Small changes and fixes! - Some tweaks to Anime Girl - Tweaks to the Pyro Bandits event - Revert to the darker storm changes, for now, due to a bug that could happen to them. This will be fixed in the next big update!
Small changes and fixes!
- Some tweaks to Anime Girl - Tweaks to the Pyro Bandits event - Revert to the darker storm changes, for now, due to a bug that could happen to them. This will be fixed in the next big update!
List of Changes for Hotfix #1 Likely the only hotfix for Trachea Update, unless something goofy pops up! ART UPDATE, see above picture. Old art above, new art below House Recruits should pick up loot properly again Blue Moon flail added to Mansion loot table, as a new sixth possi
List of Changes for Hotfix #1
Likely the only hotfix for Trachea Update, unless something goofy pops up!
ART UPDATE, see above picture. Old art above, new art below
House Recruits should pick up loot properly again
Blue Moon flail added to Mansion loot table, as a new sixth possible roll
Happy 10 Year Anniversary for Death Road to Canada! We launched the game July 21st, 2016. This marks 10 years of active updates, with more coming! Thanks for everyone for all your support for this DECADE of Death Road. As always, if you like what we're doing, tell your friends ab
Happy 10 Year Anniversary for Death Road to Canada! We launched the game July 21st, 2016. This marks 10 years of active updates, with more coming!
Thanks for everyone for all your support for this DECADE of Death Road. As always, if you like what we're doing, tell your friends about Death Road, and tell them to wishlist and apply for the playtest of Space Dingus.
Also, we're extremely close to Overwhelmingly Positive again! If you haven't left a review, please consider doing so.
Here is a message to the community about this update and the upcoming UVULA update, from Sycamore: Hi everybody, Sycamore here again. I hope everybody's well! TRACHEA has been quite the task, but is filled with lots of neat little features and reworks for you to enjoy.
As time goes on I'd like to give every trait or perk the opportunity to be good or at least useable, so let me know which ones you think are bad.
This is heavily CYOA orientated update, with lots of event based additions and changes. I hope you enjoy it!
Off to work on UVULA...did somebody say "muskets"?
Lots of love,
Sycamore
Read on for Playtest news about the upcoming game, future update plans for Death Road, and a full list of changes for this update!
Space Dingus Playtesting
Originally for Space Dingus, we were going to have a really simple playtest, more of a "does this run? does the online multiplayer work?" sort of alpha. We decided to go for a bigger playtest of a vertical slice of the game. A cycle of the new mission table, picking missions, going back to the ship, and repeating as the difficulty increases.
Now we've been testing and polishing that, and we're almost ready to enter larger playtesting. Here's a quick video of some recent footage:
The next update will be the UVULA update. The plans are lots of new special characters, 3 new weapon classes with new quirks, new location types with new art, new events, and more!
Here is a preview of one of the new locations:
For future update plans, I have gotten approval from Madgarden to go up to the letter Z. Counting on my fingers and doing the A B C song, that's at least 6 more giant updates, about 1.5 to 2 years worth.
After that, I don't know. After 11 or 12 years of updates, maybe it's finally time for a sequel? I really feel like we could do a lot with a new game engine that isn't over 12 years old as of today.
Full List of Changes for TRACHEA Update
EDIT JULY 22: Turned console off, it was accidentally on after the beta testing
Rare characters
The Stug: A quiet rally driver who modifies your car over time!
Mobster: A charming dink who can lay down walls of bullet hell!
Swiss Guard: Protects your team and has a halberd combo to master!
Crash Dummy: Really loves being bitten, I promise
Blacksmith: Gungineer Brainiac who makes firearms and ammo!
First Mate: Leap at enemies with a giant anchor! Hit mid-air for powerful AoE!
New Personality Archetypes
This is a big one! We haven't done new Personality checks in quite a long time
These are similar to the old ANGRYSTRONG and CALMSHOT checks
AGILE: HIGH FITNESS, HIGH ATTITUDE! HYPERACTIVE! Quick reactions, quite athletic!
TINKER: HIGH MECHANICAL, HIGH WITS! Engineer your way out of things...sometimes!
Each archetype has 8 new interactions with events, for 16 in total! Many old events are affected
Check the library for more details on the archetypes
New Locations
Forge rare location! Has some new buildings in it. Who could be residing here?
Martial Arts shop, a new city shop location. Some new weapons and upgrades for martial characters! Longbows can also spawn there! Irregularly, but it can happen.
Harbor! Find the masterkey and "masterkey"...great place to find souped-up cars!
New Weapons
Added new weapon class: Flails
Flails have high cooldowns and can be clunky but they have scaling strength-based damage and can be useful even when tired.
Three flails added to the game
Tonfa & Quarterstaff! Great for early-mid game
Kama! A powerful throwable!
Wakizashi: breakable but deadly!
Mortar: a gas based grenade launcher! Exotic
Added heat ray
Added freeze ray
Reworks and Adjustments
LOOT GRAVITY WELL: High WITS followers will now pull loot towards them, like some sort of vacuum or magnet
The radius of this effect scales with WITS
The loot pull effect requires clear line of sight to work
The loot requires you to be relatively safe, it won't work with too many zombies nearby
This can be turned off or adjusted in Zombo Town, in the new Accessibility Options
Anime Fan rework: if you have a paranoid, irritating or oblivious character in the party, they can extend the countdown to disaster!
Friend Of Dog rework: now always has permanently friendly dog companion in missions
Trademark Weapon rework - now always gives a sturdy machete if no other weapon is available. Levels 2 & 3 now give +1 STR and FIT, respectively!
DINK now gets a Megaphone as their trademark weapon!
Sound Sleeper rework: now gives 3 to 6 loyalty at random, and gain a random stat-up whenever you dodge the TIRED trait
Gas siphon rate now scales with mechanical skill
The car now indicates how many people are or should be inside of it
Anime Bandits now have two counters for angry-strong and bandit chars
Improved look and balance of abandoned warehouse
Debutante Tweaks
Debutante umbrella now completely counters the walking rain event
Debutante now starts with the civilized character personality setup, which her description already alludes to
Phoenixes can now access the pyro counter for pyro bandits; Pyromaniacs can still access it as usual
Characters with 8 or more medical can now Fortify other characters, providing them with temporary HP that goes over their usual maximum
Text Events
Pyromaniac bandits! Beware the bonfire!
Cop bandits!
THE MECHA BANDIT (ALL YOUR LOOT IS BELONG TO US)
The Mystery Box
Added 5 new despair events for recently added characters: Ember, Johannes, Admiral, Pewter, Clock King
Gameplay Mode Changes
Horror Mode and Mutation EX now play Lost Hope theme
Other New Content
Accessibility options added to Zombo Town! See the Giant Eagle
Added new tilesets for reworked cities
Added ambience for storms, applies to all modes except Horrors and Extreme Weather
Added new torsos and legs (unisex)
Improved look and balance of abandoned warehouse
New book available in Zombo Town, outlines personality stats and what they do/mean
Tweaks and Bugfixes
Adjusted the appearance of storms
Big fix for buildings sometimes not generating in cities
Fixed typo in YER MONEY OR YOR LIFE
Fixed clock king bug
Adjusted size of sycacity1 to prevent blockages
Lots of small bugfixes
Containers in the railyard glow properly now!
(Hopefully) fixed performance issues relating to the train location on certain devices
Fixed some fluff pixels around the weapons spritesheet
Expanded some old cities slightly to prevent inaccessible buildings
Added hint for chess master event to suggest even high wits chars can't beat it
Fixed bomber zombie text bug
Fixed issue where dog van dogs get fixated on floor loot
Fixed issue where anime fans could fix themselves
Fixed some internal weapon string issues
Fixed old bug where car armour did not upgrade properly in some events
Fixed issues relating to Admiral flare gun ammo and firing
Fixed issue pertaining to craftsman and save scumming
Fixed issue where banks could be heisted with stolen cutlery
Fixed a bug where Puppy and Kitty could grow up despite being stone cold dead
Fixed a bug where umbrellas were not counted properly
Fixed bug where temporary playable rat characters did not properly contribute their loot to the trunk
Fixed bug where goat could be milked infinitely
Added protections to Magus' fade bolt to prevent other chars using it
Fixed issue with new female leg sprites
Fixed issue where freeze'd zombs could unfreeze themselves
This is almost all the changes for the upcoming 10 year anniversary update! This is actually far past testing branch #3, I just have been bad at updating the notes this time. Due to this, I'm just updating all the changelog notes in one giant go. The testing branch is also using
This is almost all the changes for the upcoming 10 year anniversary update! This is actually far past testing branch #3, I just have been bad at updating the notes this time. Due to this, I'm just updating all the changelog notes in one giant go.
The testing branch is also using retail saves right now, instead of the separate beta saves!
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
Full List of Changes for TRACHEA Update
Rare characters
The Stug: A quiet rally driver who modifies your car over time!
Mobster: A charming dink who can lay down walls of bullet hell!
Swiss Guard: Protects your team and has a halberd combo to master!
Crash Dummy: Really loves being bitten, I promise
Blacksmith: Gungineer Brainiac who makes firearms and ammo!
First Mate: Leap at enemies with a giant anchor! Hit mid-air for powerful AoE!
New Personality Archetypes
This is a big one! We haven't done new Personality checks in quite a long time
These are similar to the old ANGRYSTRONG and CALMSHOT checks
AGILE: HIGH FITNESS, HIGH ATTITUDE! HYPERACTIVE! Quick reactions, quite athletic!
TINKER: HIGH MECHANICAL, HIGH WITS! Engineer your way out of things...sometimes!
Each archetype has 8 new interactions with events, for 16 in total! Many old events affected.
Check the library for more details on the archetypes.
New Locations
Forge rare location! Has some new buildings in it. Who could be residing here?
Martial Arts shop, a new city shop location. Some new weapons and upgrades for martial characters! Longbows can also spawn there! Irregularly, but it can happen.
Harbor! Find the masterkey and "masterkey"...great place to find souped-up cars!
New Weapons
Tonfa & Quarterstaff! Great for early-mid game.
Kama! A powerful throwable!
Wakizashi: breakable but deadly!
Mortar: a gas based grenade launcher! Exotic.
Added heat ray
Added freeze ray
Added new weapon class: flails.
Flails have high cooldowns and can be clunky but they have scaling strength-based damage and can be useful even when tired.
Three flails added to the game
Reworks and Adjustments
LOOT GRAVITY WELL: High WITS followers will now pull loot towards them, like some sort of vacuum or magnet
The radius of this effect scales with WITS
The loot pull effect requires clear line of sight to work
The loot requires you to be relatively safe, it won't work with too many zombies nearby
This can be turned off or adjusted in Zombo Town, in the new Accessibility Options
Anime Fan rework: if you have a paranoid, irritating or oblivious character in the party, they can extend the countdown to disaster!
