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Steam News19 February 20264mo ago

STOMACH Update Testbranch #3 (Windows)

Lots of changes this time! We've been updating testing branch, but haven't posted a changelog in a bit. So this post will catch the changelog up for all the recent additions and tweaks.

In this update10

Full notes

Full Death Road to Canada update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

20 fixes25 additions29 changes3 removals
  • Gameplay
  • Compatibility
  • Fixes
  • Balance
  • Events
  • Store
addedNew locations: [c]to_the_train[/c] [c]to_the_railyard[/c] [c]to_the_citadel [/c] City Rework Testing: [c]road{ sycacity_test1 }[/c]
changedClick on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
fixedSTOMACH Testbranch #3 New ChangesFixed zombie sprite bug
changedSTOMACH Testbranch #3 New ChangesDrastically improved the Prefab Generator tool for modders. Check parking_lot_example for details
addedSTOMACH Testbranch #3 New ChangesAdded Parking Lot to starting locations. Experimental!
changedSTOMACH Testbranch #3 New ChangesImproved consistency of parking lot spawns

Death Road to Canada changes

addedNew locations: [c]to_the_train[/c] [c]to_the_railyard[/c] [c]to_the_citadel [/c] City Rework Testing: [c]road{ sycacity_test1 }[/c]
changedClick on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
fixedFixed zombie sprite bug
changedDrastically improved the Prefab Generator tool for modders. Check parking_lot_example for details
addedAdded Parking Lot to starting locations. Experimental!

Lots of changes this time! We've been updating testing branch, but haven't posted a changelog in a bit. So this post will catch the changelog up for all the recent additions and tweaks.

The console is turned back on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out:

New locations: [c]to_the_train[/c] [c]to_the_railyard[/c] [c]to_the_citadel [/c] City Rework Testing: [c]road{ sycacity_test1 }[/c]

[c]road{ sycacity_test2 }[/c]

[c]road{ sycacity_test3 }[/c] TO ACCESS THE TESTING BRANCH:

  1. Right Click "Death Road to Canada" in your Steam Library

  2. Go to Properties

  3. Click on the Betas tab on the left of the Properties window

  4. Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"

STOMACH Testbranch #3 New Changes

  • Exchanged some old trees for better looking ones; relevant to beach, bus depot

  • Fixed zombie sprite bug

  • Drastically improved the Prefab Generator tool for modders. Check parking_lot_example for details

  • Prefab Generator now supports room generation and entry tags, as well as irregular shapes

  • Laid groundwork for several TRACHEA locations. ( to_the_forge if you are curious )

  • Added Parking Lot to starting locations. Experimental!

  • Improved consistency of parking lot spawns

  • Fixed Phoenix bottle bug

  • Resilient type rework; now provides 1 damage reduction from events

  • Hidden potential rework; check in game for details, now provides max bonus to stats when training

  • The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets

  • Changed Van Smelt scaling to make it more effective, especially past 30 headshots

  • Added flavour text for when a stat is maxed out but tries to increase

  • MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate

  • Added interactable posters to Parking Lot

  • Adjusted parking lot loot

  • Adjusted parking lot layout to be more logical

  • Added extra decor to parking lot

  • Added bathrooms to parking lot

  • Improved parking lot consistency

  • Added tire irons to the parking lot

  • Removed +1 HP for resilient type

  • Fixed medical text in the library... I'm not a doctor!

  • Resilient type now grants damage reduction once per event as intended

  • Adjusted wording on posters in parking lot

  • Fixed bug with ammo in railyard

  • Fixed weapon lists bug

  • Fixed various other bugs

All Changes for STOMACH Update

Rare characters

  • Admiral : prevents bandits and car breakdowns! Loves water!

  • Zeus : SMITE ME OH MIGHTY SMITER

  • B*yonetta : Combo madness!

  • Magus

  • Pewter

New Weapons

  • Dolt ACP, fires twice as slow, always pierces two targets

  • Target rifle, 1-3 penetration range

  • Battle rifle, faster than hunting rifle but much lower pen

  • New Police Station loot:

    • Added Machinepistol, an interim between uzi and pistol

    • Added SWAT shotgun, an interim between the shotgun and top tier shottys

Weapon Reworks and Adjustments

  • GUN ANIMATIONS FOR MOST MAJOR FIREARMS! Weapons affected:

    • Pistol, silenced pistol, shotgun, slug shotgun, hunting rifle, minigun, uzi, ak47, dolt, snubnose, flechette shotgun

  • Axe Rework!

    • Axes now all hit one singular target, but create an AoE effect around the target!

    • In many cases, this allows them to cleave more than before!

  • Many axes have also had their cooldowns reduced!

