Yearly Archives: 2024

v1.1 b14 Stable is out! 10.01.24

Hey Survivors, we’re pleased to announce the release of v1.1 b14 to our Stable branch. This update features several changes to stealth mechanics, as well as a multitude of fixes and optimizations to improve performance and enhance gameplay.

Check out the full change log below!

b1-b14 Changelog

Added

  • Player stealth meter is green when no alert entities are near you otherwise it turns yellow 
  • Stealth is less affected by player movement and ramps up over time
  • Controller support for the 3D map preview on the RWG window 
  • (PC Only) Controller Icon Style combo box added to controller settings menu, allowing players to override automatic controller detection and Steam Input to display either PlayStation or Xbox icons
  • New explosion particles for Propane Tanks, Barrels and Vehicles
  • Inventory UI Audio Various Resources
  • Inventory UI Audio Rocket
  • New inventory pick and place sounds for Robotic Sledge, Turrets, Traps, Mods, Crafting Stations, Dew Collector and other various items
  • Support for SoundPickup and SoundPlace for blocks
  • Blood splatter to zombie bear and dire wolf
  • Prefab Editor “Rnd decorate Sel.” also sets random rotations
  • Enable All and Disable All for Extras through the Twitch Options menu
  • GameShuttingDown mod event
  • wilderness_filler_21
  • lot_vacant_09
  • countrytown_business_15
  • remnant_downtown_filler_24
  • remnant_downtown_filler_25
  • remnant_downtown_filler_26
  • remnant_downtown_filler_27 
  • remnant_downtown_filler_28
  • Rwgmixer xml district prefab_name property and changed forest_rural to use that

Changed

  • Balanced stealth effectiveness for all combinations of perks, armor and light levels 
  • Reduced distance from and radius that AI picks to investigate near the target 
  • Balanced stealth world and block ambient light 
  • Improved player stealth UI to be twice as sensitive to light, half to sound and round off value 
  • Balanced player stealth enemy search duration reduction from perks and armor 
  • Increased Assassin and Rogue outfit sneak effectiveness based on other stealth calculations and balancing adjustments
  • Increased bear and dire wolf sight and hearing 
  • AI alert timer starts after investigation ends and with some random variation 
  • Adjusted StaminaLoss and AttacksPerMinute on Iron and Steel Axes to match Iron and Steel Pickaxes
  • Set the economic value to 1 for several blocks marked not to sell to traders to prevent rented vending machine exploits (full economy balance coming at a later date) 
  • New Burnt Zombie Sound FX
  • New Gore for Hazmat zombie
  • Increased vehicle armor and plow damage reductions
  • Increased vehicle reserve fuel tank capacity
  • Removed Q6 items from airdrops and infested loot 
  • Increased the harvest count of Augers and Chainsaws by 20%
  • Increased duration of all fire weapons influenced by Fireman’s Almanac Vol 4 by 1 second for display lag and rounding 
  • Persistent electricity effect when dismembering electrocuted zombie
  • Updated organic destroy effect
  • Updated explosions particles for land mines
  • Updated icon for yucca fruit to better represent the in-game models 
  • Updated icon for Knuckle Wraps to better represent the in-game models 
  • Knuckle Wraps now use cloth for crafting, repairing, and scrapping 
  • Updated Knuckle Wrap description references from leather to cloth 
  • Updated tags for various window blinds to count towards polymer harvest challenge (does not show nav objects due to overabundance) 
  • Reduced the amount of duct tape needed to craft Robotic Drones 
  • Updated landmines with repair properties for the Infiltrator perk 
  • Adjusted glowing eye on zombie bear and dire wolf 
  • Memory optimizations including a refactor of RWG to use less static fields so it can be garbage collected. 
  • Set mipmap streaming on for entity textures that had the setting missing 
  • Wrong/Missing class, tags, and particle settings were keeping gas pumps from exploding properly 
  • Updated persistent electricity effect when dismembering electrocuted zombie 
  • Adjusted backpack, camping, and car loot lists to clamp T0 tools/weapons from mid/late game loot probabilities 
  • Progression and save game safe adjustments to unlock values with electrical crafting magazines. Sensors section from 50 to 45. Battery Bank and powered doors section from 75 to 55. Batteries now start at 55 and end at 100
  • Moved battery unlocks to T4 and powered doors to T3. Both unlock at 55, but the battery quality unlocks continue to levels 60, 70, 80, 90, and then 100 for Q6
  • Adjusted colliders on commercial blind shapes 
  • Removed FPSScaling option for consoles
  • Updated localization for T3 and T4 electrician crafting skill sections 
  • Updated descriptions of Salvage Operations to prevent confusion of harvest speed
  • Updated several Spanish translation issues based on community feedback for pistols and file cabinets
  • Localization sync for Japanese updates
  • Updated localization to support new entries
  • DMS section type for traders is read from npc.xml
  • Keep F3 CVar filter text when leaving to main menu and loading back into game
  • Trader Rekt gate access is now easier especially for bikes
  • Batch replaced cntBookPile03 with new cntBookPile03AirRandomLootHelper in all POI’s
  • Added storeHardware theme tag to remnant_business_04 
  • Sleeper, pathing and art improvements to army_camp_07 based on player feedback 
  • Added audio trigger and additional pathing improvements to army_camp_07
  • downtown_filler_plaza_03 replaced fountain with new design
  • victorian_08 trigger unlock doors for easy exit
  • bungalow_02 Easy exits set to Trigger Unlock
  • Added keyrack for quick exit/unlock for exterior doors in house_burnt_02
  • Connected additional door to keyrack quick exit / unlock in house_old_modular_04
  • Connected additional door to keyrack quick exit / unlock in house_old_modular_05
  • Connected additional door to keyrack quick exit / unlock in house_old_modular_07
  • Added quick exit / unlock keyrack to house_old_tudor_04
  • Added quick exit / unlock keyrack countrytown_business_07
  • Reduced sleeper volume count in countrytown_business_07 based on feedback
  • Art pass and sleeper volume adjustments in ranger_station_01
  • skyscraper_01 reduced by 591,469 verts 221,936 tris
  • store_clothing_02 loot balance pass
  • downtown_building_03 area rebuilt with new blocks
  • downtown_filler_31 texture fix, block type replaced
  • hotel_04 locked optional room door to make it clear to the player that’s not the actual path
  • house_modern_27 path improvement
  • rest_area_05 replaced block curtains for vertical curtains, enabled unlock exit doors
  • house_modern_29 added front balcony for aesthetic reasons
  • nursing_home_01 fixed mispainted texture, set doors to trigger unlock mode
  • countrytown_business_08 / 09 / 11 / 12 trigger unlocks applied to several doors. + quick optimization pass + minor details pass
  • House POIs That Need Trigger Unlock / trailer_01 / trailer_03 / trailer_11
  • House POIs That Need Trigger Unlock various POIS
  • house_construction_04 small blocks and terrain update
  • apartments_04 POIs needed trigger unlock
  • Additional adjusted sleepers in utility_refinery_02
  • lot_vacant_09 changes made based on feedback
  • Twitch: Increased price of #mind_wipe and #newbie 
  • Twitch: #newbie is now an Extra
  • Twitch: Break Claim triggered cooldown from 20 to 30 seconds


Fixed

  • Issue with solar cell quantity and quality getting clamped incorrectly in trader inventories
  • Can’t set forge to craft max quantity with Advanced Engineering perk
  • Unable to join game invite through Steam if player does not proceed past the news screen
  • Potential NRE in ServerPasswordWindow
  • FPS drop from very wide angle spot lights
  • Fix Xbox crash in rare cases when coming out of suspend while on the main menu
  • Fixed race condition between RegionFileManager and PersistentPlayerData which could cause rare exceptions
  • Xbox crash if game suspended while initial loading shows “Loading particles”
  • Xbox crash during save operations
  • XBS Native Graphics Job freezes by switching back to Legacy Graphics Jobs
  • Texture streaming goes over budget after some time on Xbox S
  • Bows swapping ammo types has some visual issues showing wrong ammo type
  • Unable to hear air drop if ambient sound is muted
  • Vehicle velocity was not retained on server when a client driver exits
  • Vehicle is kinematic warnings on dedi when driver exits
  • Players can ragdoll themselves getting out of 4×4
  • Players could flip or destroy the 4×4 when exiting on steep slopes
  • Auto turrets are pinging like bedrock/trader protection when hitting dirt
  • Auto turret is having issues targeting allies and self
  • Disable electric shock on dismembered limbs
  • Zombie variant texture dismemberment issues
  • Fixed electrocuting dismembered stumps
  • Missing tags for advanced engineering workbench craft time reduction perk
  • CVar prefix with Fireman’s Almanac Vol 4 not working properly with Molotov’s
  • Issue with negative scaling on curtainDrapesRightHalfTopPrefabVariant not showing properly
  • Reading a Treasure Map automatically activates it overriding active quests
  • Crouching and uncrouching while in a confined area can cause players run to become slower than when not running
  • Linux GUI error after hitting ESC
  • Steam deck settings apply glyph does not display properly
  • Can’t craft more than 1 tool or handheld item at a time
  • Inventory item place sound not always playing
  • Steel fridge and beverage freezer ambient loops are incorrect or missing
  • Sprint lock does not become engaged when using keyboard combinations starting with Shift (Opening Steam/Discord overlay or opening a radial menu)
  • No challenge progress getting honey from POI stumps
  • AttachParticleEffectToEntity issue when SDCS characters are set on fire
  • Prevent toggling the flashlight on and off while zooming a scope in/out if they share a single controller binding (also applied to quick swap)
  • Air drop settings tab discrepancy
  • Server Browser List daily quest limit setting missing proper value localization
  • News page has no entries in offline mode
  • Zombies can get stuck between double pole blocks
  • Setting linear velocity of a kinematic body is not supported warnings for out of world checks
  • Prevented controller aim assist from targeting drones
  • Store_hardware_03, terrain density issue
  • Only Usable Type for Twitch Actions were being bypassed by the extension
  • Chunks can stop generating after exploring for a while
  • Animation desync on remote players when changing vehicle pose state while in an unloaded chunk
  • Two wheeled vehicles without a driver can slowly slide on their sides for a long time
  • Missing barbed wire and texture issue in installation_red_mesa
  • Block mines to not explode when repairing
  • Server Browser List some settings missing proper display values
  • RWG Preview Mesh Memory Leak
  • RWG Terrain Preview Material / Texture Leak
  • Shared quests with the same location are not tracking properly
  • Spread audio clip processing over time when loading dynamic music sections in order to alleviate frame hitching
  • Host sometimes hear idle zombie noises from client
  • Missing localization for reporting player text
  • NRE related to DebugGameStats
  • Molotovs are ignoring Player Killing setting randomly
  • Activating item_modifers has no audio indicator
  • Animals seeing players used an inaccurate distance
  • Stealth ambient light value was too dark compared to what was rendered
  • AI head motion near walls could let them see through them causing screamers to scream and spitters to spit
  • Updated value on Grandpas Awesome Sauce
  • Zombie alt texture dismemberment issues
  • Logic issues related healing limbs with Physician 3 perk
  • Reworked calculation for Farmer Full Set Bonus to prevent food health applying bonus incorrectly
  • Airdrops are now immune to buffBurningEnvironment, buffBurningElement, buffBurningFlamingArrow, buffBurningMolotov, buffIsOnFire
  • Issue with negative scale colliders on guardRailPole8mInclineFlippedPrefab
  • Updated logic to prevent premature limb healing when sprains turn into breaks
  • UI textures loaded from web/files are affected by texture quality setting
  • ItemValue’s Metadatas were not properly cloned when splitting stacks
  • Trader name unlocalized when sharing their location marker
  • PassiveEffects with OR requirements always applied independent of the actual requirement states
  • Player doors within 10m of trader unlock/lock on open/close
  • Quest searching issues
  • NRE on world load when using player signs in custom POI’s
  • Triggerable level design POI sounds do not play for Clients, only SP or host in P2P
  • Removed some exterior walls / fences from football_stadium POI to allow players to drive their vehicles through
  • Missing texture in downtown_filler_05
  • Density on lot_rural_filler POIs
  • Sleepers waking up by back fence in utility_refinery_02
  • Clipping tree in roadside_park_01
  • house_old_gambrel_02, tree clipping when POI spawned in burnt forest or snow biomes, swapped with smaller dead tree
  • rwg_tile_gateway_straight, removed three guard rails that were not being overwritten by part_driveway_gateway_checkpoint_01 when checkpoint_01 spawned on this tile
  • remnant_burnt_07, removed car that had alignment issues
  • house_old_victorian_10, missing paint
  • house_old_ranch_10, replaced wood carpet roll with cloth carpet roll
  • house_burnt_01 easy exits set to Trigger Unlock
  • house_burnt_04 easy exits set to Trigger Unlock
  • house_burnt_05 easy exits created & Trigger Unlock set
  • tudor_06 floating book pile, loot reduction, trigger unlocks on exits
  • house_modern_09 Missing paint, props, added rope climb out
  • house_old_pyramid_01 trigger unlock easy exit
  • school_daycare_01 shrub clips into wall
  • house_old_tudor_02 untagged from culdesac due to issues
  • house_old_bungalow_12 deleted odd terrain block
  • bungalow_05 replaced clipping rubble with debris instead
  • store_pharmacy_01 loot balance
  • bungalow_10 loot rebalance
  • trader_jen missing paint
  • skyscraper_01 texture issues and reduction to 4,158,553 verts & 1,757,478
  • hotel_04 mispainted texture
  • house_modern_27 wrong type of window block in wine cellar, replaced texture for the ceiling of the same area
  • trader_jen, mismatched paint
  • lodge_01 trap block results in floating light
  • fastfood_06 mismatched paint and fastfood_06 wood clipping
  • hotel_04 requires player to open elevator door to complete quest
  • school_01 school desks clipping
  • school_01 window SI issue
  • school_01 mismatch texture near the roof
  • skyscraper_02 projector screen SI issue
  • house_old_modular_05 texture issues
  • remnant_skyscraper_05 removed duplicated light, fixed mispainted texture
  • gas_station_08, missing paint
  • house_old_ranch_13, removed unused sleepers
  • gas_station_08, unpainted surfaces, block with missing trim
  • store_clothing_01, removed clothes rack
  • cave_02, SI issue
  • roadside_park_01 could use helper trees
  • office_03 mismatched textures
  • house_old_modular_05 texture issues
  • lot_vacant_04 floating zombie in front of car
  • house_modern_23 mismatched paint and other misc issues
  • trader_rekt missing fence post
  • bungalow_12 missing textures
  • house_modern_05 texture issues
  • cave_01 underground air gap in terrain
  • bowling_alley_01 SI issue
  • rural_drive_in_01 terrain density issue
  • warehouse_08 terrain density issue

1.0 is Out! 07.25.24

The Fun Pimps are pleased to announce the 1.0 release of “7 Days to Die” is out on Steam, PS5, Xbox Series X/S and Windows platforms. Dive into the definitive zombie survival sandbox RPG that started it all. Navezgane awaits!

