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."
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!\n
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:\n[c]to_the_train[/c] \n[c]to_the_railyard[/c] \n[c]to_the_citadel\n[/c]\nCity Rework Testing:\n[c]road{ sycacity_test1 }[/c]
[c]road{ sycacity_test2 }[/c]
[c]road{ sycacity_test3 }[/c]\n\n\nTO ACCESS THE TESTING BRANCH:
[olist]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\"
[/*][/olist]STOMACH Testbranch #2 New Changes
Reworked Nimbus
[list]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:
[list]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:
[list]Pistol, silenced pistol, shotgun, slug shotgun, hunting rifle, minigun, uzi, ak47, dolt, snubnose, flechette shotgun
[/*]
Axe Rework!
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
[list]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
[list]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...
[c]--------------------------------[/c]
[c]Bandit || Switchblade[/c]
[c]Warrior|| Steel Pike [/c]
[c]BERSERK|| Skullcutter[/c]
[c]BTTW || Switchblade[/c]
[c]Hero Type|| Silver Longsword[/c]
[c]Oblivious|| Frozen Ham [/c]
[c]Resilient|| Mailbox [/c]
[c]Fierce Temper|| Sledgehammer[/c]
[c]Hyperfixated|| Phaseblade [/c]
[c]Craftsman|| Stillson Wrench [/c]
[c]TBD|| Megaphone [/c]
[c]---------------------------------[/c]
[/*]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
[/*]
Minimum 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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