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Deadly Days: Roadtrip News

Update 0.17 - Let's carve a pumpkin 🎃

[p]Hi everyone,[/p][p][/p][p]we've brewed up a spooky seasonal update packed with a new character, new events, major performance experiments, and a whole graveyard's worth of fixes. Let's get to the treats![/p][p][/p]
Changes
[p][/p][h2]New Content[/h2][h3]New Character: The Carver[/h3][p]A new survivor joins the fight!

His mechanic is all about spawning Pumpkin Turrets! These turrets function as "triggerable" items. When another item in your build triggers them, they fire. This system is a bit more complex than other characters, and we can't wait to see the crazy builds you all come up with![/p][p][/p][p][/p][p]How to Unlock: Head to the "Fields" map in the meadow biome. Find and loot a Pumpkin Patch to get the Pumpkin item. To unlock the character, you have to keep that item in your backpack until you defeat the map's boss. In addition, you need to have a knife placed next to the pumpkin in your inventory.[/p][p][/p][h3]New Event: Blood Donation[/h3][p]Give a little, get a little... back from the dead. This new event grants a Blood Bag (a free +1 Revive). When you use it, you get an Empty Blood Bag. Fill it up by killing zombies to turn it into a Zombie Blood Bag, which will revive you with 10% HP on your next death.[/p][p][/p][p]This is locked by a new "Not Today" achievement.[/p][p][/p][h3]New Shop: The Costume Shop[/h3][p]Why settle for just one character-specific item when you can have more? This new shop can appear during your runs, offering character items from other heroes you've already unlocked! (It won't offer the item for the character you're currently playing).[/p][p][/p][p]The costume shop can be unlocked with tape, after achieving the "Multiple personalities" achievement.[/p][p][/p][p]And of course... we've added Halloween decorations here and there to get in the spirit![/p][p][/p][h2]Performance Upgrades[/h2][p][/p][p]We're testing some major optimizations. These could be game-changers for late-game lag, but they are experimental. Please let us know if you notice any strange behavior![/p]
  • [p]Projectile Merging: The game is now capped at 100 weapon projectiles per second. If you go over this cap, your projectiles will merge, increasing their damage and proccing effects multiple times. (Let the chaos be optimized!)[/p]
  • [p]XP Orbs: Orbs now drop in different tiers (meaning fewer orbs on screen, but the same XP value) and can merge together.[/p]
  • [p]Orb Trail Setting: You can now deactivate the XP orb trail in the Graphics Settings, which can sometimes be a performance hog.[/p]
  • [p]Improved performance for Rat Impact, Poison Impact, lighters, throwable explosions (e.g., banana, grenade), and fire shoes.[/p]
[p][/p][h2]Quality of Life & Improvements[/h2]
  • [p]Steam Deck Love:[/p]
    • [p]Item description font is now bigger and easier to read.[/p]
    • [p]The virtual keyboard will now pop up automatically where needed.[/p]
  • [p]Map hints for character locking events: The Astronaut and Pumpkin events are now clearly marked with a "?" on the map.[/p]
  • [p]Save Compatibility: You'll now see a popup if you try to "Continue" a run from a previous, incompatible game version. (Note: Endless Mode high scores won't be submitted from old saves).[/p]
  • [p]Settings Tidy-Up: Moved the density parameters to the Graphics Settings menu.[/p]
  • [p]Weapon sounds now have slight random pitches for more satisfying audio feedback.[/p]
  • [p]Changed the (slightly jarring) confetti unlock sound.
    [/p]
[h2]Balancing[/h2][p][/p]
  • [p]Titan Blockage: This challenge now starts with fewer enemies, but more enemies will be added for every Titan you successfully defeat.[/p]
  • [p]Normal Highway Blockage: A "hard mode" is now automatically activated after you kill the first boss on this map, resulting in more mobs. Good luck.[/p]
  • [p]Find the Astronaut: We've added a dedicated map (with a space shuttle icon) for the canyon biome. This map guarantees the Space Shuttle will spawn, making it much easier to find and unlock the Astronaut.
    [/p]
[h2]Fixes[/h2]
  • [p]Fixed enemy projectile damage being much lower than it should have been if the projectile didn't reach its max speed.[/p]
  • [p]Fixed some items not showing up in the encyclopedia[/p]
  • [p]Fixed spawned loot (from airdrops, etc.) sometimes landing in unreachable places.[/p]
  • [p]Fixed loot speed on the Normal Highway blockage being dependent on your framerate.[/p]
  • [p]Current health, armor, and stamina are now correctly clamped to their max values. (This fixes a bug where unequipped values could sometimes remain active).[/p]
  • [p]Fixed a bug (hopefully!) where loading missions would rarely get stuck on the loading screen.[/p]
  • [p]Fixed the Franky Boss's tackle sound sometimes looping forever.[/p]
  • [p]Fixed the Apple Pie effect staying active even after unequipping it during an Airdrop.[/p]
  • [p]Fixed the "Death" achievement not triggering if you died while having armor.[/p]
  • [p]Fixed a rare bug where the player could dash onto an inaccessible cliff in canyon/mountain maps.[/p]
  • [p]Fixed the mission choice map generation sometimes becoming unstable when unlocking a new event for the 4th-5th day (Highway Blockage).[/p]
  • [p]Fixed Endless Mode not choosing a random boss if you hadn't beaten all bosses at least once.[/p]
  • [p]Fixed that the Blob Ball will get stuck or fail to reach the player when you're near the burger building.[/p]
  • [p]Fixed that the Blob Ball boss could be flung out of the boss arena by an Airdrop.[/p]
[p][/p][p]Please note that due to these significant adjustments, we've had to reset the Endless Mode leaderboards. This was necessary to ensure the top spots remain competitive and reachable. You can view all previously wiped leaderboards here: [/p][p]https://steamcommunity.com/stats/3026450/leaderboards/17753456[/p][p][/p][p]Share your thoughts and feeback with us and the community on our discord. You can even submit tickets directly to us via opendecks discord bot.[/p][p][/p][p]Last, but not least: Check out the supporter pack.
[dynamiclink][/dynamiclink][/p][p]Thanks for your support, feedback and patience,[/p][p]Team Pixelsplit[/p]