Friend Of Dog rework: now always has permanently friendly dog companion in missions
Trademark Weapon rework - now always gives a sturdy machete if no other weapon is available. Levels 2 & 3 now give +1 STR and FIT, respectively!
DINK now gets a Megaphone as their trademark weapon!
Sound Sleeper rework: now gives 3 to 6 loyalty at random, and gain a random stat-up whenever you dodge the TIRED trait
Gas siphon rate now scales with mechanical skill
The car now indicates how many people are or should be inside of it
Anime Bandits now have two counters for angry-strong and bandit chars
Improved look and balance of abandoned warehouse
Debutante Tweaks
Debutante umbrella now completely counters the walking rain event
Debutante now starts with the civilized character personality setup, which her description already alludes to
Phoenixes can now access the pyro counter for pyro bandits; Pyromaniacs can still access it as usual
Text Events
Pyromaniac bandits! Beware the bonfire!
Cop bandits!
THE MECHA BANDIT (ALL YOUR LOOT IS BELONG TO US)
The Mystery Box
Added 5 new despair events for recently added characters: Ember, Johannes, Admiral, Pewter, Clock King
Gameplay Mode Changes
Horror Mode and Mutation EX now play Lost Hope theme
Other New Content
Accessibility options added to Zombo Town! See the Giant Eagle
Added new tilesets for reworked cities
Added ambience for storms, applies to all modes except Horrors and Extreme Weather
Added new torsos and legs (unisex)
Improved look and balance of abandoned warehouse
New book available in Zombo Town, outlines personality stats and what they do/mean
Tweaks and Bugfixes
Adjusted the appearance of storms
Big fix for buildings sometimes not generating in cities
Fixed typo in YER MONEY OR YOR LIFE
Fixed clock king bug
Adjusted size of sycacity1 to prevent blockages
Lots of small bugfixes
Containers in the railyard glow properly now!
(Hopefully) fixed performance issues relating to the train location on certain devices
Fixed some fluff pixels around the weapons spritesheet
Expanded some old cities slightly to prevent inaccessible buildings
Added hint for chess master event to suggest even high wits chars can't beat it
Fixed bomber zombie text bug
Fixed issue where dog van dogs get fixated on floor loot
Fixed issue where anime fans could fix themselves
Fixed some internal weapon string issues
Fixed old bug where car armour did not upgrade properly in some events
Fixed issues relating to Admiral flare gun ammo and firing
Fixed issue pertaining to craftsman and save scumming
Fixed issue where banks could be heisted with stolen cutlery
Fixed a bug where Puppy and Kitty could grow up despite being stone cold dead
Fixed a bug where umbrellas were not counted properly
Fixed bug where temporary playable rat characters did not properly contribute their loot to the trunk
Fixed bug where goat could be milked infinitely
Added protections to Magus' fade bolt to prevent other chars using it
Fixed issue with new female leg sprites
Fixed issue where freeze'd zombs could unfreeze themselves
Adding more to the upcoming 10 Year Anniversary update! Read below for a list of the new changes, and then a big list of all changes so far. TO ACCESS THE TESTING BRANCH: Right Click "Death Road to Canada" in your Steam Library Go to Properties Click on the Betas tab on the left
Adding more to the upcoming 10 Year Anniversary update! Read below for a list of the new changes, and then a big list of all changes so far.
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
New Changes for Test Branch Update #2
Adjusted storm frequency again
Friend Of Dog rework: now always has permanently friendly dog companion in missions
New feature: gas siphon rate now scales with mechanical skill (thanks for the suggestion!)
Adjusted fridge frequency at the forge
Car feature: car now indicates how many people are or should be inside of it
Fixed some fluff pixels around the weapons spritesheet
Fixed grammar error in cop bandits
Expanded old city slightly to prevent inaccessible buildings
Added hint for chess master event to suggest even high wits chars can't beat it
Fixed bomber zombie text bug
Library now has info on TINKER and AGILE
Loot magnet adjustments
Loot vacuum aura radius reduced at base, also scales slower with wits
Loot vacuum now requires relative safety before activating (can't have too many zombs nearby)
(Hopefully) fixed performance issues relating to the train location on certain devices
EXPERIMENTAL: Getting medical to 8 or more will let you "Fortify" characters for free, granting them one free hit from any damage source
Full List of Changes for TRACHEA Update
Rare characters
The Stug: a quiet rally driver who modifies your car over time!
Mobster: a charming dink who can lay down walls of bullet hell!
Swiss Guard: protects your team and has a halberd combo to master!
Crash Dummy: really loves being bitten I promise
Blacksmith: gungineer brainiac who makes firearms and ammo!
First Mate: leap at enemies with a giant anchor! Hit mid-air for powerful AoE!
New Personality Archetypes
This is a big one! We haven't done new Personality checks in quite a long time
These are similar to the old ANGRYSTRONG and CALMSHOT checks
AGILE: HIGH FITNESS, HIGH ATTITUDE! HYPERACTIVE! Quick reactions, quite athletic!
TINKER: HIGH MECHANICAL, HIGH WITS! Engineer your way out of things...sometimes!
Each archetype has 8 new interactions with events, for 16 in total! Many old events affected.
Check the library for more details on the archetypes.
New Locations
Forge rare location! Has some new buildings in it. Who could be residing here?
Martial Arts shop, a new city shop location. Some new weapons and upgrades for martial characters! Longbows can also spawn there! Irregularly, but it can happen.
Harbor! Find the masterkey and "masterkey"...great place to find souped-up cars!
New Weapons
Tonfa & Quarterstaff! Great for early-mid game.
Kama! A powerful throwable!
Wakizashi: breakable but deadly!
Mortar: a gas based grenade launcher! Exotic.
Added heat ray
Added freeze ray
Added three new flails
Reworks and Adjustments
LOOT GRAVITY WELL: High WITS followers will now pull loot towards them, like some sort of vacuum or magnet
The radius of this effect scales with WITS
The loot pull effect requires clear line of sight to work
The loot requires you to be relatively safe, it won't work with too many zombies nearby
Anime Fan rework: if you have a paranoid, irritating or oblivious character in the party, they can extend the countdown to disaster!
Friend Of Dog rework: now always has permanently friendly dog companion in missions
Trademark Weapon rework - now always gives a sturdy machete if no other weapon is available. Levels 2 & 3 now give +1 STR and FIT, respectively!
DINK now gets a Megaphone as their trademark weapon!
Gas siphon rate now scales with mechanical skill
The car now indicates how many people are or should be inside of it
Anime Bandits now have two counters for angry-strong and bandit chars
Improved look and balance of abandoned warehouse
Text Events
Pyromaniac bandits! Beware the bonfire!
Cop bandits!
THE MECHA BANDIT (ALL YOUR LOOT IS BELONG TO US)
The Mystery Box
Added 5 new despair events for recently added characters: Ember, Johannes, Admiral, Pewter, Clock King
Gameplay Mode Changes
Horror Mode and Mutation EX now play Lost Hope theme
Other New Content
Added new tilesets for reworked cities
Added ambience for storms, applies to all modes except Horrors and Extreme Weather
Added new torsos and legs (unisex)
Improved look and balance of abandoned warehouse
Tweaks and Bugfixes
Big fix for buildings sometimes not generating in cities
Fixed typo in YER MONEY OR YOR LIFE
Fixed clock king bug
Adjusted size of sycacity1 to prevent blockages
Lots of small bugfixes
Containers in the railyard glow properly now!
(Hopefully) fixed performance issues relating to the train location on certain devices
Fixed some fluff pixels around the weapons spritesheet
Expanded some old cities slightly to prevent inaccessible buildings
Added hint for chess master event to suggest even high wits chars can't beat it
We are starting testing for our next gigantic update, TRACHEA. The planned launch for this one is in July, during the 10 Year Anniversary of Death Road to Canada's launch! Lots and lots of new stuff in this one, with a bit more content coming. After that, we will also roll out Ma
We are starting testing for our next gigantic update, TRACHEA. The planned launch for this one is in July, during the 10 Year Anniversary of Death Road to Canada's launch! Lots and lots of new stuff in this one, with a bit more content coming. After that, we will also roll out Mac and Linux builds, like normal. Also like normal, the Beta branch will use its own save files, separate from the normal launch branch. This changes close to the end of the testing, right before launch. TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
New Changes for TRACHEA Update
Rare characters
The Stug: a quiet rally driver who modifies your car over time!
Mobster: a charming dink who can lay down walls of bullet hell!
Swiss Guard: protects your team and has a halberd combo to master!
Crash Dummy: really loves being bitten I promise
Blacksmith: gungineer brainiac who makes firearms and ammo!
First Mate: leap at enemies with a giant anchor! Hit mid-air for powerful AoE!
New Personality Archetypes
This is a big one! We haven't done new Personality checks in quite a long time
These are similar to the old ANGRYSTRONG and CALMSHOT checks
AGILE: HIGH FITNESS, HIGH ATTITUDE! HYPERACTIVE! Quick reactions, quite athletic!
TINKER: HIGH MECHANICAL, HIGH WITS! Engineer your way out of things...sometimes!
Each archetype has 8 new interactions with events, for 16 in total! Many old events affected.
Check the library for more details on the archetypes.
New Locations
Forge rare location! Has some new buildings in it. Who could be residing here?
Martial Arts shop, a new city shop location. Some new weapons and upgrades for martial characters! Longbows can also spawn there! Irregularly, but it can happen.
Harbor! Find the masterkey and "masterkey"...great place to find souped-up cars!
New Weapons
Tonfa & Quarterstaff! Great for early-mid game.
Kama! A powerful throwable!
Wakizashi: breakable but deadly!
Mortar: a gas based grenade launcher! Exotic.
Added heat ray
Added freeze ray
Added three new flails
Reworks and Adjustments
LOOT GRAVITY WELL: High WITS followers will now pull loot towards them, like some sort of vacuum or magnet
The radius of this effect scales with WITS
The loot pull effect requires clear line of sight to work
Anime Fan rework: if you have a paranoid, irritating or oblivious character in the party, they can extend the countdown to disaster!
Trademark Weapon rework - now always gives a sturdy machete if no other weapon is available. Levels 2 & 3 now give +1 STR and FIT, respectively!
DINK now gets a Megaphone as their trademark weapon!
Anime Bandits now have two counters for angry-strong and bandit chars
Improved look and balance of abandoned warehouse
Text Events
Pyromaniac bandits! Beware the bonfire!
Cop bandits!
