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Back Road Stories

Alex Slavski · Alex Slavski

Back Road Stories

gameAppID 5467910Demnächst
Release-Datum{"coming_soon":true,"date":"Coming soon"}

Game Charts

Spielerstatistiken

Standard: letzte 7 Tage, stündlich. · Nicht gesampelt · Zeitraum: Noch nicht abgefragt - Noch nicht abgefragt

Aktuelle Spieler0
24h Peak0
All-Time Peak0
24h Player-Hours0 h

Noch keine Game-Charts-Historie vorhanden.

Spielerhistorie

PeriodeAvg. PlayersGain (total)Gain (%)Peak Players
Letzte 24 Stunden000%0
Letzte 7 Tage000%0
Letzte 30 Tage000%0
Letzte 12 Monate000%0

Details

EntwicklerAlex Slavski
PublisherAlex Slavski
KostenlosNo
AlterKeine

Drive a broken car across the real world to reach your family. A tactical survival RPG on a map of the whole Earth: loot real buildings in real towns, haul it back to the car, take strangers' quests, and make choices that get you home or get you killed. Extraction without the shooting.

Every stranger has a storyThe world has fallen apart, your car barely runs, and your family is somewhere else. Back Road Stories is a survival road trip on real places, and the people you meet on the road are the heart of it. A travelling medic carrying a surgeon's kit that is not hers. A young courier with a letter that has no address. Camp elders, mechanics, quartermasters, smugglers. They want things. They ask you for favours, and what you do about them is up to you. You play Cal Mercer, a man in his early thirties with a broken car and a long way to go. You pick the real town where he wakes up and the real town where his family is, and you drive there on real roads and car ferries. Every stop is a new town, a new camp and new people. Help them, or help yourself. Some choices open the road. Some end the journey. Extraction. Without the shooter. There is no aiming and no reflex test. You park the car, walk into the real buildings around it, search, talk, trade and choose, and you see your chances first. The car is your way out. People, dialogue and questsSurvivor camps have people in them. Click a camp on the town map, walk there, and the people of the camp are listed: a mechanic, a medic, a quartermaster, a fuel seller, a fence, a gunrunner, an elder. Each has a way of speaking and an opinion of you. Conversations branch. You see a short version of each reply, then the full line plays. Most replies are free. Some, like haggling, lying, persuading or asking for a favour, show their odds and can fail. Quests come only through conversation. Nobody hands you a mission by magic. You talk to someone, you hear what they need, and the journal keeps track. More than thirty quests are offered this way, from carrying a medkit to a camp medic to walking off an injury. Some people travel the road ahead of you. Four recurring characters (a field medic, a courier, an old lay preacher and a smuggler) turn up at camps along the way, and they remember what you did last time. Trade is one person at a time. You trade with the person in front of you, mostly by barter, and how they feel about you changes the deal. Someone who has turned hostile will not trade with you at all. Painted characters with emotions and injuries. Cal and the camp medic are painted in thirty states each: five health levels and six emotions. The portraits of the other people are being finished one character at a time (see Early Access below). Choices that matterEvery scene has a kind of threat: dogs, armed people, wary survivors, locks and barriers, a wounded stranger, the unknown. Every choice has an approach: talk, help, be careful, stay quiet, run, force it, fight or drive. Some approaches suit a threat and some do not, and no approach wins everywhere. Talking will not calm dogs. Forcing a door is loud. Staying quiet works on armed people and does little for a hurt stranger who needs help. Every choice shows its chance of success and the reasons for it: your backstory, your skills, your gear, the car, how loud you have been and what state you are in. A failure leaves a mark. You can end up bleeding, limping, shaken, spotted or marked, and those marks make later choices harder. Ignore a mark, pick the approach it punishes, and the next failure is worse. A journey does not end with one unlucky roll. It ends with a pile of choices. Who you are shapes the choice. Twelve backstories (paramedic, soldier, burglar, mechanic, hunter, negotiator, cook, farmer, trucker, electrician, courier and teacher) change your odds, your starting kit and your weak side. You decide how to treat people. Share a bandage, tell a lie, walk past. People notice. You see the stakes before you pick, and a ledger afterwards shows what happened. All of it happens in the real worldThe streets, roads and buildings come from OpenStreetMap. Your start town can be a small town in Kentucky, a harbour in Denmark or a mountain town in Japan, because the game downloads the town you ask for and keeps it for next time. Real kinds of building (a pharmacy, a hardware store, a school) decide what you are likely to find inside. The stories are made up. The places are not. Today, in Early Access: you can pick any place you can search for, as long as a road or ferry route connects it to where you are going. The game downloads the route and the towns as you go, so you need an internet connection for places it has not saved yet. 40 US region packs are built (37 states and Washington, DC, with California in parts). They are free, optional map-data downloads that make those regions play offline. My plan for the