Deadly Days: Roadtrip

Patch 1.0.1

Pixelsplit

Hi survivors,

It’s been about a week since our big 1.0 release, and we’ve received so many kind words, so much feedback and so many great suggestions. First of all: thank you!

This patch focuses on bug fixes and smaller improvements, including fixes for the crashes you reported most often.

Improvements

  • Stash management can now sort by type
  • Locked upgrades in Upgrades + Unlocks now show ??? and a dimmed icon
  • Run history now shows runs you quit as “Abandoned” instead of “Defeated”
  • The Teleporter is no longer used by the Auto Use Power Ups settings
  • The “The winning collection” achievement now reads “For every item, win a run with it in your backpack.”.
  • The base camp now has a usable toilet.

Bosses

  • Fixed: When a boss is picked at random, it is no longer the boss you just beat. Bosses you have never beaten come first, and bosses you haven’t beaten in a long time come back.
  • Fixed: Laz could take a very long time to appear on saves that had beaten the end boss before 1.0
  • Fixed: Quitting mid-run and continuing later could skip a boss in the boss order
  • Fixed: Scoop’s projectile impacts could deal no damage
  • Fixed: The Dumpling fight could never end when the boss had very high health
  • Fixed: The Surfboard did not damage bosses

Balancing

  • Hammer and Dice no longer trigger an extra time when you leave an event such as the merchant
  • Treasure Chest now gives its scrap at the end of the day instead of the start
  • Crossbow bounces now reduce damage, as they were meant to
  • Rerolling the bonus airdrop (every fifth crate) no longer raises its loot level again with each reroll

Fixes

  • Memos no longer appear in Endless or weekly challenges, and empty memo pickups no longer stay on the map
  • Single-handedly now counts all the hands your weapons use. Two one-handed weapons use two hands, so that run no longer qualifies.
  • Throwing Knives never triggered on-hit item effects
  • Throwing Knives broke right after being thrown on ship decks in harbor maps
  • Thrown items hit the overhead beams of bridges and the gates in the labyrinth
  • Merged projectiles triggered fewer on-hit item effects
  • Merged explosions dealt too little burn damage and triggered too few on-hit effects
  • Explosions could trigger on-hit item effects on things that are not enemies
  • Uranium explosions and Throwing Knives ignored the effect and projectile density settings
  • The Teleporter could drop you inside a house or into empty space
  • Reward crates could fly to the bus instead of landing near you
  • Upgrading a Robot Arm with the Hammer did not apply its new effect right away
  • Enemies freed from being stuck could end up inside the ground
  • Using the swing in the base could throw you out of the map
  • The base camp crowd shrank for the rest of your visit when a wanderer disappeared
  • Meta threat level dropped when you left the base for the main menu
  • Hands tutorial showing rotate action instead of continue

Inventory & UI

  • Selling or crafting away an item that gives extra hands could leave weapons equipped beyond your hand limit
  • The item you swapped out could stick to the cursor when the swap put you over the hand limit
  • A dragged item lost its selector markers when the inventory refreshed
  • Inventory selector tiles were drawn behind items and sat in the wrong place on rotated items
  • The reroll button disappeared on the next queued airdrop after you merged a reward
  • Rerolling a reward could leave health, armor or stamina above their maximum
  • Scrolling down in stash management could leave scrolling locked after you left it
  • The settings category reset stopped working after you closed and reopened settings
  • Some settings sliders could not reach their default value
  • The achievement popup was hidden during boss cutscenes, so you only heard it
  • The threat clock jumped around when your apple count was very high
  • The XP bar lagged behind when you picked up many orbs at once
  • The end-of-day screen showed your apple counter, which only belongs on the end-of-run screen
  • The intro was stretched on screens that are not 16:9
  • The Masterplan was cut off on screens narrower than 16:9
  • Tutorial bubbles on the bus inventory could stay stuck until you restarted

Co-op

  • Fixed the most common co-op crash, which mostly happened in long sessions
  • Player 2’s swapped-out item could duplicate into the stash
  • A mouse-dragged item was lost when a controller button was pressed
  • Player 2 lost health when a max-health item was removed for a moment
  • A dash could still carry you slightly outside the shared camera

Crashes

  • Crash during map travel when enemies dropped debris while being removed
  • Crash when releasing the mouse while holding to skip the intro or the ending
  • Crash from stopping a sound that had already ended
  • Crash from enemy hit effects during map travel
  • Rare crash in the base when a wanderer disappeared during a long stay
  • Rare crash when pressing B while dragging an item that freed a hand
  • Rare crash when a saved backpack contained an item from a newer game version

Performance

  • Missed projectiles from Dumpling, Laz and Scoop never despawned, which slowed the game down at high threat levels
  • Huge numbers of thrown items per second could freeze the game
  • Projectile visual effects are now capped per effect type
  • Leftover drones, attack warnings and cached weapons are now cleaned up properly

Thanks again for your support and feedback =)

<3 Your Pixelsplit team

This announcement was originally published by Pixelsplit on Steam on Nov 6, 2026.

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Deadly Days: Roadtrip

$14.99action-roguelike · bullet-heaven

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