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Deadly Days: Roadtrip News

Demo Patch 0.8.3

Hi survivors,

We've just released the first patch for the demo!

[h2]Changes[/h2]
  • Added: German, Italian, Spanish (Latam) and Portuguese translations.
  • Improved: End-of-run stats are now aggregated.
  • Improved: Added a subtle animation to the "craftable" bubble for the workbench button.
  • Fixed: Some item descriptions were outdated.
  • Fixed: Zombies were running through some cars in the highway blockage.
  • Fixed: The magnet circle no longer appears blurry or faded when moving.


Join our Discord if you want to actively participate in the further development. We are looking forward to it!

- Your team Pixelsplit

Demo Patch 0.8.2

Hi survivors,

We've just released the first patch for the demo!

[h2]Changes[/h2]
  • Added: Japanese, Traditional Chinese, Korean, and Turkish translations. The Simplified Chinese translation has also been updated in this process.
  • Improved: The round-end stat display is now a vertical list instead of a square grid for better readability.
  • Balancing: Rarity scaling for loot found on the map should now be slightly higher.
  • Balancing: The Merchant will now offer higher rarity items as the player's level increases.
  • Balancing: Buffed the rocket launcher with a bit more damage and a slightly reduced reload time.
  • Fixed: An issue where exploding barrel telegraphs were sometimes shown multiple times.
  • Fixed: Some instances of overflowing text in various languages.
  • Fixed: Power-up tooltips incorrectly appearing in other panels (e.g., inventory) when playing with a controller.
  • Fixed: Dynamite inappropriately appearing on the boss map.
  • Fixed: The controller's right stick unintentionally opening and closing the recipe panel.
  • Fixed: The boxing glove was only triggering once per attack instead of for all enemies hit.
  • Fixed: The character select screen could not be closed using the Escape key.
  • Fixed: The max zombie flesh setting was not saving correctly.


Join our Discord if you want to actively participate in the further development. We are looking forward to it!

- Your team Pixelsplit

DEMO OUT NOW!

Attention, survivors!

After 5 extensive playtest rounds, our demo is being released today. A little preview: We will be implementing various languages over the next few days. A major update will then be released for the Next-Fest on 09.06. YAY!!!

[h3]Get the demo:[/h3]
https://store.steampowered.com/app/3102400/Deadly_Days_Roadtrip_Demo/
[h3]For all new players, two hints:[/h3]


  1. You can participate in the development by submitting ideas on our Discord or voting for features/ideas on Opendecks.
  2. You can win keys for the full version. Just join the giveaway channel on our Discord.


Demo Content:
  • 41 Items (11 of them being weapons)
  • 4 Bioms with over 13 different, procedurally generated maps
  • 3 Playable Characters
  • 6 Enemy Types
  • 5 Power-Ups
  • 1 Boss
INFO: Steam Next Fest June Demo Update (June 9 2025): Will add more items + an additional playable Character

Changes since Playtest

For everyone who played the latest playtest already, the following changes were made in the demo version:
  • Improved: Added audio feedback when upgrading an item
  • Improved: Added telegraph to exploding barrels
  • Balancing: Weapon damage overhaul
  • Balancing: Enemy health increase per threat leavel increased by 25%
  • Balancing: Elite enemies scale their speed faster and standard enemies scale their speed slightly faster
  • Balancing: Buffed pressure cooker. Higher radius and damage scales with player level
  • Fixed: Reroll was possible in non-airdrop inventories
  • Fixed: Zombies getting stuck sometimes
  • Fixed: Zombies walking through some cars on some maps
  • Fixed: "Killed boss" bonus was granted in subsequent runs, even though no boss was killed
  • Fixed: Workbench not navigatable with controller on first open
  • Fixed: Inventory placement sometimes skipping tiles with controller if item is 2 tiles wide or high
  • Fixed: Flashing tooltips when navigating the stash with controller
  • Fixed: Reaper increasing its speed when threat changes (shouldn't happen)
  • Fixed: When activating a powerup with LT + X the character would also dash
  • Fixed: Item selector shapes sometimes stuck in strange rotations
  • Fixed: Auto language setting detection not reliable
  • Fixed: Several text overflow / scaling issues in languages with longer texts


[h2]About the game:[/h2]

Loot, shoot and mow down zombie hordes in a bullet heaven fever dream. Embark on a deadly roadtrip, battling from stop to stop, fueling your bus and fight to escape. Get your inventory management kick when that new loot slot in your backpack fits just right.

