vision still available which was the whole point of this demo.

I will provide more info about these upcoming patches next week and there's also that new website release with updated roadmap and more info about the project. Thanks for testing and all the feedback so far.

If you have provided a comment, email, social media post, video, stream, there's a high change that I have seen it and took notes from that, whether it's good, bad or something between :)

ps. I posted this same message to YT-community section but you have been especially helpful here in Patreon and I have took notes from all of your comments and bug findings, thank you!

-Antti (Developer)

Comments

If I go with an external blue tooth speaker, it works. So something about the amp is off.

Greg Hay

I would try testing without that amp since some amp's turn Signal Enhancements on Windows automatically on and that could mess up bunch of game related stuff. If it works without the amp the we can rule the problem to that and manually you can turn off those signal enhancements etc.

Road to Vostok

I use an external Amp for sound, but everything else is standard and up to date: 4090, etc. I have an external Blue mic for meetings and work, but I've manually routed the sound to the amp and I get nothing. No menu music or sound effects.

Greg Hay

This is the first comment about this, so I would assume you have something "out of ordinary" in your setup. Are you using for example some old DAC's or USB-dongles?

Road to Vostok

I have not been able to get the sound to work in the demo :(

Greg Hay

Quick comments: Please add different capacity magazines (20 rnd magazine for SVD pls) Aiming hold pattern seems to get tighter over time compared to getting starting out tight and then getting more unstable. PU scope no fit pls help.,.. :(

Tom Lister

fro my standpint by you moving from unity to godot is absolutly amazing and a huge respect from my part the games runs soomh as butter i havent notised any game braking bugs and im stil lokking touroghly for every bug i can find. the funniest thing to the addition i was happliy suprised about was the item called SNUS witch i love im a snus user my self and i think snus could be used for stress relief in game. and i dont want you to remove it since its my favourite item to collect i wish to se more variant of the snus in the future. keep up the good work antti this game is a gamechanger and it wil be. :) im covering road to vostok from now on on my yt channel to make your game seen i nthe public so it get as mutch attention as possible huge love tho :)

MrUlfen

I don't know about movement. Walking speed is kinda slow compared to how fast people usually walk unless you're trying sneak fast somebody. Also in my opinion AI shouldn't respawn until you come back to the map.

Jami Sundvall

Would it be possible to add an option for a small transparent dot for a reticle since looting small objects from the ground can be a pain as I have to either ADS with a weapon or move my mouse over an object to find a spot for picking stuff up?

jNSii

Few more things that I have encountered, sometimes when I enter village from attic, I hear gun sound. And at least on village map I have died because of explosion, do the AI have grenades?

Juusto Höylä

Core aspects feel great. Gunplay, looting, controls, using items. Love the harmonica, guitar, placing items in hideout, and flexible barter system with the trader. The attention to detail in the environment, performance, and animations are also fantastic, Some things that could be improved. - AI is unbalanced. They spot and shoot at you through trees, shrubs, etc. with no line of sight. - AI respawn rate/proximity needs improvement. For example, trying to cross the mine field with AI spawning right next to the AI you just killed makes it unnecessarily difficult. Let us gather gear and prepare in the other zones, come to the minefield and scope/strategize from afar, then execute our strategy. Keep this area difficult with AI placement, gear, routes, alarming, etc., not through continuous AI respawns. It sort of turns into COD since the enemies continuously spawn in the same proximity. - Is there a way to defuse or destroy mines? If not, there should be. - Mine trigger proximity is too far. Multiple times I'd think I was clear, but they would still trigger. - The movement speed is too fast for a game in this genre. Running and jumping is more akin to COD than Stalker, Tarkov, etc. Overall, this demo was great, but the gameplay can field more COD instead of Stalker/Tarkov due to AI respawn rates and placements, and movement speed.

John E

I get around that by having Q and E inverted! Q to lean right, E to lean left.

Fonzi

Something I’ve already mentioned previously that would be great to have in the near future are crouch and leaning toggle settings. Many games have these and they improve the user experience a lot. With the current default key bindings it is almost impossible to slowly go around a corner while leaning without breaking your hand lol

MineLPPhynix

I just finished exploring all the zones. I only found 1 medkit and 1 antibiotic while playing. An injury that could only be healed by a medkit killed me once, so I've been really looking for them :p I think this game will be great once we get more zones and some more features. Looking forward to different ammo types! Image of stash once I was done. All my food is on a pile on the floor and guns on the wall :P https://bashify.io/i/Q18amI_2024_03_30_23_19_20_greenshot I really miss the ability to adjust the sights. I hope that feature gets added back in for the next version we get to play. The only real bug I encountered, besides stuttering that got solved after a few launches, was the 0 HP/food/drink bug that never happened once I stopped drinking directly from containers.

Iluvatar

i spent quite some time exploring the first map and it was a lot of fun. looking forward for a fix to the graphics glitches so that i can have a look at the other maps too ^^

Flxw

Thanks

PaveWay

If there is a way you can make it less easy to drop items with G while trying to place them because I remember we got really angry at times trying to place items and having them drop on the floor

PaveWay

Yea this was one of those major bugs that I mentioned in this post and it will get fixed next week :)

Road to Vostok

My friend an I spent 8 straight hours in just the first map, and the biggest issue we encountered was after a while all your stats drop to 0 for no reason and going into a transition instantly kills you, and the worst part is it's always after you find really good loot

PaveWay


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