
Death Road to Canada
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Death Road to Canada
Death Road to Canada is a randomly generated road trip through a zombie apocalypse. Manage a car full of survivors as you explore cities, recruit unusual people, and deal with slow zombie hordes. Locations, events, and survivor appearances and personalities vary between runs, while party traits shape the options in difficult interactive events. Steam players rate the game 93%% positive across 9,172 reviews.
Credits
Lowest recorded in 36 months
$2.242026-06-25 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | Yes | — |
Steam PC edition data · 2026-10-30
02Before you buy
Play modes and controls
The Steam PC version offers single-player and local same-screen co-op for up to four players. Full controller support is listed.
Language
English interface text and subtitles are listed; full English audio is not indicated.
03Frequently asked questions
Does every run play out the same way?
No. Locations, events, and survivor appearances and personalities are randomized, creating a different story each run.
Can I play locally with others?
Yes. Up to four players can play local same-screen co-op, controlling up to four characters.
Do character traits affect decisions?
Yes. Party traits can change the options and outcomes in interactive fiction events.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
------------------------------------------- 2020-2021 update - The game changed A LOT from the original version I played and what it currently is. I'm still not a fan of it but it's gotten a lot more polished and some of the bugs I had issues with are probably now fixed. I still wouldn't recommend it personally because I'm not a fan of this sort of roguelite but that's me. Def check out actual current reviews instead of one from when it was first released 4+ years ago fellow mouth breathers. ♥♥♥♥ 2020. ------------------------------------------- Got it as a gift from a friend. Cute game, lots of really cute and good ideas, but the gameplay is so frustratingly simple and the rng is stacked against you that it just becomes a slog to play through. You could be having a great time and then suddenly it throws at you a 2 hour long (ingame) seige with the worst settings, trapping you inside a tiny room with hundreds of zombies you can't do anything about. There is literally nothing you can do other than die in most cases. You can't even aim with your guns properly, even if your stats are high with it, because of the way the controls work. The game also goes for way too long for one default run so you'll be sitting there bashing your keyboard/game controller trying to start your car until your hands cramp. I wouldn't recommend it personally, but can definitely see the appeal and you may get more mileage out of it than I did.Show moreShow less
Death Road to Canada is a unique experience in which I can sacrifice a teammate into a geometrically impossible vortex turning them into a dog, then allowing that dog through the bitter experience of sacrifice to experience thousands of years of evolution to become a super dog capable of wielding a chainsaw and a minigun. No matter how impossible it is, my team of dumbasses who want to hook up their game consoles to the increasingly vital car battery to play Dr. Drobnus Deluxe will see their way through to Canada. No matter how many people are lost to looting that very last toilet in the rest stop, no matter how many people die striking propane tanks in an attempt to rescue a dog from a gas station, we will make it to Canada. I might be a dink. I might be told on a regular basis to cool it. But all I really know, is that all of my dogs tell me I can make it. My Hot Dog Car is pressing on. Bandits cannot stand in my way. The Garf has no bearing on my ability to succeed. In one word, all of my aspirations are made manifest. Canada.Show moreShow less
Important! This is a review of the single player experience. It was fun but eventually the RNG stack, glitchy mechanics and lack of any item, skill and stat transparency ruined the game experience for me. I'm glad I bought it on sale! There is a lot to like about this game. Unfortunately, those things (such as throwing furniture) have little to do with succeeding through the end game sieges and reaching Canada. All those fun paranoid skill messages and events or Cool It!!! benefits? Yeah, you are going to need to live on the game's wikia website so you can have the correct combination of skills and dialogue choices to get those necessary rewards. Just want to understand if a wrench is better than that pipe your civilized custom character starts with? Wikia required! So yeah, the RNG is manageable if you get enough decent looting events. But then, new teammates and their skills and items are also RNG. Special teammates which automatically join your team? Also RNG. As much a blessing as a curse. Which brings me to my actual problem with this game. The gameplay mechanics from AI to controls make playing this too tedious! AI is straight up stupid. Run though fire? Yes. Run straight into a wad of zombies despite being set to Defend and having a clear path in the opposite direction? Yep. Run in front of a shelf, into a horde and then continue to run forward when the path is cleared by teammates and the player in a panic to save your primary medic? Yeppers! Aiming is done with your movement key or stick so if you want to run away and shoot...?? GL with that. There is a lock-on which improves as your characters skill improves but, unfortunately, you will still be firing all sorts of directions and wasting precious ammunition slaughtering walls and shelves. So, while a majority of runs can be victories with logical RNG compensations....I have no interesting in doing that because of the flaws and cheese mechanics required to make it work. I don't want to abuse game engine mechanics to survive sieges. I don't want to savescum. I don't want to murder the automatically assigned teammates on the next mission. I don't want to bump a dresser two or three times for the pickup icon to actually appear and work so I can throw it without picking up that spine/piece of wood/kitchen knife/etc. I don't want to wonder why one shotgun shot killed two zombies when the next does not even knock any down. Too much crap to wade through to reach the good parts of the game. Somewhat like this review! Thanks if you made it this far. None of this is fun when it's all together. I recommend waiting until it is next on sale. Now, I bet this is a great time multiplayer!Show moreShow less
