
Steam news
Full Steam announcements and update articles for this title.
Fixed: Penny savegame references not resolved correctly anymore (might still lead to some Penny win upgrade losses if you played between 0.21.5 and 0.21.6)
Fixed: Yodler projectiles and enemy fire trails were incorrectly affected by the visibility settings meant for player projectiles.
Balancing: We slightly lowered the threat level impact that the MKing Response Level has
Changed: MKing Response Level 6 is shown as MAX now (to make clear that it doesn't rise any further)
Added: Progress counter over memo list in bomb POI / investigation board
Balancing: Rat poison damage now not divided anymore by number of projectiles
Performance: Caching some high cost lookups when some enemy types spawn.
Fixed: No more memos dropped after beating all the bosses
Fixed: A lot of items weren't tracked correctly regarding their kill attribution in the run history
Fixed (potentially): Run history sometimes recording wrong character type
Fixed: Rare crash when changing maps
Fixed: Using mouse to click on a setting in the options menu jumped to the setting instead of toggling it
Fixed: Character sometimes dashed in random directions when using mouse movement controls
Dear Survivors,
Summer is just around the corner, and we want to give you a good reason not to expose yourself to the sun’s harmful UV rays. Instead, take a seat at your computer, draw the curtains, and check out the latest, comprehensive major update, “SUNSCREAM”.
This update adds the Headquarter Run, the game's new endgame and story climax. After surviving enough runs, you'll have gathered everything you need to strike back at MKing Corp — the fast-food franchise whose "Secret Sauce" started the whole outbreak.
Build a bomb, infiltrate the MKing headquarters across a multi-stage assault, defeat its CEO (final boss), and blow up the whole place sky-high. Oh yeah...!
This includes 3 new achievements. Also while beating bosses over and over you will be able to collect little memo snippets which you can read in the base, which should give you some sense of the backstory of the game.
While preparing for the Headquarter run the "MKing Response Level" will rise which gradually increases the difficulty of the game. This whole topic includes much more, but go and explore for yourself...
A new survivor joins the roster: Penny the Clown. She comes with the Funny Balloon: periodically (and on trigger) releases a balloon that slowly homes in on enemies and explodes on contact, with damage that scales as Penny levels up. Balloons also pop on their own after a few seconds. Make sure to check out the Character Item Modifiers, that you unlock after beating a boss.
Penny is unlocked by completing the new Juggler achievement: "Have 3 Rubber Balls in your backpack and active."
Our new boss, "Mr. Kyde", store manager, who has developed somewhat dualistic tendencies. Throws bombs from his briefcase. Sheds his suit and pirouettes across the arena once damaged enough.
We gave all bosses a fresh intro screen with a nice artwork and some flavour text. Furthermore we "rebranded" them to fit the corporate MKing theme (changed visuals and names).
Please note: The intro screen works best with fresh savegames, because if you have already beaten bosses it will assume you have seen them already.
A new end-of-run summary screen appears after you defeat a boss, showing animated banners for stuff the run achieved / unlocked.
Please note: This works best with fresh savegames, because if you have already unlocked biomes or beaten bosses it will assume you have seen stuff already.
We are gradually introducing biome specific enemy types. We implemented:
The Firefighter (Sands biome)
The Chiller (Snowy peaks biome)
The Yodler (Meadow biome)
The Farmer (Mountains biome)
Firefighter replaces the Runner and Chiller the bloater in said biome maps. However at night these replaced types can come back and even types of adjacent biomes can appear.
We added the dice item (grants more rerolls, unlocked with any reroll unlocked at the workbench in the base) and the coffee item (Increases Day Time, Movement and Looting Speed, base item pool).
The character wardrobe has moved to the campfire, and the bomb-assembly spot now sits where the wardrobe used to be (alongside the Investigation Board).
Have you heard about Star Birds? A chill factory building and resource management game by our Friends at Toukana Interactive, creators of Dorfromantik.
To celebrate our new bundle, we've added a toucan to our game (he's peaceful and hangs out at our base camp). Unlock him in the main menu using the code “nozombiebirds”.
In return, Bananaperson is hanging out in the cockpit of the spaceship in Starbirds. Unlock him there using the code “bananaperson26”.
Check out the bundle below. If you already own DD:Roadtrip you'll get an extra discount on Star Birds:
Balancing: Dumpling boss puddles damage increased 1->5
Improved: Several tooltip reworks (fight flickering, but also added juicy wobble etc.)
Improved: Character hands receive matching colors to character material now
Performance: Reduced memory requirements, especially VRAM
Performance: Several performance improvements (spatial grid system instead of physics raycasts and shortened the damage pipeline so lesss "bloat" is executed)
Performance: Some minor performance improvements regarding chaos destruction
Fixed: Zombies could pass through walls in the sewer labyrinth.
Fixed: Apple Pie lava didn't scale with Magnet / Pump anymore.
Fixed: A loot zombie could drop many many apples.
Fixed: Stash-management controller glyph showed even when stash management was disabled (e.g. airdrop mode).
Fixed: Reaper spawn failures when the player is close to the bus or nearby navmesh-cutting objects.
Fixed: Pumpkin count being incorrectly buffed by projectile count modifiers (e.g., Fork item)
Fixed: Sometimes invisible obstacles, especially on sidewalks
Fixed: Weekly mode knifes only excludes no weapon drops (and vice versa) now
Fixed: Some plants in base not correctly rendered
Fixed: Pressed input ignored when leaving airdrop
Fixed: Red eyes not visualized on animated enemies (e.g. Bloater)
Fixed / Improved: Descriptions for sherrif star item and modifiers (especially in German)
Fixed: Several text overflows in non-English languages
Fixed: The flowerbeds in the base were colliding with the player
Start the game and see for yourself—there's plenty to discover:
Our next major update will be called BITE & BRIGHT and launch late summer.