THE MECHA BANDIT (ALL YOUR LOOT IS BELONG TO US)
The Mystery Box
Added 5 new despair events for recently added characters: Ember, Johannes, Admiral, Pewter, Clock King
Gameplay Mode Changes
Horror Mode and Mutation EX now play Lost Hope theme
Other New Content
Added new tilesets for reworked cities
Added ambience for storms, applies to all modes except Horrors and Extreme Weather
Added new torsos and legs (unisex)
Improved look and balance of abandoned warehouse
Tweaks and Bugfixes
Big fix for buildings sometimes not generating in cities
This update again adds tons of content, of all types. There's new locations including 2 new starter locations, 5 rare characters, weapons, gameplay modes, text events, 4 new vehicles with special properties. There are also major reworks to some old content, along with the usual b
This update again adds tons of content, of all types. There's new locations including 2 new starter locations, 5 rare characters, weapons, gameplay modes, text events, 4 new vehicles with special properties. There are also major reworks to some old content, along with the usual bugfixes. There's so much that it's hard to focus on one thing, but I would like to point out that there's some new changes to City locations! Now you can find interesting setpieces in the cities, to vary those locations a bit.
Read more for a full list of changes for this update and quick news on on my next game, Space Dingus! All the way at the bottom of this post, there will also be a mysterious preview for the next update, TRACHEA.
EDIT: Hotfix changes below, as we add them.
Here is a message from the update developer, Professor Sycamore:
Hello my beloved community! I hope you're all doing well. I've been hard at work on this update, and the next update - TRACHEA - is already in development.
The improvements this update are quite visible - you will almost definitely notice new things if you start a run.
I hope you enjoy this mountain of content! This is our largest update yet. I'm going to sleep for a good 200 years now.
Lots of love Sycamore!
As always, let us know what you think about this update! Either on this steam page, or the Official Rocketcat Discord.
Space Dingus News
Monthly developer logs about our progress continue. We started limited playtesting awhile back, but haven't opened up wider Discord/Steam playtesting yet. We figured that we got this far, so instead of doing a tiny "does this run?" kind of playtest, we may as well get the entire gameplay loop running.
Here is a link to our last developer log, so you can see what experimental stuff we've been working on while we work towards the Big Playtest:
Axes now all hit one singular target, but create an AoE effect around the target!
In many cases, this allows them to cleave more than before!
Many axes have also had their cooldowns reduced!
WHIP NERFS
Leather whip power -> 0.2
Gave leather whips a 0.5% break chance
Infernal whip multihit -> 3
All CDs increased by ~10%
Trait Reworks and Adjustments
Resilient type rework; now provides 1 damage reduction from events
Removed +1 HP for resilient type
Hidden potential rework; check in game for details, now provides max bonus to stats when training
The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets
Trademark Weapon rework: the following traits now have a weapon...
--------------------------------
Bandit || Switchblade
Warrior || Steel Pike
BERSERK || Skullcutter
BTTW || Switchblade
Hero Type || Silver Longsword
Oblivious || Frozen Ham
Resilient || Mailbox
Fierce Temper || Sledgehammer
Hyperfixated || Phaseblade
Craftsman || Stillson Wrench
TBD || Megaphone
---------------------------------
Location Adjustments
Added alternative prison layout
Mysterious factory has received improvements to it's loot table. No more umbrellas!
Removed buoys from beach after consistency complaints
Added pool noodles to the beach
Nerfed prison loot slightly
Exchanged some old trees for better looking ones; relevant to beach, bus depot
Added 4 new vehicles to mechanical rare trader camp
Text Events
BISON CROSSING
CULTIST BANDITS
DARK CARNIVAL
SKELETON CAPTAIN
Added calmshot interaction to merciless bandits
Ringmaster can now command his spider to eat other spiders in events
QOL Improvements
Expanded list of tips and tricks at game start screen - now 100!
Fixed many temporary chars being able to steal your loot!
INFOMATIC LIBRARY added to Zombotown/Unlocks Zone, a place where you can read about extended info about game mechanics!
Other New Content
Reworked Nimbus
Nimbus can now sometimes pick a stat-up when a mission ends, representing his RPG level grinding
Added new vehicles, exclusive to harbour and parking lot...
Ambulance. Fast but fragile, 13 MPG. Characters operate at one medical skill higher than normal when healing
Taxi. Average speed. 12 MPG. Choose one more location for city shop looting events
18-wheeler. Hard to repair but chonky
Camper Van. Slow, extremely easy to repair, eats gas. Provides chance to dodge TIRED effect
Changed Van Smelt scaling to make it more effective, especially past 30 headshots
Road dialogue for all chars from QUADRICEPS, RETINA and STOMACH
Added VISUAL ONLY military zombies to military depot and citadel
More ending conversations for all modes! Quick Death also has an expanded conversation tree as a reward for beating it!
Flavor text for when TIRED is successfully avoided
Tweaks and Bugfixes
Pet shop dogs no longer pick up items until recruited
Added flavour text for when a stat is maxed out but tries to increase
Fixed "brandish guns" option showing when you don't have any guns
Fixed "JUMP IT MAN" outcomes not dealing car damage
Fixed various bugs and text issues in other events
Improved wording of the tutorial and throwing objects guide
Reduced prices of gimmick trader items
Improved compatibility between Back To The Wall and other perks
Chickens should now properly not pickup loot
Fixed bug where cities would not always generate their selected store
Improved visibility of keys and safe combos in edge scenarios
Fixed several events not accounting for gourmands, pets or tiny eaters
Fixed ancient bug pertaining to healing events
Fixed campfires in trader camps not using the right food amount when resting
Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)
Fixed Lynn Thompson grammar error
Fixed G*rf text event bug
Major WIP feature for modders: Prefab Builder. Visit events/stomach/parking_lot_test for a more complete overview & notes. This is useful since nearly all base game buildings are controlled by hardcoded words
Fixed zombie sprite bug
Fixed weapon lists bug
Fixed various other bugs
Fixed Phoenix bottle bug
Fixed ancient bug that made keys not spawn in houses
Fixed bug with Quiet Hotel and similar locations
Fixed Isabelle smite applying to incorrect weapon types
Adjusted Isabelle smite sfx for less audio fatigue
Fixed car key spawning bug in specific area
Fixed bug where post mission screen wouldn't show in some locations
Fixed bug where keys could spawn twice
Fixed bug where Mecha Mountie could kill people still
Fixed bug where halberd was inadvertently affected by axe rework
Fixed typo in hints
Museum treasure spawning reliability improved
Improved consistency in Mansion loot spawning, both rare and uncommon
Improved consistency in for rare Altar location
MODDERS: Drastically improved the Prefab Generator tool. Check parking_lot_example for details
MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate
TRACHEA Update Preview
Working on a new Prefab Builder for easier creation of buildings. Also shown, a couple of new Rare Characters!
Last testing! We could even get this out tomorrow, if we get enough feedback. The testing branch at this point will use retail saves, like we normally do for late testing. EDIT 8:22 AM 4/2 - Release Candidate 2 changes posted below. A little pre-launch hotfix, and also to turn co
Last testing! We could even get this out tomorrow, if we get enough feedback. The testing branch at this point will use retail saves, like we normally do for late testing.
EDIT 8:22 AM 4/2 - Release Candidate 2 changes posted below. A little pre-launch hotfix, and also to turn console off before launch.
The console is turned back on for this testing period, I will turn it off for the launch. Use the ` key to open the console, and then read below for a list of some commands to try out:
New locations: to_the_harbour to_the_train to_the_railyard to_the_citadel
City Rework Testing: road{ sycacity_test1 }
road{ sycacity_test2 }
road{ sycacity_test3 }
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
STOMACH RC2 New Changes
Adjusted wheel positional issue in train
Stopped duplicate spawns in mansion
Fixed text bug in new event
Laid groundwork for new event
CONSOLE OFF
Windows gets DINK Trait again, Mac and Linux do not (hoping to fix this next update)
STOMACH RC1 New Changes
Art updates for 2 new characters, the shipping containers in Harbour, and the Taxi and Camper vehicles
Fixed bug where post mission screen wouldn't show in some locations
Fixed bug where keys could spawn twice
Fixed bug where Mecha Mountie could kill people still
Fixed bug where halberd was inadvertently affected by axe rework
Fixed typo in hints
Reworded medieval axe sell text
Made masterkey shotgun a sellable item
Museum treasure spawning reliability improved
Improved consistency in Mansion loot spawning, both rare and uncommon
Improved consistency in for rare Altar location
Removed leftover "warden" in prison
TRACHEA character and other groundwork for next update
All Changes for STOMACH Update
Rare characters
Admiral : prevents bandits and car breakdowns! Loves water!
Zeus : SMITE ME OH MIGHTY SMITER
B*yonetta : Combo madness!
Magus
Pewter
New Weapons
Dolt ACP, fires twice as slow, always pierces two targets
Target rifle, 1-3 penetration range
Battle rifle, faster than hunting rifle but much lower pen
New Police Station loot:
Added Machinepistol, an interim between uzi and pistol
Added SWAT shotgun, an interim between the shotgun and top tier shottys
New Locations and Adjustments
Train Ride! Hop aboard an automatic train. The first of "Holdout" type missions!
Antiquated Citadel! Defend until the gate can open. Lots and lots of ammo!
2 New Starting Locations
Railyard: Pry open containers w/ a crowbar.
Parking lot: A wide variety of cars are available, including the new vehicles!
Adjustment to City generation, including new setpieces!
Integrated reworked cities into the pool of available layouts. There are now 36 cities in total, up from 18. Easy cities also have rework equivalents
Reworked cities have all sorts of new decorations
Gameplay Modes
Mutation Mode EX! More zombies, and the zombies now also gain much more HP over time!
THE HORRORS MODE. Zombies always know where you are, and spawn from the ground even in missions!
RPG mode has been reworked! Many of the classes have received balance changes or been
redesigned outright. Furthermore, your starting perks, traits and stats matter much more now!
Weapon Reworks and Adjustments
GUN ANIMATIONS FOR MOST MAJOR FIREARMS! Weapons affected:
Axes now all hit one singular target, but create an AoE effect around the target!
In many cases, this allows them to cleave more than before!
Many axes have also had their cooldowns reduced!
WHIP NERFS
Leather whip power -> 0.2
Gave leather whips a 0.5% break chance
Infernal whip multihit -> 3
All CDs increased by ~10%
Trait Reworks and Adjustments
Resilient type rework; now provides 1 damage reduction from events
Removed +1 HP for resilient type
Hidden potential rework; check in game for details, now provides max bonus to stats when training
The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets
Trademark Weapon rework: the following traits now have a weapon...
