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* TearJerker:
** Losing a buddy can hurt, especially if he/she was a custom made character based off of someone you know.
** Group members are prone to violently snapping once morale is low. Some might steal your loot and run off with it. However, some buddies might actually leave a note, wishing you luck on your journey to Canada, before disappearing with all of their supplies returned to you.

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** Don't give [[spoiler: Horse]] a gun unless you're willing to watch all your ammo go up in smoke.



* AxCrazy: You can stumble upon traders who only sell axes while wearing a creepy mask.

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** Explosives. Clear a nice-sized chunk of a horde...and probably blow yourself up in the process. They can be lifesavers, but often that valuable slot is better taken with a gun or strong melee weapon.
** Minigun. MoreDakka can clean through a horde like nothing else, but it takes a whopping 400 max bullets (most players would be lucky to stockpile that much in a single run, and that's if they never fire) and can burn through that in seconds.
** Flamethrower and Chainsaw. Amazing horde-clearers...but they use super-valuable gas to work. The flamethrower has a good chance of self-damage, and the chainsaw has a high chance of stalling unless the user has high Strength. In most cases, they simply aren't worth the trouble. [[spoiler: Averted once you hit Canada. With no car, you don't need to worry about gas, and the chainsaw can make the final siege and bridge run a LOT easier.]]
* AxCrazy: You can stumble upon traders who only sell axes while wearing a creepy mask. You can make custom characters who are this, giving them a white porcelain mask and appropriate trait and perk - bonus points if you have them use an axe as their primary weapon. [[spoiler: [[FridayThe13th Jason]] most certainly is this, as he'll happily kill off your other party members to restore his own morale.]]



* BreakableWeapons: Some melee weapons can break from too much use.

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** The shotgun. Common, ammo is plentiful, and it can save you from a swarm in a pinch.
** The Everyman trait is this ''by definition'': great boosts to stats, but a personality as dry as a bone, with no quirks or abnormal (well, no more than normal anyway) behaviors.
* BreakableWeapons: Some melee weapons can break from too much use. Annoyingly, firearms can too, if you run out of ammo and have to resort to PistolWhipping.



* CarFu: Can occur whenever a mission starts and ends if zombies don't move out of the way. Some random events that occur while driving have this trope as an option.
* CatsAreMean: Once the zombie apocalypse broke out, it seems like every cat became feral and turned into this.
* ChainsawGood: While they need fuel to be used, chainsaws can help the player get out of a horde of zombies, which makes this a straight trope.
* CharacterCustomization: Death Road to Canada allows up to 64 custom made characters. Each one can have their own unique trait and perk.

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* CarFu: Can occur whenever a mission starts and ends if zombies don't move out of the way. Some random events that occur while driving have this trope as an option.
option. Works best with big, heavy cars like SUVs, but trying it in a Hybrid is a quick ticket to a long walk.
* CatsAreMean: Once the zombie apocalypse broke out, it seems like every cat became feral and turned into this.
this; dogs come in friendly and feral varieties, but cats are only ever bad news.
* ChainsawGood: While they need fuel to be used, chainsaws can help the player get out of a horde of zombies, which makes this a straight trope.
trope. [[spoiler: And fuel is a non-issue once you hit Canada.]]
* CharacterCustomization: Death Road to Canada allows up to 64 custom made characters. Each one can have their own unique trait and perk.perk, and even if you don't take them with you up front, they have a small chance of showing up in any given playthrough. Familiar Characters mode has all the appearing characters be nothing but these.



* TheCynic: Characters that have the paranoid trait enforce this trope.
* CutAndPasteEnvironments: Even though each run is procedually generated, the houses and city blocks always have a basic layout.
* DespairEventHorizon: Your group can cross it if their morale goes down. Once this happens, group members can snap and leave you high and dry, or worse, steal some of your loot on the way out.

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* TheCynic: Characters that have the paranoid trait enforce this trope.
trope. They wear on everyone else's nerves, but sometimes they may turn out to be right and save the group some headache.
* CutAndPasteEnvironments: Even though each run is procedually generated, the houses and city blocks always have a basic layout.
layout, as do many of the miscellaneous building types; expect to see the same apartment, convenience store, and [[BlandNameProduct Yall-Mart]] layout pretty frequently.
* DespairEventHorizon: Your group can cross it if their morale goes down. Once this happens, group members can snap and leave you high and dry, demand (sometimes violently) that other members leave, or worse, steal some of your loot on the way out.



* TheEveryman: Any character with the practical trait fits this trope to a T.

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** Zombies do this constantly during high-difficulty sieges inside buildings, dropping down from the ceiling onto the group periodically. They're still active during this, and can take a bite out of a party member on the way down if you don't keep moving.
* TheEveryman: Any character with the practical trait fits this trope to a T.T; superb stats, rock-boring personality with no quirks whatsoever.