Some of you already know this, but here's a reminder for everyone: We use a great tool called Open Decks. Via Discord, you can submit your ideas and feedback directly to our ticket system or vote up existing suggestions.
Our goal is to create the best possible version of “Deadly Days: Roadtrip” - Together with you.
Last, but not least: Check out the supporter pack:
Thanks for your support, feedback and patience <3
Team PixelsplitFixed: Broken minigun didn't show tooltip in stash when playing with controller (thus not repairable)
Fixed: Foliage settings not taking effect
Fixed: Loading screen tips missing spaces in some texts
Fixed: Loot zombie not dropping its kill reward
Fixed: Bits of Weekly Mode UI sometimes appearing in the pause menu during non-weekly runs
Fixed: Crash caused by Luck rerolls in Weekly Mode
Fixed: Rare crash when a projectile was still in flight while its source item was being unequipped
Fixed: Player names overshooting weekly leaderboard entries — they now scale down when too long
Fixed: On-map events not generating in Weekly Mode
Fixed: Controller focus lost when closing the recipe panel
Fixed: Controller hover triggering on empty tiles under the Scythe's graphic that weren't actually occupied
Fixed: Banish had to be manually activated when using older banish sets \
Fixed: Threat occasionally bleeding over into a new weekly run
Dear Survivors,
Good news! A surprise update featuring a brand-new - and somewhat questionably balanced - game mode: Weekly Mode is here, bringing you fresh challenges on a weekly basis. And yes, there’s a leaderboard. It’s wild; check it out and let us know what you think.
Our tooltips and savegame stability have been enhanced, and several bugs have been fixed.
In parallel, we’re working hard on our major summer update, which will let you travel to MKing Headquarters for the first time. Until then, stay safe and have fun in the new, amazing...
A new challenge starts every week. The same rules apply to everyone for each challenge, including
A randomly selected character
A random scoring system (kills, peak DPS, body count, etc.)
Four (out of nearly 30) crazy modifiers. For example:
Modifier - Exploders Only:
Modifier - Everything is Red:
And so, as you can see, the unexpected, chaos, and maybe even total madness await you. Have fun!
Our item tooltips received a fresh new design. Let us know how you like them!
We had a few rare cases where save games could be lost. We've taken several measures to address this: more backups, more atomic IO operations, and a fix for cases where saving might not finish properly before the game closes.
Our batching for foliage was quite poor, which caused a lot of overhead. We've revised this so that most identical foliage is now drawn in a single batch. This should noticeably improve performance, depending on your device.
There is also a new setting for foliage density, allowing you to reduce foliage density (excluding trees) on weaker devices.
Improved: Mission choices now display a warning and reset option when item banishing is active
Improved: Added hover animations and sound effects to buttons
Improved: Added sell sound effect when selling items
Balancing: Trap Seeds (Bush character) now affect bosses for a longer duration
Balancing: Barrels deal more damage to players again
Balancing: Getting hit with armor grants temporary hit invincibility now (like for normal hits)
Fixed: Particle effects for impact explosions (Rocket Launcher and Pizza Launcher) no longer scale with projectile size
Fixed: Some texts didn't update immediately when switching languages
Fixed: Santa Airstrike received twice the intended projectile amount buff
Fixed: Character welcome screen had cut-off text in some languages
Fixed: meta Loot zombie dropped too many apples
Fixed: Several button texts overflowing their bounds
Fixed: Broken German text in some loading screen tips
Fixed: Broken sound references for the pumpkin turret and recipe crafting
Fixed: Pumpkin count was unintentionally scaling with projectile count buffs (from character item modifier and fork)
Fixed: Reaper failing to spawn when the player is too close to the bus
Fixed: Apple loot zombies dropping an excessive number of apples
Fixed: Some endless mode boss attacks dealing too much damage
Fixed: Language setting changes not applying immediately
Fixed: Some explosion VFX not scaling with their effect radius
Start the game and see for yourself—there's plenty to discover:
Our next major update will be called SUNSCREAM and launch this summer.
Some of you already know this, but here's a reminder for everyone: We use a great tool called Open Decks. Via Discord, you can submit your ideas and feedback directly to our ticket system or vote up existing suggestions.
Our goal is to create the best possible version of “Deadly Days: Roadtrip” - Together with you.
Last, but not least: Check out the supporter pack:
Thanks for your support, feedback and patience <3
Team PixelsplitBalancing: Decreased the impact of item stickers on copyshop prices
Fixed: Game continues to run in the background when pausing while boss defeat sequence is running
Fixed: Franky boss could get stuck outside boss fight arena
Fixed: Incorrect character being reset when resetting character item stickers (mouse only)
Fixed: When leaving the game at the beginning of a mission and then continuing days could get skipped
Fixed (potentially): Titan enemies not spawning in titan blockage
Fixed: Several localization issues
Fixed: Some item effects didn't trigger correctly under high load
Fixed: Armor is capped, but speed debuff caused by armor was not
Fixed: Cooldown of powerups did reset to 0 when equipping utility belt
Fixed: Powerup slots sometimes not updating correctly
Fixed: Run history character icons weren't sized corrctly
Fixed: Very rare crashes
Improved: The run history kill composition now includes an 'Other' row for unaccounted kills.
Fixed: Too many elite zombies were spawning.
Fixed: The dumbbell effect didn't reset when playing multiple runs in one session.
Fixed: Due to the lowered incremental upgrade prices in version 0.19, some upgrades were stuck and could no longer be interacted with.
Fixed: slight memory leak over multiple runs.
Fixed: Some German translations.
Fixed (potentially): A rare crash caused by the NNEDenoiser plugin triggering the D3D12 layer.