--------------------------------
Bandit || Switchblade
Warrior || Steel Pike
BERSERK || Skullcutter
BTTW || Switchblade
Hero Type || Silver Longsword
Oblivious || Frozen Ham
Resilient || Mailbox
Fierce Temper || Sledgehammer
Hyperfixated || Phaseblade
Craftsman || Stillson Wrench
TBD || Megaphone
---------------------------------
Location Adjustments
Added alternative prison layout
Mysterious factory has received improvements to it's loot table. No more umbrellas!
Removed buoys from beach after consistency complaints
Added pool noodles to the beach
Nerfed prison loot slightly
Exchanged some old trees for better looking ones; relevant to beach, bus depot
Added 4 new vehicles to mechanical rare trader camp
Text Events
BISON CROSSING
CULTIST BANDITS
DARK CARNIVAL
SKELETON CAPTAIN
Added calmshot interaction to merciless bandits
Ringmaster can now command his spider to eat other spiders in events
QOL Improvements
Expanded list of tips and tricks at game start screen - now 100!
Fixed many temporary chars being able to steal your loot!
INFOMATIC LIBRARY added to Zombotown/Unlocks Zone, a place where you can read about extended info about game mechanics!
Other New Content
Reworked Nimbus
Nimbus can now sometimes pick a stat-up when a mission ends, representing his RPG level grinding
Added new vehicles, exclusive to harbour and parking lot...
Ambulance. Fast but fragile, 13 MPG. Characters operate at one medical skill higher than normal when healing
Taxi. Average speed. 12 MPG. Choose one more location for city shop looting events
18-wheeler. Hard to repair but chonky
Camper Van. Slow, extremely easy to repair, eats gas. Provides chance to dodge TIRED effect
Changed Van Smelt scaling to make it more effective, especially past 30 headshots
Road dialogue for all chars from QUADRICEPS, RETINA and STOMACH
Added VISUAL ONLY military zombies to military depot and citadel
More ending conversations for all modes! Quick Death also has an expanded conversation tree as a reward for beating it!
Flavor text for when TIRED is successfully avoided
Tweaks and Bugfixes
Pet shop dogs no longer pick up items until recruited
Added flavour text for when a stat is maxed out but tries to increase
Fixed "brandish guns" option showing when you don't have any guns
Fixed "JUMP IT MAN" outcomes not dealing car damage
Fixed various bugs and text issues in other events
Improved wording of the tutorial and throwing objects guide
Reduced prices of gimmick trader items
Improved compatibility between Back To The Wall and other perks
Chickens should now properly not pickup loot
Fixed bug where cities would not always generate their selected store
Improved visibility of keys and safe combos in edge scenarios
Fixed several events not accounting for gourmands, pets or tiny eaters
Fixed ancient bug pertaining to healing events
Fixed campfires in trader camps not using the right food amount when resting
Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)
Fixed Lynn Thompson grammar error
Fixed G*rf text event bug
Major WIP feature for modders: Prefab Builder. Visit events/stomach/parking_lot_test for a more complete overview & notes. This is useful since nearly all base game buildings are controlled by hardcoded words
Fixed zombie sprite bug
Fixed weapon lists bug
Fixed various other bugs
Fixed Phoenix bottle bug
Fixed ancient bug that made keys not spawn in houses
Fixed bug with Quiet Hotel and similar locations
Fixed Isabelle smite applying to incorrect weapon types
Adjusted Isabelle smite sfx for less audio fatigue
Fixed car key spawning bug in specific area
Fixed bug where post mission screen wouldn't show in some locations
Fixed bug where keys could spawn twice
Fixed bug where Mecha Mountie could kill people still
Fixed bug where halberd was inadvertently affected by axe rework
Fixed typo in hints
Museum treasure spawning reliability improved
Improved consistency in Mansion loot spawning, both rare and uncommon
Improved consistency in for rare Altar location
MODDERS: Drastically improved the Prefab Generator tool. Check parking_lot_example for details
MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate
This post is another big compilation of recent changes that we haven't posted for awhile. We're wrapping this update up, and testing for bugs. We will launch this likely very early in April. Next up: Linux and Mac testing. The console is turned back on for this testing period. Us
This post is another big compilation of recent changes that we haven't posted for awhile.
We're wrapping this update up, and testing for bugs. We will launch this likely very early in April.
Next up: Linux and Mac testing.
The console is turned back on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out:
New locations: to_the_harbour to_the_train to_the_railyard to_the_citadel
City Rework Testing: road{ sycacity_test1 }
road{ sycacity_test2 }
road{ sycacity_test3 }
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
STOMACH Testbranch #4 New Changes
Adjusted railyard loot to make chainsaw much less common
Started work on new location: harbour. Use "to_the_harbour" if you are interested. Feedback is welcome
Added new vehicles, exclusive to harbour and parking lot...
Ambulance. Fast but fragile, 13 MPG. Characters operate at one medical skill higher than normal when healing
Taxi. Average speed. 12 MPG. Choose one more location for city shop looting events
18-wheeler. Hard to repair but chonky
Camper Van. Slow, extremely easy to repair, eats gas. Provides chance to dodge TIRED effect
Flavour text for when TIRED is successfully avoided
Fixed ancient bug that made keys not spawn in houses
Fixed bug with Quiet Hotel and similar locations
Fixed Isabelle smite applying to incorrect weapon types
Adjusted Isabelle smite sfx for less audio fatigue
Fixed car key spawning bug in specific area
Added more harbour rooms
Added Easter egg to harbour for Dexter enjoyers
Updated camper van sprite; thanks Zeich!
Added 4 new vehicles to mechanical rare trader camp
All Changes for STOMACH Update
Rare characters
Admiral : prevents bandits and car breakdowns! Loves water!
Zeus : SMITE ME OH MIGHTY SMITER
B*yonetta : Combo madness!
Magus
Pewter
New Weapons
Dolt ACP, fires twice as slow, always pierces two targets
Target rifle, 1-3 penetration range
Battle rifle, faster than hunting rifle but much lower pen
New Police Station loot:
Added Machinepistol, an interim between uzi and pistol
Added SWAT shotgun, an interim between the shotgun and top tier shottys
Weapon Reworks and Adjustments
GUN ANIMATIONS FOR MOST MAJOR FIREARMS! Weapons affected:
Axes now all hit one singular target, but create an AoE effect around the target!
In many cases, this allows them to cleave more than before!
Many axes have also had their cooldowns reduced!
WHIP NERFS
Leather whip power -> 0.2
Gave leather whips a 0.5% break chance
Infernal whip multihit -> 3
All CDs increased by ~10%
Trait Reworks and Adjustments
Resilient type rework; now provides 1 damage reduction from events
Removed +1 HP for resilient type
Hidden potential rework; check in game for details, now provides max bonus to stats when training
The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets
Trademark Weapon rework: the following traits now have a weapon...
--------------------------------
Bandit || Switchblade
Warrior || Steel Pike
BERSERK || Skullcutter
BTTW || Switchblade
Hero Type || Silver Longsword
Oblivious || Frozen Ham
Resilient || Mailbox
Fierce Temper || Sledgehammer
Hyperfixated || Phaseblade
Craftsman || Stillson Wrench
TBD || Megaphone
---------------------------------
New Locations and Adjustments
Train Ride! Hop aboard an automatic train. The first of "Holdout" type missions!
Antiquated Citadel! Defend until the gate can open. Lots and lots of ammo!
Railyard! A new starting location to mix things up! Pry open containers w/ a crowbar.
Added alternative prison layout
Adjustment to City generation, including new setpieces!
Integrated reworked cities into the pool of available layouts. There are now 36 cities in total, up from 18. Easy cities also have rework equivalents
Reworked cities have all sorts of new decorations
Mysterious factory has received improvements to it's loot table. No more umbrellas!
Removed buoys from beach after consistency complaints
Added pool noodles to the beach
Nerfed prison loot slightly
Exchanged some old trees for better looking ones; relevant to beach, bus depot
Added 4 new vehicles to mechanical rare trader camp
Gameplay Modes
Mutation Mode EX! More zombies, and the zombies now also gain much more HP over time!
THE HORRORS MODE. Zombies always know where you are, and spawn from the ground even in missions!
RPG mode has been reworked! Many of the classes have received balance changes or been
redesigned outright. Furthermore, your starting perks, traits and stats matter much more now!
Text Events
BISON CROSSING
CULTIST BANDITS
DARK CARNIVAL
SKELETON CAPTAIN
Added calmshot interaction to merciless bandits
Ringmaster can now command his spider to eat other spiders in events
QOL Improvements
Expanded list of tips and tricks at game start screen - now 100!
Fixed many temporary chars being able to steal your loot!
INFOMATIC LIBRARY added to Zombotown/Unlocks Zone, a place where you can read about extended info about game mechanics!
Other New Content
Reworked Nimbus
Nimbus can now sometimes pick a stat-up when a mission ends, representing his RPG level grinding
Added new vehicles, exclusive to harbour and parking lot...
Ambulance. Fast but fragile, 13 MPG. Characters operate at one medical skill higher than normal when healing
Taxi. Average speed. 12 MPG. Choose one more location for city shop looting events
18-wheeler. Hard to repair but chonky
Camper Van. Slow, extremely easy to repair, eats gas. Provides chance to dodge TIRED effect
Changed Van Smelt scaling to make it more effective, especially past 30 headshots
Road dialogue for all chars from QUADRICEPS, RETINA and STOMACH
Added VISUAL ONLY military zombies to military depot and citadel
More ending conversations for all modes! Quick Death also has an expanded conversation tree as a reward for beating it!
Flavor text for when TIRED is successfully avoided
Tweaks and Bugfixes
Pet shop dogs no longer pick up items until recruited
Added flavour text for when a stat is maxed out but tries to increase
Fixed "brandish guns" option showing when you don't have any guns
Fixed "JUMP IT MAN" outcomes not dealing car damage
Fixed various bugs and text issues in other events
Improved wording of the tutorial and throwing objects guide
Reduced prices of gimmick trader items
Improved compatibility between Back To The Wall and other perks
Chickens should now properly not pickup loot
Fixed bug where cities would not always generate their selected store
Improved visibility of keys and safe combos in edge scenarios
Fixed several events not accounting for gourmands, pets or tiny eaters
Fixed ancient bug pertaining to healing events
Fixed campfires in trader camps not using the right food amount when resting
Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)
Fixed Lynn Thompson grammar error
Fixed G*rf text event bug
Major WIP feature for modders: Prefab Builder. Visit events/stomach/parking_lot_test for a more complete overview & notes. This is useful since nearly all base game buildings are controlled by hardcoded words
Fixed zombie sprite bug
Fixed weapon lists bug
Fixed various other bugs
Fixed Phoenix bottle bug
Fixed ancient bug that made keys not spawn in houses
Fixed bug with Quiet Hotel and similar locations
Fixed Isabelle smite applying to incorrect weapon types
Adjusted Isabelle smite sfx for less audio fatigue
Fixed car key spawning bug in specific area
MODDERS: Drastically improved the Prefab Generator tool. Check parking_lot_example for details
MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate
Lots of changes this time! We've been updating testing branch, but haven't posted a changelog in a bit. So this post will catch the changelog up for all the recent additions and tweaks. The console is turned back on for this testing period. Use the ` key to open the console, and
Lots of changes this time! We've been updating testing branch, but haven't posted a changelog in a bit. So this post will catch the changelog up for all the recent additions and tweaks.
