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
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
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!
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.
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.
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!
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
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
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
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
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
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
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.
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.
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 fornearly 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!