[h3]Each weapon and item occupies space.[/h3]
Arrange them just right, and their adjacency effects stack and power up your weapons for ultimate zombie destruction:

[h3]The real loot is the friends you make along the way.[/h3]
Let’s face it, you haven’t truly lived the deadly days apocalypse until you’ve donned the banana suit.

[h3]Every trip is different.[/h3]
Forget stopping at the rest stop for fries and a burger. On this roadtrip, every stop is a life or death decision.


[h3]Survive the journey.[/h3]
Push it until you get that legendary item combo that melts the undead like butter on a freshly grilled banana.

[h3]How to play?[/h3]


Last but not least:


We would like to thank everyone who took part in the playtest and helped us with the development of the game. Thank you for all the feedback, submitted ideas and of course the bug reports. It was only with your help that we were able to progress so quickly with the development. Thank you!



Have fun playing the demo.
Your Team Pixelsplit

Playtest Patch 0.7.3

Hi survivors!

We've just released a small patch for the ongoing playtest.

[h3]Changes[/h3]
  • Balancing: Re-adjusted individual item drop weights and the overall impact of item rarity.
  • Balancing: Slightly reduced the availability of Fuel.
  • Balancing: Decreased drop rates for Bags.
  • Balancing: Slightly buffed the "Rubberball" item again.
  • Fixed: An issue where every fifth airdrop would incorrectly respawn on the subsequent map.
  • Fixed: A bug where the Healthkit would become unusable if upgraded via an airdrop.
  • Fixed: An issue where the "Reroll" option remained available after upgrading an item with an airdrop reward.
  • Fixed: Counter numbers overlapping with apple reward text on the win/lose screen.
  • Fixed: The timer display, which could previously overshoot 99:99, is now correctly clamped.
  • Fixed: Item tooltips occasionally disappearing when clicking rapidly on an item.
  • Fixed: A bug causing the threat level to incorrectly increase while players remained on the boss map.
  • Improved: A new someone now provides more feedback when appearing
  • Improved: The general randomizer function has been improved to ensure more varied and less predictable outcomes (increased entropy).


if you didn't see them already, feel free to check out our original playtest #5 release notes
https://steamcommunity.com/games/3026450/announcements/detail/655947663575876758

Join our Discord if you want to actively participate in the further development. We are looking forward to it!

Until then, have a nice apocalypse,
Your team Pixelsplit

Playtest #5 LIVE

Hi Survivors!

We're back with another update! A lot of your feedback from the last playtest has been poured into this version, and we're happy to announce a new, focused Demo Playtest starting NOW!

This is a big step towards our official Demo release, so your input over the next few days is incredibly important. This playtest will be a short one, running until this upcoming Sunday, May 25th. So jump in, break things (metaphorically!), and tell us everything!

Take a look at our Roadmap and Open Decks. Join our Discord to discuss ideas and participate in our giveaways. Apart from that, it would be really great if you could take a few minutes to fill out our feedback form (in-game).

[h3]Now Speaking Your Language! (maybe)[/h3]
Now available for even more survivors around the globe! We've added initial support for:
  • French
  • Spanish
  • Brazilian Portuguese
  • Ukrainian
  • Russian

Additionally, we’ve included an initial translation for Simplified Chinese. Please note: this is currently an machine-translation. A full, handcrafted localization will follow soon, but we wanted to give our Chinese-speaking players a chance to jump in early!

[h3]The Workbench & New Unlocks![/h3]
Get ready to put that hard-earned Duct Tape to good use!

Head to your meta base to find the new Workbench, your go-to spot for powerful One-Time Unlocks:


We also added the possibility to unlock rerolls, giving you more control over your runs:


ATTENTION VETERAN PLAYTESTERS: We've streamlined the initial item pool. To get access to the full range of gear you might be used to, be sure to unlock the new Item Packs via the Workbench!

