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Death Road to Canada News

4 Player Testing Branch Continues (All Platforms)

Resuming the Testing Branch after working on 4 player changes for awhile!

EDIT 10/21 7:49 PM PST: New build up, using the retail saves. We have some extra content we haven't put in yet, but we will launch that for a mini-update after this update launch. One of these things that will have to wait is new ways to allow other players to be the leader, below.

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The big new thing is changing how choosing the Leader works, and adding new ways to allow other players to be the leader. This is to avoid constantly having Player 1 resume control when they die. There's still more work to do here.

Let us know how this works for you, and any other suggestions you have for improving the local multiplayer We'll be adding a little bit of new content to this after we finish the multiplayer changes, but mostly we really want to get this update out.

INSTRUCTIONS

IMPORTANT NOTE: The testing branch and the retail version use different save files! Testing Branch saves also get cleared out on occasion, usually with new updates.

HOW TO INSTALL: Right click Death Road to Canada on Steam. Go to Properties. Go to Betas. Select Testbranch, no password necessary.


LIST OF CHANGES


10/21 Build

- OPP Mode ending is now twice as long in the final wave
- OPP Mode has slightly more zombie waves than most modes in the ending
- Various checks put in to make sure the game doesn't emit smoke and explode in the final level for OPP Mode's higher than ever difficulty

- Final build up for Windows, using Retail saves for now (not Testbranch saves)


10/20 Build

- New modes fully implemented, with stat and streak tracking, ending lines, and so on
- The new modes are now locked, with unlock conditions like most other modes
- Endless Mode now tracks your highest day reached in the game mode select screen
- Some extra stuff for Endless


10/18 Build

- Linux and Mac builds now up

- The wait time between the leader dying and being able to pick a new character has been reduced to one second, from 3 seconds. Let me know if this feels too short

- Fix for the walking event with the yelling car, which would have a reveal error if you had an Oblivious character

- Car Detour event no longer nukes your gas if you're in a 0 gas consumption car

- The despair event where a high loyalty character leaves a note will no longer have that character take their weapons with them

- Unlock Town Blue Robot in testing branch now requires a confirmation to give you 99 ZP


10/13 Build

- Player controller characters will now warp to the leader's room if they're offscreen. This currently takes one second, but doesn't work if the player-controlled buddy is currently grabbed. Let us know if this is too exploitable. I'm considering increasing the time it takes, though I like this for making multiplayer have less pauses as you wait for characters to walk into the room.

- Removed the "pick a new character" text event if the leader is killed. Now it works similarly to how joining in as a multiplayer buddy would work, meaning you should be able to choose a new character more seamlessly.

- Event Picker Cursor splits into P1 through P4 cursors as players join, all can be used.
- Players 2-4 now have more control over menu choices. Whoever picks first makes the choice.

- If the leader dies and there is another player, the leadership will go to that player. Camera will swap over, they will get pause menu control, and the Leader crown will pop over their head.

- Moody will no longer use his Rocket Launcher if he's controlled by the AI. I did NOT agree with this change, but did it grudgingly.

- Endless Mode now shows what day you're on, instead of trying to show "days left".
- Changed Endless Mode driving screen to show how many days have passed, instead of what day you're on.

- The game will now run a check to see if your settings are incompatible with the new 4-player changes, then reset them if they are. There will be a pop-up on top of the screen to tell you this if it applies.


PREVIOUS CHANGES

- The game now supports 4 players at a time.

- Camera support for 4 players
- Joystick can now be unassigned from Player 1 and assigned to Player 2 instead.

- The ability to press escape to quit a menu added to more menus, for now mostly the supply and weapon traders.
- Menus that let you press escape to leave now have a special icon for the EXIT option: a backwards arrow

- Fixed a bug with OPP mode that occured if you started solo.

- Removed nodeathdrop from Rambeaux
- Changed .trademarkwep word to be more efficient

- Changed effect of camp2-zwatch for Sound Sleepers that have no loyalty
- Text adjustments in camp2-bwatch and camp3-trap for Sound Sleepers
- Weegee event now gives a different effect for the fire result if Fireproof

- 3 new gameplay modes added! All don't require any unlocking for now, and are labelled as BETA TEST instead of having a win counter.
- Endless Mode in. Let me know how far you get!
- Over Powered Party Mode added. This lets you start in a special map that lets you recruit any rare character in the game.
- Quick Death Mode added. It's Short Trip to Heck, but with the difficulty tripled.

