Death Road Anniversary!
July 28: I'm making the developer branch of Death Road public! This will give extra debug tools to modders. This includes the level editor, for making new rooms. Information on how to access this will be posted to the Modding forum on the 28th. August 4: DUODENUM Update launch. New characters, events, locations, rare trading camps, and new features. Check Announcements the Testing Branch notes, which has instructions on how to test it right now. Just recently we added furniture barricading. August 11: Death Road to Canada Year 2 Update Plans. We're going to make a FAQ on the discussions forums. This will include a link to a Death Road Trello that will track our future update plans. August 18: ːhorsemannːSPECIAL MYSTERY VIDEO ːsuperdogːːzombfaceːːzombfaceːːzombfaceː
On Steam alone, Death Road to Canada has gone past 100k copies sold! Not bad! It has also done well on iOS. We're still waiting on the Android version from the porting company, and are in talks to get it on other platforms. By far, the reason for the success of Death Road is fans and streamers. Press coverage of Death Road to Canada has been nearly non-existent, except for a handful of outlets. Streamers and word of mouth not only saved the game's launch, but made it a success. It has definitely done well enough for us to keep going. Thanks for all the support! If you like what we're doing with the game and its updates, tell your friends and leave reviews for the game. We've added so many features in a year. Death Road now is like a sequel of what it was at launch. More updates are on the way! For the next year of Death Road, we're continuing updates. Updates to the game will generally be more relaxed and more content focused. We will have a big list of features and requests, and we'll draw from that list to work on. We're going to make this list public, so everyone can follow development along. Two big things we want to take another stab at are splitscreen improvements and localization. There are other big requests or personal feature wants, too, like some sort of expanded mod support. Some things that we don't get to (or try but fail at) will go into sequel territory. While continuing updates, we're also going to look into prototypes and sequels/followups more. Some of the requests, most notably online multiplayer, would require either prototyping and/or a sequel to get right. There should be some back and forth crossover here, with things we do for updates going into a possible sequel and vice versa. For a followup game, I really want to do something more like the old Zelda games. Something more traditional action-RPG based, with many enemy types. Death Road was built around making ONE ENEMY TYPE work, but previous games I've done like Wayward Souls had over a hundred enemy types. More details on followups, sequels, and prototypes as we get to them. As always, I'll be reading the comments. Let me know what you think!
[ 2017-07-21 21:38:19 CET ] [ Original post ]
Today is the one year anniversary of Death Road to Canada launching! To celebrate one year of players looting toilets for toilet loot, we're going to be doing announcements for the next month. They'll all be posted on Friday, and will include the big DUODENUM Update on August 4th.
Keep reading for details on what's coming up, and a retrospective on how Death Road has done and where it's going in the future!
Anniversary Month Plans
July 28: I'm making the developer branch of Death Road public! This will give extra debug tools to modders. This includes the level editor, for making new rooms. Information on how to access this will be posted to the Modding forum on the 28th. August 4: DUODENUM Update launch. New characters, events, locations, rare trading camps, and new features. Check Announcements the Testing Branch notes, which has instructions on how to test it right now. Just recently we added furniture barricading. August 11: Death Road to Canada Year 2 Update Plans. We're going to make a FAQ on the discussions forums. This will include a link to a Death Road Trello that will track our future update plans. August 18: ːhorsemannːSPECIAL MYSTERY VIDEO ːsuperdogːːzombfaceːːzombfaceːːzombfaceː
One Year of Death Road
On Steam alone, Death Road to Canada has gone past 100k copies sold! Not bad! It has also done well on iOS. We're still waiting on the Android version from the porting company, and are in talks to get it on other platforms. By far, the reason for the success of Death Road is fans and streamers. Press coverage of Death Road to Canada has been nearly non-existent, except for a handful of outlets. Streamers and word of mouth not only saved the game's launch, but made it a success. It has definitely done well enough for us to keep going. Thanks for all the support! If you like what we're doing with the game and its updates, tell your friends and leave reviews for the game. We've added so many features in a year. Death Road now is like a sequel of what it was at launch. More updates are on the way! For the next year of Death Road, we're continuing updates. Updates to the game will generally be more relaxed and more content focused. We will have a big list of features and requests, and we'll draw from that list to work on. We're going to make this list public, so everyone can follow development along. Two big things we want to take another stab at are splitscreen improvements and localization. There are other big requests or personal feature wants, too, like some sort of expanded mod support. Some things that we don't get to (or try but fail at) will go into sequel territory. While continuing updates, we're also going to look into prototypes and sequels/followups more. Some of the requests, most notably online multiplayer, would require either prototyping and/or a sequel to get right. There should be some back and forth crossover here, with things we do for updates going into a possible sequel and vice versa. For a followup game, I really want to do something more like the old Zelda games. Something more traditional action-RPG based, with many enemy types. Death Road was built around making ONE ENEMY TYPE work, but previous games I've done like Wayward Souls had over a hundred enemy types. More details on followups, sequels, and prototypes as we get to them. As always, I'll be reading the comments. Let me know what you think!
Death Road to Canada
Rocketcat Games
Rocketcat Games
2016-07-21
Action Singleplayer
Game News Posts 228
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(7592 reviews)
http://www.deathroadtocanada.com
https://store.steampowered.com/app/252610 
The Game includes VR Support
Death Road to Canada - Linux [50.52 M]
Death Road to Canada is a Randomly Generated Road Trip Simulator. You control and manage a car full of jerks as they explore cities, recruit weird people, argue with each other, and face gigantic swarms of slow zombies.
Death Road is built for replay value. Everything is randomized: locations, events, survivor appearances and personalities. There's a different story every time you play, set in a world that doesn't take itself too seriously.
Death Features:
Death Road is built for replay value. Everything is randomized: locations, events, survivor appearances and personalities. There's a different story every time you play, set in a world that doesn't take itself too seriously.
Death Features:
- Up to 500 zombies can hunt you down at a time. Fight them, try to squirm past, or run.
- Use the character creator to put yourself, friends, and family in the game. Have them show up at random to get eaten!
- Find special and rare events, weapons, and characters with strange abilities.
- Make tough choices in Interactive Fiction events. Get different options and results based on the traits of your party members.
- Teach a dog how to drive a car.
- Throw chairs. Get your characters strong enough to throw large sofas.
- Most family friendly zombie apocalypse game on the market! Any gore explosion is in a cute style. We censor the word d*ngus once.
- Tell people to "Cool it."
MINIMAL SETUP
- OS: Ubuntu 22.04 LTS or newer
- Processor: 1.3 ghzMemory: 128 MB RAM
- Memory: 128 MB RAM
- Graphics: Minimum Supported Texture Size 2048x2048
- Storage: 60 MB available space
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