The console is turned back on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out:
New locations: to_the_train to_the_railyard to_the_citadel
City Rework Testing: road{ sycacity_test1 }
road{ sycacity_test2 }
road{ sycacity_test3 }
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
STOMACH Testbranch #3 New Changes
Exchanged some old trees for better looking ones; relevant to beach, bus depot
Fixed zombie sprite bug
Drastically improved the Prefab Generator tool for modders. Check parking_lot_example for details
Prefab Generator now supports room generation and entry tags, as well as irregular shapes
Laid groundwork for several TRACHEA locations. ( to_the_forge if you are curious )
Added Parking Lot to starting locations. Experimental!
Improved consistency of parking lot spawns
Fixed Phoenix bottle bug
Resilient type rework; now provides 1 damage reduction from events
Hidden potential rework; check in game for details, now provides max bonus to stats when training
The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets
Changed Van Smelt scaling to make it more effective, especially past 30 headshots
Added flavour text for when a stat is maxed out but tries to increase
MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate
Added interactable posters to Parking Lot
Adjusted parking lot loot
Adjusted parking lot layout to be more logical
Added extra decor to parking lot
Added bathrooms to parking lot
Improved parking lot consistency
Added tire irons to the parking lot
Removed +1 HP for resilient type
Fixed medical text in the library... I'm not a doctor!
Resilient type now grants damage reduction once per event as intended
Adjusted wording on posters in parking lot
Fixed bug with ammo in railyard
Fixed weapon lists bug
Fixed various other bugs
All Changes for STOMACH Update
Rare characters
Admiral : prevents bandits and car breakdowns! Loves water!
Zeus : SMITE ME OH MIGHTY SMITER
B*yonetta : Combo madness!
Magus
Pewter
New Weapons
Dolt ACP, fires twice as slow, always pierces two targets
Target rifle, 1-3 penetration range
Battle rifle, faster than hunting rifle but much lower pen
New Police Station loot:
Added Machinepistol, an interim between uzi and pistol
Added SWAT shotgun, an interim between the shotgun and top tier shottys
Weapon Reworks and Adjustments
GUN ANIMATIONS FOR MOST MAJOR FIREARMS! Weapons affected:
Axes now all hit one singular target, but create an AoE effect around the target!
In many cases, this allows them to cleave more than before!
Many axes have also had their cooldowns reduced!
WHIP NERFS
Leather whip power -> 0.2
Gave leather whips a 0.5% break chance
Infernal whip multihit -> 3
All CDs increased by ~10%
Trait Reworks and Adjustments
Resilient type rework; now provides 1 damage reduction from events
Removed +1 HP for resilient type
Hidden potential rework; check in game for details, now provides max bonus to stats when training
The Big Shot reworks; now is much more consistent and applies to shotguns, also has different colour bullets
Trademark Weapon rework: the following traits now have a weapon...
--------------------------------
Bandit || Switchblade
Warrior || Steel Pike
BERSERK || Skullcutter
BTTW || Switchblade
Hero Type || Silver Longsword
Oblivious || Frozen Ham
Resilient || Mailbox
Fierce Temper || Sledgehammer
Hyperfixated || Phaseblade
Craftsman || Stillson Wrench
TBD || Megaphone
---------------------------------
New Locations and Adjustments
Train Ride! Hop aboard an automatic train. The first of "Holdout" type missions!
Antiquated Citadel! Defend until the gate can open. Lots and lots of ammo!
Railyard! A new starting location to mix things up! Pry open containers w/ a crowbar.
Added alternative prison layout
Adjustment to City generation, including new setpieces!
Integrated reworked cities into the pool of available layouts. There are now 36 cities in total, up from 18. Easy cities also have rework equivalents
Reworked cities have all sorts of new decorations
Mysterious factory has received improvements to it's loot table. No more umbrellas!
Removed buoys from beach after consistency complaints
Added pool noodles to the beach
Nerfed prison loot slightly
Exchanged some old trees for better looking ones; relevant to beach, bus depot.
Gameplay Modes
Mutation Mode EX! More zombies, and the zombies now also gain much more HP over time!
THE HORRORS MODE. Zombies always know where you are, and spawn from the ground even in missions!
RPG mode has been reworked! Many of the classes have received balance changes or been
redesigned outright. Furthermore, your starting perks, traits and stats matter much more now!
Text Events
BISON CROSSING
CULTIST BANDITS
DARK CARNIVAL
SKELETON CAPTAIN
Added calmshot interaction to merciless bandits
Ringmaster can now command his spider to eat other spiders in events
QOL Improvements
Expanded list of tips and tricks at game start screen - now 100!
Fixed many temporary chars being able to steal your loot!
INFOMATIC LIBRARY added to Zombotown/Unlocks Zone, a place where you can read about extended info about game mechanics!
Other New Content
Reworked Nimbus
Nimbus can now sometimes pick a stat-up when a mission ends, representing his RPG level grinding
Changed Van Smelt scaling to make it more effective, especially past 30 headshots
Road dialogue for all chars from QUADRICEPS, RETINA and STOMACH
Added VISUAL ONLY military zombies to military depot and citadel
More ending conversations for all modes! Quick Death also has an expanded conversation tree as a reward for beating it!
Tweaks and Bugfixes
Pet shop dogs no longer pick up items until recruited
Added flavour text for when a stat is maxed out but tries to increase
Fixed "brandish guns" option showing when you don't have any guns
Fixed "JUMP IT MAN" outcomes not dealing car damage
Fixed various bugs and text issues in other events
Improved wording of the tutorial and throwing objects guide
Reduced prices of gimmick trader items
Improved compatibility between Back To The Wall and other perks
Chickens should now properly not pickup loot
Fixed bug where cities would not always generate their selected store
Improved visibility of keys and safe combos in edge scenarios
Fixed several events not accounting for gourmands, pets or tiny eaters
Fixed ancient bug pertaining to healing events
Fixed campfires in trader camps not using the right food amount when resting
Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)
Fixed Lynn Thompson grammar error
Fixed G*rf text event bug
Major WIP feature for modders: Prefab Builder. Visit events/stomach/parking_lot_test for a more complete overview & notes. This is useful since nearly all base game buildings are controlled by hardcoded words
Fixed zombie sprite bug
Fixed weapon lists bug
Fixed various other bugs
Fixed Phoenix bottle bug
MODDERS: Drastically improved the Prefab Generator tool. Check parking_lot_example for details
MODDERS: rifles now preserve more values when penetrating, such as shooterid or anim.substate
More changes for the Testing Branch, still shooting for March or April for the launch. See the new stuff in the Testbranch #2 section, below. It's mostly bugfixes, but also an experimental addition plus a rework for Nimbus Ordeal! The console is turned back on for this testing pe
More changes for the Testing Branch, still shooting for March or April for the launch. See the new stuff in the Testbranch #2 section, below. It's mostly bugfixes, but also an experimental addition plus a rework for Nimbus Ordeal!
The console is turned back on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out:
New locations: to_the_train to_the_railyard to_the_citadel
City Rework Testing: road{ sycacity_test1 }
road{ sycacity_test2 }
road{ sycacity_test3 }
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
STOMACH Testbranch #2 New Changes
Reworked Nimbus
Nimbus can now sometimes pick a stat-up when a mission ends
Major WIP feature for modders: Prefab Builder. Visit events/stomach/parking_lot_test for a more complete overview & notes. This is useful since nearly all base game buildings are controlled by hardcoded words
Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)
Added road signs
In reworked cities, 1 road sign is guaranteed to spawn
Adjusted frequency of The Horrors. Further adjustments may be necessary in future
Fixed Lynn Thompson grammar error
Fixed Zeus, Admiral and Rubick sometimes being female
Refined train premission text
Fixed critical issue with cultist bandit event
Fixed G*rf text event bug
Minor rewordings elsewhere
Lots of other stuff I am forgetting
All Changes for STOMACH Update
Rare characters
Admiral : prevents bandits and car breakdowns! Loves water!
Zeus : SMITE ME OH MIGHTY SMITER
B*yonetta : Combo madness!
Magus
Pewter
New Weapons
Dolt ACP, fires twice as slow, always pierces two targets
Target rifle, 1-3 penetration range
Battle rifle, faster than hunting rifle but much lower pen
New Police Station loot:
Added Machinepistol, an interim between uzi and pistol
Added SWAT shotgun, an interim between the shotgun and top tier shottys
Weapon Reworks
GUN ANIMATIONS FOR MOST MAJOR FIREARMS! Weapons affected:
Axes now all hit one singular target, but create an AoE effect around the target!
In many cases, this allows them to cleave more than before!
Many axes have also had their cooldowns reduced!
WHIP NERFS
Leather whip power -> 0.2
Gave leather whips a 0.5% break chance
Infernal whip multihit -> 3
All CDs increased by ~10%
New Locations and Adjustments
Train Ride! Hop aboard an automatic train. The first of "Holdout" type missions!
Antiquated Citadel! Defend until the gate can open. Lots and lots of ammo!
Railyard! A new starting location to mix things up! Pry open containers w/ a crowbar.
Added alternative prison layout
Adjustment to City generation, including new setpieces!
Integrated reworked cities into the pool of available layouts. There are now 36 cities in total, up from 18. Easy cities also have rework equivalents
Reworked cities have all sorts of new decorations
Mysterious factory has received improvements to it's loot table. No more umbrellas!
Removed buoys from beach after consistency complaints
Added pool noodles to the beach
Nerfed prison loot slightly
Gameplay Modes
Mutation Mode EX! More zombies, and the zombies now also gain much more HP over time!
THE HORRORS MODE. Zombies always know where you are, and spawn from the ground even in missions!
RPG mode has been reworked! Many of the classes have received balance changes or been
redesigned outright. Furthermore, your starting perks, traits and stats matter much more now!
Text Events
BISON CROSSING
CULTIST BANDITS
DARK CARNIVAL
SKELETON CAPTAIN
Added calmshot interaction to merciless bandits
Ringmaster can now command his spider to eat other spiders in events
QOL Improvements
Expanded list of tips and tricks at game start screen - now 100!
Fixed many temporary chars being able to steal your loot!
INFOMATIC LIBRARY added to Zombotown/Unlocks Zone, a place where you can read about extended info about game mechanics!