Fixed (already included in hotfix 0.19.3): Twitch integration airdrops causing crashes.
Dear Survivors,
Spring is just around the corner, while our next update is already available.
The spring update has turned out to be quite extensive; there are lots of new features, as well as some improvements and changes. Feel free to browse through the overview below.
Reminder: Don't forget to leave your feedback—during Early Access, your suggestions and bug reports can make all the difference.
Thanks for your support, and have fun in the Apocalypse!
A new survivor joins the roster! Bushy's mechanic revolves around Trap Seeds — plant seeds that sprout into deadly traps when enemies get close. Seeds can root enemies in place with a new Rooting status effect, locking them down for you to finish off. Bushy also gains bonus crit chance against rooted enemies. How to Unlock: Complete the "Sharp-Shooter" achievement (kill 1000 zombies with the rifle).
Level up your character items in our fresh and reworked character selection screen! Each character's signature item can now be upgraded with modifier tickers that enhance its abilities. Upgrades are purchased with apples and persist across runs.
Tired of seeing items you never use? The new Banishing System in your base lets you permanently remove unwanted items from your loot pool (up to 10 items at highest tier). Banished items won't appear in airdrops, shops, or loot zombie drops. Unlock the Banishing at the workbench.
Track your performance across runs with the new Run History panel, accessible from the base. View detailed stats from your recent runs including:
Backpack contents from each run
Stat trends (enemies killed, items looted, level ups, days reached)
Enemy type breakdowns
Win/loss streaks per character
Find it here, below the leaderboard. (Which you can now browse by season now, by the way.)
Razor Blade — has a chance to spawn additional razor projectiles. Activates on critical hits.
Nail & Spiked Bat — incl. new "Bleed" status effect. Craft the Spiked Bat ("Lucy") by using a Nail + Bandage.
Bandage — a new healing item. The Medkit has been reworked alongside it.
Propeller — Increases attack speed and movement speed
May I introduce you? This is Lucy...
A new Luck stat has been added to the game. Higher luck improves your chances by rerolling chance checks. Boost your luck with the Lucky Clover item.
Your base camp now feels more alive! Unlocked survivor characters wander around, visiting POIs and hanging out in tents. When you unlock a new character, you'll now see an animated welcome screen.
We added 4 new incremental upgrades with a new row locking mechanism. They unlock in rows now. This should help you guys progress faster and become a deadly survivor. While we were at it, we also adjusted the prices of existing upgrades down a bit.
Added & improved
Added: Mouse only control mode
Added: Enemies now listed in encyclopedia
Added: Stash management with sorting and selling features
Added: damage numbers toggle in settings
Improved: Duct tape reward now shown in mission tooltips
Improved: Endlessmode leaderboards in base can now be browsed between different seasons
Performance
Several performance improvements
Improved loading times with faster operations and smoother loading bar
Balancing & Other Changes
Balancing: Energy Drink significantly buffed — much higher regen + 5 sec longer duration
Balancing: Flattened end game curve for incremental upgrades (~20% less total)
Balancing: No more bags drop if all backpack slots are unlocked
Balancing: Bad luck protection — seen items get deprioritized and rarity pity counting added
Balancing: Added: "Minutes in the Night" and "Achievement Unlocked" as run ratables
Balancing: Slightly nerfed super Gem (35% -> 30% chance per orb pickup)
Changed: Clearer main menu button namings
Changed: Item and enemy encyclopedia now tracks kill counts and item wins, with progress contributing to total completion
Fixes
Fixed: Pumpkin Quest triggering at merchant one day before boss defeat
Fixed: Bug report panel not appearing with controller in pause screen
Fixed: Pause input not responding after closing a POI panel
Fixed: Some event UI panels (copy shop, costume shop) not unpausing when closing
Fixed: Rocket launcher explosion not visible
Fixed: Bouncing rocket didn't play explosion VFX on bounce
Fixed: Battery item not triggered multiple times when rocket launcher hits multiple enemies
Fixed: Explosive powerup damaging player after bloater no-damage fix
Fixed: Radial enemy projectiles not doing damage due to player being incorrectly ignored
Fixed: Spikes not doing any damage
Fixed: Melee weapon hits sometimes triggering on-hit effects more than once per hit
Fixed: In rare cases 3 different bags appearing in airdrop (should be max 2)
Fixed: When collecting pumpkin, finishing level, and quitting before managing inventory — pumpkin disappears from stash
Fixed: Leaving the game on 8th day boss kills (16, 24, etc.) in endless mode would wipe the save
Fixed: Crash when returning to menu while run rating sequence is playing
Fixed: Credits panel input blocking popup not disconnected correctly
Fixed: WiFi repeater tiles persisting when returning to menu and starting a new game
Fixed: German ß not displayed, now substituting it with SS
Fixed: Death Scythes tooltip not mentioning melee falloff
Fixed: When using manual shoot while airdrop is open and then closing it, weapon orientation breaks
Fixed: Framerate setting upper limit using the monitor with the lowest framerate
Fixed: Sound overload in late game causing audio issues
Fixed: Enemies occasionally spawning in player's sight
Start the game and see for yourself—there's plenty to discover
Our next major update will be called SUNSCREAM and launch this summer. But you won’t have to wait that long, because we plan to release Weekly Mode relatively soon, between the two major updates. In addition, we’ll of course be addressing your feedback on the Spring Update—optimizing the balance and, as always, providing hotfixes for bugs that slipped through the cracks during testing.
Some of you already know this, but here's a reminder for everyone: We use a great tool called Open Decks. Via Discord, you can submit your ideas and feedback directly to our ticket system or vote up existing suggestions.
Our goal is to create the best possible version of “Deadly Days: Roadtrip” - Together with you.