Buy the Game

Buy the PlayStation 5 Game: PlayStation 5

Buy the Xbox Series X/S Game: Xbox Series X/S

Buy the Steam Game: Steam

Pricing

The retail price will be $44.99 USD on all store fronts.

Discounts for Xbox One Owners

For the faithful followers of 7 Days to Die on Xbox One, welcome back! Good news, we were able to work with Microsoft to secure a 25% Discount with proof of Digital Ownership of the Xbox One version of 7 Days to Die. This one time discount will only be available after Microsoft makes the discount live sometime during the business hours of the 25th, so be sure to time your purchase accordingly and check back later in the day if you do not see the discount!

Discounts for PlayStation 4 Owners

If you owned the original digital version of the 7 Days to Die Telltale published game on the PlayStation 4 you will be eligible to receive a 25% discount on your purchase of the new PS5 ‘7 Days to Die – Console Edition’. Discounts for PlayStation 4 legacy digital game owners should be available immediately at Product Launch. Discounts will be available for thirty days.

Console Ratings and Availability

The PS5, Xbox Series X/S are available in most regions but there are a few regions where the products availability is pending rating service approval:

  • Japan: We are still going through the process to get the game rated to sell in the Japan region however; This will require some work on our end. Stay tuned.
  • South Korea: Rating is pending
  • Taiwan: Rating is Pending

Patchnotes

V1.0 Release Notes

Bugs and Patching

Our team is dedicated to delivering the best product we can and we always patch often. If you have a bug to report you can go here: Report a V1.0 Bug!

1.0 Launch Details 07.24.24

7 Days to Die 1.0: Twelve Years of Survival

The Fun Pimps are pleased to announce after nearly twelve years of early access, the highly anticipated Version 1.0 release of “7 Days to Die” is here!  Tomorrow on July 25th the 1.0 version will be available on Steam, PS5, Xbox Series X/S and Windows platforms. Check the Launch times for your region below.

This milestone release heralds a groundbreaking evolution in the survival horror genre, packed with new a wealth of new content, innovative new features, polish, transformative quality-of-life improvements, optimizations, and revolutionary gameplay systems. No other game offers a fully buildable, fully destructible, truly open world where every location can be explored inside and out without load screens and with unmatched random world generation. Dive into the definitive zombie survival sandbox RPG that started it all. Navezgane awaits!

Launch Times

The Steam, PlayStation 5, Xbox Series X|S and Windows versions of the game will be available to purchase and download at the following time and dates:

  • Los Angeles – July 25th – 10:00
  • Dallas – July 25th – 12:00
  • New York – July 25th – 13:00
  • London – July 25th – 18:00
  • Berlin – July 25th – 19:00
  • Shanghai – July 26th – 01:00
  • Tokyo – July 26th – 02:00

Pricing

The retail price will be $44.99 USD on all store fronts.

Wish listing

Wishlist the PlayStation 5 game here: PlayStation 5

Wishlist the Xbox Series X/S game here: Xbox Series X/S

Discounts for Xbox One Owners

For the faithful followers of 7 Days to Die on Xbox One, welcome back! Good news, we were able to work with Microsoft to secure a 25% Discount with proof of Digital Ownership of the Xbox One version of 7 Days to Die. This one time discount will only be available after Microsoft makes the discount live sometime during the business hours of the 25th, so be sure to time your purchase accordingly and check back later in the day if you do not see the discount active! Discounts will be available for thirty days.

Discounts for PlayStation 4 Owners

If you owned the original digital version of the 7 Days to Die Telltale published game on the PlayStation 4 you will be eligible to receive a 25% discount on your purchase of the new PS5 ‘7 Days to Die – Console Edition’. Discounts for PlayStation 4 legacy digital game owners should be available immediately at Product Launch. Discounts will be available for thirty days.

Ratings

There are a few regions where the products availability is pending rating service approval which will impact the PlayStation 5, Xbox Series X|S availability in these regions:

  • Japan: We are still going through the process to get the game rated to sell in the Japan region however; This will require some work on our end. Stay tuned.
  • South Korea: Rating is pending
  • Taiwan: Rating is pending

Delisting

To avoid product confusion the old Telltale edition of 7 Days to Die game has been delisted on the PlayStation and Microsoft stores so there should be no product confusion. If you already owned the product you will still be able to play it.

Bugs and Patching

Our team is dedicated to delivering the best product we can and we always patch often. If you have a bug to report you can go here: Report a V1.0 Bug!

V1.0 Official Release Notes 06.20.24

7 Days to Die 1.0: Important Dates

Here is the current schedule. Note some dates are still subject to change.

  • June 21st – 7 Days to Die 1.0 Experimental – Streamer Weekend Steam
  • June 24th – 7 Days to Die 1.0 Experimental – Public Experimental Steam
  • June 28th  (Tentative Date) –  Console Edition 1.0 – Wishlisting PS5 & Xbox Series X/S
  • July 15th  (Tentative Date) –  Delisting the Legacy Console Game from digital stores
  • July 25th – 7 Days to Die 1.0 Official Stable – Steam and Microsoft PC
  • July 25th (Tentative Date) – Console Edition 1.0 – PS5 and Xbox Series X/S launch including a 25% Discount on the purchase of the new product for Legacy Digital owners of the PS4 and Xbox One Telltale Edition. (Discount Subject to Console Policies)

Version 1.0 Streamer Weekend

If you missed the News 7 Days to Die 1.0 Streamer Weekend Event will begin: THIS FRIDAY, June 21st at 12 PM CST. Fans will be able to see over 270 streamers from thirty countries, in sixteen different languages in this three day event.

7 Days to Die 1.0: Over a Decade in the Making

After nearly twelve years of early access, the highly anticipated Version 1.0 release of “7 Days to Die” is here!  This momentous milestone marks a significant evolution in the survival horror genre, paired with an updated release for current-gen consoles coming in just a few weeks. 

The 1.0 Edition brings more optimizations, polish, quality-of-life improvements, new content, new features, and new gameplay systems than ever before.

If you have never played 7 Days to Die or you have not played it for a while, you’re going to want to check out version 1.0. Building on an already amazing foundation, this update sets the bar even higher for the survival genre.

Post 1.0: Roadmap

For us 1.0 is a huge milestone and it will bring parity to the game on all platforms and sets us up with the tools and engine pipeline to deliver even more content, updates and new features faster and better to all formats including crossplay and so much more.

Here is a high level preview of our post 1.0 features Roadmap stay tuned:

7 Days to Die 1.0 Official Release Notes

New HD Character System

“7 Days to Die 1.0” introduces a brand new custom-built from the ground up Character System which offers all new High Definition Models, 1st and 3rd person animations, variations and all new skin and hair shaders to elevate the overall experience. This comprehensive system enhances player immersion, allowing for a personalized and engaging gaming experience. See your hands in the viewport, the sex, skin color and the real gloves you’re wearing. Enjoy seeing your full HD model on vehicles, in the UI and with your friends. See what your co-op friend is looking at with the new character head tracking system. The new system offers extensive customization options including:

  • Presets: Choose from a wide variety of pre-made character presets to get a jump-start on your adventure in Navezgane.
  • Create your own custom character with a wide variety of of customization options including:
    • Sexes: Male or Female
    • Races: Black, White, Asian, Native
    • Face: Each race and sex has four different face options for a total of 32 face options
    • Eyes: There are over thirty eye color options
    • Hairstyles: There are twenty unique hairstyles
    • Hair Color: There are ten unique hair colors
    • Mustaches: There are five unique mustache styles to choose from
    • Chops: There are five unique lamb chop styles to choose from
    • Beards: There are five unique beard styles

New Player Armor/Clothing System

Along with a brand new Character System in Version 1.0 we have also added a brand new High Definition Armor and Clothing System. This extensive new system amplifies player immersion, enabling a customized and compelling gaming adventure where looting, finding, crafting and upgrading Armor matters.

Witness your hands in the viewport, complete with details like gender, skin color, and the actual clothing you’re wearing. Delight in the sight of your high-definition model on vehicles watching details animate like cloth and backpacks jiggle, Experience the ability to observe what your co-op companion is focusing on, courtesy of the new character head tracking system. Moreover, the enhanced system provides a plethora of customization choices, allowing for extensive personalization including:

  • Sixteen full sets of unique armor with Male and Female variants
  • Four main clothing groups include: headgear, bodywear, footwear and gloves.
  • 1 primitive set, 5 light sets, 6 medium sets, 4 heavy sets
  • Except for the primitive set, each armor set comes with a set bonus when you are wearing all four pieces of one set with the lowest quality item governing the strength of that bonus.
  • For Example if you we’re wearing the Lumberjack Armor set you would receive the following bonuses:
    • Double wood harvest
    • 5% less stamina use when using axes with a Q1 item in the mix
    • Every slot using Q6 items in slots changes the stamina bonus to 30% 
  • We have kept and reworked most clothing mods with many options including:
    • Glasses have been reworked as armor mods
      • The following adds +1 to the attribute
        • Perception – was the Shades
        • Strength – was the Cigar
        • Fortitude – was the Tough Guy Sunglasses
        • Agility – was the Ski Goggles
        • Intellect – was the Nerdy Glasses
        • Treasure Hunter Mod – previously Lucky Goggles
          • +10% XP Gain
          • +10% Better Loot
          • Treasure Radius -1
        • Night Vision Goggles – now in mod form
          • Updated screen effect
    • The cigar is now an armor mod
      • Adds +1 to Strength and +10% Bartering
    • Added a Quad Pocket Mod
    • Multiple pocket mods can be added to armor
      • Must be of different sizes
        • i.e. Two Triple Mods cannot be installed in one armor piece
    • Stealth Boots Mod – previously Military Stealth Boots
      • Reduces the noise and stamina penalties of medium and heavy boots

New Animal Models

Our elite team of character artists have been hard at work updating all of our animal models to match the modern aesthetics of our updated HD zombies. The system comes with new models, rigs, more realistic animations and a brand new high tech fur shader to make hair and fur more realistic. The current HD animal roster includes:

  • Deer, stag, wolf, and mountain lion.
  • Coming in a future patch: Bear, zombie bear, boar, Grace, vulture, rabbit, snake, and dire wolf, coyote and vulture

These updates will be released progressively in patches as animation and rigging are completed, adding more lifelike and detailed creatures to the survival experience.

New Challenge System

We did away with the old tutorial quest and journal system and rolled them into a brand new Challenge System. The challenge system is designed to help new players learn the ropes with an easy-to-follow introduction questline that offers worthwhile rewards. Additionally, long-term challenges keep players engaged with enticing rewards for completing various challenge categories while teaching more advanced mechanics. This system ensures both new and veteran players have continuous goals to strive for, enhancing their gameplay experience. The system includes:

  • Over one hundred and twenty unique challenges are broken into twelve categories
    • Basics of Survival
    • Homesteading
    • Advanced Survival
    • Crafting
    • Traders and Crafting
    • Harvesting
    • Gathering
    • Farmer
    • Survivor
    • Hunter
    • Zombie Slayer
  • A challenge quest tracking system. Track what you want and see your progress
  • Redeem completed challenges for XP. Some challenges can be redeemed for XP and rewards given by any trader. See each challenge for details.
  • Some items have in-game sprite help making it easier to learn
  • Do the challenges in any order of and still get credit for your work or resources you have on

New Vehicle Models

Our artists have also given the existing vehicle models an update, bringing them to parity with the other improved models in Version 1.0. Most vehicles now have additional seating to accommodate at least one friend. There are also new vehicle armor mods available that allow them to withstand wasteland wear-and-tear. Many vehicle mods now have a visual model update so you can see the mods you have installed. These updates enhance the visual appeal and functionality of the vehicles, offering a more immersive and enjoyable driving experience in the game.

The update has many improvements including:

  • Bicycle
  • Mini Bike
  • Motorcycle
  • 4×4 Truck (Now comes with 4 default seats and can be modded to hold 6 players)
  • Gyrocopter (Now comes with 2 seats to fly with your friend)
  • We have added new Vehicle Mods. These mods are visible on the model. Including:
    • Bicycle
      • Light Mod
    • Motorcycle
      • Armor Mod
    • 4×4 Truck
      • Plow Armor Mod
    • Gyrocopter
      • Armor Mod
      • Light Mod

Random World Generation Updates

Several improvements and optimizations have been made to our RWG system, making it leaner, faster, and able to create better looking worlds than ever before, with refined composition and layouts improving the overall fidelity and detail of generated worlds.