full release is the whole world, with offline map data for every part of it, region by region. That is a plan, not part of Early Access today. Car ferries and sea crossings are part of the route. At a port you can pay the fare in cash or in fuel, work your passage, stow away, or talk to the harbour master. The drive, and every stopThe world map shows your road and your car. Watch your fuel and range, your worst car part, and the next town, camp and ferry. Run the clock at 1x, 4x or 16x, or press Stop here whenever you like. Roadside events, checkpoints and breakdowns can interrupt the drive. At a stop the real town opens up. Hover a building to see its name, whether it is open, locked or occupied, how dangerous it looks and what is likely inside. Click it for your options: search the rooms, scavenge quickly, break in, pick the lock, rest, trade, talk, siphon fuel, strip parts, climb, or leave. Spots inside buildings (a fridge, a toolbox, a safe) open into a grid inventory, and wrecks along the street can be searched too. Noise is heat: the louder you are, the more trouble you attract. Then you walk back to the car. The car is home. You start with a broken car, and fixing it is the tutorial. Twelve parts wear out, including the battery, four tires, the engine, the headlights and the brakes. The trunk is a 10 by 6 grid and the only stash you have. Skip the tutorial with "I know the ropes" if you prefer. Fuel is a plan. Refuel from gasoline items or siphon it from other cars. The last stretch is on foot, and the family house is where the journey ends. Survive the body, not just the streetA real health system: a blood pool instead of a health bar, wounds that bleed, bruises, broken bones that need splints, five organs and eleven body regions. Open the X-ray Health panel and treat each part yourself, or pay a camp medic. The clock pauses while you look, and every treatment costs game minutes. Hunger, thirst, stamina, weather and cold: rain soaks you, cold chills you, heat makes you thirsty. Light a fire, cook, purify water, pitch a camp beside the car, and listen to the radio for camps, weather and the road ahead. Morale: low spirits slow your recovery and cost you odds. Nearly 600 item types, including tools, lights and batteries, books and manuals, keys and notes. A skill tree that is your storyYour backstory is where you start on a big skill tree, and what you do on the road earns the points to grow it. Searching, repairing, driving, talking and healing all pay experience. The tree has 468 nodes: fourteen stats such as first aid, mechanics, charisma and lockpicking, perks, and twelve keystones that change how you play and cost you something. You begin with eight points that buy your backstory's preset, and you can rebuild them freely while you create your character. Once you are on the road, what you learn stays learned. Day and nightThe game keeps a clock, and the light changes with it: sunrise, golden hour, sunset and a dark, blue night on both maps. Night runs from 21:00 to 05:30. You drive slower in the dark, road events are more likely, and dark rooms need a light, so a flashlight and its batteries matter. Dim headlights make the night worse. Death costs what you carryIf you die, you do not start over. You wake up beside the car, "left for dead". You lose what you were carrying, except what your secure pouch holds. The car, the trunk and your skills survive. The death page lists exactly what you lost and what you kept, so every risk is one you chose.Early AccessBack Road Stories is a working game with a full journey, from the first stop to the family reunion, but it is not finished. I am releasing it in Early Access to get it in front of players while I keep building. Today it is English only, Windows only, mouse and keyboard only, and it has no Steam achievements or cloud saves yet. Saves are local. The journey currently ends at the reunion. In Early Access today: the people, dialogue and quests above, the real-world route and towns for any place a road or ferry connects (internet needed for places not yet saved), 40 US region packs as free map-data downloads, the health system, the skill tree and the day-night cycle. Still to come: painted portraits for every camp person (only Cal and the camp medic have the full set today), more stories, and the whole world on offline map data. More about my plans is in the Early Access section below on this page.A note from the developerHi, I'm Alex. I'm making this game on my own. I wanted to make a game about getting home, and about the people you meet on the way. Not a shooter, not a power fantasy: a long drive, a few careful choices at every stop, strangers who are more than loot, and a family waiting at the end. I want to be upfront about how it is made. I used AI tools along the way: ChatGPT to make the painted scene art, the character portraits, the key art and the icons, another AI image tool for the skill tree icons, an AI music tool for the trailer music, and AI coding assistants to help write code. The sounds in the game are synthesized by the game itself. Nothing went in untouched. I chose, rejected, edited and hand-processed everything, and I play the game over and over to tune it. No AI generates anything while you play. Thank you for stopping by. If it sounds like your kind of trip, a wishlist means the world to me.

Genres und Kategorien

AdventureIndieRPGSimulationEarly AccessSingle-playerCustom Volume ControlsMouse Only Option#category_playable_at_your_own_pacePlayable without Timed InputSave AnytimeFamily Sharing

