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Full Deadly Days update
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Repeated intro
Hello survivors, you might have heard about'Deadly Days: Roadtrip', our brand new game, set in the 'Deadly Days' universe. We're happy to announce, that our it is OUT NOW.
What changed
- Gameplay
Deadly Days changes
Want a preview? Here's the demo:
We are delighted with the number of positive reviews (over 1,000 so far) for the demo. Please check it out if you would like to get a foretaste of the full version:
Deadly Days Roadtrip Demo Early Access Release News:
Dear Survivors, Deadly Days: Roadtrip is officially out in Early Access - with a juicy launch discount! Check out our reworked launch trailer and get ready to hit the zombie-infested highways:
Early Access Content Update
For our EA, we’ve loaded the game up with:
A brand new Endless Mode Leaderboard to show off how many days you can survive
65 unique Items (including 16 weapons)
8 Bioms for over 16+ procedurally generated maps,
7 Enemy Types
6 Powerups
5 playable Characters
4 Special event maps
3 Bosses and still
1 Bananaperson.
And for those who still can’t get enough, there’s also a Support Pack with a flagpole for your base and two loyal dog companions to join you on your runs (because who doesn’t love doggos?).
Your Feedback Matters
We read every single Steam review! Reviews are super helpful during Early Access, as they give us the big-picture vibe of how the game feels for you. They don’t need to be long: a quick note on what’s fun, what’s tricky, or what stood out makes a real difference.
For detailed feedback or bug reports, you can always reach the devs on Discord. And if you want to go full hands-on, check out our Codecks board. There you can follow our development process, assign tickets, and even vote on community ideas to help shape the roadtrip!
What's next?
In the coming days and weeks, we’ll keep things rolling with:
Massive amount of patches and fixes
A public roadmap with upcoming content updates for EA
Pizza for the Devs (hopefully)
Join the community
Make sure to check out our Reddit and Discord to show off your wildest build and share ideas with the Devs. deas for the devs. The community already put together a Deadly Days: Roadtrip Wiki to help you strategize your next runs!
Changelog (since the demo version)
If you want to spend the day reading our changelog instead of playing Deadly Days: Roadtrip, sure, go for it. There were a few minor improvements, enhancements, and balancing changes.
PS: Thanks to everyone who already shared their highscores in the pre-release leaderboard! We had to wipe it after some balancing changes, but here’s the #Top10:
Added
Added: P.I.Z.Z.A. Launcher weapon
Added: Credits screen
Added: First STEAM achievements (more will follow during EA)
Added: Run persistency (saves at the end of day and beginning of day)
Added: The swing besides the campfire is now interactable
Added: When unlocking stuff in the one time unlocks (especially item packs) a popup appears.
Added: Resolution scale setting
Added: Craftable Railgun (2x blue battery, 1x purple rifle)
Added: Meta Base visual progression (Apples unlock the apple unlocks and duct tape unlocks the work bench)
Added: Death particle when dying
Added: Dice powerup which gives you 3 rerolls (can just drop if you unlocked any reroll functionality)
Added: Loading screen variants
Added: Copyshop event
Added: NPC dialogue when entering merchant / copyshop
Added: Second and third boss (Franky + Blobb)
Added: Encyclopedia (needs to be unlocked at the workbench)
Added: Radar item (gives chance for additional airdrop on levelup). Some items got an "electric" tag in that process. [locked by item pack 5]
- AddedCrit chance + damage mechanics. Laserpointer item increases crit chance. Crit chance + multiplier can be further increased in meta base incremental upgrades. [locked by item pack 5]
Added: Melee and ranged damage incremental upgrade
- AddedNew biomes and biome unlocking mechanic and new maps
Added: Blinking shoes item (shoes lightning bullet)
Added: Walking shoes item
Added: Pizza slice item
Added: Heavy Boots item
Added: Beta endless mode
Added: Apple pie item
Added: Splash screen in main menu
Added: STEAM Leaderboard for endlessmode
Added: Chicken + astronaut character
- AddedArmor mechanic (used by astronaut item and a new body armor item + heavy boots)
Added: Armored enemy [increases melee damage falloff, consumes pierce and is more resistant]
Added: UZI weapon
Added: Additional rarities (pink + pink = red, yellow + yellow = orange) [locked behind unlock in one time unlocks]
Added: Nurse zombie enemy
Added: Treasure chest item
Added: Wifi repeater item
Added: Craftable "Pizza" item
Added: Void item
Added: Lasersword weapon (craftable)
Added: Titan block event (alternative to highway blockage)
Added: Setting for bullet + effect density (under gameplay category)
Improved
- ImprovedNew workbench button in the inventory for better visibility
Improved: Proper stickers for blockages
- ImprovedAdded an armor hit sound for enemies and a loot chest drop impact sound
Improved: Industrial maps now have different ground textures
Improved: Pause Menu can be accessed in inventory and other screens now
Improved: Main menu background (also different if you open the menu at day or by night)
Improved: Phase based health bar for bosses
Improved: Dedicated music when character dies
- ImprovedNew bus musics
- ImprovedNew inventory feedback has been implemented for "not enough hands in inventory," "repair failed," and "insufficient funds."
