«If something in life doesn't go the way you wanted, we'll give you a free train ticket...»

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Planned Release Date: To be announced

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About This Game

The protagonist had long since abandoned his ambitions and dreams. His world had shrunk to the size of a room in a rented apartment, and his only windows to reality were a computer monitor and anonymous forums.

Days bled into nights, and gaming gave way to sleep, until a vivid dream of a successful life left behind a bitter aftertaste of disappointment.

It was at that very moment that fate presented him with a strange banner ad in his browser:

"If your life hasn't turned out the way you wanted, we offer a free train ticket..."

No destination, no terms and conditions. Driven only by a desperate desire to escape the grayness of his existence, he clicked "Order."

The journey into the unknown was abruptly cut short. Instead of a train compartment—tall grass and the chirping of grasshoppers. Instead of the familiar city - a sun-drenched field. And inside his backpack, replacing his tablet, lay a "Pioneer's Personal Record Book" and a red passport.

All around him, the golden era of communism was in full swing: plaster statues of buglers, morning assemblies, and an anxious yet alluring female camp counselor.

This camp was isolated from the outside world, and it seemed as though time flowed differently here.

The protagonist is given the chance he had dreamed of: new encounters, vibrant colors, youth. But a cynical and analytical mind cannot be deceived. He knows that the only free cheese is in a mousetrap.

YOU MUST DISCOVER:

  • Where are you, really? Is this time travel, a near-death hallucination, or someone's cruel experiment?

  • Who surrounds you? Cute (or perhaps not so cute) girls with dark pasts, or mere props in someone else's game?

  • How do you get back home? And most importantly - will you even want to return to your gloomy apartment once you learn the truth?

  • Atmospheric Setting: Immersion into the aesthetics of Soviet retro-futurism and a carefree summer at camp.

  • Charismatic Characters: From rebels to quiet girls—each heroine hides her own secrets.

  • Non-linear Storyline: Your choices determine whether the protagonist finds a way out or remains here forever.

  • Romance and Techno-mysticism: A story where first love intertwines with the chilling mystery of a vanishing familiar reality.

  • Captivating Soundtrack: Pleasant background music for deep immersion into the events of Camp "Vostok".

  • Dynamic Interactive Menu: The main menu will evolve as you progress through the game.

  • Multiple Endings: A true ending? I don't think so...


    THE CHARACTERS OF THE STORY

    • CASE FILE NO. 25 "Nikolay Niforov" (Protagonist) - A typical product of the internet era: cynical, rational, and slightly asocial. In his past life, he was a forum regular and a master of armchair analysis. Here, his observation skills and healthy skepticism are his only weapons against the absurdity of Soviet reality. He doesn't look for friends, but adventures find him anyway.

    • CASE FILE NO. 24 "Nadezhda Serafimovna" - A tired young woman, ground down by the gears of the system. She hates red tape but fills out reports with religious fervor, just to avoid "trouble from above." Her pedagogical talent is replaced by an instinct for self-preservation: she lectures the pioneers solely to cover her own back. She dreams of only one thing: for her shift to end without an incident.

    • CASE FILE NO. 1 "Sveta" - An idealized soul with "straight-A student" syndrome. She has hoisted the entire workload of a counselor onto her fragile shoulders and carries this burden with a polite smile. She likes everything to be neat as a pin and worries about discipline more than the camp director himself. Her perfectionism borders on neurosis, but without her, this complex would fall apart in a day.

    • CASE FILE NO. 9 "Yana" - A genius of energy conservation. She has occupied a strategically important post in the library to legally shirk community work. Cynical, lazy, but surprisingly effective when it comes to organizing her own comfort. She will never refuse a tea party or a board game, especially if it helps kill time until lights out.

    • CASE FILE NO. 18 "Katya" - The living embodiment of protest. She breaks the rules not for the sake of an idea, but simply because it's fun. A gambler to her core: cards, arguments, bets—she is ready to put everything on the line just to prove she's right. Her interest in people manifests itself in a specific way: if she's teasing you, it means she cares (or she just wants to beat you at backgammon).

    • CASE FILE NO. 16 "Asya" - Looks like someone who wants to blend in with the curtains. Silent and lonely, but don't let this deceptive calmness fool you. A hurricane rages inside this fragile girl, and she defends her personal boundaries with unexpected harshness. A classic case of "still waters run deep," but whatever hides in these depths is far worse than mere demons.

    • CASE FILE NO. 11 "Malika" - A little chaos generator. Boredom is her main enemy, and those around her are merely means of entertainment. She invents pranks with a single goal: to get attention. She especially loves pestering the Protagonist, turning his life into an obstacle course. Annoying? Yes. But without her, it would be far too quiet.

    • CASE FILE NO. 38 "Zhanna Arkadyevna" - A lonely soul in a white coat. Too uninhibited for the Soviet "VOSTOK" complex and too amorous for medical ethics. She looks at the senior pioneers with undisguised interest, believing that youth is a disease that passes too quickly, and one must manage to get everything out of it while they can.

    • CASE FILE NO. 17 "Nastya" - The owner of a striking chestnut bob and an inexhaustible supply of energy. Polite and sociable, she is the ultimate busybody who has a finger in every pie. There isn't a single event she wouldn't help organize, even if no one asked her to. A sincere soul who means well, but sometimes her care becomes a bit too much for one person to handle.

    • CASE FILE NO. 22 "Susanin" - A jack-of-all-trades with an unwavering smile on his face. Carve Lenin out of a log? Fix a speaker? Easy. A bit overly self-confident, as befits a "president," even if his empire consists of jigsaws and plywood. A good-natured guy who is fanatically devoted to woodworking and is ready to teach the craft to anyone who doesn't run away fast enough.

    • CASE FILE NO. 12 "Sasha" - Susanin's cousin and his polar opposite. A quiet guy with glasses who tries to blend in with the furniture (which he himself helps assemble). Timid, shy, and maintains absolute neutrality in any conflicts. Camp intrigue and romance excite him far less than the presence of fresh glue in the workshop.

    • CASE FILE NO. ??? "Anya" - Everything always ends well. If it ended badly, it means it's not the end yet, Nikolay. Keep searching...

                ...When booking a ticket, be careful. The train might arrive somewhere entirely different from where you expected...

System Requirements

    Minimum:
    • OS:
    • Processor:
    • Memory: 2 GB RAM
    • Graphics:
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    • Sound Card:
    Recommended:
    • OS:
    • Processor:
    • Memory: 4 GB RAM
    • Graphics:
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 16 GB available space
    • Sound Card:
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