RWG Game Improvements include :

  • Faster Creation Time: The time required to generate new worlds has been significantly reduced.
  • District Density Calculation: Improved calculations for better urban planning and layout.
  • Biome Distribution Variants: New variants to create more diverse and interesting world biomes.
  • Road Smoothing: Enhanced road generation for smoother and more realistic paths.
  • Bigger Cities and More POIs: Approximately 50% more Points of Interest, with larger cities and more wilderness locations.
  • Chunk Reset: Improved chunk management and resetting for a more seamless experience.
  • Performance POI Placement: A new POI placement algorithm has been implemented to keep cities more performant placing lighter weight POIS around more expensive heavier weight POIS
  • The Burnt Forest Biome is back in newly created and Pregen RWG maps

RWG Tool Improvements Include:

  • New biome distribution presets include:
    • Biome Layout
      • Center Forest – Default
      • Center Wasteland
      • Circle – Biomes arranged like a pie chart
      • Line – Biomes arranged like a layered cake with 90° rotations i.e. Forest to the South Wasteland to the North
  • Burnt Forest is back!
  • District Colors
    • Light Blue = Rural
    • Yellow = Industrial
    • Blue = Commercial
    • Grey = Downtown
    • Green = Residential
  • Darker Colors of each above are lower density POI’s like remnants
    • Red = Traders
    • White = Wilderness
  • Spawn Points in the forest can be seen when zoomed into the map. They are small X’s on the country roads and are near wilderness POI’s within 1km of a trader.

New Points of Interest

In order to complement our updated RWG system, our Level Design team has added a ton of new content with over 75 new POIs that will be coming to Version 1.0.

Notable additions, improvements and efforts include:

  • A high focus on new remnants enhancing performance and providing more diverse environments to explore with lighter zombie counts. A majority of the remnants were created for the downtown district which was low on these types. These efforts have helped significantly with performance.
  • New high-tier locations have been introduced for players to explore and conquer.
  • Haven Hotel (Tier 5)
  • 7 Days Suites (Tier 5)
  • Navezgane Athletics Complex (Tier 5)
  • Grover High (Tier 5)
  • Minotaur Theater (Tier 5)
  • 6 – New Tier 4’s
  • A new zombie spawning throttling triggering system has been added to the level editor and the level designers have made use of it to keep the higher count POIS challenging but running better.
  • RWG Performance POI Placement: A new POI placement algorithm has been implemented to keep cities more performant placing lighter weight POIS around more expensive heavier weight POIS

New Zombie Variants and Zombie Updates

Our existing zombies didn’t get left out. Version 1.0 introduces several new zombie variants with unique outfits. Most have received several clothing, skin and hari variation options that spawn, giving large groups a more organic composition and promoting an immersive experience.

Notable additions include:

  • A nurse from a children’s hospital with bears on her uniform
  • A bowling alley-themed outfit for the fat Hawaiian zombie.
  • Many more variants are coming, adding fresh visual elements to the game’s undead horde.
  • The demolition zombie has received a complete model makeover, aligning with the newest generation of zombie models. This iconic foe now features an updated and more terrifying look.

World Lighting Graphics Update

The shader programming and technical art team have been busy adding in an overall improved lighting model that looks amazing. Improvements include:

  • Overall more even and consistent lighting
  • Over bright areas are toned down and areas that were too dark are easier to see
  • Details in world and character models are more noticeable
  • You can play now without a mining helmet or torch in dark areas
  • Biome Spectrums and Storm Spectrums have been reworked to give the right amount of mood but provide more consistent lighting overall
  • AO has been turned back on
  • Shadows on Grass has been turned back on
  • FSR has been added to the Graphics Options
    • AMD FidelityFX™ Super Resolution (FSR) uses cutting-edge open upscaling and advanced frame generation technologies to help boost your framerates in supported games and deliver amazing high-quality, high-performance gaming on virtually any hardware.

Optimizations

We have worked hard to optimize the game for all SKUs. Efforts to make the game run on the consoles has paid off. Many optimizations have been done including:

  • A new POI placement algorithm has been implemented to keep cities more performant placing lighter weight POIS around more expensive heavier weight POIs
  • A ton of lighter weight remnant POIs have been made to lighten the weight of cities and give more variety in POIs
  • A new zombie spawning throttling triggering system has been added to the level editor and the level designers have made use of it to keep the higher count POIS challenging but running better.
  • Many art assets have had reduced draw calls or simproved settings in Unity to make them run more preformant
  • The Cutout atlas has been removed
  • A new window tinting system makes window glass opaque until you get close. Occluding the interior or exterior improves performance (moderately), especially for skyscrapers.
  • Game updated to Unity 2022 LTS with better Vulkan and DX12 support (Note: DX12 performance seems worse than DX11)
  • New lighting update manager
  • Ambient occlusion better handles large amounts of props
  • Block entities (props) spawn over multiple frames

Massive Progression Update

We have given a lot of attention to overall progression and balance in version 1.0. Here are some of the more notable improvements:

  • Traders give less dukes and have nerfed rewards that no longer break progression.
  • Trader inventories offer sales staged items for sale that are more appropriate for your character’s level.
  • The game is a little more crafting oriented than in the past, and legendary items are now craftable.
  • The end result is the game feels much more balanced and even in a coop team players will find themselves still engaged on day 70, single players even further.
  • Crafting
    • Quality 6 crafting is back
  • Tools/Weapons/Armor
    • Requires new Legendary Parts
  • Traders/Biome order
    • Rekt – Forest
    • Jen – Burnt
    • Bob – Desert
    • Hugh – Snow
    • Joel – Wasteland
  • Quests
    • Quest Progression has been improved so you get higher Tier Quests offered with each trader and can roll back to lower tiers if you want to
  • Armor
    • Quality determines perk level
    • Basic Example – Q1, 2, 3, 4, 5, 6 = 5, 10, 15, 20, 25, 50%

Legendary Crafting

  • We have added new Legendary Parts which can be acquired in high end loot chests, and higher Trader rewards
  • With these player can craft Legendary Q6 weapons, tools, and armor

Dew Collector Overhaul

The Dew Collector has been reworked. It now supports 3 workstation tools, one of which is a water filter. This change makes the Dew Collector available early in game, but it collects murky water without having the filter installed.

Enhanced Gore System

Along with the new Zombie variants comes the new and improved Dismemberment Gore System, ensuring consistent dismemberment across zombie types, and as a bonus, there are also brand-new blood splatter particles to complete the visceral experience of combat. 

With Version 1.0, the entire zombie lineup has been upgraded with new gore pieces, including a complete overhaul of recently updated zombies from past Alphas. This ensures all zombies are consistent with the latest technology, enhancing the game’s visual impact and immersion.

Updated Road Decals

Say goodbye to one of our last remaining legacy assets, our original Road Decals. They’ve been revamped, giving them a modern face-lift to help make the roads and lots of Navezgane County feel more lived in and legitimate. 

Players can now enjoy enhanced realism with updated road decals, featuring more detailed and immersive trash and debris scattered on the roads. This update adds another layer of authenticity to the game environment, making the post-apocalyptic world feel more lived-in and engaging.

Twitch Integration Update

The latest update introduces exciting new features for Twitch integration:

  • Small Zombies: A new command that shrinks down the size of zombies, adding a fun and challenging twist to gameplay.
  • On Screen Extension: Interactive Twitch features are now displayed directly on screen, enhancing the viewer and streamer experience.

These features provide more interactive and engaging content for both players and their audiences.

New World Borders

The game now features layered world borders, replacing the old radiation zones. The very outer layer is a no-go zone, preventing players from walking off the map. Just inside this is a no-build zone, ensuring players cannot build too close to the edge. As players approach the border, the area fogs up, providing a clear visual cue. This system allows more Points of Interest (POIs) to spawn near the map’s edges, increasing the playable area while communicating to the player you can’t go that way.

New Upgradeable Player Chests

Introducing player writeable storage boxes! Start with a basic wooden box, which can be upgraded to iron, and eventually to steel. Each upgrade increases the storage capacity, providing more space for your items. Additionally, these chests feature writeable areas that display custom text, allowing for easy organization and labeling of your stored goods. Up to three lines of copy can be added. Happy chest placing, survivors!

Environment Art Update

The environment team has been busy with many new art updates that will further immerse you for 1.0 experience including: 

  • New movie theater seats, new soda and drink vending machines, new TV studio camera, new mini beverage coolers, new food and candy posters, new retro electric and gas signs, new neon signs, new camping tents, new chemistry set, new modular iron wrought fence set with destructive states. Dishong tower tribute plaque, zombie spawner tombstone, swing set model, commercial food trash can, new ceiling lights, new mailboxes, new electric fuse boxes, new shipping crane
  • New plants and vegetation such as: Hops plant, Pumpkins and coffee plants
  • Decorative assets such as: office desk pictures, trophies, business wall signs
  • Art updates to old assets such as: updated spinning blade trap, updated recycling pallets (cans, cardboard paper), updated rocks and boulders, updated commercial dumpster, updated bathroom and kitchen faucets, updated barbed wire fences.
  • Last but not least, a major optimization pass on almost all of the environmental art props to get ready for console. Including shader and texture optimizations, as well as mesh optimizations to improve game performance. 

Block Shape Updates

The environment Art team has been busy with many new block shapes to build with.
162 new shapes added to fill in missing shapes to roofs, railings, poles, stairs, and many more.
A few notable ones include:

  • Wedge Stairs Railing Left, Right, Tip Left, and Tip Right
  • Wedge Stairs Railing Metal Left, Right, Tip Left, and Tip Right
  • 6m and 8m long ramp sets
  • Wedge60 Windows set
  • Broken and Empty versions of all Bulletproof Windows (POI’s)
  • Also note the addition of a new Radial Menu option:
    • Copy Shape And Rotation

Enhanced Audio

Sharpen your ears, survivors! The latest update includes enhanced audio features:

  • Updated Ambient Stingers: More dynamic and immersive ambient sounds.
  • Variety of Bird Chirps: A larger variety of bird sounds to enrich the environment.
  • Inventory management sounds: Unique sounds for moving various item groups in your backpack

Enhanced Particle VFX

We have enhanced many of the particle effects to be better, more realistic and performant. The latest update includes:

  • All new blood and dismemberment VFX particles
  • New block destruction and block physics VFX particles
  • New Explosion VFX particles
  • New Shading system for smoke and fire
  • New Vehicle VFX including rigid body destruction

Trader VO overhaul

We have cast 5 unique voice actors and recorded over 1200 unique Voice Over lines to bring new life, story, responses and funny quips to the five traders in the game.

Don’t worry your favorites Trader Rekt and Trader Jen still have the same actors but all new lines and new functionality. New functionality includes:

  • All traders now have their own unique voice
  • Traders have more than 200 lines each with story bits and strong hints to relations between traders
  • Subtitles will be translated to all supported languages

Gamepad Improvements

A ton of work has gone into improving Gamepad Support to make it control better, more intuitive and have native console features including: 

  • New UI navigation system that removes the virtual cursor
  • Overhauled modern camera controls that are easier to use and can be extensively customized
  • New aim assist systems for gamepads to aid with quicker targeting when aiming a weapon or swinging a melee weapon, and slowing the camera when passing over small interactable objects
  • Greatly expanded gamepad settings in a new controller options menu including:
    • Joystick layout options
    • Separated X and Y camera sensitivity
    • Look acceleration
    • Deadzone adjustments
    • Rumble strength
    • Aim assist toggle
  • Full gamepad remapping support for on foot and vehicle controls
  • New controls and shortcuts when using a gamepad, including:
    • Directly access items on your toolbelt via radial menu by holding either of the toolbelt selection buttons.
    • Instantly swap to your previously equipped item with the new quick swap button
    • Easier sprinting with tap or hold controls
  • Expanded controller vibration support that responds to actions triggered by the player and what’s happening around them
  • Support for DualSense controller features including:
    • Track time of day, weather and blood moons on the light bar
    • Trigger effects when using certain items and weapons

