
If you want the shortest useful answer, focus on four things before you finish Easy Delivery Co.: activate all 4 radio towers, clean up the collectible hunt for bobbleheads and snowcats, visit the hidden room in the Dam, and make a separate save before the Factory choice so you can see the three known endings. Those are the secrets most consistently documented by community guides, and they matter more than random easter eggs because several of them are missable or tied to achievements.
The important caveat is that the game’s secret checklist is still a little messy. Community guides disagree on the total achievement count, with some listing 7 achievements and others listing 11. That usually means one of three things: later updates changed the list, one guide is incomplete, or different writers are counting hidden objectives differently. So the safest approach is to treat the secrets in this guide as the current well-documented set, not an absolute final ledger.
In practice, the game has a few different kinds of secrets, and they do not all serve the same role. The endings are the big story secrets. Radio towers are missable side-progress secrets. Bobbleheads and snowcats are completionist secrets, with at least one hidden achievement tied to collectible cleanup. Then there are environmental discoveries like the Dam computer room and the out-of-bounds chair east of Easton, which feel more like lore finds or easter eggs than progression unlocks.
That split matters because you should not search for everything in the same order. Story branch secrets need save management. Route-based secrets need traversal upgrades. Collectibles need systematic cleanup. And version-sensitive secrets like the hidden debug-style button or store-looting exploit may not work the same way on every build.
The three endings most clearly documented right now are Shutdown, Reboot, and Restore. All three are tied to the late-game Factory sequence, so the cleanest way to handle them is simple: make a backup save before you commit to the final choice. If your version does not support multiple manual saves, delay the ending until after you finish the other missable secret content.
Shutdown option in the Factory. Its role is straightforward: this is one of the core resolution branches, and it appears to be the most direct “end the system” route.Reboot SD Units in the Factory. This is a separate branch rather than a cosmetic variation, so it is worth seeing even if you already finished the game once.The key mistake here is assuming the endings are only a final menu choice. At least one of them, Restore, depends on earlier acquisition. So if you are doing a completion-minded run, treat the pawn shop CD as required prep rather than optional flavor.
If there is one secret chain to prioritize over everything else, it is the radio towers. Community documentation points to 4 towers total, and the repeated warning is that you should activate them before finishing the game. That makes them more dangerous than collectibles, because a missed bobblehead usually just costs cleanup time, while a missed tower can create real end-of-run confusion.

Some of the towers are also traversal-gated. The two upgrades mentioned most often in route discussions are snow tires and a separate item that helps you reach certain otherwise awkward locations. The game’s driving and terrain systems make this important: if a route feels impossible in bad conditions, it may not be a skill check at all. It may simply mean your truck is underprepared for that secret path.
The radio towers seem to function as more than scenery. Their role in the secret layer is that of a missable progression-adjacent objective, the kind of thing community guides flag early because the game itself does not loudly tell you how important they are.
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The biggest collectible hunt currently documented revolves around 13 bobbleheads and a separate set of snowcats. The bobbleheads are especially important because community guides connect them to a hidden achievement. Snowcats appear to matter more as map-completion or collectible completion targets, but they are still part of the game’s secret identity because they push you into out-of-the-way routes and town corners you can easily ignore during normal deliveries.
This is also where the achievement-count mismatch matters most. If one guide says the game has 7 achievements and another says 11, do not panic if your checklist does not line up perfectly with an older post. What matters is whether you have cleared the known collectible categories and any hidden objective tied to them, not whether every public checklist uses the same total number.
The efficient way to handle collectibles is to stop thinking of them as one giant scavenger hunt and instead pair them with delivery routes. When you enter a town, do a full sweep before leaving: check obvious hubs, side streets, odd dead ends, and any area that looked decorative the first time through. That works well in Easy Delivery Co. because many of its secrets are built around mood, geography, and small detours rather than combat-gated puzzles.

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Two of the clearest environmental secrets are easy to miss because they do not announce themselves with major rewards. In the Dam, there is a hidden computer room behind shelving. The commonly documented route is to move between the 4th and 5th shelf to reach the computer area. Community walkthroughs keep some of the payoff deliberately vague or redacted, so it is best to think of this as a hidden discovery room rather than a guaranteed power-up cache.
East of Easton, there is also a documented out-of-bounds chair secret. Its role appears to be environmental rather than mechanical. In other words, do not expect it to unlock a system, but do count it as part of the game’s hidden-world design. It is exactly the kind of strange landmark that fits the game’s unsettling rural tone.
There is also a more technical side to the game’s secrets. One community guide describes a hidden dev.exe button that acts like a debug-style secret menu. The reported effects include granting items, changing weather, providing protection against weather-related harm, and adding money. That makes it less of a collectible secret and more of a hidden control panel that can override normal progression.
Treat this one carefully. Its role is obvious if it still works in your version: it can turn a normal save into a sandbox or shortcut run. But it is also exactly the kind of hidden feature that may change, break, or disappear across updates. The same caution applies to the reported store-looting exploit, where players claim they can take an item out, unequip it, and continue grabbing more from places like Easy Mart and the pawn shop. Because that behavior is described by community video guides rather than formal patch notes, assume it is version-dependent until you verify it on your own build.
Shutdown, Reboot SD Units, and the pawn-shop-CD-based Restore path.dev.exe or store-looting tricks if you are comfortable with version-sensitive behavior and possible progression weirdness.If a secret is not appearing where community guides say it should, the most likely explanations are save timing, missing traversal prep, or build differences. In practical terms: do the towers early, treat the pawn shop CD as ending prep, and do not rely on debug or exploit discoveries unless you are certain your version still supports them.