Tomar sent meShow moreShow less
Game is pretty fun solo but you can tell the heart of the experience is to be with someone else and until online coop becomes a thing its hard to recommend.Show moreShow less
Jokes on you idiots I'm already thereShow moreShow less
Initial Impressions ( < 5 hours ) - Neat title, but WAY too dependent on RNG and needs work in several areas What I feel it does right Interesting Character Design and Narrative Aside from the character designer with its collection of items, there are some interesting characters to the game, many of which I have only seen in screenshots and the steam trading cards, but each character you encounter getting a little backstory is neat. Pleasant Retro Art Style Pretty much what it says, it has a "big head" visual similar to Enter The Gungeon, and even if you get a ton of characters on screen at once you can usually still tell what is going on Humor Throwing chicken eggs to spawn allied chickens while in combat sort of humor, with a couple shots at pop sub-cultures like "Swole Bros" and "Otakus" Where I feel it misses Game Design Adding a random number/seed generator seems to be the "game design made easy" solution among game compaies, and I don't mean that in a good way. If there are not systems in place to say take note that the player just lost two out of three characters and more than half their resources due to a string of negative events due to what amount to dice rolls, not their input (I'm talking about events that you had no input to), or the spawning of an event is random but the result of an event is consistent each time, it becomes a matter of luck and memerization. Considering the gameplay as it is leans to very simplistc, having the rest of the gameplay continue that trend is somewhat frustrating to see. Whenever I played Binding of Isaac, Risk of Rain or Enter the Gungeon I always felt that I was progressing some how throughout each level. With DRtC I don't so much feel like I'm progressing as I do that I'm getting different dice rolls which I have little control over, which means that apart from the oddly disatisfying combat I don't seem to have much agency in the game. More about this in "Conveyance" below. Controls I'm not sure why it doesn't use twin stick controls with a controller, and instead opts to use some bizarre "lock-on" method for firearms, and as far as I can tell only the four basic cardinal directions for melee. Conveyance From not being able to control the distribution of ammunition amongst your weapons, to the bizarrely awkward menus, to boiling down all your character stats to smiley faces, there's a lot going on in DRtC but not a lot of useful information coming to you aside from reports of "______ decreased, _______ increased" over and over. Which is fine, there are a lot of stats to keep track of, but as I'm playing it doesn't feel as if my characters get stronger or hit harder or aim better, because there's no information given beyond those increase/decrease messages. I -think- increasing my fitness increases the number of times I can swing my weapon before getting exhausted, and that my strength adjusts my damage per swing, and my moral and overall fatigue act as multipliers to those numbers... maybe? But I don't notice much of an ingame difference. I've alternated between a +3 Strength character and a +0 Strength character and don't see much of an appreaciable difference, and considering that +3 Strength needs to be bought with randomly appearing "points" it doesn't feel very rewarding that after collecting X many and buying a new skill there isn't a noticable return. It's not a bad game by any means, but it has so many areas that I feel are either incomplete or missing that I can't recommend it as a good game either.Show moreShow less
Everyone died, except the dog. That dog was made an honorary citizen of Canada. 12/10Show moreShow less
I'm going to be straight. This review would be a 5/10, but Steam insists on black and white reviews. Death Road has a lot going for it, from the charming graphics to the character customisation, but at its core, it's deeply flawed. I love rogue like games that allow you a chance to progress through a random universe, and FTL will always be a game I run back toward, but Death Road lacks this appeal. Strip away the zombies and you'll have a game where the random event/number generator won't just steer or manipulate your adventure, but flat out cripple it with zero input. You'll often find yourself being skewered by Bandits after running out of gas, simply because the game never provided enough for you to loot. For ten bucks it's a bit of fun, but it seems to lack some solid balance behind the chibi-sprites and Final Fantasy menus. I'd prefer it if this game rewarded skill a great deal more. Edit - Q.Q more fanboisShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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