Great start to Early Access—here's what's next:

[p]Dear survivors,[/p][p]We launched Early Access four weeks ago. Over 100,000 players worldwide have joined the fight against the zombies. THANK YOU!!![/p][p]We have released several patches and hotfixes in the meantime, but the first major update is still pending. Take a look at our roadmap, which is designed to be constantly evolving:[/p][p][/p][p][/p][p]We believe that we can only create the best possible game if we work together with our community and take their feedback seriously. That's why we've been using Opendecks since the beginning of development. The link to our Discord works great, and the ability to upvote ideas has been well received.[/p][p]Of course, we also read your reviews. Thank you to everyone who has already written one. If you haven't written one yet, please do so and don't mince words. NOW is the time to unlock the potential of Deadly Days: Roadtrip. And we can only do that together with YOU.
[/p][p]To celebrate our successful launch with you, we are giving away 100 keys for the Supporter Pack on our Discord. Grab the giveaway role and enter the raffle.
[/p][p][dynamiclink][/dynamiclink]We are really looking forward to the Early Access phase and everything that lies ahead. Thank you for your feedback, and remember: We read every review, so keep them coming!!
[/p][p]See you soon,[/p][p]Your Pixelsplit Team
[/p]

Patch 0.16.2

[p]Hi everyone,[/p][p][/p][p]We've just released a new minor patch focused on improving save game stability and adding some early-game guidance. Your feedback has been invaluable, especially regarding initial player frustration and those pesky save bugs![/p][p][/p][h2]Changes[/h2][p][/p][h3]Added:[/h3]
  • [p]Early Game Guidance: We've introduced a small amount of early-game tutorialization. We're committed to keeping discovery a core part of the experience, but we felt a few very basic mechanics weren't clear, leading to unnecessary player frustration. This new guidance should clear those hurdles![/p]
[h3]Improved:[/h3]
  • [p]More Predictable Dash: The dash is now much more reliable. No more slipping around trees or, in the worst cases, dashing in the opposite direction you intended![/p]
[h3]Fixes:[/h3]
  • [p]Save Game Stability: We’ve made major improvements to save game persistence. The new system creates a backup of the last stable save, uses a temporary file during the save process, and automatically reverts to the last working file if any errors occur. Your progress is safer than ever![/p]
  • [p]Blob Ball Boss: Fixed an issue where the Blob Ball boss would stop shooting projectiles in later Endless Mode games.[/p]
  • [p]Power-up Crates: Power-up crates now consistently play the correct sound and break apart properly when destroyed.[/p]
  • [p]Loud Confetti Sound: The sound effect for unlocking items has been volume-adjusted. (No more overly loud confetti!)[/p]
  • [p]Airdrop Item Combining: Fixed a bug where combining items in the Airdrop could sometimes lock the continue button, forcing you to restart the day.[/p]
  • [p]Repairing and Selling: The item tooltip will no longer get stuck when you attempt to repair and sell an item simultaneously. (Seriously, why are you doing that anyway?)[/p]
  • [p]Pet Collision: Your pet will no longer block target evaluation raycasts.[/p]
  • [p]Apple Press Currency: Currencies regarding the usage of the Apple Press are now saved correctly.[/p]
  • [p]Unreachable Loot: Enemies and bosses will no longer spawn loot or experience out of the reachable play area.[/p]
  • [p]Boss Defeated Cutscene: Fixed a bug that could cause the boss defeat cutscene to get stuck (e.g., the dynamite hovering but the explosion never triggering).[/p]
  • [p]Stats Screen: The Stats screen will no longer sometimes display negative numbers.[/p]
  • [p]Swining Chair Teleport: Fixed the bug where clicking a Point of Interest (POI) while sitting in the swinging chair in your base could sometimes teleport the player out of the map.[/p]
[p][/p][p]Share your thoughts and feeback with us and the community on our discord. You can even submit tickets directly to us via opendecks discord bot. [/p][p][/p][p]Thanks for your support, feedback and patience,[/p][p]Team Pixelsplit [/p]