Other New Content
Reworked Nimbus
Nimbus can now sometimes pick a stat-up when a mission ends, representing his RPG level grinding
Road dialogue for all chars from QUADRICEPS, RETINA and STOMACH
Added VISUAL ONLY military zombies to military depot and citadel
More ending conversations for all modes! Quick Death also has an expanded conversation tree as a reward for beating it!
Trademark Weapon rework: the following traits now have a weapon...
--------------------------------
Bandit || Switchblade
Warrior || Steel Pike
BERSERK || Skullcutter
BTTW || Switchblade
Hero Type || Silver Longsword
Oblivious || Frozen Ham
Resilient || Mailbox
Fierce Temper || Sledgehammer
Hyperfixated || Phaseblade
Craftsman || Stillson Wrench
TBD || Megaphone
---------------------------------
Tweaks and Bugfixes
Pet shop dogs no longer pick up items until recruited
Fixed "brandish guns" option showing when you don't have any guns
Fixed "JUMP IT MAN" outcomes not dealing car damage
Fixed various bugs and text issues in other events
Improved wording of the tutorial and throwing objects guide
Reduced prices of gimmick trader items
Improved compatibility between Back To The Wall and other perks
Chickens should now properly not pickup loot
Fixed bug where cities would not always generate their selected store
Improved visibility of keys and safe combos in edge scenarios
Fixed several events not accounting for gourmands, pets or tiny eaters
Fixed ancient bug pertaining to healing events
Fixed campfires in trader camps not using the right food amount when resting
Adjusted distant thunderstorm FX frequency in weather mode (applies to non-thunder weather)
Fixed Lynn Thompson grammar error
Fixed G*rf text event bug
Major WIP feature for modders: Prefab Builder. Visit events/stomach/parking_lot_test for a more complete overview & notes. This is useful since nearly all base game buildings are controlled by hardcoded words
There's so much stuff in this update I'm not even going to try to summarize it yet. See below for a list of changes! We're shooting for launching this in March or April, but we're getting testing going early. Also, the console is turned back on for this testing period. Use the `
There's so much stuff in this update I'm not even going to try to summarize it yet. See below for a list of changes! We're shooting for launching this in March or April, but we're getting testing going early.
Also, the console is turned back on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out:
New locations: to_the_train to_the_railyard to_the_citadel
City Rework Testing: road{ sycacity_test1 }
road{ sycacity_test2 }
road{ sycacity_test3 }
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
1/10 Hotfix Changes
Integrated reworked cities into the pool of available layouts. There are now 36 cities in total, up from 18. Easy cities also have rework equivalents.
Fixed ancient bug pertaining to healing events
Fixed campfires in trader camps not using the right food amount when resting
Fixed several events not accounting for gourmands, pets or tiny eaters
Fixed bug where cities would not always generate their selected store
Improved visibility of keys and safe combos in edge scenarios
Evil Sycamore can now unlock all perks and traits for you (testbranch)
Adjusted wording of Bison Crossing
Chickens should now properly not pickup loot
RPG and Scepter Mode files now in correct place
Fixed new gamemodes not having icons
New Changes for STOMACH Update
Rare characters
Admiral : prevents bandits and car breakdowns! Loves water!
Zeus : SMITE ME OH MIGHTY SMITER
B*yonetta : Combo madness!
Magus
Pewter
New Weapons
Dolt ACP, fires twice as slow, always pierces two targets
Target rifle, 1-3 penetration range
Battle rifle, faster than hunting rifle but much lower pen
New Police Station loot:
Added Machinepistol, an interim between uzi and pistol
Added SWAT shotgun, an interim between the shotgun and top tier shottys
Weapon Reworks
GUN ANIMATIONS FOR MOST MAJOR FIREARMS! Weapons affected:
EDIT 12/4: One last fix for Linux! Should be fine now EDIT 12/3 1:24 PM Paciifc: Found the issue with Linux and Mac builds, and posted a fix for now. We had to remove ONE trait from each, so D.I.N.K. is gone for now. This was due to a big bug that involves going over the 32 numbe
EDIT 12/4: One last fix for Linux! Should be fine now
EDIT 12/3 1:24 PM Paciifc: Found the issue with Linux and Mac builds, and posted a fix for now. We had to remove ONE trait from each, so D.I.N.K. is gone for now. This was due to a big bug that involves going over the 32 number limit for perks or traits. It's something we'll have to work on for the next update, STOMACH, so hopefully we can fix it then.
Lots of new content in this update, along with tweaks to old content such as perks and traits, and new mechanics added to the heavy "Van" vehicle type. Read more for a full list of changes for this update, a quick update on how Space Dingus is doing, and a preview and launch estimate of the next Death Road to Canada update: STOMACH.
Here is a message from the update developer, Professor Sycamore:
Hello my beloved community! Professor Sycamore here. I've worked hard to bring you this update as usual. There are some new, somewhat experimental features this update. This is also one of our largest updates yet. I hope you enjoy it, and please as ever don't be afraid to give feedback. I look forward to chatting with you all!
STOMACH will be even bigger and better than this update, and is already in development also. Until next time <3
As always, let us know what you think about this update! Either on this steam page, or the Official Rocketcat Discord.
Space Dingus News
We're getting closer to the Steam Playtest. I've been posting monthly developer logs to keep people notified on our progress. You can see the recent Developer Log #2, here, where we talk about how the controls and Special Weapon Slot will work:
View game pageAs always, please Wishlist the game and sign up for the Steam Playtest if you want to be one of the earliest people to try it out!
The next major update for Death Road to Canada is estimated to launch in 4 months. We're going for even bigger updates, but spacing them out a bit to give the modding community a little bit of time to breathe.
Some of Sycamore's plans:
Moving Train Location, seen in the above gif. Lets you actually travel to a new location!
... that you access via the new Train Station location
Big Fort location
New weapons, including possibly animating more of the old weapons
New gameplay modes!
New perks and traits
Full List of Changes for RETINA Update
New Content
Special Characters
Added Isabelle, the Paladin. Smite away!
Added Time Stop character, the CLOCK KING
Added Defective, an eldritch horror multi-splitting character
Gameplay Modes
Added MUTATION mode, where zombies get more resistant and more GRABBY over time
Added INFECTION mode EXTREME
Locations
Added Bank, Marshland, Viaduct locations
Added Gauntlet Siege version of Viaduct location
Weapons
Added 3 new whips, in a new weapon category based on the Ringmaster's unique weapon
Added pike
Added kukri
Added buff banner support weapon
Added Barret 50 cal (named "M.O.A.R")
Made new weapons sellable
Made new weapons findable
Perks and Traits
Duelist perk added, go for those tipper hits
Big Shot perk added, slower ranged, but bonus damage scaling with shooting
Hyperfixated Trait added, get really good at ONE thing
D.I.N.K. Trait added, great combat stats mixed with TERRIBLE morale
Craftsman Trait added, never break a weapon again
Other
Car Boat with turret added as a reward to the Marshland location
Tweaks
Improved the DNK16 "burst" feeling and very marginally buffed it
Hektatrius event updated for one of the new characters
Adjusted Anime Girl store timer setting
Made it easier for AI to get into the car during floods, in Severe Weather Mode
Reworked 4JS Mode: scepters now have a random powerup they spawn with
Prison ammo piles are now rifle ammo crates and drop 25-30 ammo
Nerfed beach loot
Added a sound when a powerup drops in RPG mode
Reworked RPG mode powerup table to be more fair
Adjusted weather mode extra food eating to be more text-compact
Adjusted weather mode extra food eating to be "all or nothing" - either everyone freezes or nobody does
Perks and Traits
Gourmand now provides morale to the team at meals
Kensai Perk reworked according to community discussion, including a -10 penalty to shooting
Phoenix now gets a bottle of hot sauce on start
Hero Type now has an aura of protection
Bow and Arrow dropped arrows now only require you to touch, not pickup, to recharge (good for AI)
Reworked bows to act like the rifles do. Bows scale linearly with your STR stat, up to 11 STR, at which they pierce 11 targets
Buffed Dingus Savant
Sweet Vans
Reworked the regular, dog, and ice cream vans. They all do something special now, to help justify the increased gas costs.
Regular Van: Spawns furniture
Dog Van: Spawns a friendly dog
Ice Cream Van: Spawns delicious flavors
Bugfixes
Fixed bug for gun racks sometimes losing rifles
Bugfix for lightning bolts being pushed inward from map edge
Fixed a bug where bow&arrow arrows were invincible
Fixed a bug where not enough zombies spawned in the warehouse location
Fixed a bug where too much loot spawned in the warehouse loc
Fixed a weapon seller list bug
Fixed some bugs in events pertaining to Friend of Dog
Fixed bug where cameras spontaneous turn into books
Fixed bug where ammo crates still had their hitboxes after being used,
Fixed bug where gamemode wins didn't display for new modes
Fixed beaches not having umbrellas
Fixed beach street lamps
Fixed bug where the stack became a bathtub of character pointers, which could cause further bugs
Fixed bug where trees on the beach would spasm uncontrollably
A few small tweaks, plus now Linux and Mac are available. We're also switching to Retail saves, so debug access and the console are now off. EDIT 11/17: Updated this testing branch with some additional changes, see below. EDIT 11/18: Tiny changes to fix some extra files. TO ACCES
A few small tweaks, plus now Linux and Mac are available. We're also switching to Retail saves, so debug access and the console are now off.
EDIT 11/17: Updated this testing branch with some additional changes, see below.
EDIT 11/18: Tiny changes to fix some extra files.
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
November 17 Hotfix
Adjusted weather mode extra food eating to be more text-compact
Adjusted weather mode extra food eating to be "all or nothing" - either everyone freezes or nobody does
Fixed bug where trees on the beach would spasm uncontrollably
Fixed bug related to selling weapons
Adjustments to character event text to make them more in-line with base game
New Changes for Testbranch #5
LINUX and MAC versions added
Exe file changed to Retail (Live) version, which uses Retail saves and turns off debug and console stuff
Buffed Dingus Savant
DINK chars now start at 2 morale, not 0; prevents 0-day despair events,
Adjusted weapon sprites
Previous List of Changes for RETINA
New Content
Special Characters
Added Isabelle, the Paladin. Smite away!