* GutFeeling: Characters with the paranoid trait use it to determine who to trust.

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* GutFeeling: Characters with the paranoid trait use it to determine who to trust.trust, can identify traits when recruiting characters (as well as tell when they're lying about their skills), predict and counter bandit attacks, and avoid traps and other dangers. On the other hand, they can turn down perfectly fine meals or camp sites, starving themselves or exhausting and stressing the party out, so it can be a bit of a gamble sometimes whether or not they're right.



** The sturdy machete counts as the standard melee weapon, being unbreakable and having great stats, while requiring no special stats to use well.
** For high-strength characters, the Knight Sword is the best weapon. It can consistently one-shot zombies, but it's so heavy that without sufficient strength and fitness most characters can only swing it very slowly, and will get tired quickly in the process.



* MadeOfPlasticine: If you don't keep your characters healthy, they can die in some astonishingly stupid ways in some of the random events, such as simply pulling out a tooth or getting bit by ants.

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* MadeOfPlasticine: If you don't keep your characters healthy, they can die in some astonishingly stupid ways in some of the random events, such as simply pulling out a tooth or getting bit by ants. Zombies will often explode into LudicrousGibs from one or two hits, and characters with the BERSERK!! trait will ALWAYS die instantly from any source of damage (in exchange for huge fighting stat boosts.)



* NoSenseOfDirection: If your group decides to take a detour, there's a chance that they could get lost and waste precious gasoline.
* OneHitPolykill: Rifles and shotguns can easily mow down hordes of zombies if your character's shooting skill is maxed out.

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* NoSenseOfDirection: If your group decides to take a detour, there's a chance that they could get lost and waste precious gasoline.
gasoline. The chance is fairly high, so this is always a high-risk option as opposed to other choices.
* OneHitPolykill: Rifles and shotguns can easily mow down hordes of zombies if your character's shooting skill is maxed out. This is one of the most effective ways to survive the final siege.



* PistolWhipping: Once a character runs out of ammo, he/she will resort to using any firearm as a melee weapon.

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* PistolWhipping: Once a character runs out of ammo, he/she will resort to using any firearm as a melee weapon. This is generally a terrible idea, as they're only marginally better than the lowest-tier weapons and have a chance of breaking in the process.



* RevolversAreJustBetter: The Dolt 45 and snubnose are more powerful than the average pistol, at the expense of forcing a character to carry less ammo.

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* RevolversAreJustBetter: The Dolt 45 and snubnose are more powerful than the average pistol, at the expense of forcing a character to carry less ammo. Due to this, and the slower fire rate, many players pass them over for the faster, more reliable basic pistol (or the [[MoreDakka Uzi]].)



* SeriousBusiness: Since this is a RoadTripPlot game, [[ToiletHumor farting.]] Expect huge morale drops, especially for the one you choose to accuse, unless you have someone who can solve the mystery (in which case only the accused takes the hit.)



* ShotgunsAreJustBetter: A character can begin the game with one if he/she has the shotgunner perk.

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* ShotgunsAreJustBetter: A character can begin the game with one if he/she has the shotgunner perk. Gun Collector perk at a sufficiently high rank.


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** The rare recruits are full of them. Just to name a few, you can recruit [[spoiler: Octodad]], [[spoiler: Jason Vorhees]], and the [[spoiler: main character of flash game Don't Shit Your Pants, complete with a lethal fart attack!]]


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** Having a Bandit character lives and breathes this; you can rob peaceful traders and other travelers, and screw over various NPCs and groups just because you can.


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** ...unless your whole group has low loyalty, in which case they won't care. Some of them will even GAIN morale when you act like a Jerkass...of course, that also means they're more likely to stab you in the back at the first opportunity.
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* JumpScare: A very downplayed example. Quitting the game causes a zombie head to fly onto the screen and play a quiet 8-bit zombie roar.
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** In one event, you can shoot some cans left on a fence for shooting practice and a farmer starts yelling your destruction of his antique can collection which is a joke in the "[[Recap/TheSimpsonsS5E6MargeOnTheLam Marge on the Lam]]" episode of ''WesternAnimation/TheSimpsons''

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** In one event, you can shoot some cans left on a fence for shooting practice and a farmer starts yelling about your destruction of his antique can collection which is a joke in the "[[Recap/TheSimpsonsS5E6MargeOnTheLam Marge on the Lam]]" episode of ''WesternAnimation/TheSimpsons''

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** Billy from Vlambeer's Ridiculous Fishing appears as a rare character. The screen even shakes whenever he shoots!
** During car rides, some characters ask [[Left4Dead "where are the exploding zombies and the tongue ones?"]]