Plattformen und Anforderungen

windows: yesmac: nolinux: no
PC
{
  "minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"><li>Requires a 64-bit processor and operating system<br></li><li><strong>OS:</strong> Windows 10 64-bit<br></li><li><strong>Processor:</strong> Intel Core i3-6100 / AMD Ryzen 3 1200 or better<br></li><li><strong>Memory:</strong> 4 GB RAM<br></li><li><strong>Graphics:</strong> Any GPU with DirectX 11 and WebGL 2 support (integrated graphics is fine)<br></li><li><strong>DirectX:</strong> Version 11<br></li><li><strong>Network:</strong> Broadband Internet connection<br></li><li><strong>Storage:</strong> 1 GB available space<br></li><li><strong>Additional Notes:</strong> Mouse and keyboard. An internet connection is needed to plan routes and to download towns outside installed region data. Screen 1280x720 or larger.</li></ul>",
  "recommended": "<strong>Recommended:</strong><br><ul class=\"bb_ul\"><li>Requires a 64-bit processor and operating system<br></li><li><strong>OS:</strong> Windows 10 / 11 64-bit<br></li><li><strong>Processor:</strong> Intel Core i5-8400 / AMD Ryzen 5 2600 or better<br></li><li><strong>Memory:</strong> 8 GB RAM<br></li><li><strong>Graphics:</strong> A dedicated GPU from the last eight years<br></li><li><strong>DirectX:</strong> Version 11<br></li><li><strong>Network:</strong> Broadband Internet connection<br></li><li><strong>Storage:</strong> 2 GB available space<br></li><li><strong>Additional Notes:</strong> Broadband internet for downloading new towns. Free optional region data (about 30-560 MB per region) makes those regions play offline.</li></ul>"
}
Mac
{
  "minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"></ul>",
  "recommended": "<strong>Recommended:</strong><br><ul class=\"bb_ul\"></ul>"
}
Linux
{
  "minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"></ul>",
  "recommended": "<strong>Recommended:</strong><br><ul class=\"bb_ul\"></ul>"
}