Modding Notes

  • Game updated to Unity 2022.3.29f1
  • Updated HarmonyX to 2.13.0
  • ModInfo: Now requires ModInfo in V2 format, also properties “Name” and “DisplayName” no longer optional as announced in Alpha 21
  • XML parsing now supports “conditional” blocks:
    • Allows switching between different XML blocks based on conditions like game version, whether a certain mod is loaded etc
    • Can be evaluated once by the host when loading the XMLs so host and every client will have the same resulting XML or by each game instance separately, so that host and every client can have different effects, e.g. when based on a GamePref
    • Also supported on the top level of patch XMLs: These are always applied during XML loading
    • Detailed documentation will be added to the game’s wiki
  • XML patches now feature a new instruction “include” which allows including another XML in place, e.g. to split up large XMLs into smaller pieces or – combined with the usage of conditional blocks – include different XML based on other conditions
  • New XML “events.xml”: Allows defining date based events (like christmas, halloween etc) and use them with conditional XML blocks – have the pipe baton automatically use a candy cane shiv model during christmas season or pumpkins use a halloween based model during that time
  • Z-Selection box for POI or world building now shows the current selection size
  • Updated POI properties windows to reflect the current POI features
  • Debugging:
    • Debug views (F3) now remember the selected elements
    • CVar filter box can no longer have the input focus when the mouse cursor is not enabled – avoids accidentally overwriting your filter while running around
    • FPS graph and network monitor available in releases
  • Game assembly gets fully publicized members for easier code modding – each member that has changed access level gets an attribute “PublicizedFrom” attached that will tell you the original accessibility level. Accessing originally not public stuff is still meant to be a last resort if other approaches fail.
  • New BlockCompositeTileEntity with respective TileEntityComposite
    • This is a generic TileEntity (TE) block which allows selecting which features it should have from XML (“compositing”)
    • Currently these features are supported:
      • Lockable: The TE can be locked
      • LockPickable: Players can pick the lock on the TE (only usable in combination with Lockable)
      • Signable: The TE can be written on. The prefab used for the TE will have to have properly set up TextMeshes – at least one but it supports as many as desired
      • Storage: The TE will have container features
    • These TE properly support up/downgrading, so for example a block that has Signable can upgrade to a block that supports Storage and Signable and keep its text
    • Adding new features does not require enumeration modifications so should be easier going forward to add custom TE features from mods
    • Example usage of these features can be seen on the new player storage blocks “cntWoodWritableCrate” and similar
  • File lookup prioritizes files in user data (e.g. LocalPrefabs) over mods
  • New game argument “-newprefabsmod=somemod” allows defining a mod in which new prefabs get stored instead of going to “LocalPrefabs”. Mod name is given by its internal name from its “ModInfo.xml”, not the folder name
  • XUi changes:
    • Generic “repeat_content” attribute support for all views. For non-grid views the attribute “repeat_count” specifies the number of clones
    • Repeated elements automatically get fed with additional template parameters that can be used with template bindings (“${…}”):
      • For every parent view: “repeat_count” giving the number of elements as specified by “repeat_count” attribute and “repeat_i” incrementing by one for each created element, starting at 0
      • Additionally for grid views only: “repeat_col” and “repeat_row” giving the column and row the element will be in the grid – assuming the grid dimensions do not change later on
    • New attribute “disabled_tooltip_key” lets you define a tooltip that gets shown when hovering a disabled view
    • New attribute “force_hide” allows keeping a view invisible
    • New attributes for controller navigation:
      • “use_selection_box”: Should controller navigation show an outline around the selected view
      • “gamepad_selectable”: View can be selected with a controller
      • “nav_up”, “nav_down”, “nav_left”, “nav_right”: Manual override which view to select when pressing the respective direction on a controller
    • Texture views now support: Color tinting (“color” attribute) and for keeping the texture’s aspect ratio (attribute “original_aspect_ratio”)
  • XML “extends” now allow excluding specified subclasses (like “UpgradeBlock” in blocks) so that all its children are actually excluded
  • Changes to quests should no longer kill savegames’ character files – though the affected quests will lose their details in the quest log
  • Plants tick correctly when placed on the same position as another plant was growing before – before the timer would potentially not reset thus accumulating the old and new growth times
  • Perks can now have LevelRequirements for individual levels only instead of being required to be specified for all levels if done for at least one
  • “Inventory.PUBLIC_SLOTS” is changed to be targeted by mods, making it easier to implement custom toolbelt sizes. Also a new property “SHIFT_KEY_SLOT_OFFSET” has been added that allows specifying which slots are meant to be targeted when using Shift + slot hotkey
  • World Editor: Previews of POI now match the actual state when rotating them

TFP News Screen

We have moved the old shared menu news screen into a new skippable in-game News screen that has graphics and link support for all formats. This will be used to inform players on new patch updates and other TFP news.

Server Administration

Changes to serverconfig.xml:

  • Setting “SaveGameFolder” has been removed. It is now always based on the “UserDataFolder”
  • New setting “IgnoreEOSSanctions”: Allows ignoring EOS sanctions when players want to join servers. Defaults to false
  • New setting “QuestProgressionDailyLimit”: Limits the number of quests that contribute to quest tier progression a player can complete each day. Quests after the limit can still be completed for rewards. Defaults to 3
  • Web Dashboard
    • Complete control over server permissions (user levels, command permissions, web permissions etc)
    • Lots of small fixes and improvements to the frontend
    • Internal cleanup and code improvements

Changelog including b333:

Added 

  • RWG preview shows player spawn locations on terrain as + 
  • RWG big cities can have two gateways per side 
  • RWG big cities generate a highway bypass ring
  • RWG final log shows the total time 
  • RWG biome layout setting with Center Forest, Center Wasteland, Circle and Line options
  • RWG previewer will not save or allow a New Game and shows world name in red when a world of the same name exists
  • Rwgmixer township biomes property which restricts to the listed biomes 
  • Rwgmixer citybig for 8k+ maps and restrict to wasteland 
  • Rwgmixer <prefab_spawn_adjust> biomeTags which limits to one or more biomes 
  • RWG POI spawning limits based on surrounding density in world 
  • RWG preview coloring for districts and traders 
  • RWG trader types are each in their own biome
  • RWG Previewer cancels generation when a cancel input is pressed and shows the current state of the world 
  • RWG Previewer asks if you want to save the world when returning to Editing Tools
  • RWG random biome stamp scaling and small rotations 
  • RWG preview camera moves 10x speed with shift key and clamps near ground 
  • RWG preview left click resets camera 
  • RWG prefab loading skips prefabs without tags
  • RWG map_info.xml has seed number 
  • RWG logging of next random number at various steps
  • RWG township distance property to override default of 5
  • RWG forest and burnt forest specific mountain and town mixer values
  • RWG wasteland specific city mixer values
  • RWG UI message “Warning: Changing these settings may break trader progression”
  • RWG town planner uses a lower tile count minimum (5) of each township type until success
  • Vehicle hit bounce when destroying larger trees
  • Vehicle hits can cause ragdolls also from their base velocity and improved upward force
  • Vehicle seat “pose” property which sets VehiclePose in animator 
  • Vehicle max velocity setting adjusts faster when increasing
  • Vehicle wheel rotation speed smoothing and clamping
  • Vehicle part modRot property which sets rotation of modT if has a mod with tag else 0
  • Vehicle support for tail lights 
  • Setup vehicle truck 4×4 tail lights 
  • Vehicles have interaction prompt when looking at physics colliders
  • Vehicle truck headlight glow lights and dust 
  • Vehicle truck light bar shown based on light mod 
  • Vehicle truck light bar glows and dust 
  • Ability to copy block rotation and shape at the same time
  • Option to always use english cardinal directions on the compass independent of the game language selection
  • Block/item CreativeMode property choice of Console
  • Entity property ItemsOnEnterGame skips CreativeMode Console items if not
  • Min Script sound command
  • Items show as missing item if item data was removed
  • Quad Pocket Mod
  • Turning animations for 3rd person player
  • Spaces to all names in sleeper volume groups UI
  • Min Script spawn command
  • Min Script waitalive command
  • AI active sleepers will sometimes be awake and wander
  • AI wandering sleepers use spawn position as center of wander
  • Sleeper volume trigger type Wander
  • Localization for urinalCommercialMounted
  • Min event actions AddPartFPV and AddPartTPV 
  • Terrain decals clip where separated from terrain 
  • Land claim placement checks player world bounds 
  • Skybox Atmosphere shader makes a fogged brown ground plane 
  • Fog when near the world border 
  • Players are pushed back from world border and shows toolbelt message 
  • Players can’t place blocks near the world border 
  • Player backpack movement is stopped at the world border 
  • Animal and zombie fade in/out (Added dither fade to Game/Character and Game/Animal/Fur shaders. Merged visibility checks to EntityAlive which manages fade amount. Added EModelBase Fade which uses MaterialPropertyBlock on LOD/E_MESH tagged renderers).
  • Activity Localizations on UDS. 
  • Min Script lightweight scripting system 
  • Sleeper volume properties Min Script edit box, load/save to prefab xml 
  • Grass shader motion vectors 
  • FSR rendering (set AntiAliasing settings to FSR Low, FSR Medium or FSR High) 
  • Challenge UI SFX and updated sounds.xml
  • Consoles  Language Specific Keyboards. 
  • Add tier buttons to POI Teleporter 
  • Localization sync for POI Teleporter filter 
  • Lights lodviewdistance console command 
  • Gfx viewdist console command 
  • Automove console sub commands gototarget, settarget, clearlookat, setlookat, line and orbit 
  • Explosive and Molotov item stacks can’t be dropped when armed 
  • Localized playtest biome selector 
  • FacialHairMaskType to turn off facial hair with helmets. 
  • Cop and radiated vulture mouth vomit particles 
  • Generic FastTags 
  • Dedicated Servers can decline to enforce sanctions, console players can’t join P2P Sessions with a sanction 
  • Improve messaging to the player about when achievement unlock is available. 
  • First testable version of big mama dismemberment with masking.
  • Don’t allow “Creative Mode” option to be changed on the Continue Game screen. 
  • Launcher does not add graphics API argument when one is already passed in manually as argument 
  • Allow rebinding AI freeze button 
  • The host of a P2P game can now kick players from the Report Player UI, this is accessible with a controller 
  • Censor Dedi Server ‘Message of the Day’. 
  • OnSelfEquipUpdate to allow triggered effects to be performed on the item itself. 
  • ArmorGroupLowestQuality buff requirement for new armor set bonuses…for real. 
  • Effect Groups to challenges when completed. 
  • Error logging for gamestages.xml loading 
  • Avoid displaying ingame text from blocked users. 
  • Filter UGC text  Server Browser. 
  • Player Reporting Window for UGC. 
  • Xml, loc, and icons for Theater Seat set 
  • Gfx texbias console command 
  • Dismembered head feral eye variation support 
  • GameEventHandling of using CVars for values 
  • Filter UGC text. 
  • Animal, human, zombie and vehicle occlusion 
  • Holdtorepeat input added to list paging, combo boxes and other UI elements that use right stick left/right to navigate 
  • Add Switch / Trigger “Hint” for players 
  • Localization for house_old_ranch_12  The McStab Residence 
  • Disabled controller controlled cursor, swapped navigation input to left stick. Added restrictions on being able to select category buttons, paging elements, window selector, tab selector etc. Combo boxes can now be selected directly and value can be adjusted using the right stick. 
  • Tabs in the UI can no longer be selected directly using directional navigation 
  • Empty inspect window has alternate control instructions for controllers + adjusted formatting. Dynamically switches labels if input device changes. 
  • Consoles  Switching Languages. 
  • Default selectable attribute for XUi Window Groups. If using DPad navigation this allows window groups to select a view component the selection should snap to when the window group is opened. Applied default selectables to applicable window groups in XUI_Menu 
  • Sprint lock input option added to prevent sprint being disabled when the player stops moving. Added a sprint icon indicator next to the stamina bar to indicate when the sprint is active. 
  • Chunk reset protection added to player placed vending machines. 
  • Entity SwapMats property (new version of ReplaceMaterialx, shares material assets, requires LOD tag) 
  • Window Wedge60 shape set 
  • Plate Wedge60 half, half left, and half right variants 
  • Enforce EOS enabled for submission builds. 
  • New helmet mods for each attribute, looting, xp, treasure finding and night vision. 
  • VPHeadlight emissive control 
  • Cube Corner Beveled Outside Corner to the shape menu 
  • Setting to opt into blocking text and voice chat outright, which will act like the player has CommunicationAllowed set to False. Defaults to Not Blocked. 
  • Initial WIP version of DPad UI navigation for controllers 
  • Block CanBlocksReplace property which allows a block to be replaced when placing new blocks 
  • CanBlocksReplace to road paint 
  • New rebindable player action called Swap Item/Quick Select: Press to swap between your current and previously equipped item. Hold to bring up a radial menu to quick select an item from your toolbelt. Adjusted some of the default controller bindings to accommodate. 
  • AI activity area (heat) cooldown and neighbor cooldown when triggered 
  • F8 heat info shows cooldown, improved colors and better position below FPS box 
  • Ai activityclear (also ac) console command 
  • InAir animation bool   Toggle Crouch no longer acts as a toggle when held down, will continually go down in fly mode
  • JumpLand animation trigger 
  • Small inair/landing example in 3P animator under Jump layer for 2 hand rifle 
  • Controller rebinding functionality. Button rebinding pages added to the Options > Controller options screen.  Slider for UI cursor hover slowdown sensitivity and toggle for cursor snapping added to controller settings.
  • UDS / Activity System. 
  • Improvement  Add a PostProcess Method for XML Actions. 
  • Aim assist camera slowdown improvements. Covers interactive blocks including loot containers, wall switches etc. No camera slowdown for items and interactives while in combat. 
  • Aim assist aim snapping. Initial commit. Camera gets nudged in the direction of a target if it was the last entity passed over as the player starts zooming a weapon or aiming down sights 
  • Added  Expanded controller options list and enhanced controller look/aim controls. Includes: controller X/Y look sensitivity, Y invert, look acceleration, move/look axis deadzone percentage and joystick layout options. Each be adjusted in Options > Controls > Options 
  • Zombie dismemberment SFX
  • Linux version checks configured system limits for appropriate values and prints warnings to logs if too low (number of open files, max mapped file count)
  • Trailer_07
  • Trailer_08
  • Show localized names in POI teleporter and allow searching them
  • Twitch Hordestone SFX (loop start, end, UI start) and updated XML
  • Twitch UI SFX for crappy loot, glass cube, sinkhole, tiny zombies
  • Workstation mods and crafted items are lost if the workstation is destroyed
  • Allow ignoring chest locks when debug mode is enabled
  • Vehicle engine pitch variations
  • Vehicles play a turbo triggered sound
  • AddBuff Gameevent Action now allows overriding duration
  • Hazmat zombie SFX
  • Inventory UI Audio Grandpa’s Special Elixirs
  • Inventory UI Audio Knuckles
  • Inventory UI Audio Wraps
  • Inventory UI Audio Medical Items
  • Rwg_tile_gateway_straight3a / rwg_tile_gateway_straight3b
  • Scout zombies can now spawn one or two and will be feral or radiated at higher game stages
  • Allow manual line breaks with “\n” in ServerDescription
  • Added a sidewalk part for store_hardware_01 in navezgane
  • The Fun Pimps song while showing credits.
  • Rwg_tile_countryresidential_straight_03.
  • Part_countryresidential_back_lot5 thru lot8.
  • Zombie Mutated SFX.
  • Ray sample count throttling for contact shadows based on shadow quality setting.
  • Inventory UI Audio Throwables
  • Inventory UI Audio Wire Tool
  • Inventory UI Audio Duct Tape
  • Inventory UI Audio Food Items
  • Allow switching on Unity Graphics Jobs from the game launcher
  • RWG traders can be closer to each other on 2k, 3k and 4k worlds
  • AI waits to play alert sounds if far from players
  • Store_book_04 POI
  • Inventory UI Audio Drugs & Candies
  • Inventory UI Audio Trophy
  • Inventory UI Audio Books
  • Inventory UI Audio Coal
  • Inventory UI Audio Door Knob
  • Inventory UI Audio Gas Can and Oil
  • Inventory UI Audio Short Iron Pipe
  • Inventory UI Audio Dyes
  • Filter server confirmation texts and server names in progress window.
  • RWG township outskirt district parameter to scale down tile count
  • RWG country towns have some rural tiles
  • RWG mountain stamp smoothing
  • Prefab editor: Control+Shift+V paste preview also shows terrain blocks
  • Engine fire SFX for vehicles
  • Locked slots in inventory can be selected per slot
  • Player ragdolls have stand up animations
  • Zombie Audio Source Distance Filters
  • Chimney Cap Large Smoke Ambient Sound