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** Billy from Vlambeer's Ridiculous Fishing ''VideoGame/RidiculousFishing'' appears as a rare character. The screen even shakes whenever he shoots!
** During car rides, some characters ask [[Left4Dead [[VideoGame/Left4Dead "where are the exploding zombies and the tongue ones?"]]ones?"]]
** In one event, you can shoot some cans left on a fence for shooting practice and a farmer starts yelling your destruction of his antique can collection which is a joke in the "[[Recap/TheSimpsonsS5E6MargeOnTheLam Marge on the Lam]]" episode of ''WesternAnimation/TheSimpsons''

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*** An update now allows the player to change how NPCs in the group fight zombies and what tactics can be used against them. The problems still remain, but at least they can now be altered on the fly depending on the mission.

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*** ** An update now allows the player to change how NPCs [=NPCs=] in the group fight zombies and what tactics can be used against them. The problems still remain, but at least they can now be altered on the fly depending on the mission.



* GlassCannon: The BERSERK! trait turns a character into a OneHitPointWonder, in exchange for a big increase in strength.



* ImprovisedWeapon: The game encourages the player to throw furniture so zombies can move around it. If a character has high strength, he/she can throw sofas.
** The pieces of wood left over from destroyed chairs definitely qualify. Hell, most of the weapons run off of this trope.

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* ImprovisedWeapon: The In addition to all of the scrap that your characters can wield (wood, rebar, etc), the game encourages the player to throw furniture so zombies can move around it. If a character has high strength, he/she can throw sofas.
** The pieces of wood left over from destroyed chairs definitely qualify. Hell, most of the weapons run off of this trope.
sofas.



* InUniverseGameClock: Sieges run off of this. The group has to hold off hordes until a certain amount of time passes.
** Missions utilize the time in order to alter how aggressive the zombies are.

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* InUniverseGameClock: Zombies are more aggressive at different times of day. Sieges run off of this. The require the group has to hold off hordes until a certain amount of time passes.
** Missions utilize the time in order to alter how aggressive the zombies are.
passes.



* OneHitKill: The BERSERK! trait does this to any character in exchange for a big increase in strength.



* RampJump: One random event has this as an option. If the player selects it, it has the chance of increasing the group's morale while damaging the car.

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* RampJump: One random event has this as an option. If Its success varies on the player selects it, it has speed of your vehicle; fast cars can make the chance of increasing jump ([[RuleOfCool and look really cool doing it]]), average cars barely make the group's morale jump but sustain some damage in the process, while damaging slow cars [[HaveANiceDeath fall into the car.pit and explode]].



* ShootingGallery: One random event involves your group finding one. It can be used to either selectively train one member or everyone. [[spoiler:Training everyone can lead to a character's death.]]

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* ShootingGallery: One random event involves your group finding one. It can be used to either selectively train one member carefully, or everyone. [[spoiler:Training everyone train your entire group haphazardly (which can lead to a character's death.]]accidentally get someone killed).
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** During car rides, some characters ask [[Left4Dead "where are the exploding zombies and the tongue ones?"]]

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* AbilityRequiredToProceed: You can't reach the Canadian border without a car. If it breaks down or you run out of gas, your characters walk around in search of a new ride with a worse batch of random events than usual. Fortunately you no longer need a car after the driving days to Canada hit zero.



* CanadaEh

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* CanadaEhCanadaEh: Your destination, which milks the trope for all its worth if/when you get there.



* DespairEventHorizon: Your group can cross it if their morale goes down. Once this happens, group members can snap and steal whatever loot is collected.

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* DespairEventHorizon: Your group can cross it if their morale goes down. Once this happens, group members can snap and leave you high and dry, or worse, steal whatever some of your loot is collected.on the way out.


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* InfinityPlusOneSword: The chainsaw is an awful early-game weapon due to needing gas, which is supposed to be used for your car... but after you begin crossing the border for the final stretch of the game, you no longer need the car, turning the chainsaw into a godsend.


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* MadeOfPlasticine: If you don't keep your characters healthy, they can die in some astonishingly stupid ways in some of the random events, such as simply pulling out a tooth or getting bit by ants.


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* VideoGameCrueltyPunishment: On the other hand, don't expect to get away with things like this in random events, as being a consistent {{Jerkass}} will quickly nosedive your group's morale. Some cases will even have a violated character leave the group or be killed!
* WithFriendsLikeThese: Just because your characters are travelling together does not mean they're obligated to get along. Depending on their quirks, they can routinely argue with each other during trips, increasing and decreasing morale on a whim.
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* CruelAndUnusualDeath: Some of the random events cause this. One in particular involves a bee entering the group's car. The wrong choice can cause a character to die from having the bee enter his/her mouth!