Last, but not least: Check out the supporter pack:
Thanks for your support, feedback and patience <3
Team PixelsplitDear survivors,
We hope you had a great start into the new year — and happy upcoming Lunar New Year to those celebrating!
Our team has been working diligently on the further development of Deadly Days: Roadtrip since our "Snowverload" update in December. After a short holiday break to recharge, we're back with full energy! Today, we want to give you a little insight into what we've been working on and a preview of what's planned for upcoming updates.
Our next update is planned for March and will include several features that our wonderful community has been requesting for quite some time. Here's what we're working on:
A brand-new playable character (the roadmap gives you a preview)
New items and 4 new incremental upgrades
Run history and stat tracking
A lite character leveling system based on your tracked runs
Improved RNG for loot drops and missions with Bad Luck Protection
Item Banishing — select items that shouldn't drop in your runs
Stash management QoL improvements (sell with filters, sort by rarity, unequip all, and more)
New Threat stat for missions
Small performance improvements
Character introductions & other little surprises
Here is a sneak peak:
If we can squeeze it in, we're also aiming to include a Weekly Mode — if not in March, it will follow in the summer update.
While we can't yet guarantee every single item on this list will make it into the spring update, we're giving our absolute best to deliver as much as possible. However, as you may be able to deduce from our roadmap, there is much more to come on our journey to full release...
We're currently working on a completely new section of the game, which will contribute to the "Meta Loop" and the "Endgame" in the long term. We don't want to reveal too much just yet, but get ready for a massive challenge in a completely new environment. Even though we're already hard at work on this, it's not expected to be completed until the summer update — after all, we want it to be excellent and, especially for you, particularly challenging.
In order to even reach the MKing Headquarters, you'll first have to defeat new bosses and deal with new types of enemies. Perhaps the new weapons, items, or even the new playable character included in the summer update will help you along the way.
The most requested (and probably also the most difficult to implement) feature — a co-op mode — is currently being evaluated by our team, and we even have an internal prototype. BUT: Don't expect it yet. We can't confirm anything at this point. However, the chances of Deadly Days: Roadtrip getting couch co-op including Steam Remote Play functionality are higher than ever. So please play it cool until we can give you an official confirmation. Beyond that, we're planning further polish and additional content, including more legendary craftable weapons.
- Your Team PixelsplitHi everyone,
we've just released another hotfix addressing some issues in the latest major update.
Changes
Fixed: Already finished achievements continue to popup
Fixed: Crashes after returning to menu with chicken character and santa character
Fixed: When taking a lot of airdrops to the next level airdrops are not distributed gradually in a larger radius but use largest radius right away.
Thanks for your continued support and feedback!
— Team Pixelsplit
Hi everyone,
we've just released another hotfix addressing some issues in the latest major update.
Changes
Balancing: Nerfed armored enemies. Their armor scaling was too high, especially in Endless Mode.
Balancing: Adjusted Copy Shop prices. Fixed an issue where lower rarity items sometimes cost more than higher rarity versions of the same item.
Balancing: Loot Zombies now only flee when damaged, rather than immediately upon entering the viewport. They are also slightly slowed down after taking damage.
Fixed: Switching between save slots could cause saving achievement progress to fail.
Fixed: Save slot menu displaying outdated information.
Fixed: Deleting a save slot now correctly switches to the most recently played slot instead of immediately creating a new empty one.
Fixed: Loot Zombies occasionally getting stuck.
Fixed: Selling an item using controller sometimes sold the previously selected item
Fixed: Mutually exclusive modifiers (e.g., "No Elites" and "Higher Chance of Elite Types") can no longer appear on the same map.
Fixed: A door randomly appearing next to buildings in the Industrial map.
0.18.6 - Fixed: Armor zombies very fast in endless mode
Thanks for your continued support and feedback!
— Team Pixelsplit
Hello Survivors,
2025 is drawing to a close. Together with our fantastic community, we had a great early access launch three months ago, and we are now delighted to present our second major update: Get ready for the SNOWVERLOAD.
Last but not least, we have two pieces of good news: A 35% discount (the first significant discount since the early access launch) and official Steam Deck verification. Yay!
In addition to new items and events, a powerful new character, and a new snowy biome, we wanted to add more depth to the game and give players more agency and weightier decisions to make on their road trip.
The best part: sometimes these airstrikes leave behind gifts that you can add to your inventory. The more you collect, the more powerful your special ability becomes.
A dubious merchant who has some very special items on offer. Interested in a bloody hand, a second-hand syringe or a rotten heart? Then you've come to the right place…
Unlock the vendor at the workbench and he will appear from time to time. Take good care of yourself, because the items you can purchase from him come at a price beyond scrap currency.
Look, who is hiding suspiciously behind the trees? Can you spot him?
This new feature means you'll face some totally new challenges when planning your road trip. Some stages on the map are now marked with an ‘!’ symbol. If you hover over these locations, you'll see what's different here compared to usual.
For example, the Reaper may appear earlier, the player may receive 150% experience points, only Elite Zombies may appear, or the chance of certain items may be increased.
This means that you now should put a little more thought into planning your route, but also ensures that every run will be unique and full of surprises.
Thanks to this new feature, it is now possible to have multiple save games. This allows, for example, several people to play on the same device and have their own save game. It also means you can play the game again from the beginning without having to delete your save game.
What could be worse than being stranded with an empty tank in an area overrun by zombies? That's right: being stranded with an empty tank in front of a confusing maze where the precious petrol is hidden in the far corner. Let us know in the comments what you think of this new alternative to the Highway Blockade event.
A biome with increased snow and sometimes even snowfall.
A new POI in your base. Track your achievements and see at a glance what you can unlock with them. Why not take a look?