Altersfreigaben und Inhalte

dejus{"rating_generated":"1","rating":"14","required_age":"14","banned":"0","use_age_gate":"0","descriptors":"Violência\nAtos criminosos"}
steam_germany{"rating_generated":"1","rating":"16","required_age":"16","banned":"0","use_age_gate":"0","descriptors":"Drastische Gewalt\nAlkohol / Tabak"}
Raw AppDetails anzeigen
{
  "5467910": {
    "success": true,
    "data": {
      "type": "game",
      "name": "Back Road Stories",
      "steam_appid": 5467910,
      "required_age": 0,
      "is_free": false,
      "detailed_description": "<span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/1b5dfae9119f76096feca418e96fa9ff.poster.avif?t=1793097891\" width=616 height=462 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/1b5dfae9119f76096feca418e96fa9ff.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/1b5dfae9119f76096feca418e96fa9ff.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >Every stranger has a story</h2>The world has fallen apart, your car barely runs, and your family is somewhere else. <strong>Back Road Stories</strong> is a survival road trip on real places, and the people you meet on the road are the heart of it. A travelling medic carrying a surgeon's kit that is not hers. A young courier with a letter that has no address. Camp elders, mechanics, quartermasters, smugglers. They want things. They ask you for favours, and what you do about them is up to you.<br><br>You play Cal Mercer, a man in his early thirties with a broken car and a long way to go. You pick the real town where he wakes up and the real town where his family is, and you drive there on real roads and car ferries. Every stop is a new town, a new camp and new people. Help them, or help yourself. Some choices open the road. Some end the journey.<br><br>Extraction. Without the shooter. There is no aiming and no reflex test. You park the car, walk into the real buildings around it, search, talk, trade and choose, and you see your chances first. The car is your way out.<br><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/9718c292d14fa532acc971ea67ba41cc.poster.avif?t=1793097891\" width=616 height=462 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/9718c292d14fa532acc971ea67ba41cc.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/9718c292d14fa532acc971ea67ba41cc.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >People, dialogue and quests</h2><ul class=\"bb_ul\"><li><strong>Survivor camps have people in them.</strong> Click a camp on the town map, walk there, and the people of the camp are listed: a mechanic, a medic, a quartermaster, a fuel seller, a fence, a gunrunner, an elder. Each has a way of speaking and an opinion of you.<br></li><li><strong>Conversations branch.</strong> You see a short version of each reply, then the full line plays. Most replies are free. Some, like haggling, lying, persuading or asking for a favour, show their odds and can fail.<br></li><li><strong>Quests come only through conversation.</strong> Nobody hands you a mission by magic. You talk to someone, you hear what they need, and the journal keeps track. More than thirty quests are offered this way, from carrying a medkit to a camp medic to walking off an injury.<br></li><li><strong>Some people travel the road ahead of you.</strong> Four recurring characters (a field medic, a courier, an old lay preacher and a smuggler) turn up at camps along the way, and they remember what you did last time.<br></li><li><strong>Trade is one person at a time.</strong> You trade with the person in front of you, mostly by barter, and how they feel about you changes the deal. Someone who has turned hostile will not trade with you at all.<br></li><li><strong>Painted characters with emotions and injuries.</strong> Cal and the camp medic are painted in thirty states each: five health levels and six emotions. The portraits of the other people are being finished one character at a time (see Early Access below).</li></ul><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/4156d3a96d6c0d69df2aca0a2d118e35.poster.avif?t=1793097891\" width=616 height=462 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/4156d3a96d6c0d69df2aca0a2d118e35.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/4156d3a96d6c0d69df2aca0a2d118e35.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >Choices that matter</h2>Every scene has a kind of threat: dogs, armed people, wary survivors, locks and barriers, a wounded stranger, the unknown. Every choice has an approach: talk, help, be careful, stay quiet, run, force it, fight or drive. Some approaches suit a threat and some do not, and no approach wins everywhere. Talking will not calm dogs. Forcing a door is loud. Staying quiet works on armed people and does little for a hurt stranger who needs help.<br><br>Every choice shows its chance of success <i>and the reasons for it</i>: your backstory, your skills, your gear, the car, how loud you have been and what state you are in. A failure leaves a mark. You can end up bleeding, limping, shaken, spotted or marked, and those marks make later choices harder. Ignore a mark, pick the approach it punishes, and the next failure is worse. A journey does not end with one unlucky roll. It ends with a pile of choices.<br><br><ul class=\"bb_ul\"><li><strong>Who you are shapes the choice.</strong> Twelve backstories (paramedic, soldier, burglar, mechanic, hunter, negotiator, cook, farmer, trucker, electrician, courier and teacher) change your odds, your starting kit and your weak side.<br></li><li><strong>You decide how to treat people.</strong> Share a bandage, tell a lie, walk past. People notice.<br></li><li><strong>You see the stakes</strong> before you pick, and a ledger afterwards shows what happened.</li></ul><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/c4d60207c94f4baa9b2b231c02364300.poster.avif?t=1793097891\" width=616 height=346 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/c4d60207c94f4baa9b2b231c02364300.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/c4d60207c94f4baa9b2b231c02364300.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >All of it happens in the real world</h2>The streets, roads and buildings come from OpenStreetMap. Your start town can be a small town in Kentucky, a harbour in Denmark or a mountain town in Japan, because the game downloads the town you ask for and keeps it for next time. Real kinds of building (a pharmacy, a hardware store, a school) decide what you are likely to find inside. The stories are made up. The places are not.<br><br><ul class=\"bb_ul\"><li><strong>Today, in Early Access:</strong> you can pick any place you can search for, as long as a road or ferry route connects it to where you are going. The game downloads the route and the towns as you go, so you need an internet connection for places it has not saved yet.