Changed 

  • Reduced RWG world edge radiation min size to 1 
  • Improved RWG finding extra player spawn locations
  • RWG highway generation uses a new algorithm 
  • RWG highway generation allows double connections between towns
  • Removed RWG mountains from wasteland 
  • Removed rwgmixer city from forest and reduce count by 1 
  • Improved RWG city layout to use a square core
  • Improved RWG POI spawning fallback to use a smaller size but ignore name restriction 
  • Improved RWG preview POI descriptions and added score 
  • Improved icon baking lighting of block models 
  • Improved RWG player spawn locations 
  • Improved RWG town planning quality 
  • Adjusted RWG township counts and sizes 
  • Rwgmixer <streettile> settings to be global 
  • Condensed rwgmixer format to a count and tiles property 
  • Balanced RWG lakes, rivers, craters, canyons, township and wilderness settings
  • RWG generates and previews worlds separately from saving them 
  • RWG Previewer does not load prefabs and stamps after the first generation 
  • Stamina recovery delay for power attacks lowered from 3 to 1.5 seconds in buffPowerAttackStaminaStunt 
  • New RWG biome generation algorithm 
  • Moved RWG wasteland biome to the center 
  • Improved RWG biome default percents and limited min/max range 
  • Improved RWG biome filler stamp 
  • RWG biome tiles to 1/4 sized 
  • RWG preview camera move up/down to camera relative and C key also moves down 
  • Improved RWG Creation UI layout 
  • RWG prefab loading skips folders containing path /Prefabs/TestImproved RWG stamping speed and memory use
  • Improved RWG creation biome stamping speed
  • Optimized RWG path creation
  • Hide prefab editor and rwg options on console devices.
  • Improved RWG creation messaging and logging
  • Adjusted RWG desert/snow mountain and town mixer values
  • RWG UI mountains slider caps at 50%
  • RWG UI plains, hills and mountains sliders at zero will show 100% plains
  • Reduce vehicle hits on ragdolls to 30% self damage force
  • Improved vehicle movement limit at world border
  • Set vehicle seat poses (0 default (non drivers), 15 for bicycle, minibike, motorcycle, truck, gyro)
  • Improved vehicle torque, max velocity and turbo data handling and xml format 
  • Reduced vehicle hit entity velocity decay at high mass ratios
  • Vehicle mod property enables modT if installed 
  • Vehicle part mod property to a tag
  • Shrunk size of vehicle interact colliders 
  • Spikes Trap Collision from a flat plane lower on the block to a cube that is slightly smaller than a full block. 
  • Removed cloth harvest from quest satchels to prevent exploit 
  • Improved player rules for when they can drink from water in the world 
  • Improved falling tree physics/colliders and vary physics based on size 
  • Improved falling tree to allow multiple ground hits and more that one entity hit with damage based on mass 
  • Improved falling tree network sync quality  
  • Removed spider zombie neck jiggle 
  • Early game medical crafting unlocks Fort Bites, Plaster Casts, and Recog can now be crafted in the campfire with a beaker and double the recipe cost 
  • Reduced the chemistry station blood bag cost of Fort Bites from 5 to 2 as they are fairly rare and double the cost in campfire would be too expensive 
  • Updated campfire categories by adding medicine tab and splitting up medicine and chemical items to match chemistry station 
  • Updated the crafting and fuel timers in workstations for better visibility against some item icons 
  • Improved 4×4 and minibike light emissive/glass 
  • Implemented First version of Global Progression. 
  • 10 quests required per tier change. 
  • Pocket mods of different sizes can now be installed at the same time 
  • Adjusted LOD’s on serviceTruckGenericPrefab so the ladder fades before the truck 
  • Sleeper volume UI always shows trigger index list and does not clear on type change 
  • Improved player ragdoll and death cameras 
  • Gamestages group names to a short format with sort digit 
  • Adjusted the light position on work_lightPrefab to prevent the light sphere from showing 
  • Updated icons for cntCabinetBottom and cntCabinetBottomRandomLootHelper 
  • Barrel Extender mods can no longer be installed into shotguns 
  • Adjusted spawns for GS140 to help prevent hordes from ending too soon 
  • Improved “Update Prefab Thumbnail” to hide the player, disable the sky and set background color to blue gray 
  • Decreased font size of writable crates to suit all languages a bit better 
  • Set wasteland to use new wasteland spectrums 
  • Update supply plane crate with new art 
  • Paint Cost for all textures reduced to 1 paint each
  • Terrain falling blocks to boulders of random sizes 
  • Improved explosion and falling block physics 
  • Improved falling block lifetime, death, velocity and out of world checks 
  • Revised Mumble’s initialisation logic to avoid spamming GameObject.Find throughout the loading screen. 
  • Increased TAA jitter and blending settings 
  • Apply Filtering to Author’s Text on Consoles, and only Filter Visible text. 
  • Reduced entity physics Collider mass 
  • New Player Map Format that divides the map into regions that also get compressed. 
  • Adjusted dog ragdoll colliders 
  • Improved rocket visuals and physics 
  • Optimized progression ModifyValue 
  • Updated stun baton with additional requirements to prevent players from using traders as charging stations 
  • Reduced fog, rain and storm weather frequency 
  • BlockShapeNew triangle indices use less memory 
  • Optimized equipment to use less data for empty slots 
  • ItemValue none serializes less data (Servers and Clients have to each have this) 
  • Limit number of max players when hosting a game on console devices. 
  • Refactor ActivityStateManager into RichPresence. 
  • Remove “dev” items and icon from the creative menu in console build. 
  • POI Teleporter dialog highlights the last selected entry 
  • Disable the entering game spawn button for prefab editor and world editor 
  • ModifyCVar TriggeredEffect now can use tiers for comma delimited list of values. 
  • Quest objective setup happens before any objective states get checked 
  • Removed Wood and Metal Desks from OversizedConversionTargets.txt to allow them to stack and have stability 
  • Recipe for Dew Collector no longer requires a Water Filter to craft 
  • Replaced Water Filter craft item with Gatherer, Tarp, and Water Filter tools in Trader inventories and loot 
  • Apartments_05 (T2  clear/fetch/infestation questable) 
  • Night vision to a white phosphorus style (new algorithm) 
  • Treasure Map and Buried Supplies Quest chests now set to destroy on empty to help prevent issues with broken loot container backpack falling through the world or despawning too soon when player inventories are full 
  • Chemistry Stations can now be sold to traders 
  • Refactored football_stadium POI (T5  clear/fetch/infestation/restore power questable). 
  • Optimized Utils Cleanup Materials to not generate garbage 
  • Commented out Needle and Thread books from loot.xml 
  • Updated tag and layer settings for theaterSeatUpFullArmsUpPrefab for collision to work 
  • Recalculated bounds for other theater seat prefabs 
  • Log messages for executed/denied commands from clients 
  • Optimized Game Object Pool getting an existing object 
  • Optimized chunk block entity spawning rate 
  • Aaa_school_k6_01 removed. 
  • Optimized chunk cluster access 
  • Optimized Chunk OnDisplay 
  • Removed obsolete Block RandomTintColor 
  • Optimized World and ChunkCache access 
  • Optimized entity/prop UpdateLight handling 
  • Optimized BlockValue misc and BiomeDefinition small funcs 
  • Optimized WorldGridCompressedData 
  • Optimized Chunk, ChunkBlockChannel, ChunkClusterList 
  • Optimized World chunk/block coordinate conversion 
  • Common main menu flow for enable/disable multiplayer. 
  • Renamed POI’s that ended in Co. to prevent double periods in quest dialog 
  • Perplatform login flow customization. 
  • Combo for locking backpack item slots now visible by default and chosen value saved with the character 
  • Optimized stone ax texture sizes 
  • Optimized hammer texture sizes 
  • Optimized nail gun texture sizes 
  • Optimized steel ax texture sizes 
  • Optimized chainsaw texture sizes 
  • Optimized wrench texture sizes 
  • Optimized ratchet texture sizes 
  • Optimized impact driver texture sizes 
  • Optimized bone shiv texture sizes 
  • Optimized hunting knife texture sizes 
  • Optimized machete texture sizes 
  • Machete metalness balance 
  • Increased maximum block types to 64k (prefabs convert on load) 
  • BlockValue parent offsets are in a faster format 
  • Reduced maximum item types to 16k 
  • Localization for house_modern_11  from The McStab Residence to Casa Diaz 
  • Sky manager _DayPercent shader property is a global 
  • Controller binding screen updated to use XUI buttons in order to be compatible with DPad navigation. Improved resolution of new controller diagrams and updated atlases. 
  • Added more options for the demo. 
  • DPad navigation adjusted to prioritize neighbors closer and aligned with the current selected element
  • Restrict total number of Player Profiles (On console) (+changed ProfileSDF to a static class) (+added tooltip functionality when item is disabled). 
  • Updated aaa_all_glass with new Window Wedge60 shape set 
  • Updated destroy particles for various trap blocks 
  • Updated fbx and xml UV settings for pillar50CornerPlate 
  • Updated colliders on fenceBroken1 and 2 to allow projectiles to pass around them easier 
  • Startup refactor to delay loading of `GamePrefs` till after save data is ready (for future change that will have a player prefs wrapper for some platforms). 
  • Explosion Damage does not seem to be working properly. 
  • Explosion resistance (blocks) isn’t correct. 
  • Restored breaching slug use on locked safes and chests 
  • Remove SaveGameFolder GamePref. 
  • Updated the colliders on the destroyed chem station to allow projectiles to pass around them easier 
  • Material of ceilingLight01_player and lanternDecorLightBlockVariantHelper to allow them to be scrapped 
  • Updated snowy dead bush, shrubs, and hedges to be included in the starter quest nav icons 
  • Updated the collider on the land claim block that was sticking out too far causing issues 
  • Explode split into ExplodeTarget and ExplodePosition. 
  • Overhauled the region reset command: The default behavior now respects all normal rules of the chunk reset system, and acts as a quick, safe way to trigger a reset on all unprotected chunks. Alternate experimental modes have been added for use in debugging, allowing users to bypass certain protection statuses when desired. 
  • Fix fly mode controller bindings. 
  • UI cursor for controller updates. Adds acceleration and slows down when hovering over interactive items. Swaps dynamically between a sprite based controller cursor and the system mouse cursor when swapping between controller and mouse. 
  • Updated planters with LODCullScale property to prevent floating plants at a distance 
  • Quest Tech Debt. 
  • Integrated Mega Crush and Water Icons
  • Integrated Candy Icons 
  • Aim assist camera snapping revision. More reliable aim snapping that calculates when the player first starts aiming and is less likely to fail due to obstructions to EntityPlayerLocal’s world raycast. 
  • Player walk speed is now variable based on how far the movement joystick is pressed. 
  • Load `SimpleMeshFile` directly into Native Mesh memory. Saves managed memory by not requiring pooling or as many managed memory allocations. Slightly increases reserved native memory, but the increase is much less than the savings in managed memory. 
  • Reduced cloth needed to craft duct tape
  • Set ScrapTimeOverride property to 10 seconds for all tools, weapons, armor, and reading materials to allow users more time to cancel accidental scrapping
  • Steel fridge audio. Updated steel fridge prefab to use new audio loop. Updated sounds, blocks, loot xml. 
  • Old Interior & Exterior Wood Door Audio 
  • Two-wheeled vehicle grab and place sounds for inventory UI. Updated sounds.xml and items.xml for inventory UI audio
  • Parts grab and place sounds for inventory UI. Updated sounds.xml and items.xml for inventory UI audio
  • Acid bottle grab and place sounds for inventory UI. Updated sounds.xml and items.xml for inventory UI audio
  • Spear grab and place sounds for inventory UI. Updated sounds.xml and items.xml for inventory UI audio
  • Club grab and place sounds for inventory UI
  • Auger, chainsaw grab and place sounds for inventory UI
  • New thunderclaps audio and updated AudioSource_Thunder to 2D spatialization
  • Bird audio loops for forest biome
  • Bird audio loops for desert biome
  • Cricket audio loops for forest biome
  • Cricket audio loops for desert biome and updated EnvironmentAudioMaster.prefab to trigger bird and cricket sounds, removed unused biomes
  • Poop grab and place for inventory UI. Also updated .meta files for multiple item wavs to use correct settings
  • Inventory UI Audio – Armor, updated XML
  • Clutter Pile Pickup Sounds 
  • Inventory UI Audio: Various Weapons and Tools 
  • Audio for retro fridge and updated XMLs
  • Rollingtrashbin sounds 
  • Plasticdestroy sounds 
  • Door stall open and close SFX
  • Wood Fence Door open and close SFX
  • Trailer door open and close SFX
  • Single and double glass door open and close SFX 
  • Shared Quests no longer count towards Quest Progression
  • Improved falling block movement on clients
  • Adjusted minibike engine sound settings and added accel/decel sounds
  • Removed timeout for fetching news from storage as it would often not load on XBOX
  • Comment in serverconfig to include names for worlds that ship
  • New Minibike engine SFX
  • Updated bicycle slide and bounce sounds
  • Changed ShowQuestClearCount to 3 on base_military_01.
  • Increased the HP of player coolers
  • Updated flags, tags, harvest, xp, and max health of Dire Wolves
  • Increased damage, infection, and abrasion settings for meleeHandAnimalDireWolf
  • Updated several entity groups to include Dire Wolves
  • Dire Wolf behaves like a zombie
  • Increased graphics High/Ultra presets sharpening setting to 50% and 60% for FSR with Temporal AA scaling it down so they have similar sharpening .
  • Removed depth of field graphics setting which was not used
  • Messages that don’t come from players will not escape BBcodes (Mods, Server Messages etc.)
  • Load EntityClasses.xml on world load again, not program start
  • Increased HP on bear and zombie bear
  • Zombie dogs, dire wolves, Grace, and bears now drop loot bags
  • Grace now harvests for rotting flesh
  • Adjusted loot in dropped loot bags
  • Improved graphics reflection probe settings for Ultra
  • Allow respawn on/near backpack/bedroll even if it was removed after the spawn window was shown
  • Enabled graphics jobs on Windows
  • Improved screamer spawning rules to account for a wider range of player activity (ActivityLevelToSpawn 100>25, SpawnChance .7>.2, CooldownDelay 15>4, +CooldownLongDelay 22, CooldownNeighborDelay 4>3)
  • RWG trader minimum distance to others only applies to same trader type
  • Updated voice device audio options localization to make it clear that it is only for voice.
  • Improved when AI alert sounds can play again on same target
  • Improved AI random and alert sound delays
  • Updated material for POI switches to reduce the damage done by cop explosions
  • NpcTraderTest is now using Trader Hugh model and voice
  • Max Health reduced properly for sprains vs. breaks
  • Rearranged the props behind Trader Rekt to see the menus a little easier
  • RWG District to support alternate names like forest_rural
  • RWG DuplicateRepeatDistance default to 1000
  • RWG has reduced chance that duplicate POIs are near each other or for empty tiles
  • RWG mixer mintiles set to 0 does not increase the chance to get that tile
  • RWG preview only shows POI meshes on Highest setting
  • Improved RWG plains, hills and mountains terrain generation using smaller tiles, better blending and mountain grouping
  • Improved RWG street tile height smoothing to the surrounding terrain by using a box blend
  • Improved forge rendering performance when burning or crafting
  • Optimized electric shock effect. Added toggleable shock effect to character shaders.
  • Implemented shader variant for electric effect for shaders that used branching prior.
  • Updated the look of the land claim corners to look more like they used to.
  • Made the box shader showing land claim sky high beams instead.
  • ChunkTransparent material render queue changed from 2000 to 2500 (Fixes grass rendering over chunk glass)
  • Inconsistent block property “BuffsWhenWalkedOn”.
  • DeReverb Base Zombie Female Audio
  • Moved player, chest and trader spawn point in playtest 20m closer to POI