A few impressions of a typical Santa road trip. Yes, bicycle pumps can be used on presents:
• Balancing: Nerfed fire zombie explosion range
• Balancing: Nerfed apple pie damage
• Balancing: Armor of armored enemies now scales with threat level
• Balancing: Status effect damage (poison, fire) can now bypass armor and directly damage enemies
• Balancing: The pressure cooker is inflatable now
• Changed: No more spaceshuttle on the non spaceshuttle maps
• Changed: Banana costume is now findable in base after incremental upgrades unlocked (first apple collected)
• Changed: First 1000 Kills achievement now unlocks the encyclopedia and the unlock for encyclopedia is gone
• Improved: Steamdeck Code entry panel in main menu and bug report panel is controller navigatable now \
• Improved: Reworked melee weapons to hit enemies more reliably at high attack speed and low fps
• Improved: Better object occlusion when character behind buildings / structures
• Improved: Enemy attack telegraphs (especially vs Snowy Mountain biome white ground colors)
• Improved: Added glow / outlines to item lootdrops in world, so you know the rarity
• Improved: Notification window for loot also shows the rarity now
• Improved: Long tooltips (incl. list of buffing items) autoscrolls now
• Fixed: When the reaper dies, time and threat level continue to rise
• Fixed: Enemies just standing around if they died offscreen, but then become visible
• Fixed: Pumpkins can land above the canyon chasm and appear to float
• Fixed: The pressure cooker doesn’t apply damage correctly
• Fixed: Melee weapon attack sound delayed
• Fixed: Titan blockage can sometimes not be completed because titans disappear
• Fixed: Items can spawn out of reach and softlock the player in e.g. the titan blockage
• Fixed: Costume shop is usable multiple times
• Fixed: Fps drops when opening bug report panel or promo code panel
• Fixed: Special rarity has wrong graphics when hovering over items
• Fixed: Crash when upgrading powerup
• Fixed: Alarm Tower alarm sound didn't stop
• Fixed: Pumpkin + Spaceshuttle events could appear in endlessmode
• Fixed: When player surrounded by airdrops then zombies couldn't reach player. Now - as last resort - they walk through the airdrops.
• Fixed: Sometimes currency icons (e.g. reroll dice or apples) can get stuck above opened inventory
• Fixed: Inventory sometimes not updating when switching between two instances (e.g. shop vs airdrop)
• Fixed: Spaceship / pumpkin lootspots didn't remove the ? marker on minimap
• Fixed: Spaceship / pumpkin lootspots looted too fast
• Fixed: When dying edge case possible where animation doesn't fire complete event and game gets stuck
• Fixed: Item + fuel pickup sounds instance limited (so not overlapping too much when looting a lot)
• Fixed: Map generation coloring and small object spawning was not seed based
• Fixed: Airdrop lid not fully disappearing sometimes after opening airdrop
• Fixed: Navmesh inside of police building (thus zombies spawning inside)
• Fixed: Spike projectile not aligning with flight path
We want to take a big step closer to our goal of taking the game to the next level during Early Access with the Bloom and Boom update.
To accomplish this, we will take a little more time for the next major update. We don't want to reveal too much at this point, but our goal is to offer all players an enjoyable gaming experience: This means making the introduction to the game a little more appealing, but above all, offering experienced players endless challenges that match their skill level.
Some of you already know this, but here's a reminder for everyone: We use a great tool called Open Decks. Via Discord, you can submit your ideas and feedback directly to our ticket system or vote up existing suggestions.
Our goal is to create the best possible version of “Deadly Days: Roadtrip”. Together with you. So feel free to check it out.
Last, but not least: Check out the supporter pack:
Thanks for your support, feedback and patience,Team PixelsplitDear Survivors,
Winter is coming and so is our next major update. Mark 4th December in your calendars! To celebrate the occasion, we will be offering a substantial discount for the first time since our early access launch.
Here's a little preview of what you can look forward to in the upcoming update:
A small suggestion to bridge the waiting time until the update:
Nominate Deadly Days: Roadtrip for a category of your choice. For example the
Best Game You Suck At Award ːsteammockingː
Review Deadly Days: Roadtrip. Did you know, that you do level up your badge, if you Review (or update your review) for a game you've nominated? You would help us enormously on our road to 2000 reviews. Thank you.
Congratulations on reading this far! Here is the secret clue to our closed beta on the final weekend of November. What do you need to do? Simply visit our Discord and obtain exclusive access!
Perfectly timed with the upcoming SNOWVERLOAD update, there are also three fantastic events we will be participating:
Be a hero! - Comic Con Stuttgart 2025 (29 Nov - 05 Dec):
Bullet Heaven Festival 3.0 (04 - 11 Dez):
Endix Indie Showcase (29 - 30 Nov):
Thanks for your support,
your Team Pixelsplit
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!)
XP Orbs: Orbs now drop in different tiers (meaning fewer orbs on screen, but the same XP value) and can merge together.
Orb Trail Setting: You can now deactivate the XP orb trail in the Graphics Settings, which can sometimes be a performance hog.
Improved performance for Rat Impact, Poison Impact, lighters, throwable explosions (e.g., banana, grenade), and fire shoes.
Steam Deck Love:
Item description font is now bigger and easier to read.
The virtual keyboard will now pop up automatically where needed.
Map hints for character locking events: The Astronaut and Pumpkin events are now clearly marked with a "?" on the map.
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).
Settings Tidy-Up: Moved the density parameters to the Graphics Settings menu.
Weapon sounds now have slight random pitches for more satisfying audio feedback.
Changed the (slightly jarring) confetti unlock sound.
Titan Blockage: This challenge now starts with fewer enemies, but more enemies will be added for every Titan you successfully defeat.
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.
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.
Fixed enemy projectile damage being much lower than it should have been if the projectile didn't reach its max speed.
