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This Zombie Road Trip Has Been Running for 10 Years

Death Road to Canada review: Rocketcat's 2016 roguelike road trip from Florida to Ontario, with random survivors, morale, sieges and Zombo Points.

By mitch·6 min read
A caravan of a car and trailer drives down a desolate highway as zombies gather in the surrounding wilderness.

Death Road to Canada asks a simple question: can you drive a car full of jerks from Florida to Ontario while the dead try to eat you? Rocketcat Games built a whole game around that premise, and the answer is usually no — but the trip is worth taking. The 2016 roguelike hands you a randomly generated group of survivors, a map, and a zombie apocalypse, then gets out of the way. It calls itself a permadeath randomized road trip simulator, and it earns the label.

Trailer, via Rocketcat Games.

Four Survivors and a Station Wagon

The setup is thin on purpose. A zombie apocalypse has killed billions and shattered world civilization, but the zombies cannot function in sufficiently cold weather. Canada is “the last zombie-free nation,” so a group of survivors with different skills tries to drive there from Florida. That is the entire story. Everything else — who lives, who dies, who argues about rations in the back seat — gets generated fresh each run.

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You recruit up to four survivors. Each one arrives with a random name, appearance, personality and quirks that can both help and hinder the journey. Some are useful. Some are dead weight with a bad attitude. The game does not tell you which is which until it is too late.

You can also make your own characters and customize them to be based on whoever you’d like. That feature is the reason half the screenshots online show a station wagon full of cartoon versions of friends, coworkers and celebrities. It is a small thing that turns a procedural game into a personal one.

Two Games in One Car

Gameplay splits cleanly in two. The first part is exploration: the group moves through buildings searching for supplies and fighting zombies. The second is text-based events, where you pick a response to a problem and receive bonuses or penalties. The two halves feed each other. A bad call at a text prompt drains supplies, and a drained group has to scavenge harder in the next city.

Morale is the quiet killer. It rises and falls through events and through running out of supplies, and a character who runs out of morale will cause problems for the group. That is the whole tension of Death Road to Canada in one mechanic. You are not just keeping people alive. You are keeping them willing to keep going.

Then there are sieges. Occasionally the group has to survive a growing zombie horde for a set amount of time. Surviving earns Zombo Points, which can be spent on permanent upgrades for future journeys. Death is permanent, but progress is not. That is the roguelike bargain, and the game honors it.

The trip itself runs anywhere from nine in-game days to 999, depending on which difficulty you pick. Whatever the length, the finish line is the same: the group has to reach the Canadian border with a massive horde on its tail. Waiting there are Mounties and a Justin Trudeau-lookalike, who easily defeat the zombies, congratulate the group and grant them Canadian citizenship. It is a joke, and it lands, because the game has spent hours earning it.

Slow Zombies, Fast Decisions

The zombies here are classic-style: slow, numerous, and dangerous in a crowd. The perspective is bird view / isometric, which means you can always see the horde coming and rarely have enough room to do anything about it. The game’s own storyline describes controlling “a car full of jerks” who explore cities, recruit weird people, rescue dogs, argue with each other, and face gigantic swarms of slow zombies.

That phrase — a car full of jerks — is the most honest pitch the game has. These are not heroes. They are people who happen to be alive and happen to be near each other. The randomly generated story and rare events mean every run produces a different account of how that went.

Feature What the game does
Structure Randomly generated road trip from Florida to Ontario
Journey length 9 to 999 in-game days, by difficulty
Survivors Up to four, with random names, appearances, personalities and quirks
Core loop Exploration for supplies, plus text-based decision events
Pressure system Morale, which drops from events and supply shortages
Set-piece Sieges against a growing zombie horde
Meta-progression Zombo Points, spent on permanent upgrades
Ending A border crossing, Mounties, a Trudeau lookalike, citizenship

A 2016 Roguelike That Still Drives

Death Road to Canada released for Microsoft Windows, OS X and Linux, with later releases for iOS, Android, Nintendo Switch, PlayStation 4 and Xbox One. It was developed by Madgarden and Rocketcat Games, and published by Rocketcat. Ukiyo Publishing and Noodlecake Studios also appear on the publishing side. It is a role-playing game with adventure and indie bones, and its themes are action, horror and survival. Single player, multiplayer and co-operative modes are all supported.

The critical aggregate sits at 7.7 out of 10. That number is about right, and it is about right for a specific reason.

The game is not trying to be deep. It is trying to be replayable, and it succeeds at that. The randomized cities, the rare events, the custom characters, the permanent upgrades — every system points toward the next run. The writing is dry and the jokes are cheap in the best way. A dog can join your party. Someone will complain about it.

What holds it back is the same thing that keeps it light. The text events are the heart of the game, and they are only as good as the next prompt. When the prompts repeat, the illusion thins. The sieges are tense the first dozen times and mechanical after that. The 999-day upper bound sounds enormous until you realize most runs end far earlier.

None of that is fatal. It is the cost of a game built on procedural generation and permadeath, and Rocketcat clearly understood the trade.

The Verdict on the Road

Death Road to Canada is at its best when it is being stupid. The Mounties at the border, the Trudeau lookalike, the rescued dogs, the argument in the car — those are the moments that stick. The systems underneath are sturdy but familiar, and the roguelike market has only gotten more crowded since 2016.

What makes this one worth playing is the tone. It refuses to treat the apocalypse as solemn. It treats it as a long, annoying drive with people you did not choose, and it asks you to keep them alive anyway.

That is a real design idea, and it is executed with more discipline than the premise suggests. The morale system alone does more narrative work than most games manage with cutscenes. When a survivor breaks, it is not a scripted beat. It is the consequence of choices you made three cities ago.

The score is 7.7 of 10.

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