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<feed xmlns="http://www.w3.org/2005/Atom">
  <title>Dead Mileage devlog</title>
  <subtitle>News from the garage</subtitle>
  <link href="https://deadmileage.io/blog/feed.xml" rel="self"/>
  <link href="https://deadmileage.io/blog/"/>
  <id>https://deadmileage.io/blog/</id>
  <updated>2026-11-05T12:00:00Z</updated>
  <author><name>Dead Mileage</name></author>
  <entry>
    <title>Dead Mileage has a home of its own</title>
    <link href="https://deadmileage.io/blog/welcome-to-deadmileage-io/"/>
    <id>https://deadmileage.io/blog/welcome-to-deadmileage-io/</id>
    <updated>2026-11-05T12:00:00Z</updated>
    <summary>Dead Mileage now lives at deadmileage.io: free, in your browser, no download, and your progress comes with you. Four more games are on the way.</summary>
    <content type="html">&lt;p&gt;&lt;img src="https://deadmileage.io/img/hero-1280.webp" alt="A Behemoth rears up over a battered RV on a burning highway"&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dead Mileage has moved into a place of its own: deadmileage.io.&lt;/strong&gt; The game lives at &lt;a href="https://original.deadmileage.io/"&gt;original.deadmileage.io&lt;/a&gt; now, and it's still free, still in your browser, and still starts the moment you open the link.&lt;/p&gt;

&lt;p&gt;The games used to live on other people's platforms. From today they live here, run on their own terms: no store page, no launcher, no ads, nothing between you and the road.&lt;/p&gt;

&lt;h2&gt;Four more on the way&lt;/h2&gt;
&lt;p&gt;Four games are growing out of Dead Mileage. They're still in development, and each will get its own address here when it's ready, free like the first:&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;&lt;strong&gt;Switchback&lt;/strong&gt;: one long mountain road, ledges with nothing past the lip, cloud forest, snow, tunnels, and towns on the shelves between.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;River Run&lt;/strong&gt;: a leaky skiff down a flooded valley, with the current, weirs, wind and things in the water.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Black Ice&lt;/strong&gt;: an ice road over a frozen sea in the polar night, where your own weight is the danger and the sheet breaks up behind you.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Danger Close&lt;/strong&gt;: escort a truck column 24 km through what the war left, and call the artillery down on anything. Including, if you're careless, yourself.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The devlog will say when each one opens.&lt;/p&gt;

&lt;h2&gt;If you played before&lt;/h2&gt;
&lt;p&gt;Dead Mileage used to be at deadmileage.liquidmultiverse.com. That address still works and takes you to &lt;a href="https://original.deadmileage.io/"&gt;original.deadmileage.io&lt;/a&gt;, and old challenge links still open the right day's road.&lt;/p&gt;
&lt;p&gt;Your browser keeps your progress per address, so a new address would normally mean starting over. It doesn't here: &lt;strong&gt;open the old address once, in the browser you played in, and your progress comes along&lt;/strong&gt;: scrap, workshop perks, vehicles, difficulties, records and achievements. The screenshots on your achievement cards stay behind; the cards draw their own background instead.&lt;/p&gt;
&lt;p&gt;The daily challenges and the wrecks moved too. Every wreck left on a daily road so far is still there, and the warnings on them are still being appreciated.&lt;/p&gt;

&lt;h2&gt;The daily board&lt;/h2&gt;
&lt;p&gt;The front page now shows how far the dead got on today's daily road: the drivers whose wrecks lie furthest down it, and who took the most monsters with them. It's a board of the fallen, because a run that reaches Haven leaves no wreck behind. If you make it, you'll have to tell people yourself.&lt;/p&gt;

&lt;p&gt;See you on the road.&lt;/p&gt;</content>
  </entry>
  <entry>
    <title>Your wreck stays on the road</title>
    <link href="https://deadmileage.io/blog/your-wreck-stays-on-the-road/"/>
    <id>https://deadmileage.io/blog/your-wreck-stays-on-the-road/</id>
    <updated>2026-10-31T12:00:00Z</updated>
    <summary>The daily road now remembers who died on it. Find other drivers' wrecks, strip them for parts, watch their last seconds and read the warnings they left.</summary>
    <content type="html">&lt;p&gt;&lt;img src="https://deadmileage.io/img/post-wrecks.webp" alt="A burnt-out wreck by the road with a signpost, and a warning card reading &amp;quot;Beware of brutes&amp;quot;"&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The daily road now remembers who died on it.&lt;/strong&gt; When a daily challenge run ends in death, your burnt-out vehicle stays where you fell, on everyone else's copy of that day's road. The next driver can read how far you got, pick your wreck clean, watch your last seconds and take your advice. Or ignore it, and join you on the verge.&lt;/p&gt;