Ending Dialogue added for Isabelle
Added Time Stop character, work in progress, it will get new art and a retheme
Added Defective, an eldritch horror multi-splitting character
Gameplay Modes
Added MUTATION mode, where zombies get more resistant and more GRABBY over time
Added INFECTION mode EXTREME
Locations
Added Bank, Marshland, Viaduct locations
Added Gauntlet Siege version of Viaduct location
Weapons
Added 3 new whips, in a new weapon category based on the Ringmaster's unique weapon
Added pike
Added kukri
Added buff banner support weapon
Added Barret 50 cal (named "M.O.A.R")
Made new weapons sellable
Made new weapons findable
Perks and Traits
Duelist perk added, go for those tipper hits
Big Shot perk added, slower ranged, but bonus damage scaling with shooting
Hyperfixated Trait added, get really good at ONE thing
D.I.N.K. Trait added, great combat stats mixed with TERRIBLE morale
Craftsman Trait added, never break a weapon again
Other
Car Boat with turret added as a reward to the Marshland location
Tweaks
Improved the DNK16 "burst" feeling and very marginally buffed it
Hektatrius event updated for one of the new characters
Adjusted Anime Girl store timer setting
Made it easier for AI to get into the car during floods, in Severe Weather Mode
Reworked 4JS Mode: scepters now have a random powerup they spawn with
Prison ammo piles are now rifle ammo crates and drop 25-30 ammo
Nerfed beach loot
Added a sound when a powerup drops in RPG mode
Reworked RPG mode powerup table to be more fair
Perks and Traits
Gourmand now provides morale to the team at meals
Kensai Perk reworked according to community discussion, including a -10 penalty to shooting
Phoenix now gets a bottle of hot sauce on start
Hero Type now has an aura of protection
Bow and Arrow dropped arrows now only require you to touch, not pickup, to recharge (good for AI)
Reworked bows to act like the rifles do. Bows scale linearly with your STR stat, up to 11 STR, at which they pierce 11 targets
Buffed Dingus Savant
Sweet Vans
Reworked the regular, dog, and ice cream vans. They all do something special now, to help justify the increased gas costs.
Regular Van: Spawns furniture
Dog Van: Spawns a friendly dog
Ice Cream Van: Spawns delicious flavors
Bugfixes
Fixed bug for gun racks sometimes losing rifles
Bugfix for lightning bolts being pushed inward from map edge
Fixed a bug where bow&arrow arrows were invincible
Fixed a bug where not enough zombies spawned in the warehouse location
Fixed a bug where too much loot spawned in the warehouse loc
Fixed a weapon seller list bug
Fixed some bugs in events pertaining to Friend of Dog
Fixed bug where cameras spontaneous turn into books
Fixed bug where ammo crates still had their hitboxes after being used,
Fixed bug where gamemode wins didn't display for new modes
Fixed beaches not having umbrellas
Fixed beach street lamps
Fixed bug where the stack became a bathtub of character pointers, which could cause further bugs
New art, two new Traits, and some additional changes. Next testbranch, we will get Linux and Mac builds out, and switch the saves to the Retail version. TO ACCESS THE TESTING BRANCH: Right Click "Death Road to Canada" in your Steam Library Go to Properties Click on the Betas tab
New art, two new Traits, and some additional changes. Next testbranch, we will get Linux and Mac builds out, and switch the saves to the Retail version.
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
The console is also turned on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out.
New Changes for Testbranch #4
New art for the new characters, along with art updates for various other new things such as weapons and the locations
Viaduct Siege is now a Gauntlet Siege, where you must reach the right side of the map while getting swarmed by zombies
Added D.I.N.K trait
Added Craftsman trait
Fixed whitespace in whip name
Did some internal renaming and other text changes
Carboat turret now dies when the carboat does
Kensai now has a -10 shooting penalty
Fixed beaches not having umbrellas
Fixed beach street lamps
Fixed bug where the stack became a bathtub of character pointers
Adjusted Time Stop character to fit new theme, name and sprite
Adjusted Isabelle name to "Paladin"
Adjusted Isabelle recruitment dialogue
More fixes we're forgetting
Previous List of Changes for RETINA
New Content
Special Characters
Added Isabelle, the Paladin. Smite away!
Ending Dialogue added for Isabelle
Added Time Stop character, work in progress, it will get new art and a retheme
Added Defective, an eldritch horror multi-splitting character
Gameplay Modes
Added MUTATION mode, where zombies get more resistant and more GRABBY over time
Added INFECTION mode EXTREME
Locations
Added Bank, Marshland, Viaduct locations
Added Gauntlet Siege version of Viaduct location
You can type the following commands into the console to check out the different locations:
to_the_marshes
to_the_viaduct
to_the_treasury
road{ siege2-viaduct }
Weapons
Added 3 new whips, in a new weapon category based on the Ringmaster's unique weapon
Added pike
Added kukri
Added buff banner support weapon
Added Barret 50 cal (named "M.O.A.R")
Made new weapons sellable
Made new weapons findable
Perks and Traits
Duelist perk added, go for those tipper hits
Big Shot perk added, slower ranged, but bonus damage scaling with shooting
Hyperfixated Trait added, get really good at ONE thing
D.I.N.K. Trait added, great combat stats mixed with TERRIBLE morale
Craftsman Trait added, never break a weapon again
Other
Car Boat with turret added as a reward to the Marshland location
Tweaks
Improved the DNK16 "burst" feeling and very marginally buffed it
Hektatrius event updated for one of the new characters
Adjusted Anime Girl store timer setting
Made it easier for AI to get into the car during floods, in Severe Weather Mode
Reworked 4JS Mode: scepters now have a random powerup they spawn with
Prison ammo piles are now rifle ammo crates and drop 25-30 ammo
Nerfed beach loot
Added a sound when a powerup drops in RPG mode
Reworked RPG mode powerup table to be more fair
Perks and Traits
Gourmand now provides morale to the team at meals
Kensai Perk reworked according to community discussion, including a -10 penalty to shooting
Phoenix now gets a bottle of hot sauce on start
Hero Type now has an aura of protection
Bow and Arrow dropped arrows now only require you to touch, not pickup, to recharge (good for AI)
Reworked bows to act like the rifles do. Bows scale linearly with your STR stat, up to 11 STR, at which they pierce 11 targets
Sweet Vans
Reworked the regular, dog, and ice cream vans. They all do something special now, to help justify the increased gas costs.
Regular Van: Spawns furniture
Dog Van: Spawns a friendly dog
Ice Cream Van: Spawns delicious flavors
Bugfixes
Fixed bug for gun racks sometimes losing rifles
Bugfix for lightning bolts being pushed inward from map edge
Fixed a bug where bow&arrow arrows were invincible
Fixed a bug where not enough zombies spawned in the warehouse location
Fixed a bug where too much loot spawned in the warehouse loc
Fixed a weapon seller list bug
Fixed some bugs in events pertaining to Friend of Dog
Fixed bug where cameras spontaneous turn into books
Fixed bug where ammo crates still had their hitboxes after being used,
Fixed bug where gamemode wins didn't display for new modes
Getting close! Next up we're likely to wrap up any fixes, add some new art, and then get Linux and Mac builds out. TO ACCESS THE TESTING BRANCH: Right Click "Death Road to Canada" in your Steam Library Go to Properties Click on the Betas tab on the left of the Properties window C
Getting close! Next up we're likely to wrap up any fixes, add some new art, and then get Linux and Mac builds out.
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
The console is also turned on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out.
New Changes for Testbranch #3
Added a new trait, Hyperfixated
Added Evil Sycamore to the beta branch. From now on, you can use this character to unlock game modes, instantly, during the test branches
Fixed bug with zombie aggro in the Bank,
Added ending rewards for new gamemodes,
Mutation Mode now raises max zp properly,
New modes now have extra ending bits,
Fixed null tile viaduct bug,
Fixed text for bank event,
Fixed banner in testregion not having any charges,
Fixed omitted ending dialogue for new chars,
Fixed bug where Ember couldn't die,
Fixed streetlights in Bank having weird hitboxes,
Fixed typo in mutation mode desc,
fixed bug where carboat turret would appear on new cars,
fixed bug where spider can pick up loot, same goes for bus characters
Previous List of Changes for RETINA
New Content
Special Characters
Added Isabelle, the Paladin. Smite away!
Ending Dialogue added for Isabelle
Added Time Stop character, work in progress, it will get new art and a retheme
Added Defective, an eldritch horror multi-splitting character
Gameplay Modes
Added MUTATION mode, where zombies get more resistant and more GRABBY over time
Added INFECTION mode EXTREME
Locations
Added Bank, Marshland, Viaduct locations
Added Siege version of Viaduct location
You can type the following commands into the console to check out the different locations:
to_the_marshes
to_the_viaduct
to_the_treasury
road{ siege2-viaduct }
Weapons
Added 3 new whips, in a new weapon category based on the Ringmaster's unique weapon
Added pike
Added kukri
Added buff banner support weapon
Added Barret 50 cal (named "M.O.A.R")
Made new weapons sellable
Made new weapons findable
Perks and Traits
Duelist perk added, go for those tipper hits
Big Shot perk added, slower ranged, but bonus damage scaling with shooting
Hyperfixated Trait added, get really good at ONE thing
Other
Car Boat with turret added as a reward to the Marshland location
Tweaks
Improved the DNK16 "burst" feeling and very marginally buffed it
Hektatrius event updated for one of the new characters
Adjusted Anime Girl store timer setting
Made it easier for AI to get into the car during floods, in Severe Weather Mode
Reworked 4JS Mode: scepters now have a random powerup they spawn with
Prison ammo piles are now rifle ammo crates and drop 25-30 ammo
Nerfed beach loot
Added a sound when a powerup drops in RPG mode
Reworked RPG mode powerup table to be more fair
Perks and Traits
Gourmand now provides morale to the team at meals
Kensai Perk reworked according to community discussion
Phoenix now gets a bottle of hot sauce on start
Hero Type now has an aura of protection
Bow and Arrow dropped arrows now only require you to touch, not pickup, to recharge (good for AI)
Reworked bows to act like the rifles do. Bows scale linearly with your STR stat, up to 11 STR, at which they pierce 11 targets
Sweet Vans
Reworked the regular, dog, and ice cream vans. They all do something special now, to help justify the increased gas costs.
Regular Van: Spawns furniture
Dog Van: Spawns a friendly dog
Ice Cream Van: Spawns delicious flavors
Bugfixes
Fixed bug for gun racks sometimes losing rifles
Bugfix for lightning bolts being pushed inward from map edge
Fixed a bug where bow&arrow arrows were invincible
Fixed a bug where not enough zombies spawned in the warehouse location
Fixed a bug where too much loot spawned in the warehouse loc
Fixed a weapon seller list bug
Fixed some bugs in events pertaining to Friend of Dog
Fixed bug where cameras spontaneous turn into books
Fixed bug where ammo crates still had their hitboxes after being used,
Fixed bug where gamemode wins didn't display for new modes
Here's another update to the testing branch for the RETINA update! The big things to try out are two new gameplay modes. A little bit more new content may be coming, but mostly we're in the testing phase at this point. TO ACCESS THE TESTING BRANCH: Right Click "Death Road to Cana
Here's another update to the testing branch for the RETINA update! The big things to try out are two new gameplay modes. A little bit more new content may be coming, but mostly we're in the testing phase at this point.
