Deadly Days: Roadtrip Play
ENDEJA

Checked against 1.0 (2026-10-29) · Sources checked 2026-11-02

Deadly Days: Roadtrip Items

Backpack grid where items sit next to each other
Steam screenshot of the backpack. Neighbours matter more than a flat list.
Workbench one-time upgrades
Workbench upgrades from Steam. Item packs add families to later runs.

What “rotated items” actually means

The phrase shows up in search. It does not show up as a system name in the 1.0 notes. Three neighbouring systems do. Shops and drops are rolled for the run, not published as a weekly menu. The workbench has one-time unlocks that pour a whole family into later runs. Banish grows from 3 slots to 6 to 12 so you can kick items out of the pool. I would rather describe those three than invent a Monday reset.

The 1.0 notes put the catalogue above 110 weapons and items, with 16 new items: Rubber Band, Shield Generator, Hammer, Lottery Ticket, Hand Mirror, Cogwheel, Plasma Hand, Ripped-Out Eye, Teleporter, Ghost Sheet, Throwing Knife, Electrolyte Drink, Secret Sauce, Ice Cube, Uranium, and Tesla Coil. The table below is the subset with a written effect. It is not a promise that 110 rows exist in public.

Neighbours, merges, and the shady stop

Items take backpack cells. Effects care about what sits beside them. Duplicates merge into a higher rarity. That rule is in the 1.0 notes and both wikis. The Shady Merchant is a separate stop: the notes and one wiki say it appears in the rear car about half the time at a merchant, and that from day 4 a route guarantees one visit. Cursed goods named in the notes include Ripped-Out Eye, Ice Cube, and Uranium.

Magnet (+150% pickup), Robot Arm, WLAN Repeater, War Drum, and Fork are written up on the German Early Access wiki. I keep the “EA” mark on those rows. A 1.0 retune of the same item would not be visible from those pages.

Rarity values are not published in the cited item records; filter by the documented type instead.

items checked 2026-11-02. Status is how many public sources agree.
Sources
WLAN Repeater Transfers any effects applied to itself onto marked items; the marked item must be able to receive the effect Loot drop (EA-era) single source (EA wiki)
Magnet +150% loot pickup range; a second Magnet marking cancels the effect Loot drop single source (EA wiki)
Robot Arm Counts as additional hands for equipping weapons Loot drop (EA-era) single source (EA wiki)
Fork +1 bullet/projectile for marked ranged weapons Loot drop (EA-era) single source (EA wiki)
Duct Tape Permanent unlock currency at the base: survivors, Costume Shop and workbench systems Boss/Reaper/achievement rewards two sources
Tesla Coil Fires an electrocuting projectile every 3 s; marked lightning items gain extra bounces only with an even number of marked electric items Loot drop three sources
Cogwheel When one marked triggerable triggers, all other marked triggerables trigger too, each once per chain Loot drop three sources
Hammer At the end of the day, upgrades all marked items by one rarity, but not past the Hammer's own rarity Loot drop three sources
Lottery Ticket Chance of a free reroll, free repair, or crafting without an ingredient; destroyed on death and can revive once Loot drop three sources
Shield Generator Restores 1 armour every 10 s; taking damage resets the timer Loot drop three sources
Ghost Sheet Longer invincibility after a hit; while looting you turn see-through and are hidden from zombies Loot drop three sources
Teleporter On use, teleports to an unlooted loot spot; at night, once all fuel is collected, teleports to the bus Loot drop three sources
Plasma Hand Counts as unlimited extra hands for equipping weapons Craft-only three sources
Ripped-Out Eye Marked weapons get +100% crit chance and -75% range Shady Merchant three sources
Secret Sauce Lowers the fuel required each day and lets the bus start faster; adds poison to marked weapons/items but deactivates marked food Loot drop two sources
Uranium Marked hits can set off a small nuke, but can also mutate the hit zombie into a titan Shady Merchant two sources
Ice Cube Increases movement speed and dash distance; you slide for a moment after stopping or dashing Shady Merchant two sources
Rubber Band Longer range and faster triggers for marked throwables Loot drop two sources
Hand Mirror Effects that hit a marked item are copied onto the marked item opposite it Loot drop two sources
Throwing Knife On a timer and when triggered, throws a knife in a straight line at a nearby enemy Loot drop two sources
Electrolyte Drink Faster stamina recovery Loot drop two sources
Coffee Longer day, movement speed and loot speed for the next run Coffee stand (base) two sources
War Drum Grants the War Drum ability: increased attack and reload speed; 30 s cooldown; needs a free ability slot and is not equipped if 4+ powerup slots are filled Loot drop (EA-era) single source (EA wiki)
Banana Costume Changes appearance; the 1.0 wiki states the banana is a costume, not a survivor Find in base after first apple two sources, role conflict
Knabe Kola Präsident Knabe's exclusive fizzy item; exact in-game effect is not documented in the accessible sources Collaboration code single source (official PR)
Item Workbench Crafts recipes that do not drop; one-time upgrades add whole item families to future runs; 1.0 list sorts by what you can craft and shows missing ingredients Base feature three sources

Questions

Are items randomized?

Shops, merchants, and loot are seeded per run. Recipes are not. There is no published weekly rotation.

What are item packs?

One-time workbench unlocks that add a family of items to future runs. The 1.0 notes say names, conditions, and prices changed. The new prices are not listed in the notes I read, so the cells stay empty.

Is there a weekly item rotation?

No official weekly list turned up. The search phrase maps onto seeded loot, item packs, and banish.

Sources

Limitation: public sources can omit conditions or change after the date shown; source counts and disagreements are recorded below.