&lt;p&gt;That's the big one, but it isn't the only change. Further down: Behemoths that call for help, monsters that stop appearing right in front of you, and survivors you can actually race to. It's a long post, so grab a jerrycan.&lt;/p&gt;

&lt;h2&gt;Wrecks of real players&lt;/h2&gt;
&lt;p&gt;Every daily challenge gives everyone the same road, the same vehicle and the same rules. So it was always a bit strange that you drove it alone. Now you can see where everyone else went wrong.&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;&lt;strong&gt;A wreck for every death.&lt;/strong&gt; Each one is a charred copy of the vehicle that driver died in, pushed onto the verge on the side of the road where it happened. If several drivers died in the same spot, their wrecks line up in rows out into the field, so a bad corner starts to look like a scrapyard.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;A signpost beside each one.&lt;/strong&gt; It gives the driver's number and how they did: &lt;em&gt;DRIVER 4821 / 8.4 KM &amp;middot; 612 KILLS / LASTED 14:02&lt;/em&gt;. You'll soon be measuring yourself against the wrecks you pass.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;A body count.&lt;/strong&gt; When you set off, a message tells you how many deaths the road has seen today and how many drivers they came from.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Your own wrecks too.&lt;/strong&gt; The death screen tells you where yours now lies, and it's there on your very next try.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Heavy vehicles can smash straight through a wreck. To stop one stubborn player filling the road, each 250 m stretch shows the three newest wrecks, one per driver. On the Low graphics preset you get one wreck per stretch and no signposts, to keep things running smoothly.&lt;/p&gt;
&lt;p&gt;Only daily challenges have wrecks. Normal runs still get a road of their own, so nobody else's there to find.&lt;/p&gt;

&lt;h2&gt;Salvage: strip the dead&lt;/h2&gt;
&lt;p&gt;A wreck is also a source of parts. Roll slowly past one (under 9 m/s, about 32 km/h) and your crew strips it, or just smash through it and take what falls off.&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;&lt;strong&gt;Cash, based on what that driver had:&lt;/strong&gt; $150, plus $5 for every kill they got, plus 2% of what their vehicle costs, up to $3,000 a wreck. A driver who died in a big vehicle after a long, bloody run is worth slowing down for.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Spare parts:&lt;/strong&gt; 6% hull and 5% fuel.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Diminishing returns:&lt;/strong&gt; each wreck can only be salvaged once per run, and each salvage pays 20% less than the one before. The more of a road's dead you pick over, the less is left.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Slowing down is the catch, because it's rarely a safe thing to do with a horde behind you. Is that $800 and a bit of hull worth stopping for, right where someone else just died? And yes, you can salvage your own wreck from the last try. Nobody's judging.&lt;/p&gt;

&lt;h2&gt;Last moments: watch how they died&lt;/h2&gt;
&lt;p&gt;Each wreck also carries the final 12 seconds of that driver's run. As you close in, a pale blue ghost of their vehicle appears on the road just ahead of you and replays those seconds: the swerve, the panic, the last mistake. It flares up on the spot where they died, then fades away over the wreck.&lt;/p&gt;
&lt;p&gt;You can follow it or steer well clear of it. Sometimes it's the only warning you get that the road ahead is about to go badly.&lt;/p&gt;

&lt;h2&gt;Warnings: leave a message for the next driver&lt;/h2&gt;
&lt;p&gt;If you've played Dark Souls, you know how this goes. When a daily run ends in death, the death screen lets you leave one warning on your wreck, built from a phrase and a word:&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;&lt;em&gt;"Try nitro"&lt;/em&gt;&lt;/li&gt;
  &lt;li&gt;&lt;em&gt;"Beware of spitters"&lt;/em&gt;&lt;/li&gt;
  &lt;li&gt;&lt;em&gt;"If only I had a bigger vehicle"&lt;/em&gt;&lt;/li&gt;
  &lt;li&gt;&lt;em&gt;"Patience killed me"&lt;/em&gt;&lt;/li&gt;
  &lt;li&gt;&lt;em&gt;"The handbrake saved me"&lt;/em&gt;&lt;/li&gt;
  &lt;li&gt;&lt;em&gt;"Nothing ahead"&lt;/em&gt; (which may or may not be true)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;There are 10 phrases and 37 words. There's no free text, so all of it stays on topic, and how honest it is remains up to the dead.&lt;/p&gt;
&lt;p&gt;When you pass within 40 m of a wreck with a warning, it pops up in a card on screen. If it helped, or just made you laugh, appreciate it with &lt;strong&gt;G&lt;/strong&gt;, &lt;strong&gt;Back&lt;/strong&gt; on a gamepad, or a tap on the card. You can do that once per wreck. The card shows how many drivers have appreciated it, and if you pass your own, you'll see your count.&lt;/p&gt;