  • WHIP NERFS

    • Leather whip power -> 0.2

    • Gave leather whips a 0.5% break chance

    • Infernal whip multihit -> 3

    • All CDs increased by ~10%

Trait Reworks and Adjustments

  • Resilient type rework; now provides 1 damage reduction from events

    • Removed +1 HP for resilient type

  • Hidden potential rework; check in game for details, now provides max bonus to stats when training

  • The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets

  • Trademark Weapon rework: the following traits now have a weapon...

    [c]--------------------------------[/c]

    [c]Bandit || Switchblade[/c]

    [c]Warrior || Steel Pike [/c]

    [c]BERSERK || Skullcutter[/c]

    [c]BTTW || Switchblade[/c]

    [c]Hero Type || Silver Longsword[/c]

    [c]Oblivious || Frozen Ham [/c]

    [c]Resilient || Mailbox [/c]

    [c]Fierce Temper || Sledgehammer[/c]

    [c]Hyperfixated || Phaseblade [/c]

    [c]Craftsman || Stillson Wrench [/c]

    [c]TBD || Megaphone [/c]

    [c]---------------------------------[/c]

New Locations and Adjustments

  • Train Ride! Hop aboard an automatic train. The first of "Holdout" type missions!

  • Antiquated Citadel! Defend until the gate can open. Lots and lots of ammo!

  • Railyard! A new starting location to mix things up! Pry open containers w/ a crowbar.

  • Added alternative prison layout

  • Adjustment to City generation, including new setpieces!

  • Integrated reworked cities into the pool of available layouts. There are now 36 cities in total, up from 18. Easy cities also have rework equivalents

    • Reworked cities have all sorts of new decorations

  • Mysterious factory has received improvements to it's loot table. No more umbrellas!

  • Removed buoys from beach after consistency complaints

  • Added pool noodles to the beach

  • Nerfed prison loot slightly

  • Exchanged some old trees for better looking ones; relevant to beach, bus depot.

Gameplay Modes

  • Mutation Mode EX! More zombies, and the zombies now also gain much more HP over time!

  • THE HORRORS MODE. Zombies always know where you are, and spawn from the ground even in missions!

  • RPG mode has been reworked! Many of the classes have received balance changes or been

    redesigned outright. Furthermore, your starting perks, traits and stats matter much more now!

Text Events

  • BISON CROSSING

  • CULTIST BANDITS

  • DARK CARNIVAL

  • SKELETON CAPTAIN

  • Added calmshot interaction to merciless bandits

  • Ringmaster can now command his spider to eat other spiders in events

QOL Improvements

  • Expanded list of tips and tricks at game start screen - now 100!

  • Fixed many temporary chars being able to steal your loot!

  • INFOMATIC LIBRARY added to Zombotown/Unlocks Zone, a place where you can read about extended info about game mechanics!

Other New Content

  • Reworked Nimbus

    • Nimbus can now sometimes pick a stat-up when a mission ends, representing his RPG level grinding

  • Changed Van Smelt scaling to make it more effective, especially past 30 headshots

  • Road dialogue for all chars from QUADRICEPS, RETINA and STOMACH

  • Added VISUAL ONLY military zombies to military depot and citadel

  • More ending conversations for all modes! Quick Death also has an expanded conversation tree as a reward for beating it!

Tweaks and Bugfixes

  • Pet shop dogs no longer pick up items until recruited

  • Added flavour text for when a stat is maxed out but tries to increase

  • Fixed "brandish guns" option showing when you don't have any guns

  • Fixed "JUMP IT MAN" outcomes not dealing car damage

  • Fixed various bugs and text issues in other events

  • Improved wording of the tutorial and throwing objects guide

  • Reduced prices of gimmick trader items

  • Improved compatibility between Back To The Wall and other perks

  • Chickens should now properly not pickup loot

  • Fixed bug where cities would not always generate their selected store

  • Improved visibility of keys and safe combos in edge scenarios

  • Fixed several events not accounting for gourmands, pets or tiny eaters

  • Fixed ancient bug pertaining to healing events

  • Fixed campfires in trader camps not using the right food amount when resting

  • Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)

  • Fixed Lynn Thompson grammar error

  • Fixed G*rf text event bug

  • Major WIP feature for modders: Prefab Builder. Visit events/stomach/parking_lot_test for a more complete overview & notes. This is useful since nearly all base game buildings are controlled by hardcoded words

  • Fixed zombie sprite bug

  • Fixed weapon lists bug

  • Fixed various other bugs

  • Fixed Phoenix bottle bug

  • MODDERSDrastically improved the Prefab Generator tool. Check parking_lot_example for details
  • MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate

Source

Steam News / 19 February 2026

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