Acheter Back Road Stories PC Key

★ ★ ★ ★ ★

Quand sort Back Road Stories ? Le jeu n'est encore arrivé dans aucune des boutiques que nous suivons, il n'a donc pas de prix pour l'instant. Dès que les premières offres apparaîtront, nous enregistrerons leur historique à partir du jour de sortie, si bien que vous verrez ensuite comment le prix a évolué depuis le départ. Créez une alerte et nous vous préviendrons à la mise en vente.

Date de sortie : Bientôt disponible
Alex Slavski
Alex Slavski
Official
Indisponible
Keyshops
Indisponible
Acheter sur une boutique officielle :
Indisponible
Acheter sur les keyshops :
Indisponible

Aucune entrée, mais ne vous inquiétez pas : nous vous informerons dès qu'une nouvelle offre apparaîtra.

Create Alert Create deal Alert

À propos de Back Road Stories

Back Road Stories - à propos du jeu
Every stranger has a story
The 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 quests
  • Survivor 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 matter
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.

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 world
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.

  • 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 stop
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.

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 street
  • A 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 story
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.

Day and night
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.

Death costs what you carry
If 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 Access
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.

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 developer
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.

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.
Interface:
English
Sous-titres:
English

Classification par âge

Indisponible
Plus bas historique
Historique des prix des boutiques officielles
-
-
-
Historique des prix des keyshops
-
-
-

FAQ

8 questions

Avant de chercher une clé PC Back Road Stories pas chère, vérifiez l'essentiel. Développé par Alex Slavski. Publié par Alex Slavski. Genres : Indie, RPG, Simulation, Adventure, Early Access. Catégories : Family Sharing, Single-player, Custom Volume Controls, Mouse Only Option, Playable without Timed Input, Save Anytime, #category_playable_at_your_own_pace.

Q

Où acheter une clé Steam ou CD Key Back Road Stories pas chère ?

Il n'y a actuellement aucune offre active pour Back Road Stories. Créez une alerte de prix sur XD.deals et nous vous notifierons dès qu'une offre sera disponible.

Nous n'avons pas de prix Steam Store actuel pour Back Road Stories. Le jeu est peut-être temporairement indisponible ou pas encore listé sur Steam.

Notre traqueur de prix couvre les revendeurs officiels et les keyshops, vous pouvez donc trouver Back Road Stories en promotion même en dehors des périodes de soldes. Nous détectons actuellement 0 offres actives provenant de boutiques officielles et de keyshops. Consultez le tableau ci-dessus, comparez avec le prix le plus bas historique et créez une alerte pour ne jamais manquer la prochaine baisse de prix.

D'après nos données, Back Road Stories n'est pas actuellement disponible sur GeForce NOW. Vous devrez le lancer localement sur votre PC. Parcourez les jeux disponibles sur GeForce NOW.

Oui. Back Road Stories a une page officielle sur le Steam Store, mais nous ne suivons actuellement aucune offre tierce avec DRM Steam. Revenez plus tard ou créez une alerte de prix.

Pas pour le moment. Valve classe Back Road Stories comme non supporté sur Steam Deck. Gardez un œil sur XD.deals - nous suivons les mises à jour Proton et les correctifs de la communauté. Parcourez les jeux Steam Deck Verified ou Steam Deck Playable.

D'après nos données, Back Road Stories n'est actuellement disponible ni sur PC Game Pass, ni sur EA Play, ni sur Ubisoft+. Nous complétons encore les catalogues de ces services, vérifiez donc le statut à la source avant de décider. Si vous achetez, XD.deals vous aidera à trouver le prix le plus bas.

Non - XD.deals n'est pas une boutique. Nous sommes un comparateur de prix qui suit les meilleures offres pour Back Road Stories sur les boutiques officielles et les keyshops vérifiés. Cliquez sur "Voir l'offre" a cote de n'importe quelle offre et vous serez redirige vers le site du revendeur pour finaliser votre achat.

Vous voulez acheter au meilleur moment ? Créez une alerte de prix sur XD.deals et soyez notifié quand Back Road Stories atteint son prochain prix le plus bas historique.

Créer une alerte
Rejoignez notre Discord
Obtenez de l'aide instantanée de notre communauté et restez à jour sur les dernières offres
Définir des alertes de prix
Recevez une notification par e-mail lorsque le prix d'un jeu atteint votre objectif
Créer un compte gratuit
Débloquez les listes de souhaits, alertes de prix et la synchro Steam