[h3]The MKing Must Fall![/h3]
The boss encounter has been completely revamped for a more epic showdown. The boss now features all-new animations, bringing the fight to life like never before.


Prepare to face this monstrous threat at the iconic MKing Burger location, which you might now from Deadly Days 1.

[h3]Rebalancing the Apocalypse![/h3]
We've dug deep into game balance to refine the challenge and progression:
  • The number of enemies and their threat level should now progress more smoothly throughout your runs. Be warned: Normal enemies are now more dangerous!
  • We've significantly improved how loot, and especially crucial fuel, is distributed across the entire map. No more barren patches (hopefully!).
  • Early in your character's journey, you'll find fewer high-rarity items. As you level up, your chances of scoring that sweet epic loot will increase.
  • Several weapons have been rebalanced. Most notably, the Rocket Launcher can now PIERCE enemies AND BOUNCE to new targets! Boom!
  • We've made sure that lingering on a map for too long becomes significantly more perilous. You'll know when it's time to go.

[h3]Performance, Stability & Critical Fixes[/h3]
Beyond the big features, we've focused on making the game run smoother and more reliably. The performance has been improved a bit, the stability increased across the board and a lot of bugs have been fixed.

[h3]Other Changes[/h3]
  • Added: More onboarding hints via your character's speech bubble to help new players.
  • Added: Flavor texts for items! Discover a bit more lore and personality.
  • Added: A "Zombie Flesh" setting in the options. This can reduce the number of body parts on screen, which may help with visual clutter or performance on some systems.
  • Improved: Throwable items (like grenades) and powerups are now brighter and have an outline, making them much more visible in the chaos.
  • Improved: When you place a bag from airdrop rewards, you can now select another reward, and the previously placed bag will be conveniently returned to the selection.
  • Improved: The inventory is now accessible from the pause menu (Read-Only).
  • Improved: The framerate setting is now hidden if VSync is active, preventing conflicts.
  • Improved: Loot spots now have clear range indicators.
  • Improved: A very slight delay has been added after closing the airdrop screen, giving you a moment to reorient yourself.
  • Improved: Loading speeds should be noticeably better.
  • Improved: Item texts regarding how they trigger have been clarified.
  • Improved: Runner enemies now have a more visible telegraph for their attacks.
  • Improved: Fewer bullets should now be blocked by small, insignificant destructible objects.
  • Balancing: Melee weapons with extended range now intelligently clamp their attack to the targeted enemy's distance, ensuring you hit what you're aiming at, not the air behind them!
  • Balancing: The Spring item has been reworked! It now grants +1 dash for each marked footwear item you have equipped.
  • Balancing: Runner enemy attack range has been reduced.
  • Balancing: The Rubber Ball's bouncing projectile now seeks out the nearest enemy instead of a random one.
  • Balancing + Fix: The "Socks + Rollerblades" combo was... a bit wild. We've addressed this and also nerfed Rollerblades a tad in general. During this, we found and fixed a bug where Socks + Fireshoes weren't working correctly – try them out now!
  • Balancing: The sky's the limit (theoretically) – there's no longer a hard cap on the Robot Arm's effect.
  • Balancing: Katana attack rate has been nerfed.
  • Fixed: The "Finger Length" (loot radius) upgrade wasn't working. It is now!
  • Fixed: The music volume setting was not being respected during airdrop sequences.
  • Fixed: Your character will no longer continue dashing if you dash directly into a base POI or an airdrop.
  • Fixed: Jumper zombies will no longer drop their loot mid-air where you can't reach it.
  • Fixed: Item rotation could behave erratically on machines with lower-end integrated graphics cards.
  • Fixed: Airdrops could sometimes create a ring around the player, blocking pathfinding and making you untouchable by enemies.
  • Fixed: Addressed several controller usability issues.
  • Fixed: Nailed several crash-inducing bugs!
  • Naming Consistency: Naming: The stat "Deviation" has been renamed to "Spread" for better clarity.


How does that sound to you? Write it in the comments, play a few rounds and let us know if your expectations were met.

You can also follow us on Instagram, Bluesky and Twitter.

And join our Discord if you want to actively participate in the further development. We are looking forward to it!

Until then, have a nice apocalypse,
your team Pixelsplit