Road to Vostok
Steam News 11 April 20261mo ago

Launch Stats & Hotfixes

Hi everyone! Road to Vostok launched into Early Access five days ago and it has been quite a ride. Here's some info related to on-going launch and few other topics as well. Launch Stats (ATM) Copies / units sold: ~140,0…

Update log

Full Road to Vostok update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix1 addition0 changes0 removals
  • Gameplay
  • Performance
addedUpcoming HotfixesAnd how is this related to hotfixes? Well, based on my prior experience if you start making tweaks and especially code-changes under this heavy-load, you can easily fix one thing, but you accidentally create two new problems or some unexpected issues when you are not running on 100% mental clarity.
fixedUpcoming HotfixesOf course for someone who is trying to launch the game and experiences a crash, you want that hotfix ASAP but since this project still relies on one full-time developer, we want to keep that one developer in working condition for many years to come :)

Hi everyone!

Road to Vostok launched into Early Access five days ago and it has been quite a ride.

Here's some info related to on-going launch and few other topics as well.

Launch Stats (ATM)

  • Copies / units sold: ~140,000

  • Review score: Very Positive (~3k)

  • Daily active users (avg): 25,421

  • Twitch peak viewers: 31,891

For a game with a zero-marketing budget, this launch has been extremely successful and secured the entire development roadmap for Road to Vostok.

Thank you for all who have purchased the game and trusted me as a developer. I will do very best to make sure that these resources from the launch are being utilized in a responsible and smart way to take this project to its next phase.

Solo-dev Dilemma

Being a solo-developer has many perks and benefits, but also a lot of limitations when it comes to things like launching your game to a semi-large audience.

One of these limitations is your capacity to handle upcoming information. For example, I currently have ~11k unread emails and most of my communication channels are pretty much "running away from me".

In practice, this means that when I answer one contact form email, by the time I have replied to that, there's 4 more and while your a sleep and you wake up, you're +500 messages behind and so on.

The most logical solution to this problem is that I start hiring some additional help, but unfortunately that option becomes available only next month when I can start utilizing these funds from the launch.

This being said, if you have sent a bug report or tried to contact, there's a high change that I haven't managed to answer yet (sorry for that), but hopefully you understand the one-human limitation here.

Disclaimer: Some of this information flood is linked to key-request bots, but they are really difficult to filter out completely and since this was my first time launching a game I had no prior knowledge how to prepare for those.

Upcoming Hotfixes

I'm already tempted to start making hotfixes and tweaks but there's few "lessons learned" topics involved.

One of those topics is related to my prior experience working under heavy-load and "foggy" mental state. Getting to this early access required pretty insane work hours and stuff that I would not recommend for others, but I made those decisions since I wanted to give this product the best change for the launch and I hope the effort shows in the game.

And how is this related to hotfixes? Well, based on my prior experience if you start making tweaks and especially code-changes under this heavy-load, you can easily fix one thing, but you accidentally create two new problems or some unexpected issues when you are not running on 100% mental clarity.

Since the game is performing really well on Steam and works like intended for majority of the players, I really don't want to screw things up by making accidental mistakes. I have decided that I will have this initial personal recovery first and only after that I will jump back into the code. I think this is the most reasonable and wise thing to do.

Of course for someone who is trying to launch the game and experiences a crash, you want that hotfix ASAP but since this project still relies on one full-time developer, we want to keep that one developer in working condition for many years to come :)

I estimate that it will take me around one more week once I have caught up with all the bug reports and

Source

Steam News / 11 April 2026

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