Fixed 

  • RWG UI biome percents to add up to 100
  • RWG StreetTile OverlapsBiomes check failing sometimes 
  • RWG gateways would overlap biomes
  • RWG plains, hills and mountains defaults were equal and not 40%, 40%, 20% as UI has them
  • RWG world edge radiation east/south check off by 1 
  • Forum Report : NRE spam exiting game after executing “cr f” command on an rwg_tile 
  • RWG roadsides were excluded too far from map edge
  • RWG Advanced Generation biome key colors UI don’t match world
  • RWG biomes could be missing
  • RWG preview camera jittering when looking past down and move rate varying with FPS 
  • RWG border and biome stamp threads used same random generator 
  • RWG stamp lookups were not thread safe
  • RWG seeds having varying output based on thread timings
  • Forum Report : NRE spam exiting game after executing “cr f” command on an rwg_tile
  • Vehicle Seat stat does not update when adding expanded seating mod
  • Vehicles were not placeable when centered on some block types like road paint and plates 
  • Sprinting input behavior made consistent between keyboard and controller. The input can act as a toggle if it’s tapped or a hold and release if the button is held down. Turbo on vehicles has also been adjusted to match the keyboard input behaviour; it is now a hold input across all devices. 
  • Scopes and and reflex sights have red patterns on them 
  • Having the Trigger Properties for Keyracks set to Trigger Unlocks is making it so door will unlock but not open 
  • Traders now open at 4:05. 
  • Audio stuttering and poor performance when playing combat music and fighting many zombies 
  • Repeating words in perkUrbanCombatSneakingLongDesc. 
  • Player jump sound delayed from keypress 
  • Invincible trader noise sounds different if the player jumps during sound. 
  • PerkSniperCompleteLongDesc doesn’t have a title separated with a colon. 
  • Enemy network priority 2 was never used 
  • Localization for RunAndGunRank2 ‘twitch’ should read ‘twitchy’ 
  • Not able to heal other players abrasions with medicalAloeCream, medicalFirstAidBandage, and medicalFirstAidKit 
  • NRE when opening gun safe with timed charges 
  • Weapons sometimes require toggling mod twice to turn back on after repairing 
  • Sneaking and strafing has a small hiccup in the camera rotation. 
  • Robotic turret muzzle flash is sideways for clients. 
  • Prevent server from being hosted with an empty Region value which would cause the server to be unsearchable in the server browser 
  • Logging out right after activating a switch throws an NRE at the main menu 
  • Prevent cases that would cause the player to not jump to the full height when jumping and moving 
  • Trader Doors Not Locking
  • Falling trees no longer spin in place before falling for clients of dedicated servers. Adjusted client side movement of falling trees to closer match the server side speed. 
  • Recipe list not shown for ingredients if not used for lower quality. 
  • Block collapse animations are not showing on dedi servers 
  • Turrets could be placed near world bounds and inside traders 
  • Players could dig or explode past player world bounds 
  • Profile selection screen not shown if joining multiplayer from invite on a fresh account (Enforces a default profile if connecting without one). 
  • Text shifts with animated ellipses when downloading world (Improvements for Chinese). 
  • TRC R5034A failure (Added server search failure message). 
  • Doors animate when Locked or Unlocked 
  • Ragdoll mesh being rotated by non ragdoll bones 
  • Player ragdoll camera would jump to a new position 
  • Doors animate when Locked or Unlocked 
  • EndOfStreamException with player sign text in POI Prefabs
  • Text shifts with animated ellipses when downloading world (Text jumping between lines code solution). 
  • Sleeper volumes with min count of 0 always spawned 1 or more 
  • Issues with trap glass hiding faces and wrong texture 
  • Privilege Window Cancel but still starts the game. 
  • Compound, wooden, and primitive bow doesn’t always play draw animation 
  • Player locked doors automatically unlock when interacting with them 
  • Text shifts with animated ellipses when downloading world (Localization change recommitted after reversion). 
  • Take button enabled even when inventory is full 
  • Player locked doors automatically unlock when interacting with them 
  • TRC R5304 failure / Profanity Filter Bypass. 
  • Pressing ‘C’ while toggle crouching does not disable toggle 
  • Explosions often made underground falling blocks 
  • Player locked doors automatically unlock when interacting with them 
  • Large multiple explosions cause a lot of temp mem use 
  • Imposters clipping through chunk water 
  • Imposters drawing over and z fighting with chunks 
  • Text shifts with animated ellipses when downloading the world. 
  • Profile selection screen not shown if joining multiplayer from invite on a fresh account. 
  • Character Creation Window Suspend State (Entering Character Edit window would consume the OnClose action). 
  • General BBCode issues ([RGBA] BBcode sometimes appeared as [RGB][A] to players, and profile name not escaped in delete dialog). 
  • Ragdolls on entities scaled by xml have incorrect connected anchors 
  • Writable storage chests are blank on relog. 
  • Server Browser list no longer showing server names (+minor refactor to censor classes to handle edge cases). 
  • Crash on spider zombie decapitation. 
  • ChainlinkFenceDoorDouble now repairs with resourceForgedIron 
  • Road paint flickering on top of terrain 
  • Block placement preview of flat models like billboard drawing under surfaces like the ground or cubes 
  • Firing and swapping guns/rocket launcher/robotic turret leave various particle effect animations stuck running every time they’re equipped 
  • NRE exiting prefab editor after placing a candle 
  • Camera far clipping adjustment from fog was not working 
  • Rocket smoke disappears on detonation or life expire 
  • Rocket launcher muzzle flash colors 
  • Character Creation Window Suspend State. 
  • Persistent Profiles game setting is now On by default 
  • Some reloads when canceled occasionally still get ‘stuck’ 
  • Truck 4×4 hand/foot IK pos/rots for the 6 seats 
  • All weapons go through their reload animation when swapping during reload 
  • Death screen effect being too dark 
  • Time Bomb class items could be dropped as an active stack if activated on toolbelt, then moved or dragged to another place and dropped from there or dragged and dropped 
  • Player locked doors automatically unlock when interacting with them 
  • House_old_modular_05 has infested quest but no infested sleepers or cache. 
  • Missing material in IronBucketWaterPrefab 
  • Reload, weapon swap, aim down the sight audio has a ticking/overloaded sound, sometimes not playing the audio 
  • Audio source from shocked/electrified doesn’t update when the attached entity is pushed away, on fire has a delay 
  • Molotov rag emissive was on when unlit 
  • Active Molotov and Timed charges when thrown were not lit 
  • Canceling restart when changing language brings you back to the general options window instead of video options 
  • Limit number of max players when hosting a game on console devices (Properly applied default values to all platforms). 
  • Preacher Headgear now uses the Headgear morph system. 
  • Audio source from shocked/electrified doesn’t update when the attached entity is pushed away, on fire has a delay 
  • Office_03 texture issues 
  • Headlight pixels over the sky were erased 
  • Minibike and motorcycle does not stay upright with a passenger but no driver 
  • Generic message box dimmed itself with the full screen background 
  • Odd lighting effect with helmet light after interacting with auto turret 
  • Trying to change adv gen preview quality after backing out of adv gen results in an NRE 
  • Switch triggers not working if player has pending quest and switch has both “triggers” and “triggered by” set up 
  • ArgumentOutOfRangeException error attempting to dismember crawler head 
  • PowerManager state for a particular Chunk is not reset when chunks are reset by RegionFileManager. 
  • Audio source from shocked/electrified doesn’t update when the attached entity is pushed away, on fire has a delay 
  • Missing triggers for onSelfCrouchWalk and onSelfCrouchRun for buffCrouching and progression for perkAnimalTracker 
  • Rejoining an MP game with others causes Argument Exception. 
  • Added safeguards against possible NRE when removing a vending machine belonging to a player who has previously been removed from Persistent Player Data. 
  • Changing ammunition type on bow or crossbow to type that you do not have fails to visually unload the previously loaded ammunition type 
  • Deep Block Collisions 
  • As a client on a dedicated server, opening up the player’s screen causes a NullReference Exception and an Error. 
  • Reading UV coordinates of mesh “” failed. Texture coordinate channel “0” not found. 
  • Trigger / Sleeper Volume System Improvement #2 
  • ModifyCVar TriggeredEffect now can use progression tiers for comma delimited list of values. 
  • Renamed PlayerJournal to ChallengeJournal. 
  • Barbed Wire Sheet Slowing When Not Touching 
  • Issue with reversed logic for recovery time of sprained legs while steroids are active 
  • Ensure Text Censoring happens locally (including a large refactor to increase the usability and maintainability of Text Censoring classes). 
  • Removed exploit in harvest and repair functions of Dew Collectors gaining free polymers 
  • T0 POIs have the same lootstage at T1 POIs 
  • Fixed issue on dedicated servers where falling trees would teleport to world origin one frame after they are instantiated. 
  • Fixed POIowned trees sometimes spawning multiple conflicting tree models on clients. Fixed POIowned trees not respecting POI terrain modifications (holes or hills) the first time they’re visited by a client, thus appearing to clip into or float above modified terrain. 
  • The Character System now uses the correct location for body/head/hands materials. 
  • Navezgane terrain
  • AssetBundles fail to be loaded when used multiple times but with differently typed file names 
  • Trader Waypoint Duplication. 
  • Dedis on ServerBrowser causing exceptions 
  • Replace / Reimagine Departure_Bridge_01 / 02 pieces. (departure_bridge_1)
  • Consumables consumed without granting benefits under some conditions. 
  • Game launcher having issues creating data directories on Windows Store version 
  • Material cleanup for MeshDescription 
  • XUiV_Texture material leaks in 4 controllers 
  • All weapons go through their reload animation when swapping during reload 
  • Removed erroneous processing of vitamins and painkillers through the Physician perk treated crit healing rates 
  • Players can reload crossbow while still using scopes 
  • Fence Posts can transfer their damage states, sometimes becoming invulnerable. 
  • All weapons go through their reload animation when swapping during reload 
  • Exception when shutting the game down from the login failed dialog (e.g. no Steam running) 
  • Issue that would allow Spear Hunter Vol 6 penetration to work with Primary Attack 
  • Localization missing for POI Marker Editor
  • Farm_04 part of the wooden fence is missing 
  • Wandering Horde Game Event Spawning was not using Target correctly. 
  • Explosion resistance (blocks) isn’t correct
  • When joining through game invite on consoles from the home screen, player controls stopped working
  • GameEvent Requirements were not initialized in a mod friendly way. 
  • Always calculate Equipment apart from passive effect handling. 
  • UpdateLight was using target value on players 
  • Sawmill_01 floating barbed wire sheet 
  • POI: apartments_01 stability issue 
  • POI: downtown_filler_24 switch opens the wrong door 
  • Downtown_filler_24 SI with windows 
  • Block resistance values displayed incorrectly. 
  • Remnant_downtown_filler_09 floating grass. 
  • Loot crate textures below 1/2 are borderline illegible while other text arts are legible on the same settings 
  • Downtown_filler_11 floating grass. 
  • Gas_station_07 Sign SI collapse 
  • Errors if player is holding a missing block 
  • Several guns have the same equip and swap to animation bug 
  • Small stone and snowballs have animation issues in 3rd and 2nd person perspectives, hold position and animation isn’t right either  
  • Gas_station_06, stability issue 
  • School_01, stability issue 
  • House_old_ranch_04, fixed trigger issue 
  • House_old_ranch_10, terrain clipping 
  • House_old_ranch_04, fixed clipping curtains 
  • Part_driveway_gateway_checkpoint_01, stability issue 
  • Forum Report : store_discount_01 wrong texture 
  • Forum Report : office_06 mispainted cabinet 
  • House_modern_24  fixed terrain density issue. 
  • Toggle Crouch no longer acts as a toggle when held down, will continually go down in fly mode. 
  • Countrytown_business_07, chain linked poles don’t align with tarp fences. 
  • Countrytown_business_07, SI with curtain. 
  • News UI Index Out Of Range when any action to cycle news is done before the news is populated. Also locked access to `entries` and `currentIndex`. 
  • Multi block placement could overlap trader placing protection 
  • Dust stone particle was too faded near surfaces 
  • Item info panel blinks when selecting items in inventory 
  • Request: Animation Parameter(s), Player ‘Jumps’ 
  • Hidden stamina regen debuff when between 75 and 50 hydration 
  • BlockGameEvent DestroyOnEvent does not work for AddedEvent. 
  • PlaySound would not play for events based on position. 
  • POI previews in tiles are not cycling correctly on multiple key presses 
  • Using auger or chainsaw right before they’re done repairing breaks item/hand placement and hand animation. 
  • Removed code which allowed MultiBlock shapes to be placed in overlapping configurations when god mode was enabled (overlapping placements are still allowed in edit mode). Fixed code which was intended to bypass the MultiBlock placement player collider check when god mode is enabled. 
  • Added a new MultiBlockManager to resolve various cases where MultiBlock data could become inconsistent across chunk boundaries. The manager defers placement of POIowned MultiBlocks until all overlapped chunks are concurrently synced and have finished decorating. It also protects nonPOI MultiBlocks from being chopped in half by the chunk reset system, by grouping all overlapped chunks. 
  • Vehicles triggering full network updates when not in use 
  • If you swap ammo during reload, your gun becomes invisible
  • Cannot heal other player’s abrasions when both players are allied 
  • Cannot heal other player’s broken limbs when both player are allieDoors with trigger unlock do not relock on POI reset
  • Audio is failing to load when killing snake
  • Trader_jen, replaced juniper tree 4m with helper version
  • Stone Axes, Hammers, and Nailguns are taking more actions to upgrade blocks than they should, and you no longer receive XP from upgrading blocks
  • Pump shotgun particles
  • Vehicle turbo pitch was inconsistent
  • Hordestone now refunds if you let time run out
  • Hordestone now has longer timer
  • Sinkhole cannot be done on a vehicle
  • Sinkhole stops all movement
  • BlockReplace gameevent actions could remove bedrock
  • Inventory window is accessible for dropped loot bags that have disappeared.
  • Failing Steam Group validation can lock up the login process
  • Navezgane blem in road.
  • Changing display settings messes with UI sizing
  • Added workarounds and fixes for several POI reset issues.
  • Bicycle could play slide sound from forward motion when not sliding
  • Vehicles would often not play slide sound from breaking
  • Game crash related to EOS_Achievements_UnlockedAchievement_Release
  • Rolling NRE spam if upgrading block as zombie breaks it
  • Errant challenge hint for Place Door Challenge.
  • Wrong challenge hint for Place Land Claim Challenge.
  • Effects Textures do not refresh after quality settings change
  • Fixed Minifills should now use cylinders and spheres.
  • Pressing W to remove an armor piece doesn’t update the character
  • Vehicle, drone and turret placement could duplicate them
  • Light Array exception in chunk generation
  • Equipment Stack calling slot change twice when handling move to preferred location
  • Trader protection was removed for clients without data
  • rename_signs no longer worked with the new player containers.
  • Twitch GameEvent block buffs now give credit for kills correctly.
  • Electrical items that contain inventory lose all inventory on breakdown
  • BlockVendingMachine and BlockSleeper were not properly clearing their TileEntity counterparts
  • Consumables exploit using a charged bow.
  • The grenade pin reappears in grenade after it has been tossed
  • Chunk Persistence tooltip localization inconsistency.
  • Fixed terrain blending with flat ground in rwg_tile_rural_corner_02
  • Fixed terrain density issue on rwg_tile_rural_corner_02
  • Fixed nonclimbable rope in abandoned_house_07
  • Store_gun_01 missed trigger volume.
  • Client Argument Null Exception when testing auto turrets
  • Fixed the ability to get incomplete quest on base_military_01 from bypassing switches
  • Fallback shader added in SpeedTreeStandard.shader.
  • ParticleSystemSpawnRateLimiter added to forge workstation, chemistry station, camp fire, fire barrel, and torches. The emission scaling is now governed by the particles video setting percentage.
  • Adjusted AlphaStart of SemiTransGlow material used by SMG and Shotgun turret cones.
  • Cabin_04 texture issue
  • Pants clipping on store_clothing_02
  • Fixed Neck sliding off body for Zombie Yo
  • Missing paint in house_modern_08
  • SI issues in docks_03
  • Inventory slot encumbrance not updating until you navigate away the UI and back.
  • Turned off ‘custom vertex streams’ of root particle system renderer of p_blockdestroy_earth.
  • Graphics reflections from probe being dull or flickering on rougher surfaces
  • Dead zombies still play their pain sounds when hit.
  • Vehicle Action Set not being removed when detaching from vehicle (e.g. from death) if the console window is open.
  • Display error with Tier Add showing 0
  • ADS with Reflex Sight on New AK47 Skin Issues
  • Windows 7 players that cannot load ControllerExt.dll no longer crashes during bootup of game
  • All shotguns have an ADS reload animation glitch
  • The Steam achievement “Dig Deep” can be completed by teleporting
  • AI played alert sounds randomly after first alert
  • Zfighting on the curtain rods
  • StoveElectricModern_01 and stoveElectricRetro_01 seethru glass
  • Store_book_01, did a pass on reducing how many books were in the store section of the POI, removed about 40%
  • Trader_bob, moved Bob back one meter, so when interacting with him, the camera isn’t so close to his face, other small lighting and prop optimizations
  • Fixed fur shader scaling issue that was causing small bear to flicker
  • Swapping toolbelt while throwing timed charge results in invisible weapon
  • Stun baton charge animation missing when moving it to a different toolbelt slot,
  • Disabled dynamic batching. Fixes cases where motion vectors for skinned mesh renderers such as zombies were being drawn through walls, causing visible distortion with TAA or FSR enabled.
  • Replacing blocks does not reset number of upgrade hits.
  • Error when dew collector is destroyed while a player has its UI opened
  • The ‘RightArm’ and ‘BothArms’ animation masks were both missing the roll joints causing some really ugly deformation on the arms when poses were played through those masks
  • Controller cursor gets stuck off screen when the save confirmation dialog is shown on the world gen preview window
  • Default input for news screen set to relevant mode on consoles, not Keyboard.
  • Trader_hugh tree clipping
  • Missing texture in remnant_house_20
  • PC Xbl Online games freezing game on exit
  • Load audio creating source objects when beyond max distance
  • Ambient stinger sounds play too often
  • RWG sloped highways not smoothly blending height to street tiles
  • Forge did not update effects when crafting stopped until the window closed
  • Warnings logged about convex meshes
  • Effects Textures do not refresh after quality settings change
  • Punching while an item completes repairs and returns to that slot while punching fix has had a regression.
  • Player corpses play pain audio when struck.
  • A thrown rock does not make a sound when it strikes a target.
  • Fixed logfile argument passing in Linux dedicated server start scripts
  • Picking up empty workstations creates a loot backpack for a short moment
  • Increase after quest Twitch cooldown to 60 seconds.
  • Bikes pedals don’t animate and clip into feet
  • Remnant_house_01, added missing toilet to bathroom
  • Gas_station_08, swapped out tree for helper
  • Traders can fall through the floor

