What duct tape unlocks in Deadly Days: Roadtrip, the reliable sources (bosses, reaper, achievements), and the order worth spending it in.
Deadly Days Roadtrip Duct Tape: Sources and Spending
Duct tape is the unlock currency in Deadly Days: Roadtrip. Apples buy base upgrades; scrap buys things inside a run; duct tape buys permanence — survivors, costume options, and the fixtures that make future runs different. It is also the resource players ask about most, because the game never puts a price list in one place.
Official source: Deadly Days: Roadtrip store page
More sources: Pixelsplit — Deadly Days: Roadtrip and Steam news hub.
What duct tape is for
Duct tape is spent at the base on permanent unlocks. The categories that matter:
- Survivors. Several characters are unlocked by meeting a condition and then paying tape at the base.
- The Costume Shop. It offers other characters' signature items after the "Multiple personalities" achievement, and the unlocks cost tape.
- Base fixtures and workbench systems. The workbench tree expands what you can do between runs; tape is the gate on parts of it.
- Cosmetic and challenge options. Lower priority, but they exist.
The important distinction: tape does not buy power inside a run. It buys access. A survivor you never play is not an upgrade, which is why spending order matters more than farming speed.

Where duct tape comes from
Achievements. Achievements pay apples and duct tape. The 1.0 build added 30+ achievements, and harder achievements multiply the run rating, which affects the payout. If you are short on tape, look at the achievement list for the ones you are close to finishing rather than farming the same boss.
Bosses. Bosses drop duct tape, with a bonus at MKing Response Level 3 (+1) and level 5 (+2). This is the most repeatable source for a player who can reliably clear a boss.
The reaper. The reaper drops one duct tape. It is not a good farm — it appears only when you overstay, and killing it requires a finished build — but it is a reason to fight it once you are strong enough.
The Weekly Challenge. The weekly always runs at response level 5, so its boss drops pay the higher tape bonus. Even a partial weekly can be a better tape run than a low-level campaign boss.
The farming loop
A tape run is not a loot run. You are optimising for boss kills per hour, not items per map.
- Pick a short route. Fewer stages means less time between boss payouts.
- Push response level to 3, not 6. Level 3 pays the first tape bonus; level 6 raises difficulty without a further tape step.
- Take the weekly when the modifier is favourable. The fixed seed means you can learn the route.
- Finish achievements in normal runs. Do not build a run around an achievement; let it happen while you farm.
If you can clear a boss in under ten minutes, boss farming beats achievement hunting. If you cannot, achievements are the better source because they pay on completion, not on performance.
Spending order
First: the survivor whose playstyle you actually want. Read the characters guide, pick one, unlock it. A new survivor changes the game more than a 5% base upgrade.
Second: the workbench systems that affect every run. Item banishing, extra rerolls, and stash capacity all compound. The tips and tricks page explains which systems are worth the early tape.
Third: the Costume Shop. It is a build tool, not a cosmetic shop: it lets a character use another character's signature item after the achievement. That is a real build opening, but it is a luxury until you have the basics.
Last: cosmetics. They do not survive a boss.
The base shows the price before you commit. If the character's item does not fit how you like to play, the tape is better spent on the workbench. Unlocks are permanent, but so is the regret of a 20-tape cosmetic.
Is there a duct tape cheat?
No legitimate one. Save editors and unlockers exist, and they are the fastest way to break a save and lose the progression you earned. This site does not link them. If a video promises "infinite duct tape", it is either a modded build or a scam.
The legitimate shortcut is the weekly: a fixed seed at response level 5 gives you a reproducible boss payout. Learn one weekly route and you have a tape farm that resets with the leaderboard.
One practical note on timing: the weekly resets on its own schedule, not when you finish a run. If you are close to a survivor unlock, check the reset timer before spending the tape you have, because a new week can change the assigned survivor and the route you practised. The tape itself does not expire, so there is no rush to spend it before the reset; the only thing that resets is the seed.
Duct tape vs apples vs scrap
New players mix the three up constantly.
| Currency | Earned from | Spent on | Persists |
|---|---|---|---|
| Duct tape | Achievements, bosses, reaper | Survivors, costume shop, base unlocks | Yes |
| Apples | Runs, achievements, challenges | Base upgrades and permanent modifiers | Yes |
| Scrap | Loot, selling items | Shops, rerolls, repairs inside a run | No |
If you are short on tape, you are probably not finishing bosses. If you are short on apples, you are not finishing runs. If you are short on scrap, you are not looting enough on the route you chose.
FAQ
How much duct tape does a survivor cost? Prices vary by unlock. Check the base panel before committing; the cost is shown when the unlock condition is met.
Does difficulty increase tape drops? Response level increases boss tape at levels 3 and 5. Higher difficulty beyond that does not add a further step.
Can I get tape in co-op? Yes. Bosses and achievements pay the same; the run is shared, the unlocks are per profile.
Does the reaper respawn in the same run? It is a single hunter per overstay. Killing it does not bring a second one.
Related
More Deadly Days: Roadtrip Guides
How Deadly Days: Roadtrip co-op works: couch split-screen, Remote Play Together, controller needs, cross-backpack synergies and shared-run roles.
Deadly Days: Roadtrip codes checked for the 1.0 build: how to redeem, which strings are confirmed, which are community reports, and the scams to avoid.
How crafting works in Deadly Days: Roadtrip: duplicate merging, confirmed recipes, the five craft-only 1.0 weapons, and when to hammer an item.
How Endless Mode scales in Deadly Days: Roadtrip, which builds survive the curve, and the item priorities that stop a finished run from falling over.
The extraction decision in Deadly Days: Roadtrip: reading the fuel gauge, threat level, dusk timing, reaper risk, and the math of one more crate.
A working list of Deadly Days: Roadtrip items: support, trigger, mobility, sustain, cursed merchant goods and character items, with what each one does.
How legendary loot works in Deadly Days: Roadtrip: rarity, merging, glowing crates, the radar, boss drops, and the fastest ways to farm high-rarity gear.
Every Deadly Days: Roadtrip map system explained: biome enemies, fuel icons, shops, event stops, Labyrinth, Pumpkin Patch, and route planning.