<br></li><li><strong>40 US region packs are built</strong> (37 states and Washington, DC, with California in parts). They are free, optional map-data downloads that make those regions play offline.<br></li><li><strong>My plan for the full release is the whole world</strong>, with offline map data for every part of it, region by region. That is a plan, not part of Early Access today.<br></li><li><strong>Car ferries and sea crossings</strong> are part of the route. At a port you can pay the fare in cash or in fuel, work your passage, stow away, or talk to the harbour master.</li></ul><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/59d85451d1503a82bef5aca8f9fabbe2.poster.avif?t=1793097891\" width=616 height=346 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/59d85451d1503a82bef5aca8f9fabbe2.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/59d85451d1503a82bef5aca8f9fabbe2.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >The drive, and every stop</h2>The world map shows your road and your car. Watch your fuel and range, your worst car part, and the next town, camp and ferry. Run the clock at 1x, 4x or 16x, or press Stop here whenever you like. Roadside events, checkpoints and breakdowns can interrupt the drive.<br><br>At a stop the real town opens up. Hover a building to see its name, whether it is open, locked or occupied, how dangerous it looks and what is likely inside. Click it for your options: search the rooms, scavenge quickly, break in, pick the lock, rest, trade, talk, siphon fuel, strip parts, climb, or leave. Spots inside buildings (a fridge, a toolbox, a safe) open into a grid inventory, and wrecks along the street can be searched too. Noise is heat: the louder you are, the more trouble you attract. Then you walk back to the car.<br><br><ul class=\"bb_ul\"><li><strong>The car is home.</strong> You start with a broken car, and fixing it is the tutorial. Twelve parts wear out, including the battery, four tires, the engine, the headlights and the brakes. The trunk is a 10 by 6 grid and the only stash you have. Skip the tutorial with &quot;I know the ropes&quot; if you prefer.<br></li><li><strong>Fuel is a plan.</strong> Refuel from gasoline items or siphon it from other cars.<br></li><li><strong>The last stretch is on foot</strong>, and the family house is where the journey ends.</li></ul><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/b0c87f6165d991faa91682a1e3cd60bc.poster.avif?t=1793097891\" width=616 height=346 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/b0c87f6165d991faa91682a1e3cd60bc.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/b0c87f6165d991faa91682a1e3cd60bc.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >Survive the body, not just the street</h2><ul class=\"bb_ul\"><li><strong>A real health system</strong>: a blood pool instead of a health bar, wounds that bleed, bruises, broken bones that need splints, five organs and eleven body regions. Open the X-ray Health panel and treat each part yourself, or pay a camp medic. The clock pauses while you look, and every treatment costs game minutes.<br></li><li><strong>Hunger, thirst, stamina, weather and cold</strong>: rain soaks you, cold chills you, heat makes you thirsty. Light a fire, cook, purify water, pitch a camp beside the car, and listen to the radio for camps, weather and the road ahead.<br></li><li><strong>Morale</strong>: low spirits slow your recovery and cost you odds.<br></li><li><strong>Nearly 600 item types</strong>, including tools, lights and batteries, books and manuals, keys and notes.</li></ul><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/d1beafa400de6ef6b806335f79c84567.poster.avif?t=1793097891\" width=616 height=346 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/d1beafa400de6ef6b806335f79c84567.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/d1beafa400de6ef6b806335f79c84567.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >A skill tree that is your story</h2>Your backstory is where you start on a big skill tree, and what you do on the road earns the points to grow it. Searching, repairing, driving, talking and healing all pay experience. The tree has 468 nodes: fourteen stats such as first aid, mechanics, charisma and lockpicking, perks, and twelve keystones that change how you play and cost you something. You begin with eight points that buy your backstory's preset, and you can rebuild them freely while you create your character. Once you are on the road, what you learn stays learned.<br><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/7201dbf202cff43a578bc4c592393ad0.poster.avif?t=1793097891\" width=616 height=346 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/7201dbf202cff43a578bc4c592393ad0.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/7201dbf202cff43a578bc4c592393ad0.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >Day and night</h2>The game keeps a clock, and the light changes with it: sunrise, golden hour, sunset and a dark, blue night on both maps. Night runs from 21:00 to 05:30. You drive slower in the dark, road events are more likely, and dark rooms need a light, so a flashlight and its batteries matter. Dim headlights make the night worse.<br><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/03ca5097be1169e34d44405abfac395b.poster.avif?t=1793097891\" width=616 height=462 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/03ca5097be1169e34d44405abfac395b.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/03ca5097be1169e34d44405abfac395b.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >Death costs what you carry</h2>If you die, you do not start over. You wake up beside the car, &quot;left for dead&quot;. You lose what you were carrying, except what your secure pouch holds. The car, the trunk and your skills survive. The death page lists exactly what you lost and what you kept, so every risk is one you chose.<h2 class=\"bb_tag\" >Early Access</h2>Back Road Stories is a working game with a full journey, from the first stop to the family reunion, but it is not finished. I am releasing it in Early Access to get it in front of players while I keep building. Today it is English only, Windows only, mouse and keyboard only, and it has no Steam achievements or cloud saves yet. Saves are local. The journey currently ends at the reunion.<br><br><strong>In Early Access today:</strong> the people, dialogue and quests above, the real-world route and towns for any place a road or ferry connects (internet needed for places not yet saved), 40 US region packs as free map-data downloads, the health system, the skill tree and the day-night cycle. <strong>Still to come:</strong> painted portraits for every camp person (only Cal and the camp medic have the full set today), more stories, and the whole world on offline map data. More about my plans is in the Early Access section below on this page.