Version 1.0 Streamer Weekend 06.18.24

Hey Survivors,
We are pleased to announce that 7 Days to Die 1.0 Streamer Weekend Event will begin: THIS FRIDAY, June 21st at 12 PM CST. Fans will have a wealth of options to see all the new features & content of 1.0:

  • 3 days of streaming
  • Over 290 streamers
  • 30 countries represented
  • 16 languages spoken

Many will be streaming all weekend, and are even giving away free keys to the game! Check their channels for their upcoming weekend schedules.

Note: Thank you to everyone who applied. We are no longer accepting applications for Streamer Weekend.

Our thanks to everyone who will stream, everyone who will watch, and all fans of the game new and old. We appreciate your patience and support as we prepare to finally roll out 1.0!

V1.0 Experimental will be released to the public on June 24th.

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V1.0 Official Release Notes

Participating Streamers

Andorra

Nexxuz (Spanish)

Argentina

Indigente666 (Spanish)
Mr.G (Spanish)

Australia

ActualAzza (English)
CautiousPancake (English)
Frantic_Dan (English)
JaWoodle (English)
Life is a game (English)
micheal_risky (English)
Patrol Nation (English)
Pestily (English)
TheJoelSavage99 (English)
Viktoriahhh (English)

Austria

DanuThuata (German)
jakob0687 (German)

Belarus

Lt. Den Games (Russian)

Belgium

Azghaaar (French)
Manonolita (French)
patpatate (French)

Brazil

Andarilho (Portuguese)
Brasil Survival (Portuguese)
CamargoGames Oficial (Portuguese)
Leo Robert Games (Portuguese)
Medusa Geek (Portuguese)
O Abel Joga (Portuguese)
TellesGeek (Portuguese)
Zeca Sobrevivente (Portuguese)

Canada

Aiekillu (French)
CrypticFox (English)
Cuda87 (English)
GameEdged (English)
Genosis (English)
kephrentv (French/English)
Matthamatic (English)
Peachycoaster (English)
ReAnimateHer (English)
Skippy0330 (English)
ThatFoolishGrrl (English)
Thorgal006 (French)
XStarWake (English)

Chile

J.C. (English)

China

Mawaner (Chinese)
启东大人 (Chinese)
小树 (xiaoshu) (Chinese)
林小天丿 (Chinese)
灵雪宅在家 (Chinese)
生生存存 (Chinese)

Costa Rica

KenFlow_x (Spanish)

Czech Republic

RachtaZ (English)

Finland

KatsPurr (English)
Rasite (Finnish)

France

Chaniwo (French)
Cheatah (French)
elbe_poly (French)
EnFrancaisDansLeTexte (French)
Fireiice (French)
Franck_Miller (French)
Jackplay (French)
Krystlake (French)
Mathieu_6900 / Dealicoux (French)
Miss_Delight (French)
PyrooTv (French)
Raptors_Sigma (French)
Tatastrophe (French)
Timour (French)

Germany

Anhgezockt (German)
DerHauge (German)
DerValiser (German)
Doctendo (German)
EdesLetsPlays (German)
edopeh (German)
ELEKTROY (German)
Greifenberg (German)
GrumblesTheDwarf (English)
Grumpei (German)
HAKON (German)
haveoc (German)
jimpanse (German)
kaaaay (German)
KaddiCosplay (German/English)
MeYeR (German)
MomoMcLeod94 (German/English)
Oldgriefer (German)
Onkel_DD (German)
PorkyJones (German)
Recall (English)
RoLaBeKa (German)
ScheinheiligeSau (German/English)
STENGERTgaming (German)
Sukidingels (German)
Torro (German)
Walker #10474 / SolanumForte (German)
Wautscher (German)
yunakura (German)
ZargoZ (German)
ZombyraLive (German)
Zoochamp (German/English)

Greece

iliasGaming (Greek)

