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roadtovostok

roadtovostok

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roadtovostok posts

Fishes

Hi!

Here's the first set of fishes for the early access:
- Roach
- Perch
- Bream
- Pike

ps. These fishes could be obtained and use like items so:
Loot challenge: 194 :)

-Antti (Developer)

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Q2 Progression Update 1

Hi!

I think now is a good time for the first Q2 update, so here's an overview what has been going on with the early access development lately.

For the past few months, I have mostly been working on three different categories:

  • Map preparations,

  • Contractors / outsourcing,

  • First playable,

When it comes to this first topic, the most important and time critical thing for the early access is building the "commercial maps" whi...

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Boat Testing (WIP)

Hi!

Here's a small boat testing clip.

The steering and audio needs a bit more work but in-general the boat system is coming together quite nicely which is one of the developments goals for this month.

-Antti (Developer)

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Dev Update (14/05/2025)

Hi!

Here's a quick dev update.

For the past few days, I have been preparing the Apartments map for the upcoming first playable test and here's some key task that I have being doing.

  • Overhauling the collision systems

  • Choosing the enterable apartments (16 per building)

  • Modeling new door models

  • Placing the interior props

On top of this, there have been quite a lot contractor tasks that I initiated, for example...

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Fishing Items + Boat

Hi!

Here's the early access fishing items + fishing boat now fully textured and ready to be implemented to the commercial branch.

Made by Claudia

Loot Challenge: 190

-Antti (Developer)

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Fishing Update

Hi!

Here's a little update related to fishing.

Since the Apartments map is in the final stretch, I will spend few days (starting tomorrow) to port that original boat system that I had in Unity to Godot and laying out some core code elements related to the boats.

Claudia has also been modeling the first set of fishing 3D-elements (shown in the picture) and I would assume those will be ready and textured later this week.

Once this set of fishing models is ready I will s...

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Apartments Interior (WIP)

Hi!

One of the most daunting task was to model and texture the apartments interior geometry, but this is now done with some clever tricks which really helped the process.

The quick video showcases that now each room is modeled, there's bunch of procedural shader effects available, each building has a roof access and so on.

Currently the interior geometry supports 60 separate rooms ...

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Dev Update (04/05/2025)

Hi!

Here's a quick dev update.

I'm currently texturing the Apartments interiors and adding few more exterior details to the map like the Kiosk shown in the image.

On top of this, I made a bit more "tertiary" level details to the terrain shader to support different kind concrete slabs that will blend in the terrain and few additional debris assets related to trash etc.

Here's an example of the "slab blending".

2025-05-04 16:51:55 +0000 UTC View Post

Progress Update

Hi!

Here's the latest development video covering multiple elements related to early access progression and latest features that have been added to the commercial branch.

YT premiere now live, I will be answering questions there if you have any :)

- Antti

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EA First Playable (Update)

Hi!

Here's one behind-the-scenes milestone that I decided to share with you.

In game development there are these fancy words like vertical slices and first playables. First playable in this context means the first gameplay experience that combines all the necessary core components to a playable form.

Since this commercial branch for RtV is a totally different project and basically all the core systems have been modified one way or another, there haven't yet been a gameplay e...

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Apartments (Preview)

Hi!

Here's a bit more detailed preview of the Apartments exterior areas. I'm still missing the "cafeteria" building on the main road and after that I will start working on the interiors.

Like mentioned earlier, I will be providing a dev build from this map once it's done, so you can get an feel of the early access visuals, map dimensions and few other new elements related to these maps.

-Antti (Developer)

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New Lore Elements

Hi!

I'm almost ready with the Apartments map exterior areas and I really like how the map is turning out.

Since the map progress has been going so well, I decided today to start implementing few main lore elements to the game. These new elements are related to "structures" and the core ideology / story behind them.

I don't want to spoil any of these elements, but I just leave this image here so we talk about this more after early access, however feel free to guess what this ...

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Apartments Update (Buildings)

Hi!

Since I have been sharing these WIP images of this map process, here's some more so you can get an idea how this process works in multiple phases for the early access maps.

Yesterday, I swapped the placeholder buildings and textures the building exteriors to match the IRL locations. Today I'm adding some building details like canopies, balconies and drain pipes.

The goal today is to get most of the exterior parts done, so next week I can start focusing on the interiors. ...

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Apartments Update

Hi!

Here's another Apartments map update.

The blockout phase for the map ended last week, so currently the main focus is to update everything to game-ready assets.

The biggest task for this is of course the large apartments buildings and I'm working those with Re3mr at the same time while I'm adding all kinds of map details etc.

Here's some WIP images from the buildings:

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Crash Sites

Hi!

Crash sites have now been added as part of the dynamic event pool. Only one more dynamic event left (Bandit Van) and then the entire event pool is ready for the early access.

ps. New YT video coming next week about all the latest features and additions :)

-Antti (Developer)

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Guards Voice Acting (Preview)

Hi!

I'm currently doing some randomization work for the voice acting system and I totally forgot to share some previews of the Guards voice acting that was done few months ago, so here's some small clips from those :)

-Antti (Developer)

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Flares (Preview)

Hi!