<h2 class=\"bb_tag\" >A note from the developer</h2>Hi, I'm Alex. I'm making this game on my own. I wanted to make a game about getting home, and about the people you meet on the way. Not a shooter, not a power fantasy: a long drive, a few careful choices at every stop, strangers who are more than loot, and a family waiting at the end.<br><br>I want to be upfront about how it is made. I used AI tools along the way: ChatGPT to make the painted scene art, the character portraits, the key art and the icons, another AI image tool for the skill tree icons, an AI music tool for the trailer music, and AI coding assistants to help write code. The sounds in the game are synthesized by the game itself. Nothing went in untouched. I chose, rejected, edited and hand-processed everything, and I play the game over and over to tune it. No AI generates anything while you play.<br><br>Thank you for stopping by. If it sounds like your kind of trip, a wishlist means the world to me.<br>",
      "about_the_game": "<span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/1b5dfae9119f76096feca418e96fa9ff.poster.avif?t=1793097891\" width=616 height=462 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/1b5dfae9119f76096feca418e96fa9ff.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/1b5dfae9119f76096feca418e96fa9ff.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >Every stranger has a story</h2>The world has fallen apart, your car barely runs, and your family is somewhere else. <strong>Back Road Stories</strong> is a survival road trip on real places, and the people you meet on the road are the heart of it. A travelling medic carrying a surgeon's kit that is not hers. A young courier with a letter that has no address. Camp elders, mechanics, quartermasters, smugglers. They want things. They ask you for favours, and what you do about them is up to you.<br><br>You play Cal Mercer, a man in his early thirties with a broken car and a long way to go. You pick the real town where he wakes up and the real town where his family is, and you drive there on real roads and car ferries. Every stop is a new town, a new camp and new people. Help them, or help yourself. Some choices open the road. Some end the journey.<br><br>Extraction. Without the shooter. There is no aiming and no reflex test. You park the car, walk into the real buildings around it, search, talk, trade and choose, and you see your chances first. The car is your way out.<br><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/9718c292d14fa532acc971ea67ba41cc.poster.avif?t=1793097891\" width=616 height=462 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/9718c292d14fa532acc971ea67ba41cc.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/9718c292d14fa532acc971ea67ba41cc.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >People, dialogue and quests</h2><ul class=\"bb_ul\"><li><strong>Survivor camps have people in them.</strong> Click a camp on the town map, walk there, and the people of the camp are listed: a mechanic, a medic, a quartermaster, a fuel seller, a fence, a gunrunner, an elder. Each has a way of speaking and an opinion of you.<br></li><li><strong>Conversations branch.</strong> You see a short version of each reply, then the full line plays. Most replies are free. Some, like haggling, lying, persuading or asking for a favour, show their odds and can fail.<br></li><li><strong>Quests come only through conversation.</strong> Nobody hands you a mission by magic. You talk to someone, you hear what they need, and the journal keeps track. More than thirty quests are offered this way, from carrying a medkit to a camp medic to walking off an injury.<br></li><li><strong>Some people travel the road ahead of you.</strong> Four recurring characters (a field medic, a courier, an old lay preacher and a smuggler) turn up at camps along the way, and they remember what you did last time.<br></li><li><strong>Trade is one person at a time.</strong> You trade with the person in front of you, mostly by barter, and how they feel about you changes the deal. Someone who has turned hostile will not trade with you at all.<br></li><li><strong>Painted characters with emotions and injuries.</strong> Cal and the camp medic are painted in thirty states each: five health levels and six emotions. The portraits of the other people are being finished one character at a time (see Early Access below).</li></ul><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/4156d3a96d6c0d69df2aca0a2d118e35.poster.avif?t=1793097891\" width=616 height=462 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/4156d3a96d6c0d69df2aca0a2d118e35.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/4156d3a96d6c0d69df2aca0a2d118e35.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >Choices that matter</h2>Every scene has a kind of threat: dogs, armed people, wary survivors, locks and barriers, a wounded stranger, the unknown. Every choice has an approach: talk, help, be careful, stay quiet, run, force it, fight or drive. Some approaches suit a threat and some do not, and no approach wins everywhere. Talking will not calm dogs. Forcing a door is loud. Staying quiet works on armed people and does little for a hurt stranger who needs help.<br><br>Every choice shows its chance of success <i>and the reasons for it</i>: your backstory, your skills, your gear, the car, how loud you have been and what state you are in. A failure leaves a mark. You can end up bleeding, limping, shaken, spotted or marked, and those marks make later choices harder. Ignore a mark, pick the approach it punishes, and the next failure is worse. A journey does not end with one unlucky roll. It ends with a pile of choices.<br><br><ul class=\"bb_ul\"><li><strong>Who you are shapes the choice.</strong> Twelve backstories (paramedic, soldier, burglar, mechanic, hunter, negotiator, cook, farmer, trucker, electrician, courier and teacher) change your odds, your starting kit and your weak side.<br></li><li><strong>You decide how to treat people.</strong> Share a bandage, tell a lie, walk past. People notice.<br></li><li><strong>You see the stakes</strong> before you pick, and a ledger afterwards shows what happened.</li></ul><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/c4d60207c94f4baa9b2b231c02364300.poster.avif?t=1793097891\" width=616 height=346 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/c4d60207c94f4baa9b2b231c02364300.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/c4d60207c94f4baa9b2b231c02364300.