- Branchname changed to HUMERUS

- Endless Mode difficulty scaling made slower, previous faster rate was for testing. The difficulty gain stays near the same for the first 50 days, and then slows down to roughly half. Let me know what you think of the new difficulty!

- Irritating Trademark Weapon is now a recharging Air Horn
- IRRITATION HORN has 20 charges for maximum cooling it

- OPP Mode now only lets you recruit 4 people
- OPP town no longer lets you back out at last moment if group is full
- Genie and Mechamountie now warn you that they're buggy
- G*rf, Gordon, Fairy Queen, Panda, George added to OPP town
- Mecha Mountie named properly in OPP

- News check disabled (unless we have something new to announce for August)

- Changed all the nodrops to the correct "1" instead of a weapon name. The old method still worked but was completely unnecessary.

- The 3 new modes put into Car Stats
- Endless Mode displays days in, instead of days left
- Temporary ending stubs for the new modes

- Revamped recruit system on recruit-yes and recruit-replace, now most will give "pick more" with a full group and let you cancel the recruit.
- Exceptions to above: Familiar Face recruiting, which uses a different system that would have problems with this. Recruiting dogs by feeding them and recruiting rare camp recruits, which have food costs, so the game forces you as to not waste the food.
- Jerk recruiting uses the new system, but it probably shouldn't? Not sure.
- Changed two recruit1 events to no longer use the old "3 choices or leave behind system", as the new system makes this even more obsolete.

- Buffed Ninja-countdown from 4-5 to 6-8
- Added a new-familiar-recruit word for forcing a familiar spawn

4 Player Testing on HUMERUS Testing Branch

The Testing Branch now supports 4 player mode! We're currently working on more multiplayer improvements. This has taken up most of the update due to the work involved, though we also have some content coming to the testing branch soon. Likely still doing a new location, and at least a couple new special trading camps.

EDIT: Let me know if the game doesn't run with this testing branch, and take screenshots. Tracking down a bug with this.

Let us know all the feedback you have, for both 4 player and the new gameplay modes.

INSTRUCTIONS

IMPORTANT NOTE: The testing branch and the retail version use different save files! Testing Branch saves also get cleared out on occasion, usually with new updates.

HOW TO INSTALL: Right click Death Road to Canada on Steam. Go to Properties. Go to Betas. Select Testbranch, no password necessary.

LIST OF CHANGES


CHANGES FROM THE 8/20 AND 8/21 BUILDS

- The game now supports 4 players at a time.

- Camera support for 4 players
- Joystick can now be unassigned from Player 1 and assigned to Player 2 instead.

- The ability to press escape to quit a menu added to more menus, for now mostly the supply and weapon traders.
- Menus that let you press escape to leave now have a special icon for the EXIT option: a backwards arrow

- Fixed a bug with OPP mode that occured if you started solo.

- Removed nodeathdrop from Rambeaux
- Changed .trademarkwep word to be more efficient

- Changed effect of camp2-zwatch for Sound Sleepers that have no loyalty
- Text adjustments in camp2-bwatch and camp3-trap for Sound Sleepers
- Weegee event now gives a different effect for the fire result if Fireproof


CHANGES FROM BEFORE 8/20

- 3 new gameplay modes added! All don't require any unlocking for now, and are labelled as BETA TEST instead of having a win counter.
- Endless Mode in. Let me know how far you get!
- Over Powered Party Mode added. This lets you start in a special map that lets you recruit any rare character in the game.
- Quick Death Mode added. It's Short Trip to Heck, but with the difficulty tripled.

- Branchname changed to HUMERUS

- Endless Mode difficulty scaling made slower, previous faster rate was for testing. The difficulty gain stays near the same for the first 50 days, and then slows down to roughly half. Let me know what you think of the new difficulty!