&lt;h2&gt;What gets sent&lt;/h2&gt;
&lt;p&gt;Wrecks are the first thing in Dead Mileage that talks to a server, so here's exactly what goes up when a daily run ends in death: the road, where the run ended and the 12 seconds of driving before it, your vehicle, kills and run time, and an anonymous driver number the game picks for you once. There's no account and no name. Your IP address isn't stored; the limit on how many wrecks can be posted in a day uses a one-way hash of it instead. If the server is ever down or slow, the road just has no wrecks on it and the game carries on without waiting.&lt;/p&gt;

&lt;h2&gt;Harder roads&lt;/h2&gt;
&lt;p&gt;The rest of this update is about the fighting, on every difficulty and every daily challenge.&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;&lt;strong&gt;Behemoths call for help.&lt;/strong&gt; Behemoth fights used to be one on one. Now, every 10 to 14 seconds, a Behemoth calls in its own: screechers for your first Behemoth of the run, runners and crawlers for the second, bloaters for the third, and brutes from the fourth on. They pay half, so there's no farming them for cash while the boss waits.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;No more monsters popping in close by.&lt;/strong&gt; Monsters now arrive further out, most of them in the haze ahead of you. Behind the camera they appear from 45 m away, and in view from at least 70 m, and they grow in over 0.6 seconds rather than simply appearing. You'll see more of a horde coming down the road towards you.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;More of them, and they take more killing.&lt;/strong&gt; Because they now start further away, 20% more monsters spawn, and guns deal 5% less damage. Expect this to feel tougher.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Survivors are a real race.&lt;/strong&gt; The monsters after a stranded survivor now set off from the far side, from a distance timed to your arrival. Whether you get there first depends on your driving.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;Smaller fixes&lt;/h2&gt;
&lt;ul&gt;
  &lt;li&gt;Small rocks and loose stones get knocked aside instead of stopping the car dead.&lt;/li&gt;
  &lt;li&gt;The &lt;strong&gt;TURN AROUND&lt;/strong&gt; warning now covers every garage, not only those down a side road. It stays up while you're more than 50 m past the garage and not heading back.&lt;/li&gt;
  &lt;li&gt;Dirt tracks no longer float or sink where a garage has levelled the ground.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;Today's road&lt;/h2&gt;
&lt;p&gt;Happy Halloween! Today's daily is &lt;strong&gt;Night of the Hearse&lt;/strong&gt;: a hard road with far more monsters than usual, a hearse with a level 3 flamethrower and a grenade launcher, and two shotgunners riding along. The dead are out in force, but they pay well. It's a good road to leave your first wreck on.&lt;/p&gt;

&lt;p&gt;The roads are still fairly empty, so your warning may be the first one somebody reads. Make it a good one.&lt;/p&gt;

&lt;p&gt;See you on the road. Or beside it.&lt;/p&gt;</content>
  </entry>
  <entry>
    <title>Daily challenges: a new run every day</title>
    <link href="https://deadmileage.io/blog/daily-challenges/"/>
    <id>https://deadmileage.io/blog/daily-challenges/</id>
    <updated>2026-10-21T12:00:00Z</updated>
    <summary>Every day a new, hand-made run on the main menu: the same road, vehicle and rules for everyone. Then it's down to how you drive.</summary>
    <content type="html">&lt;p&gt;&lt;img src="https://deadmileage.io/img/post-daily.webp" alt="&amp;quot;A new challenge every day&amp;quot;: four daily runs side by side, Ice Cream, School Run, Glass Cannon and Halloween"&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dead Mileage now has daily challenges.&lt;/strong&gt; Every day there's a new, hand-made run on the main menu: the same road, the same vehicle and the same rules for everyone. Then it's down to how you drive.&lt;/p&gt;

&lt;h2&gt;A different run every day&lt;/h2&gt;
&lt;p&gt;Each challenge sets the vehicle, the guns, the crew, the gear, the difficulty and sometimes the rules themselves: more monsters, tougher monsters, or kills that pay double or barely at all. A few of what's coming up:&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;&lt;strong&gt;Ice Cream Apocalypse&lt;/strong&gt; (Thu 22 Oct): a hard road, a slow van and a flamethrower. The chimes bring them running.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;School Run&lt;/strong&gt; (Fri 23 Oct): a full bus, two guns and twice the horde.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Glass Cannon&lt;/strong&gt; (Sat 24 Oct): a maxed railgun on the Rustbucket. Everything dies in one shot, including you.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Night of the Hearse&lt;/strong&gt; (Halloween): the dead are out in force, but they pay well.&lt;/li&gt;
  &lt;li&gt;And easy Sundays, power-trip Fridays, hard Saturdays, and something special for Friday the 13th.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Today's is &lt;strong&gt;The First Challenge&lt;/strong&gt;: an easy road and a hearse with two machine guns. A gentle start.&lt;/p&gt;