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* CruelAndUnusualDeath: Some of the random events cause this. One in particular involves a bee entering the group's car. The wrong choice can cause a character with one hit point left to die from having the bee enter his/her mouth!

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* CruelAndUnusualDeath: One random event involves a bee entering the group's car. One choice can cause a character to die from having the bee enter his/her mouth!

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* CruelAndUnusualDeath: One Some of the random event events cause this. One in particular involves a bee entering the group's car. One The wrong choice can cause a character to die from having the bee enter his/her mouth!


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* GutFeeling: Characters with the paranoid trait use it to determine who to trust.


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* JustKeepDriving: When entering and leaving a mission, characters will always drive into any zombies that happen to be in the way.


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* LeParkour: Characters with good fitness can perform it during a random event.


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* NervesOfSteel: Shown through the calm under fire trait.
* NoSenseOfDirection: If your group decides to take a detour, there's a chance that they could get lost and waste precious gasoline.


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* RoadTripPlot: With zombies!
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* CarFu: Can occur whenever a mission starts and ends if zombies don't move out of the way. Some random events that occur while driving have this trope as an option.


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* DynamicEntry: A mission usually begins with the group's car driving through a street before stopping abruptly.


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* GreaseMonkey: Any character with the mechanic perk is this by default. They even have their own complementary wrench!

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*** An update now allows the player to change how NPCs in the group fight zombies and what tactics can be used against them. The problems still remain, but at least they can now be altered on the fly depending on the mission.
* AwesomeYetImpractical:
** Fire. Great for taking out a large group of zombies, but since your buddies are often fighting them up close, don't be shocked when one of them gets caught in the blaze.
** The weapons that the anime salesperson sells to you qualify. Despite delivering decent damage, Otaku katanas break quickly, and shurikens can only be used once.



* BoringYetPractical:
** Rebar. While not as powerful as the other melee weapons, it never breaks from use.
** A cane turns out to be more damaging and stable than a wooden bat. CaneFu is in full effect here.
** The pistol. While not as powerful as the revolvers, it allows a character to carry more ammo with it.



* TheEveryman: Any character with the practical trait fits this trope to a T.



* GoodiesInTheToilets: "Toilet loot" can be found in bathrooms. Yes, this even includes gas. [[spoiler:There's even a toilet genie that can grant you a wish.]]



* ShootingGallery: One random event involves your group finding one. It can be used to either selectively train one member or everyone. [[spoiler:Training everyone can lead to a character's death]].

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* ShootingGallery: One random event involves your group finding one. It can be used to either selectively train one member or everyone. [[spoiler:Training everyone can lead to a character's death]].death.]]
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* MacheteMayhem: Machetes are uncommon melee weapons that can mainly be found in hardware stores. The Sturdy Machete is considered one of the best melee weapons in the game.

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* MacheteMayhem: Machetes are uncommon melee weapons that can mainly be found in hardware stores. The Sturdy Machete is considered one of the best melee weapons in the game.
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Death Road to Canada is a self described "road trip simulator", a roguelike, RPG, and OregonTrail hybrid mixed together with zombies, dogs, jerks, and otakus. The game was released on Steam by Rocketcat Games after being successfully funded on Kickstarter. The goal of the game is to get a group of survivors to travel across the east coast in order to enter Canada (which has not struggled with the undead, strangely enough). During the journey, the player and up to 3 NPC allies must fight against zombies and loot different areas in order to survive the trip. Along the way, the group will encounter unique characters and events, depending on how the RandomNumberGod feels. Despite the subject matter, Death Road to Canada has a light-hearted tone; gore is featured in a "cutesy" style and the Steam store page itself describes it as the "most family friendly zombie apocalypse game on the market!"

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Death Road to Canada is a self described "road trip simulator", simulator"; a roguelike, RPG, and OregonTrail hybrid mixed together with zombies, dogs, jerks, and otakus. The game was released on Steam by Rocketcat Games after being successfully funded on Kickstarter. The goal of the game is to get a group of survivors to travel across the east coast in order to enter Canada (which has not struggled with the undead, strangely enough). During the journey, the player and up to 3 NPC allies must fight against zombies and loot different areas in order to survive the trip. Along the way, the group will encounter unique characters and events, depending on how the RandomNumberGod feels. Despite the subject matter, Death Road to Canada has a light-hearted tone; gore is featured in a "cutesy" style and the Steam store page itself describes it as the "most family friendly zombie apocalypse game on the market!"
Is there an issue? Send a MessageReason:
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Death Road to Canada is a self described "road trip simulator", a roguelike/rpg/OregonTrail hybrid mixed together with zombies, dogs, jerks, and otakus. The game was released on Steam by Rocketcat Games after being successfully funded on Kickstarter. The goal of the game is to get a group of survivors to travel across the east coast in order to enter Canada (which has not struggled with the undead, strangely enough). During the journey, the player and up to 3 NPC allies must fight against zombies and loot different areas in order to survive the trip. Along the way, the group will encounter unique characters and events, depending on how the RandomNumberGod feels. Despite the subject matter, Death Road to Canada has a light-hearted tone; gore is featured in a "cutesy" style and the Steam store page itself describes it as the "most family friendly zombie apocalypse game on the market!"