- Irritating Trademark Weapon is now a recharging Air Horn
- IRRITATION HORN has 20 charges for maximum cooling it

- OPP Mode now only lets you recruit 4 people
- OPP town no longer lets you back out at last moment if group is full
- Genie and Mechamountie now warn you that they're buggy
- G*rf, Gordon, Fairy Queen, Panda, George added to OPP town
- Mecha Mountie named properly in OPP

- News check disabled (unless we have something new to announce for August)

- Changed all the nodrops to the correct "1" instead of a weapon name. The old method still worked but was completely unnecessary.

- The 3 new modes put into Car Stats
- Endless Mode displays days in, instead of days left
- Temporary ending stubs for the new modes

- Revamped recruit system on recruit-yes and recruit-replace, now most will give "pick more" with a full group and let you cancel the recruit.
- Exceptions to above: Familiar Face recruiting, which uses a different system that would have problems with this. Recruiting dogs by feeding them and recruiting rare camp recruits, which have food costs, so the game forces you as to not waste the food.
- Jerk recruiting uses the new system, but it probably shouldn't? Not sure.
- Changed two recruit1 events to no longer use the old "3 choices or leave behind system", as the new system makes this even more obsolete.

- Buffed Ninja-countdown from 4-5 to 6-8
- Added a new-familiar-recruit word for forcing a familiar spawn

HUMERUS Update Testing Branch begins!

The testing will start with 3 new game modes. We will be adding more over the course of the next two weeks! I will be updating this announcement with changes until we get closer to the update launch, likely somewhere in early or middle August.

I will need lots of feedback for pretty much all of these new things!

Newer changes at the top.

INSTRUCTIONS

IMPORTANT NOTE: The testing branch and the retail version use different save files! Testing Branch saves also get cleared out on occasion, usually with new updates.

HOW TO INSTALL: Right click Death Road to Canada on Steam. Go to Properties. Go to Betas. Select Testbranch, no password necessary.

LIST OF CHANGES


CHANGES 7/29 8:46 PM PST

- Branchname changed to HUMERUS

- Endless Mode difficulty scaling made slower, previous faster rate was for testing. The difficulty gain stays near the same for the first 50 days, and then slows down to roughly half. Let me know what you think of the new difficulty!

- Irritating Trademark Weapon is now a recharging Air Horn
- IRRITATION HORN has 20 charges for maximum cooling it

- OPP Mode now only lets you recruit 4 people
- OPP town no longer lets you back out at last moment if group is full
- Genie and Mechamountie now warn you that they're buggy
- G*rf, Gordon, Fairy Queen, Panda, George added to OPP town
- Mecha Mountie named properly in OPP

- News check disabled (unless we have something new to announce for August)

- Changed all the nodrops to the correct "1" instead of a weapon name. The old method still worked but was completely unnecessary.


CHANGES 7/22 9:10 PM PST

- 3 new gameplay modes added! All don't require any unlocking for now, and are labelled as BETA TEST instead of having a win counter.

- Endless Mode in. Let me know how far you get! The current difficulty curve is very placeholder. We also need to figure out if rare things should run out if you see all of them, or if they should keep recycling so you can eventually get 4 The Last Bodybuilders.

- Over Powered Party Mode added. This lets you start in a special map that lets you recruit any rare character in the game. Let me know if any are missing, or if there are bugs with them. Unless they're from the Experimental Hut, in which case I'm not sure if I will fix those.

- Quick Death Mode added. It's Short Trip to Heck, but with the difficulty tripled.

- The 3 new modes put into Car Stats
- Endless Mode displays days in, instead of days left
- Temporary ending stubs for the new modes

- Revamped recruit system on recruit-yes and recruit-replace, now most will give "pick more" with a full group and let you cancel the recruit.
- Exceptions to above: Familiar Face recruiting, which uses a different system that would have problems with this. Recruiting dogs by feeding them and recruiting rare camp recruits, which have food costs, so the game forces you as to not waste the food.
- Jerk recruiting uses the new system, but it probably shouldn't? Not sure.
- Changed two recruit1 events to no longer use the old "3 choices or leave behind system", as the new system makes this even more obsolete.