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >All of it happens in the real world</h2>The streets, roads and buildings come from OpenStreetMap. Your start town can be a small town in Kentucky, a harbour in Denmark or a mountain town in Japan, because the game downloads the town you ask for and keeps it for next time. Real kinds of building (a pharmacy, a hardware store, a school) decide what you are likely to find inside. The stories are made up. The places are not.<br><br><ul class=\"bb_ul\"><li><strong>Today, in Early Access:</strong> you can pick any place you can search for, as long as a road or ferry route connects it to where you are going. The game downloads the route and the towns as you go, so you need an internet connection for places it has not saved yet.<br></li><li><strong>40 US region packs are built</strong> (37 states and Washington, DC, with California in parts). They are free, optional map-data downloads that make those regions play offline.<br></li><li><strong>My plan for the full release is the whole world</strong>, with offline map data for every part of it, region by region. That is a plan, not part of Early Access today.<br></li><li><strong>Car ferries and sea crossings</strong> are part of the route. At a port you can pay the fare in cash or in fuel, work your passage, stow away, or talk to the harbour master.</li></ul><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/59d85451d1503a82bef5aca8f9fabbe2.poster.avif?t=1793097891\" width=616 height=346 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/59d85451d1503a82bef5aca8f9fabbe2.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/59d85451d1503a82bef5aca8f9fabbe2.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >The drive, and every stop</h2>The world map shows your road and your car. Watch your fuel and range, your worst car part, and the next town, camp and ferry. Run the clock at 1x, 4x or 16x, or press Stop here whenever you like. Roadside events, checkpoints and breakdowns can interrupt the drive.<br><br>At a stop the real town opens up. Hover a building to see its name, whether it is open, locked or occupied, how dangerous it looks and what is likely inside. Click it for your options: search the rooms, scavenge quickly, break in, pick the lock, rest, trade, talk, siphon fuel, strip parts, climb, or leave. Spots inside buildings (a fridge, a toolbox, a safe) open into a grid inventory, and wrecks along the street can be searched too. Noise is heat: the louder you are, the more trouble you attract. Then you walk back to the car.<br><br><ul class=\"bb_ul\"><li><strong>The car is home.</strong> You start with a broken car, and fixing it is the tutorial. Twelve parts wear out, including the battery, four tires, the engine, the headlights and the brakes. The trunk is a 10 by 6 grid and the only stash you have. Skip the tutorial with &quot;I know the ropes&quot; if you prefer.<br></li><li><strong>Fuel is a plan.</strong> Refuel from gasoline items or siphon it from other cars.<br></li><li><strong>The last stretch is on foot</strong>, and the family house is where the journey ends.</li></ul><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/b0c87f6165d991faa91682a1e3cd60bc.poster.avif?t=1793097891\" width=616 height=346 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/b0c87f6165d991faa91682a1e3cd60bc.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/b0c87f6165d991faa91682a1e3cd60bc.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >Survive the body, not just the street</h2><ul class=\"bb_ul\"><li><strong>A real health system</strong>: a blood pool instead of a health bar, wounds that bleed, bruises, broken bones that need splints, five organs and eleven body regions. Open the X-ray Health panel and treat each part yourself, or pay a camp medic. The clock pauses while you look, and every treatment costs game minutes.<br></li><li><strong>Hunger, thirst, stamina, weather and cold</strong>: rain soaks you, cold chills you, heat makes you thirsty. Light a fire, cook, purify water, pitch a camp beside the car, and listen to the radio for camps, weather and the road ahead.<br></li><li><strong>Morale</strong>: low spirits slow your recovery and cost you odds.<br></li><li><strong>Nearly 600 item types</strong>, including tools, lights and batteries, books and manuals, keys and notes.</li></ul><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/d1beafa400de6ef6b806335f79c84567.poster.avif?t=1793097891\" width=616 height=346 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/d1beafa400de6ef6b806335f79c84567.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/d1beafa400de6ef6b806335f79c84567.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >A skill tree that is your story</h2>Your backstory is where you start on a big skill tree, and what you do on the road earns the points to grow it. Searching, repairing, driving, talking and healing all pay experience. The tree has 468 nodes: fourteen stats such as first aid, mechanics, charisma and lockpicking, perks, and twelve keystones that change how you play and cost you something. You begin with eight points that buy your backstory's preset, and you can rebuild them freely while you create your character. Once you are on the road, what you learn stays learned.<br><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/7201dbf202cff43a578bc4c592393ad0.poster.avif?t=1793097891\" width=616 height=346 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/7201dbf202cff43a578bc4c592393ad0.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/7201dbf202cff43a578bc4c592393ad0.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >Day and night</h2>The game keeps a clock, and the light changes with it: sunrise, golden hour, sunset and a dark, blue night on both maps. Night runs from 21:00 to 05:30. You drive slower in the dark, road events are more likely, and dark rooms need a light, so a flashlight and its batteries matter. Dim headlights make the night worse.<br><br><span class=\"bb_img_ctn\"><video class=\"bb_img\" autoplay muted loop playsinline poster=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/03ca5097be1169e34d44405abfac395b.poster.avif?t=1793097891\" width=616 height=462 ><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/03ca5097be1169e34d44405abfac395b.webm?t=1793097891\" type=\"video/webm; codecs=vp9\"><source src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/extras/03ca5097be1169e34d44405abfac395b.mp4?t=1793097891\" type=\"video/mp4\"></video></span><h2 class=\"bb_tag\" >Death costs what you carry</h2>If you die, you do not start over. You wake up beside the car, &quot;left for dead&quot;. You lose what you were carrying, except what your secure pouch holds. The car, the trunk and your skills survive. The death page lists exactly what you lost and what you kept, so every risk is one you chose.