to:

Death Road to Canada is a self described "road trip simulator", a roguelike/rpg/OregonTrail roguelike, RPG, and OregonTrail hybrid mixed together with zombies, dogs, jerks, and otakus. The game was released on Steam by Rocketcat Games after being successfully funded on Kickstarter. The goal of the game is to get a group of survivors to travel across the east coast in order to enter Canada (which has not struggled with the undead, strangely enough). During the journey, the player and up to 3 NPC allies must fight against zombies and loot different areas in order to survive the trip. Along the way, the group will encounter unique characters and events, depending on how the RandomNumberGod feels. Despite the subject matter, Death Road to Canada has a light-hearted tone; gore is featured in a "cutesy" style and the Steam store page itself describes it as the "most family friendly zombie apocalypse game on the market!"
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* ChainsawGood: While they need fuel to be used, chainsaws can help the player get out of a hoarde of zombies, which makes this a straight trope.

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* ChainsawGood: While they need fuel to be used, chainsaws can help the player get out of a hoarde horde of zombies, which makes this a straight trope.



* InUniverseGameClock: Sieges run off of this. The group has to hold off hoardes until a certain amount of time passes.

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* InUniverseGameClock: Sieges run off of this. The group has to hold off hoardes hordes until a certain amount of time passes.



* OneHitPolykill: Rifles and shotguns can easily mow down hoardes of zombies if your character's shooting skill is maxed out.

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* OneHitPolykill: Rifles and shotguns can easily mow down hoardes hordes of zombies if your character's shooting skill is maxed out.
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* HeroicCaninesVillainousFelines: It seems like every dog you find in the game is either tame enough to adopt or too feral to become pets. Dogs don't attack humans unless they've past the DespairEventHorizon. Cats, on the other hand, only appear during random events to attack a group member.

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* HeroicCaninesVillainousFelines: It seems like every dog you find in the game is either tame enough to adopt or too feral to become pets.a pet. Dogs don't attack humans unless they've past the DespairEventHorizon. Cats, on the other hand, only appear during random events to attack a group member.
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* CatsAreMean: Once the zombie apocalypse broke out, it seems like every cat became feral and turned into this.


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* HeroicCaninesVillainousFelines: It seems like every dog you find in the game is either tame enough to adopt or too feral to become pets. Dogs don't attack humans unless they've past the DespairEventHorizon. Cats, on the other hand, only appear during random events to attack a group member.


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* HowlOfSorrow: Dogs can do this if morale is low.
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Long story short, the zombie apocalypse has broken out in the United States. Don't bother asking any who, what, where, or why questions, because it happened so suddenly. Since nobody wants to be a walking corpse with a taste for human flesh, it's up to you and/or someone else to leave the lovely, yet infected state of Florida and fight your way up to the home of maple syrup, mounted police, socialized health care, and poutine. The idea of a road trip sounds better than anything else right now...

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Long story short, the zombie apocalypse has broken out in the United States. Don't bother asking any who, what, where, or why questions, because it happened so suddenly.suddenly happened. Since nobody wants to be a walking corpse with a taste for human flesh, it's up to you and/or someone else to leave the lovely, yet infected state of Florida and fight your way up to the home of maple syrup, mounted police, socialized health care, and poutine. The idea of a road trip sounds better than anything else right now...

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Death Road to Canada is a mixture of zombies, dogs, road trips, and otakus blended into a roguelike/Oregon Trail hybrid. The game was released on Steam by Rocketcat Games after being successfully funded on Kickstarter. The goal of the game is to get a group of survivors to travel across the east coast in order to enter Canada (which has not struggled with the undead, strangely enough). During the journey, the player and up to 3 NPC allies must fight against zombies and loot different areas in order to survive the trip. Along the way, the group will encounter unique characters and events, depending on how the RandomNumberGod feels. Despite the subject matter, Death Road to Canada has a light-hearted tone; gore is featured in a "cutesy" style and the Steam store page itself describes it as the "most family friendly zombie apocalypse game on the market!"

to:

Long story short, the zombie apocalypse has broken out in the United States. Don't bother asking any who, what, where, or why questions, because it happened so suddenly. Since nobody wants to be a walking corpse with a taste for human flesh, it's up to you and/or someone else to leave the lovely, yet infected state of Florida and fight your way up to the home of maple syrup, mounted police, socialized health care, and poutine. The idea of a road trip sounds better than anything else right now...