- Buffed Ninja-countdown from 4-5 to 6-8
- Added a new-familiar-recruit word for forcing a familiar spawn for later

Launched a NEW GAME! Plus Testing Branch news

Rocketcat Games just launched Wayward Souls, a randomly generated action-RPG with a focus on multiple playable characters and story. It's currently on launch sale. You can see more info on it here, including the trailer:

https://store.steampowered.com/app/559260/Wayward_Souls/

You can also help me out a ton by retweeting my launch post for the game: https://twitter.com/rocketcatgames/status/1018911116246700033



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Death Road to Canada testing branches will start again this weekend! We're seeing if we can implement one or two very big features that people have been requesting for awhile. The first testing branch will probably start with smaller content we've been testing out, then we'll roll out more from there.

This update will likely land some time in August, and will be dedicated to our 2nd Anniversary of Death Road to Canada's launch! This anniversary is on July 21st, Saturday.

More news in the next post over the weekend!

GIZZARD Update Launched



The GIZZARD Update is out! This update tweaked the ending of the final level of the game, added a new song to the soundtrack, and added a new Rare Special Character to trading camps. Read below for a full list of changes, along with news on our big Anniversary Update!

EDIT 6/11 12 PM: A new mini-update is up to add some bonus content and fixes! Read below for details.

New Game, Wayward Souls, Coming Soon!


We also put up our next game's Coming Soon page! See the trailer here:

https://store.steampowered.com/app/559260/Wayward_Souls/



Update Changes


6/11 Extra Mini Update

- Added the Last Mall on Earth, a new special trading camp. Has gas trader, weapons buyer, recruit campfire, 6 random traders, and a guaranteed rare 7th trader!
- Added the ability for trading camps to force a rare trader
- Fixed a hospital generation bug

- Changed how the on-death attributes work. Now Phoenix, Shield of Hope, and the July 4th and Bort characters will not drop their weapons on resurrection.
- Adjusted a bunch of city generation code for less getting stuck on trash.
- Made that really narrow city no longer generate door-trash.

6/4 Update

- Moody added
- New weapon support added for Rocket Launchers and Electric Tools
- New weapons for Moody: Off-Brand Plasms Rifle, Moody Launcher, Moody Chainsaw
- You can no longer sell no-drop weapons to the Weapons Buyer, partially due to how exploitable this was on Moody

- New Song Added: One More Road. Plays during credits and as a random road song.

- Snubnose Pistol will now replace normal pistols 20% of the time
- Double-barrel Shotgun will now replace normal shotguns 10% of the time

- Ruined Trading Camp/Fire Sale: Removed the flaming car that was right next to you as you spawned.
- Fix for a crash caused by completely empty rooms

ːmountieːːmountieː Canada Crossing Changes (posted 4/30) ːmountieːːmountieː

- Snow plows added as border gates.
- The former back line of Mounties that didn't attack/blocked your way are now above the snow plows.
- If the game detects you've never won, a Mountie now gives you a message of hope as you're running to the border gate. This text event stops showing once you beat the game in any mode.
- If you're playing on one of the "Easier Bandit" difficulties (Normal, Rare, Familiar, Long Road, Short Road), the ending zombies will stop attacking you right before THE BIG REINFORCEMENT arrives. This is mostly to stop beginning players from dying in a hilarious way.


Next Update Plans


The next update will arrive in August, and will celebrate our 2nd Anniversary of Death Road. We have big plans for this one, including new Gameplay Modes! We will reveal more of what's going to be in this update as we get closer to the Testing Branch for it.

Many of the features are dependent on how things go in testing, but you can see our current plans on the Trello: https://trello.com/b/TPTmWaDP/death-road-to-canada-update-megaboard

Not all of the plans under Anniversary Update may make it, but this is what we're shooting for!

Feedback and Following Us


As always, if you like what we're doing, tell your friends about the game and leave a Steam review. The success of this game was mostly due to word of mouth!

Leave feedback and suggestions here as a comment, or post to the discussion boards. Thanks for all your support!

For frequent news, you can follow me on Twitter or Facebook:
http://www.twitter.com/rocketcatgames
http://www.facebook.com/rocketcatgames