Japan

GOUMOU FUSAO (Japanese)
KRTkaruto (Japanese)
Luca黒蜜糖 (Japanese)
namifell (Japanese/English)
ryo1 (Japanese)
ShinChannel (Japanese)
ukkiina (Japanese)
Vi (Japanese)
あきピヨ (Akipiyo) (Japanese)
おうかみGames (oukami) (Japanese)
おおかみGAMES (Japanese)
クラウン (CRoWN) (Japanese)
サバイバル系ゲーマーのライダー (survival game rider) (Japanese)
セシカ-Sesika (Japanese)
ねこたあき (NEKOTA AKI) (Japanese)
ぺこP (Japanese)
まるのゲーム実況チャンネル (Japanese)
めるしーげーむず【Merci Games】 (Japanese)
もつくGames (Japanese)
ゆっくりこむさん (Japanese)
りえぺこ (ripeko) (Japanese)
ろくげんさん (Rokugen san) (Japanese)
夏梅ウルタ (@ulta3) (Japanese)
月波ナト (Nato Tsukinami) (Japanese/English)
裏影Projectチャンネル (Japanese)
飯田ぽち。【Iida Pochi.】 (Japanese/English)

Jordan

Malorydoto (Arabic/English)

Mexico

Tartaja (Spanish)

Netherlands

DD1GG (English)
Insym (English)
SerTachyon (Dutch)

Norway

SparkleGG (English)

Philippines

Estib PLAYZ (Filipino/English)

Poland

Banished Privateer (English/Polish/Russian)
Bizantyjski Borsuk (Polish/English)

Russia

BoJl4eHoK (Russian)
Camper (Russian)
Games’n’Grumble (Russian)
Krabo Land Games (Russian)
PavelKaktus (Russian)
Нед (Russian)

Singapore

Vedui42 (English)

South Africa

Jean’s Gaming (English)
MissFiefie (English)
Mon EvenStar (English)
Mr.Reach (English)
OtterLady (English)
zaffa_geek (English)

Spain

Almejita___ (Spanish)
Buck Fernandez (Spanish)
Duvries (Spanish/English)
killersamus (Spanish)
KuldaharDRG (Spanish)
Laxxuz (Spanish)
NefariusAP (Spanish)
Psiko9000 (Spanish)
Ruperto_xd2 (Spanish)
sargentocharli (Spanish)
TekjaGameplays (Spanish)
The other galaxy (Spanish)

Sweden

JonahBirch (English)
LimaZuluTango (English)

Thailand

Salty Zombies (English)

Turkey

Elraenn (Turkish)

Ukraine

Jeens (Russian)
Pragen_UA (Ukrainian)
Survager (Ukrainian)

United Kingdom

Becsters (English)
Grumbul (English)
Heller (English)
Jade PG (English)
Khaines Korner (English)
Kills4Thrills Gaming (English)
Kraken (English)
Maeda Miakoda (English)
poopernoodle (English)
Primate (English)
Quagmire1428 (English)
Strippin (English)
VirtualFarmer (English)
WIRED GAMING (English)

United States

0reoCakes (English)
2CentsPlus (English)
Atheenon (English)
Avelaitixa (English)
Aviarylaw (English)
ayreframer (English)
BabzyJae (English)
BeatinBuzzers (English)
BeetleBomb (English)
Biohazardrayne (English)
BlinkBlinkGames (English)
BurkeBlack (English)
Call me Pancake (English)
Capp00 (English)
Casketman20 (English)
CBThaGreat (English)
Circuitotv (Spanish)
Cj Stark (English)
Cletusbueford (English)
CoinFuryTV (English)
Colonel_Frosty (English)
Cringer (English)
CRREAM (English)
DarkShiva (English)
Disnof (English)
Ditch (English)
Duckman (English)
Eldergoosey (English)
Elfiasss (English)
Emilycc (English)
FalconRose (English)
Falloutgurl4 (English)
Flip_Switch (English)
Game Society Pimps (English)
Ging3rbomb (English)
Glock9 (English)
Gmart (English)
Gnarly (English)
Goochy (English)
GothieXO (English)
GranddaddyGamer (English)
GrandSpartan (English)
GunninGamerz (English)
Helreina (English)
HexAzrael (English)
HinukanYT (English)
Hologrunt (English)
iLLMATTICGAMES (English)
Iondis (English)
j0hnbane (English)
Jason Bulmahn (English)
JaxTheRipper (English)
Juicebags (English)
justkingdion (English)
Kage848 (English)
karebearxp (English)
Kattatonia (English)
Kehnara (English)
Kiitarie (English)
KilianMusic (English)
KillshotKitty (English)
Kimscraft (English)
KingGothalion (English)
Kismet (English)
Kodeations (English)
Konzetsu (English)
LadyMFNJenkins (English)
Laurentheshort (English)
LeksiW (English)
LizardSeagull (English)
LMG (English)
Lostgirls27 (English)
LuminariaRayne (English)
Luuva_ (English)
MikeNaiders (English)
Miz Tracey (English)
More2Me4Life (English)
Moto (English)
mshoboslayer (English)
MzFlexx (English)
Nangiii (Spanish)
NITNO (English)
ObiWannCoyote (English)
ONE_shot_GURL (English)
PakrNinja (English)
PartiallyRoyal (English)
pbmack36 (English)
Rakunvar (English)
Raptor (English)
Rev3rend816 (English)
Rybolt (English)
Saven (English)
shelBOO (English)
Sippytango (English)
Spartan-85 (English)
Spiritchill_ (English)
Squttnbear (English)
Streamerhouse (English)
SunBunnie888 (English)
Survival Elite (English)
TacticalFriedRice_ (English)
Tala Tora (English)
TBF Gaming (English)
Temreki (English)
TexCubSF (English)
thatGrandma (English)
The Narrator (English)
TheOrigamiGuru (English)
Tomato (English)
TomGirlGamer (English)
TripodGG (English)
Twoshotsgaming (English)
WaywardEko (English)
WhosGamingNow (English)
Zeuslair (English)

Uzbekistan

Kukijon (Uzbek)

Alpha Exodus: Leaving Early Access 04.20.24

Alpha Exodus: Leaving Early Access

The Fun Pimps are happy to announce 7 Days is leaving Early Access! With the launch of the next update, we’re moving officially to 1.0 for 7 Days to Die.

TFP Co-Founder Richard Huenink details the move in this Video. He’ll talk about our decision to leave early access, the tentative launch dates for PC and Console Alpha 22 (Now 1.0), the roadmap of planned future updates and features ahead for all platforms, and the games new pricing. 

ALPHA EXODUS: The Road to 1.0 (Video)

VERSION 1.0 GAMEPLAY TRAILER

Have more questions? Look at our comprehensive FAQ below!


ALPHA EXODUS FAQ


1.0 LAUNCH


Q: Why release now?
A: We have been developing 7 Days for nearly 12 years and have had over twenty large scale early access releases that have brought the game to a significantly different place and quality than where it began. Our team feels satisfied with our efforts, especially with the significant overall progress, art quality and optimizations that have gone into the current release slated for all PC and Consoles and are ready for launch. We are now turning our focus to other ways we can support ALL versions of the game – through our planned roadmap, free updates, and beyond! The Fun Pimps have and will continue to support 7 Days to Die development with a majority of their resources.

Q: Why are some features in the road map?
A:
We have put significant work into these systems but some still have a ways to go to be ready for prime time. Rather than keep 7 Days to Die in further Alphas, we think it’s time to leave early access and officially announce our 1.0 launch, future plans and commit to the deadlines on these features. With that said, supporting and keeping parity with PC, PS5, and Xbox X/S Series will be our top priority.

Q: So what does this mean for A22 and other Alpha builds?
A: Alpha build updates that were detailed or talked about prior to this news are going to become the major planned updates shown in the road map. The naming convention will reset to “Version 1.0” and so forth.

Q: Will there still be early release/experimental builds?
A: Yes, we still release experimental builds on Steam before going stable. Stable releases will go to console and other PC markets after they are ready.

Q: Will I still be able to access older alphas of the game?
A: Yes we will continue to support this on Steam as the Steam policies permit. This will not be a feature in other platforms.

Q: What about the Kickstarter stretch goals?
A: We’re working on completing all stretch goals. As mentioned in the Kickstarter, some of these features will come post-launch. We are focused on ensuring all Kickstarter backers will receive the promised content.

Q: What was the 7 Days to Die “Apocalypse Edition”?
A: This was a tentative name we were considering for the console 1.0 release of the game. But, after working with Microsoft and Sony, we thought the best way to avoid brand confusion was to call it the console edition. We are scrapping “Apocalypse Edition” at this time to hopefully avoid confusion.

Q: Is there a roadmap for post-release?
A:
Yes! You can view it below. Once 1.0 Launches, we’ll be updating the image with a more detailed look at what’s coming and when.


PRICE CHANGE


Q: Will there be a price raise?
A: Yes, at launch of 1.0 stable the standard retail price of the game from that point forward will increase to $44.99 on all platforms and storefronts. We are offering a major Last Chance weeklong deal sale on Steam from April 22 to April 29, 2024 so that people will have one last chance to get the game before the price increases.

Q: What will the price increase mean for my current PC/Steam copy of 7 Days to Die?
A:
Absolutely nothing! Your PC/Steam copy of 7 Days to Die is still yours, and nothing will change besides it coming out of early access with a large free update and all future free updates. We appreciate your early and continued support of our title, and hope you enjoy the full launch.

Users who did not purchase the title before the pricing increase will, of course, have to buy the game at the new retail price point (or during any of our discount periods on Steam in the future!)

Q: Why increase the cost?
A:
We feel as though the quality standard of the game has gone up significantly from when the initial price was set over 8 years ago along with over a decade of content and improvements. We’ve looked at how others have handled leaving early access, and this is a common practice. We in particular want the price of the PC version to have parity with the Console version. We do not wish to force any current users to spend more money to play the game they’ve always supported. However, new users should see the value the game offers reflected in the cost, and we hope that continued support might fund future endeavors in expanding the 7 Days to Die game even further – DLCs, Expansions, and continued free updates (including everything listed in the Road Map)!


CONSOLE VERSION


Q: What does 1.0 Mean for a Console Release?
A: We are pleased to announce that 1.0 will be the version that the console launches on. While we currently are working out the exact release date, we’re aiming for it to release only a few weeks after the launch of PC 1.0 Stable.

Q: Will the Console Version have Crossplay?
A: While it will not be ready for the 1.0 Release, we are pleased to report that Crossplay connections already work with PC, PS5 and Xbox Series S/X. However, we are waiting for  certification approval with Microsoft and Sony. We intend to have more information in the future, and hope for it to be released with Update 1’s launch (tentatively scheduled for Q4 2024).

Q: What about the old Console version?
A: Due to the significant technical differences between old and current console hardware,  we will not be upgrading the legacy version. Legacy owners will have to buy the new title.  However, we are working closely with Sony and Microsoft to provide a discount to digital legacy owners on their purchase of the new console edition. 

We made the decision early on to focus on a ‘new’ version of the game that is unified with our PC version, and our efforts to update the game post-launch will be entirely focused on that version.

Q: What about the old Console version’s availability?
A: Due to product and branding confusion, we will be delisting the legacy console version from digital storefronts when the new version releases. You will still be able to play your old copy if you own it, but no future purchases of the legacy edition will be possible.

Q: Will I be able to use my old saves on the new version?
A: No. You will, of course, be able to continue to use your old saves on the Legacy version if it is installed, but saves will not carry over as they are not compatible with the numerous new changes. 

Q: Will the new Console Edition get the same updates this time?
A: Yes! Our plan is to give the console edition owners every free update that the PC version gets, keeping parity with PC for Crossplay. If a feature is not technically possible due to hardware restrictions, or is otherwise restricted by certification requirements set by Microsoft or Sony, it will not make it to the console edition. We will outline any future updates if they will be limited or not make it to the console edition.

Q: Will the Console Edition get modding support?
A: We are discussing this, but there are no concrete plans yet. We are looking into how this might be achieved while maintaining performance on the console edition. 

Q: Will the Console Edition support local splitscreen?
A: No. Due to technical limitations and memory restrictions, this feature is not currently possible on the Console Edition.

Q: Are there any plans for future consoles/ports?
A: We have no plans to announce at this time. We are still looking into other platforms.

Q: Will there be a physical edition of the game?
A: At launch, the game will be digital only. We have no plans to announce at this time, but may look into this in the future.

Q: Will there be any limitations or differences between Console Edition and PC on launch?
A: Console Edition will have some limitations, including:

  • Random Gen: The Console Edition will launch with a collection of pregenerated maps and the Navezgane experience. However, Random Gen will come in a patch soon after launch.
  • Level/Prefab Editor and World Editor: The console edition will not launch with the level or world editor..
  • Internet Connection/Server Connection: At launch, the console edition will be restricted to peer-to-peer games on the same platform. As mentioned in the Crossplay section above, we intend to release Crossplay in Update 1, barring any certification requirements or technical hurdles.
  • Other Differences: There will be a document in the future that details any other specific differences in performance, online capabilities, hosting features and more. 

UPDATE (4/22):


Q: What does this mean for Gamepass?
A: 7 Days to Die will be leaving Gamepass by the end of April. At this time, there are no plans to enter back into Gamepass. However, we are exploring all future avenues with Microsoft.

Q: Save incompatibility between console versions? Also, will there still be Save incompatibility between patches?
A: Due to the technical architecture of 7 Days to Die’s game engine, users will have to start a new game with each major update. Eventually, this will not be the case.

Thank You from All The Fun Pimps

7 Days to Die has been an incredible journey for our Team over the last 12 years, and for our fans who have been with us since the beginning. This game would not be possible without the continued support of our incredible community who have stood by us for over a decade, and we thank you all for that.

We will continue to support 7 Days to Die, because this game is still our team’s greatest passion. TFP will continue to make content, add new features and grow this Franchise… because it’s our favorite game too! We look forward to a bright future with many exciting releases!

Thank you for all of the support you have given us over the years!