Death Road to Canada is a mixture of self described "road trip simulator", a roguelike/rpg/OregonTrail hybrid mixed together with zombies, dogs, road trips, jerks, and otakus blended into a roguelike/Oregon Trail hybrid.otakus. The game was released on Steam by Rocketcat Games after being successfully funded on Kickstarter. The goal of the game is to get a group of survivors to travel across the east coast in order to enter Canada (which has not struggled with the undead, strangely enough). During the journey, the player and up to 3 NPC allies must fight against zombies and loot different areas in order to survive the trip. Along the way, the group will encounter unique characters and events, depending on how the RandomNumberGod feels. Despite the subject matter, Death Road to Canada has a light-hearted tone; gore is featured in a "cutesy" style and the Steam store page itself describes it as the "most family friendly zombie apocalypse game on the market!"


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* BlackBlood: Played straight with zombies. Humans, on the other hand, bleed red blood.

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* AKA47: The guns have the most basic names, such as pistol and shotgun. The basic revolver, however, is called the Dolt 45.



* AreWeThereYet: Characters will sometimes ask this during driving segments.



* BadassBoast: Most characters that you meet will do this in order to join your group. Unless one of your members has the paranoid trait, there's no way to tell if the boasts are true or not.



* GolfClubbing: You can even find them lying around in offices! Too bad they can easily break.



** The pieces of wood left over from destroyed chairs definitely qualify.

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** The pieces of wood left over from destroyed chairs definitely qualify. Hell, most of the weapons run off of this trope.



* PistolWhipping: Once a character runs out of ammo, he/she will resort to using any firearm as a melee weapon.



* PreAssKickingOneLiner: "Let's boogie!"



* RoomFullOfZombies: In areas with lots of zombies, this is quite common.

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* RevolversAreJustBetter: The Dolt 45 and snubnose are more powerful than the average pistol, at the expense of forcing a character to carry less ammo.
* RoomFullOfZombies: In areas with lots of zombies, this is quite common. common.
* RunAndGun: Required if you want your gang to survive sieges.
* ShootingGallery: One random event involves your group finding one. It can be used to either selectively train one member or everyone. [[spoiler:Training everyone can lead to a character's death]].


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* ShotgunsAreJustBetter: A character can begin the game with one if he/she has the shotgunner perk.
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Death Road to Canada is a mixture of zombies, dogs, road trips, and otakus blended into a roguelike/Oregon Trail hybrid. The game was released on Steam by Rocketcat Games after being successfully funded on Kickstarter. The goal of the game is to get a group of survivors to travel across the east coast in order to enter Canada (which has not struggled with the undead, strangely enough). During the journey, the player and his NPC allies must fight against zombies and loot different areas in order to survive the trip. Along the way, the group will encounter unique characters and events, depending on how the RandomNumberGod feels. Despite the subject matter, Death Road to Canada has a light-hearted tone; gore is featured in a "cutesy" style and the Steam store page itself describes it as the "most family friendly zombie apocalypse game on the market!"

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Death Road to Canada is a mixture of zombies, dogs, road trips, and otakus blended into a roguelike/Oregon Trail hybrid. The game was released on Steam by Rocketcat Games after being successfully funded on Kickstarter. The goal of the game is to get a group of survivors to travel across the east coast in order to enter Canada (which has not struggled with the undead, strangely enough). During the journey, the player and his up to 3 NPC allies must fight against zombies and loot different areas in order to survive the trip. Along the way, the group will encounter unique characters and events, depending on how the RandomNumberGod feels. Despite the subject matter, Death Road to Canada has a light-hearted tone; gore is featured in a "cutesy" style and the Steam store page itself describes it as the "most family friendly zombie apocalypse game on the market!"
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* Wangst: Characters with bad attitudes will rant about the weather, among other things. This can have an effect on your group's morale.

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* AbandonedArea: Well, it's a zombie survival game after all. Each place can be looted to help your gang survive the trip.
** AbandonedHospital
** AbandonedWarehouse
** GhostCity
* AfterTheEnd



* AnyoneCanDie: Comes with the roguelike package.
* TheApunkalypse: Some characters will express their disappointment over how this trope failed to happen. That doesn't stop the player from being able to make custom characters that sport mohawks and leather.



* AxCrazy: You can stumble upon traders who only sell axes while wearing a creepy mask.



* BewareTheLiving: Bandits and even your own buddies can enforce this trope.



* BurnTheUndead: Molotovs and even blow torches can be used to do this.



* CelebritySurvivor: One random quip about a survivor states that he/she might be one.



* CruelAndUnusualDeath: One random event involves a bee entering the group's car. One choice can cause a character to die from having the bee enter his/her mouth!
* TheCynic: Characters that have the paranoid trait enforce this trope.