Fixed some items not showing up in the encyclopedia
Fixed spawned loot (from airdrops, etc.) sometimes landing in unreachable places.
Fixed loot speed on the Normal Highway blockage being dependent on your framerate.
Current health, armor, and stamina are now correctly clamped to their max values. (This fixes a bug where unequipped values could sometimes remain active).
Fixed a bug (hopefully!) where loading missions would rarely get stuck on the loading screen.
Fixed the Franky Boss's tackle sound sometimes looping forever.
Fixed the Apple Pie effect staying active even after unequipping it during an Airdrop.
Fixed the "Death" achievement not triggering if you died while having armor.
Fixed a rare bug where the player could dash onto an inaccessible cliff in canyon/mountain maps.
Fixed the mission choice map generation sometimes becoming unstable when unlocking a new event for the 4th-5th day (Highway Blockage).
Fixed Endless Mode not choosing a random boss if you hadn't beaten all bosses at least once.
Fixed that the Blob Ball will get stuck or fail to reach the player when you're near the burger building.
Fixed that the Blob Ball boss could be flung out of the boss arena by an Airdrop.
https://steamcommunity.com/stats/3026450/leaderboards/17753456
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.Last, but not least: Check out the supporter pack. Thanks for your support, feedback and patience,Team PixelsplitDear survivors,
We launched Early Access four weeks ago. Over 100,000 players worldwide have joined the fight against the zombies. THANK YOU!!!
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:
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.
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.
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.
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!!
See you soon,
Your Pixelsplit Team
Hi everyone,
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!
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!
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!
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!
Blob Ball Boss: Fixed an issue where the Blob Ball boss would stop shooting projectiles in later Endless Mode games.
Power-up Crates: Power-up crates now consistently play the correct sound and break apart properly when destroyed.
Loud Confetti Sound: The sound effect for unlocking items has been volume-adjusted. (No more overly loud confetti!)
Airdrop Item Combining: Fixed a bug where combining items in the Airdrop could sometimes lock the continue button, forcing you to restart the day.
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?)
Pet Collision: Your pet will no longer block target evaluation raycasts.
Apple Press Currency: Currencies regarding the usage of the Apple Press are now saved correctly.
Unreachable Loot: Enemies and bosses will no longer spawn loot or experience out of the reachable play area.
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).
Stats Screen: The Stats screen will no longer sometimes display negative numbers.
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.
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.
Thanks for your support, feedback and patience,
Team Pixelsplit
Hi everyone,
we've just released another hotfix addressing several key issues, especially performance problems with intense projectile builds.
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.
VFX/Audio Culling: We've optimized performance by preventing certain visual effects (VFX) and audio cues from triggering when they are out of sight.
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.
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.
Copyshop Scrap Deduction: Fixed an issue where the Copyshop was not correctly deducting the shown price from your scrap resources.
New Apple Press Save: The new apple press will now save properly under all circumstances.
Blob Boss Sub-Diversions: Resolved a bug where the Blob Boss sub-diversions sometimes flung out of the map boundaries.
Multi-Phase Boss Kill: Fixed an issue where bosses with multiple phases could sometimes become unkillable.
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.
Thank you to everyone who provided save games and feedback—it helped immensely!
This is what Early Access is all about—working together with you, the community.
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.
Thanks for your continued support, feedback, and patience!
— Team Pixelsplit
Hi everyone,
We've just released our latest patch, which includes major balancing changes!
Added: Apple Juicer to the base. This converts apples into Duct Tape with an exponential price increase.
Added: A new pre-wipe leaderboard POI. We've also moved the main leaderboard POI slightly to the right in the base.
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."
Treasure Chest Rework: Removed the broken exponential scaling. It now provides more Crit Chance and a flat income per day, instead of exponential interest.
Void: Buffed damage increases.
Throwables: Buffed damage for Grenades, Bottles, and Molotovs.
Banana: Increased damage.
Rollerskates: In higher rarities, they now trigger marked items multiple times.
Walking Shoes: Reduced the "meters per trigger" requirement, allowing them to trigger more often.
Scopes: Now have an effect on throwables.
Nurse enemy healing: Decreased the healing timer (makes healing happen faster).
Endless Mode Bosses: A bit steeper HP scaling.
Battery: Now properly affects throwables.
Improved: If bookshelf, workbench or wardrope is not unlocked yet we show broken representation of these POIs to give a glimpse.
Fixed: The splash screen video crashing in rare cases
Fixed: The Reaper could sometimes spawn inside buildings.
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:
https://steamcommunity.com/stats/3026450/leaderboards/17712983/
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.
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.
Thanks for your support, feedback and patience,
Team Pixelsplit
Hi everyone,
another release week hotfix.
Fixed (regression): Astronaut was not unlockable anymore, even when finding spaceshuttle. Now you can unlock it again.
Fixed (regression): Kola throwable was not attracting enemies anymore
Hotfixed: Sometimes "continue" did not continue the game. Now these runs can be continued, but the mission choices can have changed for now.
Fixed: Several localization issues, especially in German,
Fixed: Sometimes one frame could get unpaused between mission selection screen and loading screen and audio snippets were audible,
Fixed: Death unlock is unlocked on kill of reaper too now,
Fixed: Resolution & anti aliasing settings sometimes were not saved properly,
Fixed: Game over inventory view didn't show proper hand counts,
Fixed: Rare crash when button spamming in copyshop
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.
Thanks for your support, feedback and patience,
Team Pixelsplit
Hi everyone,
What an incredible launch! We're blown away by the response and the peak of over 7,500 concurrent players. The amount of feedback we've received has been massive, and we're working hard to sort through it all. We're happy with how things are going and are already working on further updates while monitoring all reviews, discord and ingame bug reports.