Hotfix 0.15.2 + 0.15.3

[p]Hi everyone,[/p][p][/p][p]we've just released another hotfix addressing several key issues, especially performance problems with intense projectile builds. [/p][p][/p][h3]Performance Improvements[/h3]
  • [p]Intense Projectile Builds: Late-game builds with many projectiles were causing significant lag. The game should now run much smoother with these types of builds.[/p]
  • [p]VFX/Audio Culling: We've optimized performance by preventing certain visual effects (VFX) and audio cues from triggering when they are out of sight.[/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Mega-Freeze Fix: Corrected a bug that caused a severe freeze when shooting many projectiles per frame while enemies were nearly stacked on the player.[/p]
  • [p]Armor Value Persistence: Unequipping armor items no longer leaves your armor amount intact. The displayed armor is now correctly capped to your actual maximum armor value.[/p]
  • [p]Copyshop Scrap Deduction: Fixed an issue where the Copyshop was not correctly deducting the shown price from your scrap resources.[/p]
  • [p]New Apple Press Save: The new apple press will now save properly under all circumstances.[/p]
  • [p]Blob Boss Sub-Diversions: Resolved a bug where the Blob Boss sub-diversions sometimes flung out of the map boundaries.[/p]
  • [p]Multi-Phase Boss Kill: Fixed an issue where bosses with multiple phases could sometimes become unkillable.[/p][p][/p]
[h3]Addendum: 0.15.3[/h3]
  • [p]We reverted the fix for the persistence of armour values. This caused other issues, so we will need to completely refactor it in a future update.[/p]
[p][/p][h3]A Huge Thank You![/h3][p]Thank you to everyone who provided save games and feedback—it helped immensely![/p][p]This is what Early Access is all about—working together with you, the community.[/p][p][/p][p]Share your thoughts and feedback with us and the community on our Discord server. You can even submit tickets directly to us using the opendecks Discord bot.[/p][p][/p][p]Thanks for your continued support, feedback, and patience![/p][p]— Team Pixelsplit[/p]

Patch 0.15.1

[p]Hi everyone,[/p][p][/p][p]We've just released our latest patch, which includes major balancing changes![/p][p][/p][h3]New Additions & Updates[/h3]
  • [p]Added: Apple Juicer to the base. This converts apples into Duct Tape with an exponential price increase.[/p]
  • [p]Added: A new pre-wipe leaderboard POI. We've also moved the main leaderboard POI slightly to the right in the base.[/p]
  • [p]Updated: The Endless Mode popup design and text. This now clearly communicates that the mode is experimental, is not the endgame, and is intended "just for fun."[/p][p][/p]
[h3]Balancing Changes[/h3]
  • [p]Treasure Chest Rework: Removed the broken exponential scaling. It now provides more Crit Chance and a flat income per day, instead of exponential interest.[/p]
  • [p]Void: Buffed damage increases.[/p]
  • [p]Throwables: Buffed damage for Grenades, Bottles, and Molotovs.[/p]
  • [p]Banana: Increased damage.[/p]
  • [p]Rollerskates: In higher rarities, they now trigger marked items multiple times.[/p]
  • [p]Walking Shoes: Reduced the "meters per trigger" requirement, allowing them to trigger more often.[/p]
  • [p]Scopes: Now have an effect on throwables.[/p]
  • [p]Nurse enemy healing: Decreased the healing timer (makes healing happen faster).[/p]
  • [p]Endless Mode Bosses: A bit steeper HP scaling.[/p]
  • [p]Battery: Now properly affects throwables.[/p]
[p][/p][h3]Improvements & Fixes[/h3]
  • [p]Improved: If bookshelf, workbench or wardrope is not unlocked yet we show broken representation of these POIs to give a glimpse.[/p]
  • [p]Fixed: The splash screen video crashing in rare cases[/p]
  • [p]Fixed: The Reaper could sometimes spawn inside buildings.[/p][p][/p]
[p]Please note that due to these significant adjustments, we've had to reset the Endless Mode leaderboards. This was necessary to ensure the top spots remain competitive and reachable. You can view all previously wiped leaderboards here: [/p][p]https://steamcommunity.com/stats/3026450/leaderboards/17712983/[/p][p][/p][p]We are still in the process of processing all the old and new feedback, and are still a bit overwhelmed, but rest assured that we are constantly working on the game. Right now, our focus is on adding more early tutorialization, improving performance, and fixing rare crashes. New content is also in the making, but this will still take some time.[/p][p][/p][p]Share your thoughts and feeback with us and the community on our discord. You can even submit tickets directly to us via opendecks discord bot. [/p][p][/p][p]Thanks for your support, feedback and patience,[/p][p]Team Pixelsplit [/p]