<h2 class=\"bb_tag\" >Early Access</h2>Back Road Stories is a working game with a full journey, from the first stop to the family reunion, but it is not finished. I am releasing it in Early Access to get it in front of players while I keep building. Today it is English only, Windows only, mouse and keyboard only, and it has no Steam achievements or cloud saves yet. Saves are local. The journey currently ends at the reunion.<br><br><strong>In Early Access today:</strong> the people, dialogue and quests above, the real-world route and towns for any place a road or ferry connects (internet needed for places not yet saved), 40 US region packs as free map-data downloads, the health system, the skill tree and the day-night cycle. <strong>Still to come:</strong> painted portraits for every camp person (only Cal and the camp medic have the full set today), more stories, and the whole world on offline map data. More about my plans is in the Early Access section below on this page.<h2 class=\"bb_tag\" >A note from the developer</h2>Hi, I'm Alex. I'm making this game on my own. I wanted to make a game about getting home, and about the people you meet on the way. Not a shooter, not a power fantasy: a long drive, a few careful choices at every stop, strangers who are more than loot, and a family waiting at the end.<br><br>I want to be upfront about how it is made. I used AI tools along the way: ChatGPT to make the painted scene art, the character portraits, the key art and the icons, another AI image tool for the skill tree icons, an AI music tool for the trailer music, and AI coding assistants to help write code. The sounds in the game are synthesized by the game itself. Nothing went in untouched. I chose, rejected, edited and hand-processed everything, and I play the game over and over to tune it. No AI generates anything while you play.<br><br>Thank you for stopping by. If it sounds like your kind of trip, a wishlist means the world to me.<br>",
      "short_description": "Drive a broken car across the real world to reach your family. A tactical survival RPG on a map of the whole Earth: loot real buildings in real towns, haul it back to the car, take strangers' quests, and make choices that get you home or get you killed. Extraction without the shooting.",
      "supported_languages": "English",
      "header_image": "https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/a8a2a794b49d11057bbb85ffbb37879cfac12d0c/header.jpg?t=1793097891",
      "capsule_image": "https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/11c0ed4652ec59c3294536ff7d331619c0bbca51/capsule_231x87.jpg?t=1793097891",
      "capsule_imagev5": "https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/11c0ed4652ec59c3294536ff7d331619c0bbca51/capsule_184x69.jpg?t=1793097891",
      "website": null,
      "pc_requirements": {
        "minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"><li>Requires a 64-bit processor and operating system<br></li><li><strong>OS:</strong> Windows 10 64-bit<br></li><li><strong>Processor:</strong> Intel Core i3-6100 / AMD Ryzen 3 1200 or better<br></li><li><strong>Memory:</strong> 4 GB RAM<br></li><li><strong>Graphics:</strong> Any GPU with DirectX 11 and WebGL 2 support (integrated graphics is fine)<br></li><li><strong>DirectX:</strong> Version 11<br></li><li><strong>Network:</strong> Broadband Internet connection<br></li><li><strong>Storage:</strong> 1 GB available space<br></li><li><strong>Additional Notes:</strong> Mouse and keyboard. An internet connection is needed to plan routes and to download towns outside installed region data. Screen 1280x720 or larger.</li></ul>",
        "recommended": "<strong>Recommended:</strong><br><ul class=\"bb_ul\"><li>Requires a 64-bit processor and operating system<br></li><li><strong>OS:</strong> Windows 10 / 11 64-bit<br></li><li><strong>Processor:</strong> Intel Core i5-8400 / AMD Ryzen 5 2600 or better<br></li><li><strong>Memory:</strong> 8 GB RAM<br></li><li><strong>Graphics:</strong> A dedicated GPU from the last eight years<br></li><li><strong>DirectX:</strong> Version 11<br></li><li><strong>Network:</strong> Broadband Internet connection<br></li><li><strong>Storage:</strong> 2 GB available space<br></li><li><strong>Additional Notes:</strong> Broadband internet for downloading new towns. Free optional region data (about 30-560 MB per region) makes those regions play offline.</li></ul>"
      },
      "mac_requirements": {
        "minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"></ul>",
        "recommended": "<strong>Recommended:</strong><br><ul class=\"bb_ul\"></ul>"
      },
      "linux_requirements": {
        "minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"></ul>",
        "recommended": "<strong>Recommended:</strong><br><ul class=\"bb_ul\"></ul>"
      },
      "legal_notice": "© 2026 Alex Slavski. All rights reserved.<br />\r\nContains information from OpenStreetMap, which is made available under the Open Database License (ODbL). © OpenStreetMap contributors.<br />\r\nPlace data © GeoNames, licensed under CC BY 4.0. Coastlines, borders, lakes and country labels from Natural Earth (public domain).<br />\r\nThis game is not endorsed by the OpenStreetMap Foundation.",
      "developers": [
        "Alex Slavski"
      ],
      "publishers": [
        "Alex Slavski"
      ],
      "package_groups": [],
      "platforms": {
        "windows": true,
        "mac": false,
        "linux": false
      },
      "categories": [
        {
          "id": 2,
          "description": "Single-player"
        },
        {
          "id": 68,
          "description": "Custom Volume Controls"
        },
        {
          "id": 76,
          "description": "Mouse Only Option"
        },
        {
          "id": 80,
          "description": "#category_playable_at_your_own_pace"
        },
        {
          "id": 74,
          "description": "Playable without Timed Input"
        },
        {
          "id": 79,
          "description": "Save Anytime"
        },
        {
          "id": 62,
          "description": "Family Sharing"
        }
      ],
      "genres": [
        {
          "id": "25",
          "description": "Adventure"
        },
        {
          "id": "23",
          "description": "Indie"
        },
        {
          "id": "3",
          "description": "RPG"
        },
        {
          "id": "28",
          "description": "Simulation"
        },
        {
          "id": "70",
          "description": "Early Access"
        }
      ],
      "screenshots": [
        {
          "id": 0,
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          "path_full": "https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/5467910/70b007eb1d8f707807bed38e9677a0251fe277ea/ss_70b007eb1d8f707807bed38e9677a0251fe277ea.1920x1080.jpg?t=1793097891"
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