Of course, no launch is perfect. We've been working hard to address the most critical issues that popped up, and this patch includes fixes for some of the most pressing problems.
Thank you for being part of this journey with us. We're excited to continue building the game alongside our amazing player community!
Improvements
Rat performance: Addressed an issue where rat performance would get progressively worse with higher weapon damage.
Effect Density: The "Effect Density" graphics setting now also applies to throwables.
Bug Fixes
Crashes: Fixed crashes that occurred during intense moments with lots of projectiles and effects on screen.
Freezes: Fixed major freezes that could occur when interacting with loot spots in high-load scenarios.
Kola Zombie Attraction: The President Knabe character's unique ability now works as intended, with zombies being attracted to only one Kola trap. Previously, being drawn to multiple traps at once caused their movement to be erratic or unpredictable.
UI Navigation: Fixed a bug where quickly pausing twice in the inventory could break navigation.
Player Movement: Resolved an issue where a player's movement could become stuck after rapidly clicking on a world Point of Interest (POI) in the base.
Explosion Telegraph: Fixed the visual telegraph for barrels.
Changes
Incremental upgrades: Updated the in-game text for upcoming incremental upgrades. These will be added in future Early Access updates.
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.
Thanks for your support, feedback and patience,
Team Pixelsplit
7,000+ concurrent players and over 150+ reviews in the first 3 hours — you absolutely blew us away!!
We never expected numbers like this on day one. Huge thanks for jumping on this wild roadtrip with us and making launch day so special!
And yes: in between all the release partying we’re already pushing out the first patches and fixes. Keep the feedback coming. It helps us a ton!
This September hit different. Delays, surprise launches, schedules all over the place — suddenly everything was September.
Especially when one particular big title announced its launch date at gamescom, release timings everywhere got shuffled and our own release window got crowded fast.
But instead of fighting for space, we teamed up with four spectacular indies also releasing this week (or just recently!).
Discover fresh indies, jump between genres, and see what happens when release madness turns into a party. Wishlist, play, or just enjoy the ride with some of this September’s most anticipated indie releases:
And that’s not all: today also kicked off the No Time To Loot Festival, hosted by our friends at HumanQube Games!
We’re stoked to be one of 300+ loot-driven games featured there, giving gems of our beloved genre the spotlight they deserve.
This is your perfect chance to dig into even more genre gems, so check out the event and see what treasure you’ll stumble upon!
Dear Survivors, Deadly Days: Roadtrip is officially out in Early Acess - with a juicy launch discount! Check out our reworked launch trailer and get ready to hit the zombie-infested highways:
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 Biomes 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?).
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!
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)
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!
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: 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. \
Added: Crit chance + damage mechanics. Laserpointer item increases crit chance. Crit chance + multiplier can be further increased in meta base incremental upgrades. \
Added: Melee and ranged damage incremental upgrade
Added: New 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
Added: Armor mechanic (used by astronaut item and a new body armor item + heavy boots)
Added: Armored enemy \
Added: UZI weapon
Added: Additional rarities (pink + pink = red, yellow + yellow = orange) \
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: New workbench button in the inventory for better visibility
Improved: Proper stickers for blockages
Improved: Added 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
Improved: New bus musics
Improved: New 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
Improved: One time unlocks have confetti effect on unlock button now. Only item unlocks and workbench show an additional informational popup. (incl. new confetti effects)
Improved: Reworked 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
Improved: New / 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)
Improved: Burned 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) \
Improved: Car collision shapes / less blocking of bullets
Improved: In 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
Improved: Increased smallest font size a bit (for better Steamdeck compatibility)
Improved: Removed colliders from windows to prevent blocking character close to buildings
Improved: Many sound and music adjustments
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
Balancing: Threat level not permanently increased at highway blockage anymore
Balancing: Increased 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
Balancing: Adjusted recipes for spear, sawed off shotgun and uzi
Balancing: Increased revolver damage
Balancing: Character now gets a short duration of invincibility after being hit
Balancing: Increased 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
Balancing: Jumping 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).
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
Dear survivors,
The Early Access version will contain a ton of upgrades, content and chaos. A lot has been fixed, optimized and improved. But see for yourself next Monday, September, 22..
We don't have words for the absolutely amazing support we received from our community on spreading the word about our demo. We're super proud and excited about the positive reviews on our Demo and confident, that the Early Access version will exceed expectations.
By the way: The progress of things you unlock in the Demo will be transferred to the main game as soon as we release!
At the moment our beloved community is adding feedback and ideas from the closed beta to our Opendecks ticket system. If you want to gain some insights on how the roadmap for early access could look like, definitely check that out.
On Opendecks you can upvote cards and submit own ideas on our discord channel. Use the Decky Bot on the channel and submit your reports (/bug /idea /feedback). You will get notified automatically, when the dev team implemented the feature or has a question. That's pretty cool, right?
A little preview of what you can expect in the full version of the game. We showed this trailer at Gamescom 2025. The feedback we got there was great, and we were happy to see everyone who stopped by.
Early Access Content:
55 Items (including 16 unique weapons, not counting the backpack tiles)
8 Bioms for over 16+ procedurally generated maps
7 Enemy Types
5 playable Characters (+ 1 secret character)
6 Powerups
3 Bosses
2 Special events and
1 Bananaperson
We want to take this roadtrip with the community riding shotgun. Early Access lets us test new ideas, see which builds, items and survivors people love or break the most and keep shaping the game together with the communty.
The final version will have more content of everything: playable characters, items, maps, bosses and ways to push your runs to absurd levels. We’ll also polish the core loop and add more features and late-game variety based on feedback.
If you have just discovered our game, we would recommend that you try it out for yourself. Grab our demo while it's still available!
Big thanks to our community once again for their support. Your bug reports, ideas and reactions help us a lot in the development of Deadly Days: Roadtrip.