* DevouredByTheHorde: The most common way to die in the game. If any character's stamina decreases, he/she will have more trouble breaking out of a group of zombies, leading to this.



* GlowingEyelightsofUndeath: Some of the zombies rock this style.



* KarmaHoudini: Characters can steal some of your loot if they decide to leave the group. He/she will never appear in the game again, which makes one wonder if that character even got their comeuppance at all.



* PostApocalypticDog: The player can encounter stray dogs that they can adopt.
* PostProcessingVideoEffects: Film grain and scratch can be turned on or off in the options menu.



* RoomFullOfZombies: In areas with lots of zombies, this is quite common.



* SlidingScaleOfUndeadRegeneration: Type II.



* ZombieApocalypse

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* ZombieApocalypseWangst: Characters with bad attitudes will rant about the weather, among other things. This can have an effect on your group's morale.
* VideoGameCrueltyPotential: One tip that the game gives you in the beginning states that sacrificing a character that you don't like is usually a benefit, since it can distract the zombies.
* ZombieApocalypse
* ZombieGait: Since all of the zombies follow the rules established in the LivingDeadSeries, this is expected.
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* CharacterCustomization: Death Road to Canada allows up to 64 custom made characters. Each one can have their own unique trait and specialty.

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* CharacterCustomization: Death Road to Canada allows up to 64 custom made characters. Each one can have their own unique trait and specialty.perk.

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* BatterUp: Not only do you have a wooden bat that can break, but there's also an aluminum version and even a cricket bat that's remarkably sturdy.



* BreakableWeapons: Some melee weapons can break from too much use.



* ChainsawGood: While they need fuel to be used, chainsaws can help the player get out of a hoarde of zombies, which makes this a straight trope.



* CoolCar: Muscle cars can be found. They are one of the fastest cars in the game, and a random blurb about a character can state that he/she wants to use one to get to Canada.
** The car nut perk increases the chances of that character beginning the game with one.



** Missions utilize the time in order to alter how aggressive the zombies can become.

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** Missions utilize the time in order to alter how aggressive the zombies can become.are.



* MacheteMayhem: Machetes are uncommon melee weapons that can mainly be found in hardware stores. The Sturdy Machete is considered one of the best melee weapons in the game.



* RandomEvent: One primary mechanic of the game.

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* OptionalStealth: Running past the zombies during a mission is viable and even encouraged by the game.
* RampJump: One random event has this as an option. If the player selects it, it has the chance of increasing the group's morale while damaging the car.
* RandomEvent: One primary mechanic of the game. game.
* ShoppingCartAntics: Shopping carts are common props in the game that can be thrown at zombies. One character that can be met by a campfire states that they are the ultimate weapon.
* ShoutOut: Since it's an indie zombie game, there's bound to be a bunch of them.
** Billy from Vlambeer's Ridiculous Fishing appears as a rare character. The screen even shakes whenever he shoots!
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** It's best to not give an NPC an explosive. He/she might end up using it in desperation, while the other members of the group might not even notice that a molotov/grenade was thrown except you.

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** It's best to not give an NPC an explosive. He/she might end up using it in desperation, while the other members of the group might not even notice that a molotov/grenade {{molotov|Cocktail}}/grenade was thrown except you.

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Formatting issues


Death Road to Canada is a mixture of zombies, dogs, road trips, and otakus blended into a roguelike/Oregon Trail hybrid.
The game was released on Steam by Rocketcat Games after being successfully funded on Kickstarter. The goal of the
game is to get a group of survivors to travel across the east coast in order to enter Canada (which has not struggled with the undead,
strangely enough). During the journey, the player and his NPC allies must fight against zombies and loot
different areas in order to survive the trip. Along the way, the group will encounter unique characters and
events, depending on how the RandomNumberGod feels. Despite the subject matter, Death Road to Canada has a light-hearted tone; gore is featured in a "cutesy" style and the Steam store page itself describes it as
the "most family friendly zombie apocalypse game on the market!"

to:

Death Road to Canada is a mixture of zombies, dogs, road trips, and otakus blended into a roguelike/Oregon Trail hybrid.
hybrid. The game was released on Steam by Rocketcat Games after being successfully funded on Kickstarter. The goal of the
the game is to get a group of survivors to travel across the east coast in order to enter Canada (which has not struggled with the undead,
undead, strangely enough). During the journey, the player and his NPC allies must fight against zombies and loot
loot different areas in order to survive the trip. Along the way, the group will encounter unique characters and
and events, depending on how the RandomNumberGod feels. Despite the subject matter, Death Road to Canada has a light-hearted tone; gore is featured in a "cutesy" style and the Steam store page itself describes it as
as the "most family friendly zombie apocalypse game on the market!"

