Deadly Days: Roadtrip Items List: 1.0 Gear & Weapons
Explore the Deadly Days: Roadtrip items list with all 16 new 1.0 items, 10 added weapons, crafting details, and backpack synergy tips for your next run.
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Items and Weapons in Version 1.0
Your backpack layout decides which weapons benefit from your gear. This Deadly Days: Roadtrip items list covers the 16 new items and 10 weapons added in version 1.0, plus selected returning equipment. Knowing what each piece affects helps you fit more damage, utility, and survivability into limited backpack space.
The October 29, 2026 update expanded the combined weapon and item pool to over 110 entries.
| Version 1.0 addition | Count |
|---|---|
| Total weapons and items | Over 110 |
| New weapons | 10 |
| New weapons available only through crafting | 5 |
| New items | 16 |
Many effects apply to marked items: the equipment selected by an item's backpack targeting pattern. Check those marked spaces whenever you rearrange your bag. An effect that requires a particular marked-item count waits until that requirement is met.
Official page: Deadly Days: Roadtrip (store.steampowered.com)
All 16 New Items and Their Effects
The new equipment includes automatic upgrades, linked item triggers, emergency transportation, and ways to expand your weapon loadout.
Image: Steam / Pixelsplit
| Item | Effect |
|---|---|
| Rubber Band | Extends the range of marked throwables and shortens their trigger intervals. |
| Shield Generator | Restores one armor every 10 seconds. Taking damage restarts the timer. |
| Hammer | At the end of the day, raises every marked item by one rarity, up to the Hammer's own rarity. |
| Lottery Ticket | Offers chances for free rerolls, free repairs, and crafting without consuming an ingredient. Can revive you on death, destroying the ticket. |
| Hand Mirror | Copies effects received by a marked item onto the marked item opposite it. |
| Cogwheel | When one marked triggerable item activates, the other marked triggerable items activate too. Each item can activate only once per chain. |
| Plasma Hand | A craftable item that provides unlimited extra hands for equipping weapons. |
| Ripped-Out Eye | Gives marked weapons +100% crit chance and -75% range. Sold by the Shady Merchant. |
| Teleporter | On use, moves you to an unlooted loot spot and knocks back nearby enemies. At night, after all fuel is collected, sends you to the bus instead. |
| Ghost Sheet | Extends invincibility after taking a hit. While actively looting, makes you see-through and hidden from zombies. |
| Throwing Knife | Throws a knife straight toward a nearby enemy on a timer and when triggered. |
| Electrolyte Drink | Increases stamina recovery. |
| Secret Sauce | Reduces daily fuel requirements and speeds up bus departure. Adds poison damage to marked weapons and items, but disables marked food items. |
| Ice Cube | Increases movement speed and dash distance, with a short slide after stopping or dashing. Sold by the Shady Merchant. |
| Uranium | Hits from marked weapons and throwables can cause a small nuclear explosion, but can also mutate the struck zombie into a titan. Sold by the Shady Merchant. |
| Tesla Coil | Fires a projectile every 3 seconds that can electrocute. Can give marked lightning items extra bounces when an even number of electric items is marked. |
Hammer Upgrades Have a Rarity Ceiling
Place items you want to improve inside the Hammer's marked spaces before the day ends. Its own rarity limits how far those upgrades can go, so check that ceiling before reserving space around it.
The Hammer upgrades all marked items rather than a single target. Arrange multiple eligible pieces within its pattern when space allows.
Secret Sauce Can Shut Down Food
Secret Sauce combines extraction utility with poison damage, but its targeting requires care. Keep food outside its marked spaces if you want those food effects to remain active.
In version 1.0, Coffee, Special Banana, Fresh Pumpkin, and The Carver's Grin count as Food. Include those names when checking what the sauce will disable.
Teleporter Changes Its Destination at Night
Use the Teleporter to reach untouched loot while loot spots remain your destination. Its nighttime behavior changes once all fuel is collected: it sends you to the bus.
Check the time of day and fuel status before activating it. Those conditions determine whether you travel toward more scavenging or your extraction point.
All 10 New Weapons in Version 1.0
Five of the new weapons can only be crafted: Flamethrower, Desert Eagle, Mega Shotgun, Crossbow, and The Grinder.