Your Team Pixelsplit
Dear Survivors,
we’re super excited to announce, that 'Deadly Days: Roadtrip‘ will launch into Early Access on September, 22.
Our team has been focused on the development of the Early Access Version over the last few months. The trailer gives you a small insight into the new features and content. These allow players to try out a countless number of builds. An experimental endless mode will be part of the Early Access version, as well as a Twitch integration, where viewers can determine the content of airdrops and thus deliver powerful weapons and items to the zombie battlefield.
The principle stays the same: Loot, shoot and mow down zombie hordes in this bullet heaven fever dream.
The Early Access Version will include:
55 Items
6 Characters
8 Biomes
15 Maps
6 Powerups
7 Enemy Types + Titan Versions
3 Bosses
A Merchant, a Copyshop, new Event Maps and so much more...
Join our Discord if you want to stay up-to-date. There are monthly giveaways and a super helpful and friendly community.
We have just returned from Gamescom 2025 and are in the final stages of completing the Early Access version. The feedback at the trade fair was great, and you can also play the demo from home:
Thank you very much for your support and the great feedback on the demo.
Your Team Pixelsplit
Dear survivors, In celebration of the 'Games Forged in Germany Sale' we are pleased to announce that ‘Deadly Days: Roadtrip’ is coming to Gamescom and that we are officially working on the Early Access version!
It won't be long before we launch Early Access. We didn't want to reveal anything, but since we're really grateful for the amazing reviews of our demo, your support on Discord and your great ideas on Opendecks, we'll give you a little insight into what we're currently working on.
A little insight into the variety of new items. Any ideas on what these items do? Let us know in the comments!
Please take a look at this wonderful encyclopedia. I'd say there's a lot to discover here...
And that's what your backpack could look like soon...
But of course we are not only working on new items. New procedurally generated biomes, new enemy types, new bosses and maybe even new game modes are in the making...
A canyon? Isn't it perhaps dangerous to park the bus here? Oh well, it'll be fine!
If you have just discovered our game, we would recommend that you try it out for yourself. Grab our demo while it's still available!
Make sure to check out the other games on the Sale. Looking forward to seeing you at Gamescom in Cologne. Perhaps there will be a major announcement on this occasion.
Big thanks to our community once again for their support. Your bug reports, ideas and reactions help us a lot in the development of Deadly Days: Roadtrip.
Your Team Pixelsplit
Hi survivors,
We hope you're enjoying the demo so far!
A new demo patch was just released, fixing some issues.
Death Character: Fixed an issue where the bus could become unusable if the character died and was revived while entering it.
Death Character: Fixed a bug where the Scythe's blade animation would not reset correctly after being revived.
Fixed: Damage falloff for melee weapons sometimes incorrectly applied when hitting environmental objects (like cars).
Fixed: A funny bug that caused large enemies to fly erratically through the air upon death instead of properly disintegrating. (We might bring this back as a feature! :D)
Fixed: Pause menu could become unresponsive if buttons were spammed.
Fixed: Black screen during the loading screen if buttons were spammed
Fixed: Loading screen background would sometimes not scale correctly
Fixed: Flavour texts were not correctly displayed in Japanese
Fixed: Crash when spamming buttons in input rempapping screen
Join our Discord if you want to actively participate in the further development. We are looking forward to it!
- Your Team Pixelsplit
Hello Survivors!
Next Fest just started and we celebrate it with an updated demo! A huge thank you to everyone who has jumped in, played, and shared your valuable feedback with us so far.
For everyone discovering us during Next Fest who's ready to join the fight, welcome to the road!
Before getting to the changes, have you seen our new demo trailer? Check it out!
Now, let's get right into what's new!
We added a fourth character! Unlock this new character by completing a tough in-game achievement.
As Death, you'll wield the iconic Scythe, a brutal melee weapon perfect for crowd control. The scythe also allows the Death to revive after taking fatal damage to give you a crucial second chance.
We've added two new items with a crafting process that makes perfect sense.
The Yo-Yo: A new trinket you can find on your travels that provides a passive reload speed buff. Its effectiveness increases the further it is from your weapon in your inventory. The yo-yo is contained in item pack 4.
The Chainsaw: As everyone knows, the primary component of any quality chainsaw is a yo-yo. Find a yo-yo on the road, then use it at the workbench to manufacture this loud, deadly, zombie-shredding machine. Simple!
Besides the new content we made the following changes since version 0.8.3.
Improved: Our smallest pixel font has been updated to a more readable version that now includes support for a wider range of languages.
Performance: Reduced molotov impact particles
Balancing: When you hit a group of enemies with one melee attack, the first enemy struck will take full damage. Each additional enemy hit by that same swing will now receive slightly reduced damage.
Balancing: Reduced knife damage
Balancing: Increased explosion radius of explosive powerup
Balancing: Nerfed baloon pump melee size buff (and also fixed a bug where the wrong value was displayed in the tooltip)
Balancing: Increased spike ring damage of boss + damaging while inside ring
Balancing: Changed amount and logic how additional mobs are spawned for boss
Fixed: When playing with controller the character didn't face in the walking direction (when not shooting)
Fixed: Sometimes boss arena couldn't be left if destroyed building pieces were in front of buss
Fixed: Left handed melee weapon not rotating correctly
Fixed: Missing SFX for molotov impact
Fixed: Returning to main menu would auto select the Discord button (if playing with controller)
Fixed: Drill description broken in portuguese
Fixed: Several text overflows in different languages
Changed: Language selection moved to "display" category in settings (and made it first setting)
Changed: Some SFX adjustments, incl. low health beeping
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!
Have a nice apocalypse,
your team Pixelsplit
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Deadly Days: Roadtrip, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Deadly Days: Roadtrip statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.