Changed: 112

Removed: 110

Is there an issue? Send a MessageReason:
None


events, depending on how the RandomNumberGod feels. Despite the subject matter, Death Road to Canada
has a light-hearted tone; gore is featured in a "cutesy" style and the Steam store page itself describes it as

to:

events, depending on how the RandomNumberGod feels. Despite the subject matter, Death Road to Canada
Canada has a light-hearted tone; gore is featured in a "cutesy" style and the Steam store page itself describes it as
Is there an issue? Send a MessageReason:
Noticed that this game didn't have a page, so I decided to start one.

Added DiffLines:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/header_11.jpg]]
Death Road to Canada is a mixture of zombies, dogs, road trips, and otakus blended into a roguelike/Oregon Trail hybrid.
The game was released on Steam by Rocketcat Games after being successfully funded on Kickstarter. The goal of the
game is to get a group of survivors to travel across the east coast in order to enter Canada (which has not struggled with the undead,
strangely enough). During the journey, the player and his NPC allies must fight against zombies and loot
different areas in order to survive the trip. Along the way, the group will encounter unique characters and
events, depending on how the RandomNumberGod feels. Despite the subject matter, Death Road to Canada
has a light-hearted tone; gore is featured in a "cutesy" style and the Steam store page itself describes it as
the "most family friendly zombie apocalypse game on the market!"
----
!! This video game provides examples of:
* AmbidextrousSprite
* AntiRageQuitting: If the player quits during a mission, the whole save file will be deleted.
* ArtificialStupidity: Your AI-controlled buddies can show shades of this from time to time.
** It's not uncommon to see characters get stuck behind furniture during a mission. A book shelf that's right in front of a door can cause a buddy to run into it and block him/herself from leaving.
** If an NPC becomes tired from using a melee weapon for too long and has a firearm, he/she will resort to using it. This wouldn't be a problem if the AI knew how to conserve ammo. Your buddy will shoot at any zombie that is in the way until his/her stamina recovers.
** It's best to not give an NPC an explosive. He/she might end up using it in desperation, while the other members of the group might not even notice that a molotov/grenade was thrown except you.
* BottomlessFuelTanks: Subverted. Gasoline is needed to drive vehicles. Using all of it forces the group to walk to Canada until they stumble upon another car.
* CanadaEh
* CharacterCustomization: Death Road to Canada allows up to 64 custom made characters. Each one can have their own unique trait and specialty.
* CrapsaccharineWorld: The zombie apocalypse has begun, humans are forced to trade food as currency, bandits run amok, feral cats and alligators have spread out across the east coast, but it's all presented through cute sprites!
* CriticalExistenceFailure: Every zombie in the game explodes into a pile of guts and gibs upon death. This can also happen to you or any of your buddies if killed and eaten by the undead.
* CutAndPasteEnvironments: Even though each run is procedually generated, the houses and city blocks always have a basic layout.
* DespairEventHorizon: Your group can cross it if their morale goes down. Once this happens, group members can snap and steal whatever loot is collected.
* DieChairDie: Breaking furniture can leave behind a piece of wood that can be used as a weapon. Especially useful when one NPC accidentally breaks a melee weapon or runs out of ammo.
* EverythingsDeaderWithZombies
* GovernmentConspiracy: Characters around campfires occasionally state that Canada is one.
* HeroicDog: This is inevitable since the player can adopt a randomly encountered dog. Dogs can be used to find supplies and fight zombies, and can even be trained to DRIVE THE CAR!
* ImprovisedWeapon: The game encourages the player to throw furniture so zombies can move around it. If a character has high strength, he/she can throw sofas.
** The pieces of wood left over from destroyed chairs definitely qualify.
* InUniverseGameClock: Sieges run off of this. The group has to hold off hoardes until a certain amount of time passes.
** Missions utilize the time in order to alter how aggressive the zombies can become.
* KatanasAreJustBetter: Subverted for most of them in the game, as they shatter easily after being used against zombies.
* MinmaxersDelight: The paranoid trait gives a character the ability to detect if someone is lying about his/her advertised skill. It can also save the whole group from bandit encounters and other bad events, making it one of the best traits in the whole game.
* OneHitKill: The BERSERK! trait does this to any character in exchange for a big increase in strength.
* OneHitPolykill: Rifles and shotguns can easily mow down hoardes of zombies if your character's shooting skill is maxed out.
* RandomEvent: One primary mechanic of the game.
* TearJerker:
** Losing a buddy can hurt, especially if he/she was a custom made character based off of someone you know.
** Group members are prone to violently snapping once morale is low. Some might steal your loot and run off with it. However, some buddies might actually leave a note, wishing you luck on your journey to Canada, before disappearing with all of their supplies returned to you.
* ZombieApocalypse

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