Improved: Tooltip now shows if item is buffed by meta upgrades (e.g. Reflexes)
Improved: More explosion particle system variations
- ImprovedOne time unlocks have confetti effect on unlock button now. Only item unlocks and workbench show an additional informational popup. (incl. new confetti effects)
- ImprovedReworked telegraph of exploding barrels
Improved: Balloon pump can influence THROWN and INFLATABLE items now. THROWN get more damage + radius and inflatable depends. Fire Shoes bigger fire area + more damage and magnet higher radius.
Improved: THROWN items can crit too now
Improved: Item descriptions are more structurally formated
Improved: Tooltips now accumulate for items affected by the same modifier (e.g., "Balloon Pump x3").
Improved: How to play section doesn't pop up anymore as soon as you collected your first duct tape
- ImprovedNew / more map names (not localized yet)
Improved: Utility belt epic variant now is a trigger
Improved: We force at least one event at day 3 and 6 now (e.g. merchant, copy shop)
Improved: Boss map additional enemies spawn from the side of the map out of nests now (additionally to the burger building itself)
- ImprovedBurned and poisoned enemies have new particle effect now + material is changed on them. Furthermore no more "green blood hit vfx" are played if these types of damages are applied.
Improved: Powerup crates destroy on collision with Player
Improved: Max placable bounds are displayed now for placing bags.
Improved: Slight layout changes in game over / win screen (buttons horizontally layouted, view inventory button below stats
Improved: Big Buildings have "telegraphs" now for better navigability when the occlusion activates (see picture) [this is quite a big change since it touches all map tiles]
Improved: Car collision shapes / less blocking of bullets
- ImprovedIn the workbench new items that can be crafted but haven't been yet, will be obscured
Improved: Controller controls in inventory (slight tweening of the cursor, bugfixes, bumper buttons for switching zones etc..)
Improved: Hammer animation + sound when crafting an item in the workbench
Improved: Particle effect when combining items in inventory
- ImprovedIncreased smallest font size a bit (for better Steamdeck compatibility)
- ImprovedRemoved colliders from windows to prevent blocking character close to buildings
Improved: Many sound and music adjustments
Balancing
Balancing: Shop reroll only rerolls unpurchased shop slots
Balancing: Pushback + short invincibility after revive
Balancing: Spring item on rare gives 2 dash per 2 marked instead of 3 marked items now.
Balancing: General enemy balancing overhaul. We have Titan enemies now, at night zombies get a "red eye modifier" and scale differently now. And much more.
Balancing: Map loot is now distributed on way more loot spots. Before especially on highway maps tank was full after 2-3 lootspots
- BalancingThreat level not permanently increased at highway blockage anymore
- BalancingIncreased day length by 30s
Balancing: Sheriff star also gives a reload speed buff based on player level now.
Balancing: Scope on trigger triggers crit chance increase instead of attack speed now
- BalancingAdjusted recipes for spear, sawed off shotgun and uzi
- BalancingIncreased revolver damage
Balancing: Character now gets a short duration of invincibility after being hit
- BalancingIncreased stamina regeneration by 25%
Balancing: Endless mode enemies' health now scales much harder
Balancing: Endless mode bosses' attacks get stronger with each weekly loop
Balancing: Endless mode now has less enemy death scrap and fuel drops
Balancing: Nerfed void and treasure chest item
- BalancingJumping enemy sticky trap slowdown reduced from 25% to 15%
Balancing: Higher rarity loot now appears a bit later in the game instead of being completely random. Rare (blue) items can be found from day 2, and epic and legendary items from day 3. Additionally, items can drop one rarity higher with a certain chance, but only up to rare (blue).
Other
Performance: Many performance improvements especially for late game builds.
Updated localizations for all supported languages
Fixed: Crash on some integrated graphics cards
Upgrade to Unreal 5.6.1
Thanks for your support and have fun playing the game, Pixelsplits & their Sidekicks
Source
Changelog.gg summarizes and formats this update. How we read updates.