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
The console is also turned on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out.
New Changes for Testbranch #2
November 1 Mini-Hotfix
Fixed bug where ammo crates still had their hitboxes after being used,
Fixed bug where gamemode wins didn't display for new modes,
Fixed typo with Duelist unlock text,
New locations added to respective decks,
New characters added to respective decks
Added blue sparks for tiphits on Duelist chars,
Reworked RPG mode powerup table to be fairer,
Marginally improved The Big Shot ranged damage per stat to 17% (vs 16),
Added a sound when a powerup drops in RPG mode
Initial Changes
Added MUTATION mode,
Added INFECTION mode EXTREME,
Fixed bug with marshland gunner appearing when they weren't meant to,
Fixed bug where Hero Type chars couldn't work off screen,
Fixed bug where some Viaduct tiles swallowed you whole,
Improved depth illusion in Viaduct,
Fixed bug where MOAR was invisible,
Fixed bug where some marsh cliffs didn't have overhangs,
Renamed Fencer to Duelist,
Prison ammo piles are now rifle ammo crates and drop 25-30 ammo,
Nerfed beach loot,
Reworked bows to act like the rifles do. Bows scale linearly with your STR stat, up to 11 STR, at which they pierce 11 targets.,
Reworked 4JS Mode: scepters now have a random powerup they spawn with. Test the mode yourself to see the full extent,
Bow and Arrow dropped arrows now only require you to touch, not pickup, to recharge (good for AI),
Fixed bug where cameras spontaneous turn into books
Previous List of Changes for RETINA
New Content
Special Characters
Added Isabelle, the Paladin. Smite away!
Ending Dialogue added for Isabelle
Added Time Stop character, work in progress, it will get new art and a retheme
Added Defective, an eldritch horror multi-splitting character
Locations
Added Bank, Marshland, Viaduct locations
Added Siege version of Viaduct location
You can type the following commands into the console to check out the different locations:
to_the_marshes
to_the_viaduct
to_the_treasury
road{ siege2-viaduct }
Weapons
Added 3 new whips, in a new weapon category based on the Ringmaster's unique weapon
Added pike
Added kukri
Added buff banner support weapon
Added Barret 50 cal (named "M.O.A.R")
Made new weapons sellable
Made new weapons findable
Perks
Fencer perk added
Big Shot perk added
Other
Car Boat with turret added as a reward to the Marshland location
Tweaks
Improved the DNK16 "burst" feeling and very marginally buffed it
Hektatrius event updated for one of the new characters
Adjusted Anime Girl store timer setting
Made it easier for AI to get into the car during floods, in Severe Weather Mode
Perks and Traits
Gourmand now provides morale to the team at meals
Kensai Perk reworked according to community discussion
Phoenix now gets a bottle of hot sauce on start
Hero Type now has an aura of protection
Sweet Vans
Reworked the regular, dog, and ice cream vans. They all do something special now, to help justify the increased gas costs.
Regular Van: Spawns furniture
Dog Van: Spawns a friendly dog
Ice Cream Van: Spawns delicious flavors
Bugfixes
Fixed bug for gun racks sometimes losing rifles
Bugfix for lightning bolts being pushed inward from map edge
Fixed a bug where bow&arrow arrows were invincible
Fixed a bug where not enough zombies spawned in the warehouse location
Fixed a bug where too much loot spawned in the warehouse loc
Fixed a weapon seller list bug
Fixed some bugs in events pertaining to Friend of Dog
It hasn't even been a month since QUADRICEPS, but there's another massive update coming soon, RETINA! More features will be coming, mostly in the form of tweaks, another set of reworks to Bow and Arrow, and new Gameplay Modes. TO ACCESS THE TESTING BRANCH: Right Click "Death Road
It hasn't even been a month since QUADRICEPS, but there's another massive update coming soon, RETINA! More features will be coming, mostly in the form of tweaks, another set of reworks to Bow and Arrow, and new Gameplay Modes.
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
The console is also turned on for this testing period. Use the ` key to open the console, and then read below for a list of some commands to try out.
List of Changes for RETINA
New Content
Special Characters
Added Isabelle, the Paladin. Smite away!
Ending Dialogue added for Isabelle
Added Time Stop character, work in progress, it will get new art and a retheme
Added Defective, an eldritch horror multi-splitting character
Locations
Added Bank, Marshland, Viaduct locations
Added Siege version of Viaduct location
You can type the following commands into the console to check out the different locations:
to_the_marshes
to_the_viaduct
to_the_treasury
road{ siege2-viaduct }
Weapons
Added 3 new whips, in a new weapon category based on the Ringmaster's unique weapon
Added pike
Added kukri
Added buff banner support weapon
Added Barret 50 cal (named "M.O.A.R")
Made new weapons sellable
Made new weapons findable
Perks
Fencer perk added
Big Shot perk added
Other
Car Boat with turret added as a reward to the Marshland location
Tweaks
Improved the DNK16 "burst" feeling and very marginally buffed it
Hektatrius event updated for one of the new characters
Adjusted Anime Girl store timer setting
Made it easier for AI to get into the car during floods, in Severe Weather Mode
Perks and Traits
Gourmand now provides morale to the team at meals
Kensai Perk reworked according to community discussion
Phoenix now gets a bottle of hot sauce on start
Hero Type now has an aura of protection
Sweet Vans
Reworked the regular, dog, and ice cream vans. They all do something special now, to help justify the increased gas costs.
Regular Van: Spawns furniture
Dog Van: Spawns a friendly dog
Ice Cream Van: Spawns delicious flavors
Bugfixes
Fixed bug for gun racks sometimes losing rifles
Bugfix for lightning bolts being pushed inward from map edge
Fixed a bug where bow&arrow arrows were invincible
Fixed a bug where not enough zombies spawned in the warehouse location
Fixed a bug where too much loot spawned in the warehouse loc
Fixed a weapon seller list bug
Fixed some bugs in events pertaining to Friend of Dog
9 years after the original release, Death Road to Canada is still going with a major update released with fun new game modes. Read the full article here:
9 years after the original release, Death Road to Canada is still going with a major update released with fun new game modes.
Read the full article here: https://www.gamingonlinux.com/2025/10/death-road-to-canada-gets-a-major-free-update-with-new-game-modes/
QUADRICEP is the biggest Death Road Update in quite awhile! There are lots of big new mechanics and changes. It features 4 new gameplay modes with all new mechanics, and giant reworks to both bows and rifles. There is also a lot of new content, including special characters, weapo
QUADRICEP is the biggest Death Road Update in quite awhile! There are lots of big new mechanics and changes. It features 4 new gameplay modes with all new mechanics, and giant reworks to both bows and rifles. There is also a lot of new content, including special characters, weapons, hats, locations, and more!
If you like the update, please tell your friends and leave a positive review for the game! We are just on the verge of Overwhelmingly Positive again. It would be incredible to get that.
Read below for a full list of changes.
This update is all thanks to Professor Sycamore on the Official Discord. Here's a message from the developer of this update:
"Hello my beloved community! Professor Sycamore here. I worked hard on this update, and I'm looking forward to the feedback everybody has! Feel free to reach out. Enjoy all the new content! Lots of love, Sycamore <3"
Space Dingus Playtest Signups!
In addition to this big update, you can now sign up for the upcoming Playtest for our Death Road spiritual sequel! We hope to have even the early playtests for Space Dingus have online multiplayer, so we can focus on testing that as early as possible.
Sign up for the Playtest and Wishlist the game, here:
View game page I will post more news on our plans for the first Playtest on the Space Dingus Steam news section, this Friday! I will also post a big developer log about what we've been working on, and what's next.
Death Road to Canada Future Update Plans
More big updates coming! The next update is going to be started soon, and Sycamore already has some plans laid out for it. When we're about halfway done with the update, I'll make a news post on the upcoming content, so we can get early feedback.
Early plans involve more gameplay modes, further tweaks to the Bow Rework from this update, old Trait buffs and reworks, and maybe WHIPS added as a general weapon class.
QUADRICEPS Update Full List of Changes
Gameplay Modes
INFECTION
Time is ticking until you all turn into zombies. Every zombie you kill increases the timer, but only once you leave the mission to rest!
SEVERE WEATHER MODE
Less zombies, but now it's you versus the elements. New, dangerous weather patterns. And all this inclement weather makes everyone more hungry.
RPG Mode
Classes and powerups, in my Death Road? TRIPLE the zombies.
4 Jerks SCEPTER Mode
Start with 4 people, all with strange new powers. ALSO TRIPLE the zombies.
New Locations
Beach
Nice and relaxing ocean views
Warehouse
A grab bag of special weapons and items at the end!
Bus Depot
Contains a MYSTERY SURPRISE (it's a bus)
Prison
Avoid the cameras!
Special Characters
Dr Hawke: Healer extraordinaire
Ember: Gas powered robot
Ringmaster: Has a whip, and a cuddly pet
New Weapons
3 Round Burst rifle: So bursty
Mamba: A special pistol with a kick, that pierces nearly as well as a high powered rifle
Autorevolver: A solid pistol, added to several different loot tables!
Flechette Shotgun: Close range specialization
Longbow: An extremely powerful bow, that you get for picking Bow+Arrows plus Specialist
Rifle and Bow Rework
Slow Rifle Rework!
Rifles now have much more consistent ranges for zombie penetration
Affects Cowboy, Hunting, Sniper rifles, and Slug shotguns
QUICK CHART (penetration depends on shooting skill):
Cowboy: 1-3
Hunting: 2-6
Sniper: 2-5
Slug: 3-8
Bow Rework!
Cupid Bow arrows nerf 60 -> 50
Arrows move faster and have air trails during flight
Arrows may drop on the floor, so you can pick them up again
Arrows that don’t kill a target may embed in them, slowing them down
New Perks (Now 30 Perks and 30 Traits total!)
CHAIRMASTER: Gives new powerful bonuses to throwing furniture
KENSAI: 15% faster melee weapons, 80% longer cooldown on all ranged
More Changes
New HATS
Loot table updates for Police Station and Military Depot, to support the new weapons
Also updated for nicercommon-gun, niceranged, and exoticweapons loot pools
New car wrecks
Jukebox added to bars
Honcho fix
Fixes for punchbot bugs
Endings for the Pancreas and Quadricep characters
Blowtorch is now 1.5x more ammo efficient
Duckhunter art update
Thanks for reading the full post! As always, Death Road to Canada has thrived almost entirely on word of mouth. Tell your friends about our latest update, and maybe buy them gift copies when it's on sale!