Image: Steam / Pixelsplit
| Weapon | Attack or defining effect |
|---|---|
| Crowbar | A melee weapon that also increases looting speed. |
| Machete | Delivers a small sweeping melee attack. |
| LMG | Fires rapidly but is heavy. |
| Tommy Gun | Fires rapidly with low accuracy. |
| Brass Knuckles | Delivers fast punches at short range. |
| Flamethrower | Projects flames and leaves fires that deal a portion of its damage each second. Those fires can apply Burn. |
| Desert Eagle | Deals high damage and pierces one additional enemy. |
| Mega Shotgun | Deals very high damage with a large number of pellets. |
| Crossbow | Lodges bolts in enemies; triggering those bolts repeats on-hit effects. |
| The Grinder | Attacks with a rotating spiked wheel. |
Read the Crossbow's effect carefully when planning an on-hit setup: its lodged bolts repeat on-hit effects when triggered. Keep that mechanic in mind when choosing the effects you attach to it.
The Crowbar also contributes outside combat through its looting-speed bonus. Account for that utility when comparing it with a weapon whose benefits are entirely offensive.
Returning Gear and Important Balance Changes
Older equipment still provides ways to expand your loadout, modify attacks, and improve loot opportunities.
Image: Steam / Pixelsplit
| Equipment | Relevant effect or version 1.0 change |
|---|---|
| Robot Arm | Adds one hand for equipping weapons. |
| Dumbell | Reduces the number of hands needed to wield a weapon. |
| Radar | Gives a chance for an additional airdrop on level-up. |
| Laserpointer | Increases critical hit chance. |
| Balloon pump | Improves damage and radius for affected thrown items; its benefits for inflatable items depend on the item. |
| Katana | Damage increased by 25% across its rarities in version 1.0. |
| Super Knife | Damage reduced from 280 to 224 in version 1.0. |
Hand capacity and backpack space are separate constraints. Robot Arm, Dumbell, and Plasma Hand address weapon-equipping requirements, while the equipment still needs room in your bag.
Version 1.0 also changes how critical hit chances above 100% work. Each additional full 100% adds another application of the critical damage bonus. Any remaining chance can roll one more critical tier, and luck affects only that remainder.
Check your weapon tooltip's crit chance and crit damage when arranging Ripped-Out Eye. Weigh its +100% crit chance against its -75% range rather than judging the bonus alone.
Coffee Adds Utility Before a Run
The base's coffee stand lets you start your next run with increased movement speed and looting speed. Coffee also makes days a little longer.
Include Coffee in your food-placement check if you equip Secret Sauce during that run.
Backpack Synergies to Arrange Carefully
Backpack space matters because support items target specific positions. Moving a weapon can change which effects reach it, even when every piece still fits.
Link Triggerable Items Through Cogwheel
Mark compatible triggerable items with Cogwheel to connect their activations. Throwing Knife has both a timer and a triggered attack, giving you a concrete triggerable item to consider for that arrangement.
Check each link in the layout. Cogwheel activates other marked triggerable items, and each item participates only once in a chain.
Count Tesla Coil's Marked Electric Items
Keep an even number of electric items marked when arranging Tesla Coil for its additional-bounce effect. Merely carrying electric equipment elsewhere in the backpack does not satisfy that marked-item requirement.
Recount after moving or replacing gear. A layout change can affect the condition even if your overall collection of electric items stays the same.
Match Melee Effects to Vampire's Bats
Vampire starts without a weapon and fights with bats that deal melee damage. Another bat joins with each level-up, and their attacks have a chance to steal life.
Equip items with melee effects alongside that character's bats. Build around their melee damage when selecting supporting equipment.
Crafting, Merging, and Co-op Inventory
Merge matching equipment into stronger versions, and use the workbench to craft new equipment. In version 1.0, the recipe list sorts by what you can currently craft and displays your ingredient quantities and rarities.
Check the workbench before committing ingredients to an upgrade. The five crafted weapons introduced in 1.0 and Plasma Hand give you additional reasons to inspect available recipes.
Auto Equip places an item into the best available open position, including consideration for synergies. Inspect the resulting marks when working around specific conditions such as Hammer's rarity ceiling, Secret Sauce's food penalty, or Tesla Coil's even-count requirement.
In co-op, selectors can mark items inside the other player's backpack. Each backpack also has an extra unlockable column, and the two grids can touch. Arrange both inventories together when planning effects across the shared boundary, then check which player's equipment each selector actually marks.
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Deadly Days: Roadtrip Crafting Recipe Guide: WeaponsFind your Deadly Days: Roadtrip crafting recipe for the Minigun and Rocket Launcher, plus ingredient rarities and tips for planning your next weapon build.Join the community
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