&lt;h2&gt;Beat your friends&lt;/h2&gt;
&lt;ul&gt;
  &lt;li&gt;Find the &lt;strong&gt;DAILY&lt;/strong&gt; card on the main menu and hit &lt;strong&gt;Drive it&lt;/strong&gt;. The card shows the day's full loadout, and your best result so far today.&lt;/li&gt;
  &lt;li&gt;When your run ends, the end screen shows how you did and a &lt;strong&gt;Copy challenge link&lt;/strong&gt; button. Send the link to a friend and they get exactly the same run to beat.&lt;/li&gt;
  &lt;li&gt;Try as often as you like. Your best of the day is kept, and the next day brings a new one.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;Fair for everyone&lt;/h2&gt;
&lt;p&gt;Challenge runs ignore your workshop upgrades, so nobody starts ahead. In return they don't pay scrap or count towards your records. Achievements still unlock, except on some days with especially generous loadouts; the menu card says when.&lt;/p&gt;

&lt;p&gt;See you on the road.&lt;/p&gt;</content>
  </entry>
  <entry>
    <title>Achievement Unlocked: Achievements</title>
    <link href="https://deadmileage.io/blog/achievements/"/>
    <id>https://deadmileage.io/blog/achievements/</id>
    <updated>2026-10-20T12:00:00Z</updated>
    <summary>Twenty trophies for the moments worth bragging about, and a few for the ones you'd rather forget. Each one keeps a screenshot of the moment.</summary>
    <content type="html">&lt;p&gt;&lt;img src="https://deadmileage.io/img/post-achievements.webp" alt="The Rustbucket ploughing into a crowd of monsters as a grenade goes off"&gt;&lt;/p&gt;
&lt;p&gt;The road to Haven now keeps score of a different kind. &lt;strong&gt;Dead Mileage has achievements:&lt;/strong&gt; 20 trophies for the moments worth bragging about, and a few for the ones you'd rather forget.&lt;/p&gt;

&lt;h2&gt;20 to collect, in four kinds&lt;/h2&gt;
&lt;ul&gt;
  &lt;li&gt;&lt;strong&gt;Progression&lt;/strong&gt;: milestones down the highway and in the garage. Trade up from the Rustbucket, make it halfway, drive through the gates of Haven.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Skill&lt;/strong&gt;: the clip-worthy stuff. Ten crawlers with one grenade (&lt;em&gt;Cluster Bomb&lt;/em&gt;), a x10 ram combo (&lt;em&gt;Road Rage&lt;/em&gt;), or twelve crawlers sent flying with a single honk of the Air Horn (&lt;em&gt;Wall of Sound&lt;/em&gt;).&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Challenge&lt;/strong&gt;: the "can you?" ones. Reach Haven without ever changing vehicle. Reach Haven without touching the nitro. Roll through the gates with less than 10% hull left.&lt;/li&gt;
  &lt;li&gt;&lt;strong&gt;Discovery&lt;/strong&gt;: the funny ones. Most of them are hidden and show up as &lt;strong&gt;???&lt;/strong&gt; until you stumble into them. I won't spoil them here.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Each achievement has a rarity, from Common to Legendary, so you know which ones are worth showing off. &lt;em&gt;Loyal to the Rust&lt;/em&gt;, reaching Haven in the car you started with, is Legendary for a reason.&lt;/p&gt;

&lt;h2&gt;Every achievement keeps the moment&lt;/h2&gt;
&lt;p&gt;When you unlock one, the game takes a screenshot of that exact moment: the blast, the combo, the RV lying on its side. You'll find them all on the &lt;strong&gt;Achievements&lt;/strong&gt; shelf, in the main menu and the pause menu, with your completion percentage and filters per category.&lt;/p&gt;
&lt;p&gt;Open any unlocked achievement to see the run you earned it in (vehicle, distance, time, kills), and to &lt;strong&gt;download a share card&lt;/strong&gt; with your screenshot on it. On phones you can share it straight away.&lt;/p&gt;

&lt;h2&gt;Something to aim for&lt;/h2&gt;
&lt;ul&gt;
  &lt;li&gt;The end screen shows what you unlocked that run, or the next challenge to go for when you didn't.&lt;/li&gt;
  &lt;li&gt;The pause menu shows one achievement to chase.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;Good to know&lt;/h2&gt;
&lt;ul&gt;
  &lt;li&gt;&lt;strong&gt;Achievements are trophies only.&lt;/strong&gt; They never give cash, scrap or unlocks, and never change the balance. Play however you like.&lt;/li&gt;
  &lt;li&gt;They are saved in your browser, like the rest of your progress. "Reset progress" keeps them; Settings has a separate button if you ever want a clean shelf.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;See you on the road.&lt;/p&gt;</content>
  </entry>
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