Here's the Hebel with animation, audio and flare system.

There's still few lighting related things (like flare shadows are missing) that I will fix and I also have to model some ammo boxes for the flares but everything else is pretty much game-ready.

ps. I recorded this on my laptop, so the audio might be a bit weird / muffled compared to normal.

psps. Also the smoke trail effect seemed to missing from this clip, but that will be there with the flares :)

- ...

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New Props

Hi!

One of the main visual goals for the early access is to have much more variations when it comes to props and map specific details.

This task falls mostly on my responsibility but from time to time RE3MR is helping me with these props.

In the images attached, you can for example see some of the unique props designed for the Apartments exterior areas and made by RE3MR.

-Antti (Developer)

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Game Modes

Hi!

I'm pretty much now 100% health condition (finally) and today I implemented the early access game modes.

These modes will be linked to starting difficulty and seasons.

There's three different options for the difficulty called:

Standard
- Shelter spawn (Player spawns at the shelter when starting a new game)
- Random starting kit (Player gets a random starting kit to the inventory)
- Permadeath in Vostok (Permadeath is only active in Vostok...

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Apartments Blockout (WIP 2)

Hi!

Here's another blockout update for the Apartments map.

I think I have now the map layout pretty much figured out and where I want all the main POI's to be placed.

In this screenshot attached, I have basically cleared out the terrain areas for these POI's and also I have walked those areas in player controller to test whether the distances would feel logical related to the IRL location of this map.

I'm going to end this blockout phase for this map tomorrow and next ...

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Fishing Update

Hi!

Since now it's Q2 and the Q2 milestones are getting more and more relevant, here's a first update related to fishing.

First, I would like mention that this fishing system will introduce 3 new elements to the game:
- Boats with motors
- Jerry cans and fuel resources
- Fishing rods + lures

At the moment I have assigned Claudia to start working on these 3D-elements like modelling and texturing the "classic finnish boat" for this system and making those rod elements...

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Apartments (WIP Blockout)

Hi!

I thought that I could maybe share few of these blockout examples related to early access map production.

The blockout in this case means putting some of the main elements in place, so you can get an idea of the map dimensions and initial feeling of the map before you actually start placing the details.

In this example, I placed the main apartments buildings to the map and added some road / path elements to see if the layout could work for the actual map building process...

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Hebel Animations (Preview)

Hi!

It feels like I'm finally starting to recover from the virus thing (fingers crossed) and slowly starting to get my work output back to normal.

Currently I'm doing some blockout stuff for the Apartments map and also implementing some of the new weapon animation to commercial branch.

Here's for example some new animations (audio coming soon) for the Hebel flare gun.

-Antti (Developer)

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Dev Update (11/04/2025)

Hi!

Here's a quick dev update.

I have been dealing with some minor health issues lately and I'm currently on antibiotics. Ever since that artic circle trip there have been all kinds of small annoying symptoms but I should be hopefully recovering this fairly soon.

There have still been bunch of progression development wise, since these symptoms have been fairly minor and there's contractors working on stuff even if my work output hasn't been 100%.

First, the work toward...

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Chambered Round System (Opinion)

Hi!

For the past few days I have been doing some code optimization and design work for the upcoming weapons.

Since I already implemented the separate magazine system, there is now this design decision to be made how I'm going to approach chambering the round.

Option 1 (Automatic):
- When you attach a magazine to the weapon and chamber is empty, it will play an animation which also reloads the weapon by pulling the charging handle automatically.
- Weapon would be ready ...

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BTR (Preview)

Hi!

BTR is now fully completed, here's all the abilities for the early access:
- Turret Scan
- Normal Drive / Patrol
- Fast Drive / Evade
- Attack / Suppressive Fire
- Off-Road
- Smoke Shield

-Antti (Developer)

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BTR Drive Audio

Hi!

Here's some video clips about the BTR drive / road audio.

BTR can also now go somewhat off-road like shown in last clip.

I will hopefully share tomorrow a full preview of all the BTR mechanics + audio since there's only few things remaining :)

-Antti (Developer)

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Dev Build - Environment Tech

IMPORTANT (Read before downloading):
The following dev build was made by extracting multiple environment features from the commercial branch and combining it to some demo branch elements.

This method is messy, will produce possible conflicting files and doesn't represent what the actual early access will look like since there's still demo elements in place related to this extraction method.

The goal of this dev build is purely to test whether I managed to optim...

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Dev Build (Update)

Hi!

Just a quick update related to upcoming environment / performance dev build.

I have some personal medical stuff today and if there's no unexpected things I should have that dev build for you tomorrow.

Even though I had all the elements ready for this dev build for a while ago, this took a bit more time than I thought, since once again I have this minor issue related to separating elements from the commercial branch without building the actual game and it's a bit messy o...

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Curvy Roads (Preview)

Hi!

Here's a small video clips about the curvy roads / paths that I mentioned in the previous post.

Small thing but quite a big impact on the feel of the maps, here's also some more screenshots of the roads:

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